From b1873567bcb47de1ad2c81cedd0c38b7fff775b2 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Thu, 16 Dec 2021 15:35:37 +0100 Subject: [PATCH] Remove deleted translations from Weblate PO files Automate it in the update script. --- update.sh | 1 + weblate/docs/ar.po | 118 - weblate/docs/ca.po | 233 - weblate/docs/cs.po | 228 - weblate/docs/da.po | 135 - weblate/docs/de.po | 3158 ----------- weblate/docs/el.po | 408 -- weblate/docs/es.po | 8654 ------------------------------ weblate/docs/fa.po | 39 - weblate/docs/fi.po | 755 --- weblate/docs/fr.po | 8670 ------------------------------ weblate/docs/he.po | 71 - weblate/docs/hi.po | 36 - weblate/docs/hu.po | 77 - weblate/docs/id.po | 76 - weblate/docs/it.po | 982 ---- weblate/docs/ja.po | 5539 ------------------- weblate/docs/ko.po | 3718 ------------- weblate/docs/lt.po | 4 - weblate/docs/ms.po | 25 - weblate/docs/nb.po | 14 - weblate/docs/nl.po | 221 - weblate/docs/pl.po | 2935 ---------- weblate/docs/pt.po | 31 - weblate/docs/pt_BR.po | 2841 ---------- weblate/docs/ro.po | 112 - weblate/docs/ru.po | 3585 ------------- weblate/docs/sk.po | 10 - weblate/docs/sl.po | 208 - weblate/docs/sr_Latn.po | 51 - weblate/docs/sv.po | 62 - weblate/docs/te.po | 8 - weblate/docs/th.po | 321 -- weblate/docs/tr.po | 239 - weblate/docs/uk.po | 1540 ------ weblate/docs/vi.po | 324 -- weblate/docs/zh_CN.po | 10994 -------------------------------------- weblate/docs/zh_TW.po | 1357 ----- 38 files changed, 1 insertion(+), 57779 deletions(-) diff --git a/update.sh b/update.sh index f497a3cc3c..3765822fea 100755 --- a/update.sh +++ b/update.sh @@ -120,6 +120,7 @@ if [ "$update_weblate_po" = true ]; then echo "Merging $po..." msgmerge -w 79 "$po" $WEBLATE_TEMPLATE > "$po".new mv -f "$po".new "$po" + msgattrib --output-file=$po --no-obsolete $po done fi diff --git a/weblate/docs/ar.po b/weblate/docs/ar.po index 8ccf3d3849..9cdb20cef9 100644 --- a/weblate/docs/ar.po +++ b/weblate/docs/ar.po @@ -100469,121 +100469,3 @@ msgid "" "`Zeef Godot Engine: A curated directory of resources by Andre Schmitz " "`_" msgstr "" - -#~ msgid "" -#~ "If this is your first time encountering GDScript, please read :ref:" -#~ "`doc_scripting` before continuing." -#~ msgstr "" -#~ "إن كان هذا هو لقاؤك الأول مع لغة البرمجية النصية GDScript، من فضلك أقرأ :" -#~ "ref:`doc_scripting` قبل الاستمرار." - -#, fuzzy -#~ msgid "EditorInspectorPlugin" -#~ msgstr "أندرويد" - -#, fuzzy -#~ msgid "EditorProperty" -#~ msgstr "التطوير" - -#, fuzzy -#~ msgid "Your final directory structure should look like this :" -#~ msgstr "شجرة المشاهد الخاصة بك، ينبغي أن تكون على الشكال التالي:" - -#, fuzzy -#~ msgid "Android SDK" -#~ msgstr "أندرويد" - -#, fuzzy -#~ msgid "Windows (Visual Studio)" -#~ msgstr "مايكروسوفت ويندوز (ومنصة الويندوز العالمية)" - -#, fuzzy -#~ msgid "Windows (JetBrains Rider)" -#~ msgstr "مايكروسوفت ويندوز (ومنصة الويندوز العالمية)" - -#, fuzzy -#~ msgid "Creating Android plugins (Godot 3.2.2+)" -#~ msgstr "إنشاء المحتوى" - -#, fuzzy -#~ msgid "Instance Properties" -#~ msgstr "تملك خصائص قابلة للتعديل." - -#, fuzzy -#~ msgid "constants" -#~ msgstr "الثوابت" - -#, fuzzy -#~ msgid "signals" -#~ msgstr "إشارات" - -#, fuzzy -#~ msgid "In Godot:" -#~ msgstr "في غودوت ذو الإصدار 3.1:" - -#~ msgid "" -#~ "Open the ``Ball`` scene and add a ``PhysicsMaterial`` by opening the " -#~ "\"Physics Material Override\" dropdown in the Inspector dock and " -#~ "selecting \"New PhysicsMaterial\"." -#~ msgstr "" -#~ "افتح مشهد \"الكرة\" ``Ball`` وقم بإضافة \"مادة فيزيائية\" " -#~ "``PhysicsMaterial`` عن طريق فتح القائمة المنسدلة \"تجاوز المواد الفيزيائية" -#~ "\" في ميناء المستكشف Inspector dock واختر \"مادة-فيزيائية جديدة\"." - -#~ msgid "Testing" -#~ msgstr "أختبار" - -#~ msgid "" -#~ "To begin, click the \"Add/Create a New Node\" button and add an :ref:" -#~ "`Area2D ` node to the scene." -#~ msgstr "" -#~ "للشروع في العمل، اضغط على زر \"إضافة / إنشاء عُقدة جديدة\" وقم بإضافة " -#~ "عُقدة :ref:`Area2Dمساحة-ثنائية-البُعد `للمشهد." - -#~ msgid "" -#~ "Click \"Play Scene\" (``F6``) and confirm you can move the player around " -#~ "the screen in all directions. The console output that opens upon playing " -#~ "the scene can be closed by clicking ``Output`` (which should be " -#~ "highlighted in blue) in the lower left of the Bottom Panel." -#~ msgstr "" -#~ "اضغط على \"تشغيل المشهد\" (``F6``) وتيقن من القدرة على تحريك اللاعب في " -#~ "جميع الاتجاهات. يمكنك إغلاق واجهة المستعرض console الخاصة بالمخُرجات والتي " -#~ "انفتحت بمجرد لعب المشهد عن طريق الضغط على ``المُخرجات Output`` (ينبغي أن " -#~ "تكون مُعلّمة باللون الأزرق) في القسم الأخفض من اللوحة السفلية." - -#~ msgid "" -#~ "When connecting a signal, instead of having Godot create a function for " -#~ "you, you can also give the name of an existing function that you want to " -#~ "link the signal to." -#~ msgstr "" -#~ "عند وصل إشارة ما، بمقدورك بدلاً من الاعتماد على غودوت في إنشاء الوظيفة " -#~ "البرمجية من أجلك، أن تقوم بإعطاء اسم وظيفة برمجية موجودة ترغب في ربط " -#~ "الإشارة بها أيضاً." - -#~ msgid "" -#~ "``fly`` should be set to 3 FPS, with ``swim`` and ``walk`` set to 4 FPS." -#~ msgstr "" -#~ "يجب تحديد عدد الإطارات في الثانية FPS الخاصة لأجل``الطيران fly`` إلى 3، " -#~ "بينما كل من ``السباحة swim`` و ``المشي walk`` ينبغي أن تكون 4." - -#, fuzzy -#~ msgid "Collision Shapes" -#~ msgstr "أشكال إصطدام ظاهرة" - -#~ msgid "Name" -#~ msgstr "الأسم" - -#, fuzzy -#~ msgid "``CPUParticles2D``" -#~ msgstr "جسيمات" - -#~ msgid "Future" -#~ msgstr "المستقبل" - -#, fuzzy -#~ msgid "|image15|" -#~ msgstr "|الصورة0|" - -#, fuzzy -#~ msgid "Code structure" -#~ msgstr "المستقبل" diff --git a/weblate/docs/ca.po b/weblate/docs/ca.po index d7c96af043..353ebae765 100644 --- a/weblate/docs/ca.po +++ b/weblate/docs/ca.po @@ -99290,236 +99290,3 @@ msgid "" msgstr "" "`Zeef Godot Engine: Un directori de recursos curat per Andre Schmitz " "`_" - -#, fuzzy -#~ msgid "EditorInspectorPlugin" -#~ msgstr "Android" - -#, fuzzy -#~ msgid "EditorProperty" -#~ msgstr "Desenvolupament" - -#, fuzzy -#~ msgid "Android SDK" -#~ msgstr "Android" - -#, fuzzy -#~ msgid "Windows (Visual Studio)" -#~ msgstr "Windows (i UWP)" - -#, fuzzy -#~ msgid "Windows (JetBrains Rider)" -#~ msgstr "Windows (i UWP)" - -#, fuzzy -#~ msgid "Creating Android plugins (Godot 3.2.2+)" -#~ msgstr "Primers passos" - -#, fuzzy -#~ msgid "Language code." -#~ msgstr "Llengua" - -#, fuzzy -#~ msgid "" -#~ "`Android NDK `_ r17 or " -#~ "later." -#~ msgstr "Android SDK: https://developer.android.com/studio/" - -#, fuzzy -#~ msgid "Scenes and scripts are objects" -#~ msgstr "Escenes i nodes" - -#, fuzzy -#~ msgid "There are two types of products - consumables and non-consumables:" -#~ msgstr "No hi ha cap mena de restricció en l'ús del motor Godot" - -#~ msgid "Testing" -#~ msgstr "Provant" - -#, fuzzy -#~ msgid "" -#~ "Java JDK: http://www.oracle.com/technetwork/java/javase/downloads/index." -#~ "html" -#~ msgstr "" -#~ "Java JDK: http://www.oracle.com/technetwork/java/javase/downloads/index." -#~ "html" - -#~ msgid "Name" -#~ msgstr "Nom" - -#, fuzzy -#~ msgid "``CPUParticles2D``" -#~ msgstr "Partícules" - -#~ msgid "Future" -#~ msgstr "Futur" - -#~ msgid "" -#~ "Godot supports Collada via the `OpenCollada `_ exporter (Maya, " -#~ "3DSMax)." -#~ msgstr "" -#~ "Godot suporta Collada mitjançant el exportador `OpenCollada `_(Maya, " -#~ "3DSMax)." - -#, fuzzy -#~ msgid "" -#~ "FBX SDK has a `restrictive license `_, that is incompatible with the `open license " -#~ "`_ provided by Godot. That being " -#~ "said, FBX support could still be provided by third parties as a plugin. " -#~ "(See Plugins question below.)" -#~ msgstr "" -#~ "FBX SDK té una `llicència restrictiva `_, que és incompatible amb la `llicència oberta " -#~ "`_ proporcionada per Godot." - -#, fuzzy -#~ msgid "" -#~ "To create a new project, click the \"New Project\" option. Choose and " -#~ "create a path for the project and specify the project name." -#~ msgstr "" -#~ "Per a crear un nou projecte, cliqueu el botó ``Projecte Nou`` a la dreta. " -#~ "Doneu-l'hi un nom i trieu una carpeta en el vostre ordenador per a " -#~ "guardar-lo." - -#~ msgid "Step-by-step" -#~ msgstr "Pas a pas" - -#, fuzzy -#~ msgid "There is a few things to note here." -#~ msgstr "No hi ha cap mena de restricció en l'ús del motor Godot" - -#~ msgid "Mac OS X" -#~ msgstr "Mac OS X" - -#~ msgid "" -#~ "This means it is free as in \"free speech\" as well as in \"free beer\"." -#~ msgstr "" -#~ "Per tant, completament gratuït i lliure de disposar-ne com es vulgui." - -#~ msgid "There are no usage restrictions on Godot" -#~ msgstr "No hi ha cap mena de restricció en l'ús del motor Godot" - -#~ msgid "" -#~ "This means you can use it for any game or application, commercially or " -#~ "non-commercially, in any industry" -#~ msgstr "" -#~ "Això significa que es pot utilitzar per a qualsevol joc o aplicació, " -#~ "comercial o no, per a qualsevol sector" - -#~ msgid "" -#~ "For more, see `here `_ or ask " -#~ "your lawyer of choice." -#~ msgstr "" -#~ "Per a més informació, vegeu `aquí `_ o consulteu al vostre advocat de confiança." - -#~ msgid "" -#~ "Note that C# and Visual Scripting support is comparatively young and " -#~ "GDScript still has some advantages as outlined below." -#~ msgstr "" -#~ "Tingueu en compte que el suport per C# i Visual Scripts és relativament " -#~ "nou i GDScript encara compta amb alguns avantatges com s'indica a " -#~ "continuació." - -#~ msgid "" -#~ "Support for new languages can be added by third parties using the " -#~ "GDNative / NativeScript / PluginScript facilities. (See question about " -#~ "plugins below.)" -#~ msgstr "" -#~ "Nous llenguatges poden incorporar-se, per terceres parts, amb l'ajuda de " -#~ "GDNative / NativeScript / PluginScript. (Vegeu la pregunta sobre " -#~ "connectors més avall)" - -#~ msgid "" -#~ "GDScript? Why use a custom scripting language instead of my language of " -#~ "choice?" -#~ msgstr "" -#~ "GDScript? Per què utilitzar un llenguatge propi en comptes del meu " -#~ "llenguatge preferit?" - -#~ msgid "" -#~ "GDScript is designed to integrate from the ground to the way Godot works, " -#~ "more than any other language, and is simple and easy to learn. Takes at " -#~ "most a day or two to get comfortable and it's easy to see the benefits " -#~ "once you do. Please make the effort to learn GDScript, you will not " -#~ "regret it." -#~ msgstr "" -#~ "GDScript està expressament dissenyat per integrar-se amb la manera de fer " -#~ "de Godot, a més a més, és molt simple i fàcil d'aprendre. Un o dos dies " -#~ "són del tot suficients per sentir-s'hi com còmode i veure'n els " -#~ "beneficis. L'esforç d'aprendre GDScript paga la pena." - -#~ msgid "" -#~ "Godot C++ API is also efficient and easy to use (the entire Godot editor " -#~ "is made with this API), and an excellent tool to optimize parts of a " -#~ "project, but trying to use it instead of GDScript for an entire game is, " -#~ "in most cases, a waste of time." -#~ msgstr "" -#~ "L'API C++ és una eina eficient i fàcil d'utilitzar (l'editor mateix està " -#~ "fet amb l'API), sobretot, per optimitzar certes parts d'un projecte, però " -#~ "tractar d'usar-la per complet en lloc de GDScript resulta, en la majoria " -#~ "dels casos, una pèrdua de temps." - -#~ msgid "" -#~ "Yes, for more than a decade we tried in the past integrating several VMs " -#~ "(and even shipped games using them), such as Python, Squirrel and Lua (in " -#~ "fact we authored tolua++ in the past, one of the most popular C++ " -#~ "binders). None of them worked as well as GDScript does now." -#~ msgstr "" -#~ "Sí, durant més d'una dècada hem provat la integració de diverses màquines " -#~ "virtuals (fins i tot hem venut jocs amb elles!), com ara Python, Squirrel " -#~ "i Lua (de fet, sóm els autors de tolua++ una de les vinculacions més " -#~ "populars C++ ). Cap ha resultat millor que GDScript." - -#~ msgid "For the more technically versed, proceed to the next item." -#~ msgstr "Per als més versats tècnicament, procediu al punt següent." - -#~ msgid "" -#~ "I don't believe you. What are the technical reasons for the item above?" -#~ msgstr "No m'ho crec. Quines són les raons tècniques del punt anterior?" - -#~ msgid "" -#~ "GDScript was designed to solve the issues above, and performs well in all " -#~ "the above scenarios. Please learn GDScript and enjoy a smooth integration " -#~ "of scripting with the game engine (yes, it's a rare but enjoyable " -#~ "situation when things just work). It's worth it, give it a try!" -#~ msgstr "" -#~ "GDScript fou dissenyat per adreçar totes aquestes qüestions i es manega " -#~ "bé en tots aquests escenaris. Aprenent GDScript podreu gaudiur d'una " -#~ "integració en harmonia amb el motor (sí, és estrany però agradable quan " -#~ "les coses simplement funcionen). Val la pena l'esforç!" - -#~ msgid "I want to extend Godot. What are my options for creating plugins?" -#~ msgstr "" -#~ "Vull ampliar la funcionalitat del Godot. Quines són les meves opcions per " -#~ "a la creació de connectors?" - -#~ msgid "" -#~ "Additional languages could be added via PluginScript or the more low-" -#~ "level NativeScript." -#~ msgstr "" -#~ "Es poden afegir llenguatges addicionals mitjançant PluginScript o a més " -#~ "baix nivell, amb NativeScript." - -#~ msgid "" -#~ "If you want to add a certain native library, your best bet is GDNative " -#~ "and custom C++ modules." -#~ msgstr "" -#~ "Per afegir biblioteques nativament, la millor opció és GDNative i mòduls " -#~ "personalitzats en C++." - -#~ msgid "Why is FBX not supported for import?" -#~ msgstr "Per què no hi ha suport per a la importació de FBX ?" - -#~ msgid "Also, glTF support was added in Godot 3.0." -#~ msgstr "A més, es va afegir suport per glTF desde Godot 3.0." - -#~ msgid "" -#~ "FBX support could still be provided by third parties as a plugin. (See " -#~ "Plugins question above.)" -#~ msgstr "" -#~ "Sempre es pot proporcionar suport per FBX mitjançant connectors " -#~ "desenvolupats per tercers. (Vegeu la pregunta anterior sobre Connectors.)" diff --git a/weblate/docs/cs.po b/weblate/docs/cs.po index d1792fbba4..00c97fb041 100644 --- a/weblate/docs/cs.po +++ b/weblate/docs/cs.po @@ -104368,231 +104368,3 @@ msgid "" "`Zeef Godot Engine: A curated directory of resources by Andre Schmitz " "`_" msgstr "" - -#~ msgid "" -#~ "|partial| Only critical, security and platform support fixes (last " -#~ "update: 3.1.2)." -#~ msgstr "" -#~ "|partial| Pouze kritické, bezpečnostní opravy a podpora platformy " -#~ "(poslední update 3.1.2)." - -#~ msgid "" -#~ "|partial| Only critical, security and platform support fixes (last " -#~ "update: 2.1.6)." -#~ msgstr "" -#~ "|partial| Pouze kritické, bezpečnostní opravy a podpora platformy " -#~ "(poslední update: 2.1.6)." - -#~ msgid "" -#~ "If this is your first time encountering GDScript, please read :ref:" -#~ "`doc_scripting` before continuing." -#~ msgstr "" -#~ "Pokud se poprvé setkáváte s GDScriptem, přečtěte si prosím :ref:" -#~ "`doc_scripting`, než budete pokračovat." - -#~ msgid "" -#~ "Ignoring a folder will also automatically hide it from the FileSystem " -#~ "dock, which can be useful to reduce clutter." -#~ msgstr "" -#~ "Ignorování složky také automaticky skryje složku v doku FileSystem, což " -#~ "může být užitečné ke snížení nepořádku." - -#~ msgid "WebP (``.webp``)" -#~ msgstr "WebP (``.webp``)" - -#~ msgid "Stored as PNG" -#~ msgstr "Uloženo jako PNG" - -#~ msgid "SRGB" -#~ msgstr "SRGB" - -#~ msgid "" -#~ "Godot does not support loading PCK files larger than 2 GB yet. If your " -#~ "exported project data is larger than 2 GB, you will need to split it into " -#~ "several PCK files by :ref:`exporting additional PCKs " -#~ "` and loading them at run-time." -#~ msgstr "" -#~ "Godot zatím nepodporuje načítání souborů PCK větších než 2 GB. Pokud jsou " -#~ "exportovaná data projektu větší než 2 GB, je třeba je rozdělit do " -#~ "několika souborů PCK pomocí :ref:`exportování dalších PCK " -#~ "` a načíst je za běhu." - -#~ msgid "EditorInspectorPlugin" -#~ msgstr "EditorInspectorPlugin" - -#~ msgid "EditorProperty" -#~ msgstr "EditorProperty" - -#~ msgid ":kbd:`Shift + F1`" -#~ msgstr ":kbd:`Shift + F1`" - -#~ msgid "" -#~ "2D batching is currently only supported when using the GLES2 renderer." -#~ msgstr "" -#~ "2D batching je aktuálně podporováno pouze při použití vykreslovacího " -#~ "modulu GLES2." - -#~ msgid "Audio input to record microphones." -#~ msgstr "Zvukový vstup pro záznam mikrofonů." - -#~ msgid "" -#~ "|partial| Only critical, security and platform support fixes (last " -#~ "update: 3.2.3)." -#~ msgstr "" -#~ "|partial| Pouze kritické, bezpečnostní opravy a podpora platformy " -#~ "(poslední update 3.2.3)." - -#~ msgid ":kbd:`F2`" -#~ msgstr ":kbd:`F2`" - -#~ msgid "Your final directory structure should look like this :" -#~ msgstr "Vaše konečná adresářová struktura by měla vypadat takto:" - -#~ msgid "" -#~ "Godot uses ``major.minor.patch`` version numbering. However, it does not " -#~ "strictly follow `Semantic Versioning `__. This means " -#~ "that releases considered \"semver-minor\" by that standard (such as 3.1 -" -#~ "> 3.2) will most likely introduce breaking changes. Still, there won't be " -#~ "as many breaking changes as a \"semver-major\" version bump such as 3.2 -" -#~ "> 4.0." -#~ msgstr "" -#~ "Godot používá ``major.minor.patch`` číslování verzí. Neřídí se však " -#~ "striktně podle `Sémantického verzování `_. To " -#~ "znamená, že vydání, která jsou podle této normy považována za \"semver-" -#~ "minor\" (například 3.1 -> 3.2), s největší pravděpodobností přinesou " -#~ "zlomové změny. Stále však nedojde k tolika zlomovým změnám jako u verze " -#~ "„semver-major“, jako je 3.2 -> 4.0." - -#~ msgid "" -#~ "In the interest of stability and usability, patch releases may " -#~ "occasionally introduce small breaking changes as well. When repackaging " -#~ "Godot projects (e.g. in a Flatpak), make sure to always use the same " -#~ "patch version as the one used to initially export the project." -#~ msgstr "" -#~ "V zájmu stability a použitelnosti mohou uvolněné patche občas zavést i " -#~ "menší zlomové změny. Při přebalování projektů Godotu (např. ve flatpaku) " -#~ "se vždy ujistěte, že používáte stejnou verzi patche, jaká byla použita " -#~ "při původním exportu projektu." - -#~ msgid "" -#~ "The first release in a major/minor release series doesn't end with a " -#~ "trailing zero. For example, the first release in the 3.2 series is " -#~ "``3.2``, not ``3.2.0``." -#~ msgstr "" -#~ "První vydání v řadě hlavních / vedlejších vydání nekončí koncovou nulou. " -#~ "Například první verze v řadě 3.2 je ``3.2``, nikoli ``3.2.0``." - -#~ msgid "" -#~ "Godot versions are supported for a certain amount of time. While these " -#~ "durations are not set in stone, here's a table with the expected level of " -#~ "support for each Godot version:" -#~ msgstr "" -#~ "Verze Godota jsou podporovány jen po určitou dobu. I když tyto doby " -#~ "trvání nejsou tesány do kamene, zde je tabulka s očekávanou úrovní " -#~ "podpory pro každou verzi Godot:" - -#~ msgid "" -#~ "|supported| Backwards-compatible new features (backported from the " -#~ "``master`` branch) as well as bug, security, and platform support fixes." -#~ msgstr "" -#~ "|supported| Zpětně kompatibilní nové funkce (backportované z větve " -#~ "„master“) a opravy chyb, zabezpečení a podpory platforem." - -#~ msgid "" -#~ "Patch releases are made available more frequently, typically every 2-6 " -#~ "months while a release is fully supported. Partially supported releases " -#~ "will only have new patch releases once an important security or platform " -#~ "support fix has been merged." -#~ msgstr "" -#~ "Vydávání oprav je k dispozici častěji, obvykle každé 2-6 měsíce, pro plně " -#~ "podporovanou verzi. Částečně podporované verze budou mít nová vydání " -#~ "oprav pouze po sloučení důležité opravy zabezpečení nebo podpory " -#~ "platformy." - -#~ msgid "" -#~ "If you upgrade Godot, you must download templates that match the new " -#~ "version or your exported projects may not work correctly." -#~ msgstr "" -#~ "Pokud upgradujete Godot, musíte stáhnout šablony, které odpovídají nové " -#~ "verzi, nebo vaše exportované projekty nemusí správně fungovat ." - -#~ msgid "" -#~ "You have many container nodes at your disposal that scale and place UI " -#~ "elements for you. They take control over their children." -#~ msgstr "" -#~ "Máte k dispozici mnoho kontejnerových uzlů, které škálují a umisťují " -#~ "prvky uživatelského rozhraní. Přebírají také kontrolu nad podřízenými " -#~ "uzly (svými dětmi)." - -#~ msgid "Creating Android plugins (Godot 3.2.2+)" -#~ msgstr "Vytváření doplňků pro Android (Godot 3.2.2+)" - -#~ msgid "Command line argument." -#~ msgstr "Argument příkazové řádky." - -#~ msgid "Language code." -#~ msgstr "Jazykový kód." - -#~ msgid "" -#~ "Constants are similar to variables, but must be constants or constant " -#~ "expressions and must be assigned on initialization." -#~ msgstr "" -#~ "Konstanty jsou podobné proměnným, musí ale být konstantní nebo konstantní " -#~ "výraz a musí jím být přidělen při inicializaci." - -#~ msgid "Type hints" -#~ msgstr "Upřesnění typů" - -#~ msgid "Dozens of effects included." -#~ msgstr "Včetně desítek efektů." - -#~ msgid "constants" -#~ msgstr "konstanty" - -#~ msgid "signals" -#~ msgstr "Signály" - -#~ msgid "" -#~ "Open the ``Ball`` scene and add a ``PhysicsMaterial`` by opening the " -#~ "\"Physics Material Override\" dropdown in the Inspector dock and " -#~ "selecting \"New PhysicsMaterial\"." -#~ msgstr "" -#~ "Otevřete scénu `` Ball`` a přidejte `` PhysicsMaterial`` otevřením " -#~ "rozbalovací nabídky „Physics Material Override“ v doku Inspector a " -#~ "výběrem „New PhysicsMaterial“." - -#~ msgid "Testing" -#~ msgstr "Testované" - -#, fuzzy -#~ msgid "Scheme setup" -#~ msgstr "Cesta ke zdroji" - -#, fuzzy -#~ msgid "Collision Shapes" -#~ msgstr "Viditelné kolizní tvary" - -#~ msgid "Name" -#~ msgstr "Název" - -#, fuzzy -#~ msgid "``CPUParticles2D``" -#~ msgstr "Částice" - -#~ msgid "Future" -#~ msgstr "Budoucí" - -#, fuzzy -#~ msgid "Code structure" -#~ msgstr "Budoucí" - -#, fuzzy -#~ msgid "Global constants" -#~ msgstr "Konstanty" - -#~ msgid "End" -#~ msgstr "Konec" - -#, fuzzy -#~ msgid "Placing of AnimationPlayer" -#~ msgstr "Animace" diff --git a/weblate/docs/da.po b/weblate/docs/da.po index 024de6df1e..b747b3bda5 100644 --- a/weblate/docs/da.po +++ b/weblate/docs/da.po @@ -98970,138 +98970,3 @@ msgid "" "`Zeef Godot Engine: A curated directory of resources by Andre Schmitz " "`_" msgstr "" - -#, fuzzy -#~ msgid "EditorInspectorPlugin" -#~ msgstr "Android" - -#, fuzzy -#~ msgid "EditorProperty" -#~ msgstr "Udvikling" - -#, fuzzy -#~ msgid "Android SDK" -#~ msgstr "Android" - -#, fuzzy -#~ msgid "Windows (Visual Studio)" -#~ msgstr "Windows (og UWP)" - -#, fuzzy -#~ msgid "Windows (JetBrains Rider)" -#~ msgstr "Windows (og UWP)" - -#, fuzzy -#~ msgid "Creating Android plugins (Godot 3.2.2+)" -#~ msgstr "Kom i gang" - -#, fuzzy -#~ msgid "constants" -#~ msgstr "Konstanter" - -#, fuzzy -#~ msgid "signals" -#~ msgstr "Signaler" - -#, fuzzy -#~ msgid "There are two types of products - consumables and non-consumables:" -#~ msgstr "Der er ingen brugsrestriktioner på Godot" - -#~ msgid "Testing" -#~ msgstr "Tester" - -#, fuzzy -#~ msgid "There is a few things to note here." -#~ msgstr "Der er ingen brugsrestriktioner på Godot" - -#~ msgid "Mac OS X" -#~ msgstr "Mac OS X" - -#~ msgid "" -#~ "This means it is free as in \"free speech\" as well as in \"free beer\"." -#~ msgstr "" -#~ "Dette betyder at den er fri som i \"fri tale\" såvel som \"fri øl\"." - -#~ msgid "There are no usage restrictions on Godot" -#~ msgstr "Der er ingen brugsrestriktioner på Godot" - -#~ msgid "" -#~ "This means you can use it for any game or application, commercially or " -#~ "non-commercially, in any industry" -#~ msgstr "" -#~ "Dette betyder at du kan bruge den til hvilken slags spil eller " -#~ "applikation, kommercielt eller ikke-kommercielt i hvilken som helst " -#~ "industri" - -#~ msgid "" -#~ "For more, see `here `_ or ask " -#~ "your lawyer of choice." -#~ msgstr "" -#~ "For yderligere oplysninger se `here `_ eller spørg en advokat af eget valg." - -#~ msgid "" -#~ "Note that C# and Visual Scripting support is comparatively young and " -#~ "GDScript still has some advantages as outlined below." -#~ msgstr "" -#~ "Bemærk at C#- og Visuel Scripting-understøttelse er forholdsvis unge og " -#~ "GDScript har stadig nogle fordele som anført nedenunder." - -#~ msgid "" -#~ "Support for new languages can be added by third parties using the " -#~ "GDNative / NativeScript / PluginScript facilities. (See question about " -#~ "plugins below.)" -#~ msgstr "" -#~ "Understøttelse af nye sprog kan blive tilføjet af tredjeparter ved brug " -#~ "af GDNative / NativeScript / PluginScript faciliteter. (Se spørgsmål " -#~ "omkring plugins nedenfor.)" - -#, fuzzy -#~ msgid "" -#~ "GDScript? Why use a custom scripting language instead of my language of " -#~ "choice?" -#~ msgstr "" -#~ "GDScript? Hvorfor bruge GDScript i stedet for et programmeringssprog jeg " -#~ "kender?" - -#, fuzzy -#~ msgid "" -#~ "GDScript is designed to integrate from the ground to the way Godot works, " -#~ "more than any other language, and is simple and easy to learn. Takes at " -#~ "most a day or two to get comfortable and it's easy to see the benefits " -#~ "once you do. Please make the effort to learn GDScript, you will not " -#~ "regret it." -#~ msgstr "" -#~ "GDScript er designet til integrering fra grunden til måden Godot virker " -#~ "mere en noget andet sprog, og det er meget simpelt og nemt at lære. Det " -#~ "tager højest en dag eller to, til at blive fortrolig med det, og det er " -#~ "let at se fordelene til den tid. Gør venligst en indsats i at lære " -#~ "GDScript, du vil ikke fortryde det." - -#~ msgid "" -#~ "Godot C++ API is also efficient and easy to use (the entire Godot editor " -#~ "is made with this API), and an excellent tool to optimize parts of a " -#~ "project, but trying to use it instead of GDScript for an entire game is, " -#~ "in most cases, a waste of time." -#~ msgstr "" -#~ "Godot C++ API'en er også effektiv og nem at bruge (hele Godot editoren er " -#~ "lavet med denne API), og det er et fremragende værktøj til at optimere " -#~ "dele af et projekt, men at prøve at bruge den i stedet for GDScript for " -#~ "et helt spil, er i de fleste tilfælde et spild a tid." - -#, fuzzy -#~ msgid "" -#~ "Yes, for more than a decade we tried in the past integrating several VMs " -#~ "(and even shipped games using them), such as Python, Squirrel and Lua (in " -#~ "fact we authored tolua++ in the past, one of the most popular C++ " -#~ "binders). None of them worked as well as GDScript does now." -#~ msgstr "" -#~ "Ja, for mere end 10 år siden prøvede vi at integrere mange forskellige " -#~ "programmeringssprog (og vi udgav også nogle spil med dem), så som Python, " -#~ "Squirrel og Lua (Vi brugte faktisk tolua++ før i tiden, en af de mest " -#~ "populære C++ binder). Ingen af dem virkede så godt, som GDScript gør nu." - -#, fuzzy -#~ msgid "" -#~ "I don't believe you. What are the technical reasons for the item above?" -#~ msgstr "Jeg tror ikke på dig. Hvad er den tekniske grund til den ting over?" diff --git a/weblate/docs/de.po b/weblate/docs/de.po index 3d12d5628b..fb8ce83069 100644 --- a/weblate/docs/de.po +++ b/weblate/docs/de.po @@ -121459,3161 +121459,3 @@ msgid "" msgstr "" "`Zeef Godot Engine: Ein gut sortiertes Ressourcen-Verzeichnis von Andre " "Schmitz `_" - -#, fuzzy -#~ msgid "``python -m pip3 install scons``" -#~ msgstr "``python -m pip install scons``" - -#~ msgid "Formats" -#~ msgstr "Formate" - -#~ msgid "" -#~ "|partial| Only critical, security and platform support fixes (last " -#~ "update: 3.1.2)." -#~ msgstr "" -#~ "|partial| Nur Behebung kritischer Fehler und Verbesserung der Sicherheit " -#~ "und Plattformunterstützung (letztes Update: 3.1.2)." - -#~ msgid "" -#~ "|partial| Only critical, security and platform support fixes (last " -#~ "update: 2.1.6)." -#~ msgstr "" -#~ "|partial| Nur Behebung kritischer Fehler und Verbesserung der Sicherheit " -#~ "und Plattformunterstützung (letztes Update: 2.1.6)." - -#~ msgid "" -#~ "If this is your first time encountering GDScript, please read :ref:" -#~ "`doc_scripting` before continuing." -#~ msgstr "" -#~ "Wenn dies Ihr erster Kontakt mit GDScript ist, lesen Sie bitte :ref:" -#~ "`doc_scripting`, bevor Sie fortfahren." - -#~ msgid "" -#~ "Ignoring a folder will also automatically hide it from the FileSystem " -#~ "dock, which can be useful to reduce clutter." -#~ msgstr "" -#~ "Wenn Sie einen Ordner ignorieren, wird er automatisch im Dateisystem-Dock " -#~ "ausgeblendet. Dies kann hilfreich sein, um Unordnung zu vermeiden." - -#~ msgid "WebP (``.webp``)" -#~ msgstr "WebP (``.webp``)" - -#~ msgid "Stored as PNG" -#~ msgstr "Gespeichert als PNG" - -#~ msgid "SRGB" -#~ msgstr "SRGB" - -#~ msgid "" -#~ "Godot does not support loading PCK files larger than 2 GB yet. If your " -#~ "exported project data is larger than 2 GB, you will need to split it into " -#~ "several PCK files by :ref:`exporting additional PCKs " -#~ "` and loading them at run-time." -#~ msgstr "" -#~ "Godot unterstützt noch nicht das Laden von PCK-Dateien, die größer als 2 " -#~ "GB sind. Wenn Ihre exportierten Projektdaten größer als 2 GB sind, müssen " -#~ "Sie sie in mehrere PCK-Dateien aufteilen, indem Sie :ref:`zusätzliche " -#~ "PCKs ` exportieren und diese zur Laufzeit laden." - -#~ msgid "``_input()`` : NOTIFICATION_INPUT" -#~ msgstr "``_input()`` : NOTIFICATION_INPUT" - -#~ msgid "``_unhandled_input()`` : NOTIFICATION_UNHANDLED_INPUT" -#~ msgstr "``_unhandled_input()`` : NOTIFICATION_UNHANDLED_INPUT" - -#~ msgid "Why?" -#~ msgstr "Warum?" - -#~ msgid "But..." -#~ msgstr "Aber..." - -#~ msgid "OK, how?" -#~ msgstr "OK, wie?" - -#~ msgid "Oh, beautiful GUI!" -#~ msgstr "Oh, wunderschöne GUI!" - -#~ msgid "" -#~ "This tutorial is about advanced skinning of a user interface. Most games " -#~ "generally don't need this, as they end up just relying on :ref:`Label " -#~ "`, :ref:`TextureRect `, :ref:" -#~ "`TextureButton ` and :ref:`TextureProgress " -#~ "`." -#~ msgstr "" -#~ "In dieser Anleitung geht es um das erweiterte Aussehen einer " -#~ "Benutzeroberfläche. Die meisten Spiele benötigen dies im Allgemeinen " -#~ "nicht, da sie sich nur auf Folgendes verlassen :ref:`Label " -#~ "`, :ref:`TextureRect `, :ref:" -#~ "`TextureButton ` und :ref:`TextureProgress " -#~ "`." - -#~ msgid "" -#~ "However, many types of games often need complex user interfaces, like " -#~ "MMOs, traditional RPGs, Simulators, Strategy, etc. These kinds of " -#~ "interface are also common in some games that include editors to create " -#~ "content, or interfaces for network connectivity." -#~ msgstr "" -#~ "Viele Arten von Spielen benötigen jedoch häufig komplexe " -#~ "Benutzeroberflächen, wie MMOs, traditionelle Rollenspiele, Simulationen, " -#~ "Strategiespiele usw. Diese Arten von Schnittstellen sind auch in einigen " -#~ "Spielen üblich, wie Editoren zum Erstellen von Inhalten oder " -#~ "Schnittstellen für die Netzwerkverbindung." - -#~ msgid "" -#~ "Godot's user interface uses these kinds of control with the default " -#~ "theme, but they can be skinned to resemble pretty much any kind of user " -#~ "interface." -#~ msgstr "" -#~ "Die Benutzeroberfläche von Godot verwendet diese Art der Steuerung mit " -#~ "dem Standardthema, sie kann jedoch so gestaltet werden, dass sie so " -#~ "ziemlich jeder Art von Benutzeroberfläche ähnelt." - -#~ msgid "Theme" -#~ msgstr "Designvorlagen (Thema)" - -#~ msgid "" -#~ "The GUI is skinned through the :ref:`Theme ` resource. Theme " -#~ "contains all the information required to change the entire visual styling " -#~ "of all controls. Theme options are named, so it's not obvious which name " -#~ "changes what (especially from code), but several tools are provided. The " -#~ "ultimate place to look at what each theme option is for each control, " -#~ "which will always be more up to date than any documentation, is the file " -#~ "`scene/resources/default_theme/default_theme.cpp `__. The rest of this document will explain the different tools used " -#~ "to customize the theme." -#~ msgstr "" -#~ "Das Aussehen der GUI wird durch die Ressource :ref:`Theme ` " -#~ "bestimmt. Diese Designvorlage (Thema) enthält alle Informationen, die " -#~ "erforderlich sind, um das gesamte visuelle Design aller Steuerelemente zu " -#~ "ändern. Die Themen-Optionen sind benannt, daher ist es nicht " -#~ "offensichtlich, welcher Name was ändert (besondere im Code), es werden " -#~ "jedoch mehrere Tools hierfür bereitgestellt. Der ultimative Ort, um zu " -#~ "sehen, welche Themen-Optionen wofür zuständig sind, ist die Datei `scene/" -#~ "resources/default_theme/default_theme.cpp `__ " -#~ "(diese ist auch immer aktueller als jede Dokumentation). Im weiteren " -#~ "werden die verschiedenen Tools zum Anpassen des Themas erklärt." - -#~ msgid "" -#~ "A Theme can be applied to any control in the scene. As a result, all " -#~ "children and grand-children controls will use that same theme, too " -#~ "(unless another theme is specified further down the tree). If a value is " -#~ "not found in a theme, it will be searched in themes higher up in the " -#~ "hierarchy, towards the root. If nothing was found, the default theme is " -#~ "used. This system allows for flexible overriding of themes in complex " -#~ "user interfaces." -#~ msgstr "" -#~ "Ein Thema kann auf jedes Steuerelement in der Szene angewendet werden. " -#~ "Infolgedessen verwenden auch alle untergeordneten Steuerelemente dasselbe " -#~ "Thema (es sei denn, ein anderes Thema wird weiter unten im Baum " -#~ "angegeben). Wenn ein Wert in einem Thema nicht gefunden wird, wird in " -#~ "Themen weiter oben in der Hierarchie in Richtung der Wurzel gesucht. Wenn " -#~ "nichts gefunden wurde, wird das Standardthema verwendet. Dieses System " -#~ "ermöglicht das flexible Überschreiben von Themen in komplexen " -#~ "Benutzeroberflächen." - -#~ msgid "" -#~ "Don't use the custom theme option in the Project Settings, as there are " -#~ "known bugs with theme propagation. Instead, apply your theme to the root " -#~ "Control node's Theme property. It will propagate to instanced scenes " -#~ "automatically. To get correct theming in the editor for instanced scenes, " -#~ "you can apply the theme resource to the instanced scene's root node as " -#~ "well." -#~ msgstr "" -#~ "Verwenden Sie die benutzerdefinierte Themen-Option nicht in den " -#~ "Projekteinstellungen, da Fehler bei der Weitergabe von Themen bekannt " -#~ "sind. Wenden Sie Ihr Thema stattdessen auf die Thema-Eigenschaft des " -#~ "Wurzel-Kontroll-Nodes an. Es wird automatisch auf instanziierte Szenen " -#~ "übertragen. Um korrekte Themen im Editor für instanziierte Szenen zu " -#~ "erhalten, können Sie die Themenressource auch auf den Wurzel-Node der " -#~ "instanziierten Szene anwenden." - -#~ msgid "Each kind of option in a theme can be:" -#~ msgstr "Ein Thema bietet folgende Optionen:" - -#~ msgid "" -#~ "**An integer constant**: A single numerical constant. Generally used to " -#~ "define spacing between components or alignment." -#~ msgstr "" -#~ "**Eine ganzzahlige Konstante**: Eine einzelne numerische Konstante. Wird " -#~ "im Allgemeinen verwendet, um den Abstand zwischen Komponenten oder die " -#~ "Ausrichtung zu definieren." - -#~ msgid "" -#~ "**A Color**: A single color, with or without transparency. Colors are " -#~ "usually applied to fonts and icons." -#~ msgstr "" -#~ "**Eine Farbe**: Eine einzelne Farbe mit oder ohne Transparenz. Farben " -#~ "werden normalerweise auf Schriftarten und Symbole angewendet." - -#~ msgid "" -#~ "**A Texture**: A single image. Textures are not often used, but when they " -#~ "are, they represent handles to pick or icons in a complex control (such " -#~ "as a file dialog)." -#~ msgstr "" -#~ "**Eine Textur**: Ein einzelnes Bild. Texturen werden nicht oft verwendet, " -#~ "aber wenn dies der Fall ist, stellen sie zu wählende Handles oder Symbole " -#~ "in einem komplexen Steuerelement (z. B. einem Dateidialog) dar." - -#~ msgid "" -#~ "**A Font**: Every control that uses text can be assigned the fonts used " -#~ "to draw strings." -#~ msgstr "" -#~ "**Eine Schriftart**: Jedem Steuerelement, das Text verwendet, können die " -#~ "zum Zeichnen von Zeichenfolgen verwendeten Schriftarten zugewiesen werden." - -#~ msgid "" -#~ "**A StyleBox**: Stylebox is a resource that defines how to draw a panel " -#~ "in varying sizes (more information on them later)." -#~ msgstr "" -#~ "**Eine StyleBox**: Stylebox ist eine Ressource, die definiert, wie ein " -#~ "Bedienfeld in verschiedenen Größen gezeichnet wird (weitere Informationen " -#~ "dazu später)." - -#~ msgid "Every option is associated with:" -#~ msgstr "Jede Wahlmöglichkeit (Option) ist verbunden mit:" - -#~ msgid "A name (the name of the option)" -#~ msgstr "einem Namen (Name der Option)" - -#~ msgid "A Control (the name of the control)" -#~ msgstr "einer Kontrolle (Name der Kontrolle)" - -#~ msgid "An example usage:" -#~ msgstr "ein Beispiel:" - -#~ msgid "" -#~ "In the example above, a new theme is created. The \"font_color\" option " -#~ "is changed and then applied to a label. Therefore, the label's text (and " -#~ "all children and grandchildren labels) will be red." -#~ msgstr "" -#~ "Im obigen Beispiel wird ein neues Thema erstellt. Die Option \"font_color" -#~ "\" wird geändert und dann auf ein Label angewendet. Daher ist der Text " -#~ "des Labels (und aller untergeordneten Elemente) rot." - -#~ msgid "" -#~ "It is possible to override those options without using the theme " -#~ "directly, and only for a specific control, by using the override API in :" -#~ "ref:`Control.add_color_override() " -#~ "`:" -#~ msgstr "" -#~ "Es ist möglich, diese Optionen zu überschreiben, ohne das Thema direkt " -#~ "und auch nur für ein bestimmtes Steuerelement zu verwenden, indem Sie die " -#~ "Überschreibungs-API verwenden in :ref:`Control.add_color_override() " -#~ "`:" - -#~ msgid "" -#~ "In the inline help of Godot (in the Script tab), you can check which " -#~ "theme options are overridable, or check the :ref:`Control " -#~ "` class reference." -#~ msgstr "" -#~ "In der Inline-Hilfe von Godot (auf der Registerkarte \"Skript\") können " -#~ "Sie überprüfen, welche Themen-Optionen überschrieben werden können, oder " -#~ "sehen Sie in der Klassenreferenz :ref:`Control ` nach." - -#~ msgid "" -#~ "If only a few controls need to be skinned, it is often not necessary to " -#~ "create a new theme. Controls offer their theme options as special kinds " -#~ "of properties. If checked, overriding will take place:" -#~ msgstr "" -#~ "Wenn nur wenige Steuerelemente entworfen werden müssen, ist es häufig " -#~ "nicht erforderlich, ein neues Thema zu erstellen. Steuerelemente bieten " -#~ "ihre Themen-Optionen als spezielle Arten von Eigenschaften an. Wenn diese " -#~ "Option aktiviert ist, wird Folgendes überschrieben:" - -#~ msgid "" -#~ "As can be seen in the image above, theme options have little check boxes. " -#~ "If checked, they can be used to override the value of the theme just for " -#~ "that control." -#~ msgstr "" -#~ "Wie im obigen Bild zu sehen ist, haben Themen-Optionen kleine " -#~ "Kontrollkästchen. Wenn diese Option aktiviert ist, können sie verwendet " -#~ "werden, um den Wert des Themas nur für dieses Steuerelement zu " -#~ "überschreiben." - -#~ msgid "" -#~ "The simplest way to create a theme is to edit a theme resource. Create a " -#~ "Theme from the resource menu; the editor will appear immediately. After " -#~ "that, save it (for example, with the name mytheme.theme):" -#~ msgstr "" -#~ "Der einfachste Weg, ein Thema zu erstellen, besteht darin, eine Themen-" -#~ "Ressource zu bearbeiten. Erstellen Sie ein Thema aus dem Ressourcenmenü; " -#~ "der Editor wird sofort angezeigt. Speichern Sie es anschließend (z.B. mit " -#~ "dem Namen mytheme.theme):" - -#~ msgid "" -#~ "This will create an empty theme that can later be loaded and assigned to " -#~ "controls." -#~ msgstr "" -#~ "Dadurch wird ein leeres Thema erstellt, das später geladen und " -#~ "Steuerelementen zugewiesen werden kann." - -#~ msgid "Example: theming a button" -#~ msgstr "Beispiel: eine Schaltfäche entwerfen" - -#~ msgid "" -#~ "Download these assets (:download:`skin_assets.zip `) and add them to your project. Open the theme editor, click on " -#~ "\"Edit Theme\" and select \"Add Class Items\":" -#~ msgstr "" -#~ "Laden Sie diese Assets herunter (:download:`skin_assets.zip `) und fügen Sie sie Ihrem Projekt hinzu. Öffnen Sie den " -#~ "Themen-Editor, klicken Sie auf \"Thema bearbeiten\" und wählen Sie " -#~ "\"Klassenelemente hinzufügen\":" - -#~ msgid "" -#~ "A menu will appear prompting the type of control to create. Select " -#~ "\"Button\":" -#~ msgstr "" -#~ "Ein Menü wird angezeigt, in dem Sie aufgefordert werden, welche Art von " -#~ "Steuerelement erstellt werden soll. Wählen Sie \"Schaltfläche\":" - -#~ msgid "" -#~ "Immediately, all button theme options will appear in the property editor, " -#~ "where they can be edited:" -#~ msgstr "" -#~ "Sofort werden alle Optionen für Schaltflächendesigns im " -#~ "Eigenschafteneditor angezeigt, wo sie bearbeitet werden können:" - -#~ msgid "" -#~ "From ``Styles``, open the \"Normal\" drop-down menu next to where it " -#~ "probably says \"null\" and create a \"New StyleBoxTexture\", then edit " -#~ "it. A texture stylebox contains a texture and the size of the margins " -#~ "that will not stretch when the texture is stretched. This is called nine-" -#~ "patch or \"3x3\" stretching:" -#~ msgstr "" -#~ "Öffnen Sie unter ``Styles`` das Dropdown-Menü \"Normal\" neben der " -#~ "Stelle, an der wahrscheinlich \"null\" steht, und erstellen Sie eine " -#~ "\"Neue StyleBoxTexture\", die Sie dann bearbeiten können. Eine Textur-" -#~ "Stylebox enthält eine Textur und die Größe der Ränder, die beim Strecken " -#~ "der Textur nicht gedehnt werden. Dies wird als Neuner-Muster oder \"3x3\"-" -#~ "Dehnung bezeichnet:" - -#~ msgid "" -#~ "Repeat the steps and add the other assets. There is no hover or disabled " -#~ "image in the example files, so use the same stylebox as in normal. Set " -#~ "the supplied font as the button font and change the font color to black. " -#~ "Soon, your button will look different and retro:" -#~ msgstr "" -#~ "Wiederholen Sie die Schritte und fügen Sie die anderen Assets hinzu. In " -#~ "den Beispieldateien befindet sich kein schwebendes oder deaktiviertes " -#~ "Bild. Verwenden Sie daher dieselbe Stylebox wie im Normalfall. Stellen " -#~ "Sie die mitgelieferte Schriftart als Schaltflächenschriftart ein und " -#~ "ändern Sie die Schriftfarbe in Schwarz. Bald wird Ihre Schaltfläche " -#~ "anders und retro aussehen:" - -#~ msgid "" -#~ "Save this theme to the .theme file. Go to the 2D editor and create a few " -#~ "buttons:" -#~ msgstr "" -#~ "Speichern Sie dieses Thema in der .theme Datei. Gehen Sie zum 2D-Editor " -#~ "und erstellen Sie einige Schaltflächen:" - -#~ msgid "" -#~ "Now, go to the root node of the scene and locate the \"theme\" property, " -#~ "replace it with the theme that was just created. It should look like this:" -#~ msgstr "" -#~ "Gehen Sie nun zum Wurzel-Node der Szene und suchen Sie die Eigenschaft " -#~ "\"theme\". Ersetzen Sie sie durch das gerade erstellte Thema. Es sollte " -#~ "so aussehen:" - -#~ msgid "Congratulations! You have created a reusable GUI Theme!" -#~ msgstr "" -#~ "Herzliche Glückwünsche! Sie haben ein wiederverwendbare GUI-Designvorlage " -#~ "bzw. GUI-Thema erstellt!" - -#~ msgid "Show {url} as such, underline it and make it clickable." -#~ msgstr "" -#~ "Zeigt {url} als solches an, unterstreicht es und macht es anklickbar." - -#~ msgid "Makes {text} reference (underlined and clickable)." -#~ msgstr "Lässt {text} auf verweisen (unterstrichen und anklickbar)." - -#~ msgid "EditorInspectorPlugin" -#~ msgstr "EditorInspectorPlugin" - -#~ msgid "EditorProperty" -#~ msgstr "EditorProperty" - -#~ msgid "``Error purchase(Variant p_params);``" -#~ msgstr "``Error purchase(Variant p_params);``" - -#~ msgid "``Error request_product_info(Variant p_params);``" -#~ msgstr "``Error request_product_info(Variant p_params);``" - -#~ msgid "``Error restore_purchases();``" -#~ msgstr "``Error restore_purchases();``" - -#~ msgid "Purchases a product id through the Store Kit API." -#~ msgstr "Kauf einer Produkt-ID über die Store Kit API." - -#~ msgid "``Error authenticate();``" -#~ msgstr "``Error authenticate();``" - -#~ msgid "``bool is_authenticated();``" -#~ msgstr "``bool is_authenticated();``" - -#~ msgid "``Error post_score(Variant p_score);``" -#~ msgstr "``Error post_score(Variant p_score);``" - -#~ msgid "``Error award_achievement(Variant p_params);``" -#~ msgstr "``Error award_achievement(Variant p_params);``" - -#~ msgid "``void reset_achievements();``" -#~ msgstr "``void reset_achievements();``" - -#~ msgid "``void request_achievements();``" -#~ msgstr "``void request_achievements();``" - -#~ msgid "``void request_achievement_descriptions();``" -#~ msgstr "``void request_achievement_descriptions();``" - -#~ msgid "``Error show_game_center(Variant p_params);``" -#~ msgstr "``Error show_game_center(Variant p_params);``" - -#~ msgid "``Error request_identity_verification_signature();``" -#~ msgstr "``Error request_identity_verification_signature();``" - -#~ msgid "plus the standard pending event interface." -#~ msgstr "sowie die Standardschnittstelle für ausstehende Ereignisse." - -#~ msgid "" -#~ "Godot currently does not officially support consoles. The reasons for " -#~ "this are:" -#~ msgstr "" -#~ "Offiziell unterstützt Godot derzeit keine Konsolen. Die Gründe dafür sind:" - -#, fuzzy -#~ msgid "" -#~ "One way we can potentially reduce the amount to be rendered is to take " -#~ "advantage of occlusion. As of Godot 3.3, there is no built in support for " -#~ "occlusion in Godot. However, with careful design you can still get many " -#~ "of the advantages." -#~ msgstr "" -#~ "Eine Möglichkeit die zu rendernde Menge möglicherweise zu reduzieren " -#~ "besteht darin, die Umgebungsverdeckung (Okklusion) zu nutzen. Ab Version " -#~ "3.2.2 gibt es in Godot keine integrierte Unterstützung für die Okklusion. " -#~ "Bei sorgfältiger Gestaltung können Sie jedoch viele der Vorteile nutzen." - -#~ msgid "" -#~ "*Optional* - `yasm `_ (for WebM SIMD " -#~ "optimizations)" -#~ msgstr "" -#~ "*Optional* - `yasm `_ (für WebM SIMD-" -#~ "Optimierungen)" - -#~ msgid "JDK 9 or later are not currently supported." -#~ msgstr "JDK 9 oder höher wird derzeit nicht unterstützt." - -#~ msgid "#7: Solutions must be local" -#~ msgstr "#7: Lösungen müssen lokal sein" - -#~ msgid "WebGL 2" -#~ msgstr "WebGL 2" - -#~ msgid "" -#~ "Until the *OpenGL ES 3* renderer is removed from Godot in favor of " -#~ "*Vulkan*, HTML5 export uses *WebGL 2* when the *GLES3* option is selected." -#~ msgstr "" -#~ "Bis der *OpenGL ES 3* Renderer zugunsten von *Vulkan* aus Godot entfernt " -#~ "wird, verwendet der HTML5-Export *WebGL 2* wenn die Option *GLES3* " -#~ "ausgewählt ist." - -#~ msgid "" -#~ "Using WebGL 2 is not recommended due to its expected removal from Godot " -#~ "without replacement." -#~ msgstr "" -#~ "Die Verwendung von WebGL 2 wird nicht empfohlen, da es voraussichtlich " -#~ "aus Godot ersatzlos entfernt wird." - -#~ msgid "" -#~ "WebGL 2 is not supported in all browsers. **Firefox** and **Chromium** " -#~ "(Chrome, Opera) are the most popular supported browsers, **Safari** and " -#~ "**Edge** do not work. On **iOS**, all browsers are based on WebKit (i.e. " -#~ "Safari), so they will also not work." -#~ msgstr "" -#~ "WebGL 2 wird nicht in allen Browsern unterstützt. **Firefox** und " -#~ "**Chromium** (Chrome, Opera) sind die beliebtesten unterstützten Browser. " -#~ "**Safari** und **Edge** funktionieren nicht. Unter **iOS** basieren alle " -#~ "Browser auf WebKit (d.H. Safari), sodass sie auch nicht funktionieren." - -#~ msgid "" -#~ "Godot's WebGL 2 renderer has issues with 3D and is no longer maintained." -#~ msgstr "" -#~ "Der WebGL 2-Renderer von Godot hat Probleme mit 3D und wird nicht länger " -#~ "unterstützt." - -#~ msgid "en_CU" -#~ msgstr "en_CU" - -#~ msgid "**xbuild_fallback**\\ =yes | **no**" -#~ msgstr "**xbuild_fallback**\\ =yes | **no**" - -#~ msgid "Whether to fallback to xbuild if MSBuild is not available." -#~ msgstr "" -#~ "Gibt an, ob auf xbuild zurückgegriffen werden soll, wenn MSBuild nicht " -#~ "verfügbar ist." - -#~ msgid "" -#~ "On Linux distributions, you may need to write ``pip3`` instead of ``pip`` " -#~ "because you generally have both Python 2 and 3 installed on your system. " -#~ "Alternatively, you can explicitly ask Python 3 to execute its version of " -#~ "pip as a module like so: ``python3 -m pip``." -#~ msgstr "" -#~ "Auf Linux-Distributionen müssen Sie möglicherweise ``pip3`` statt ``pip`` " -#~ "schreiben, da Sie in der Regel sowohl Python 2 als auch 3 auf Ihrem " -#~ "System installiert haben. Alternativ können Sie Python 3 explizit " -#~ "auffordern, seine Version von pip als Modul auszuführen, wie folgt: " -#~ "``python3 -m pip``." - -#~ msgid ":kbd:`Shift + F1`" -#~ msgstr ":kbd:`Shift + F1`" - -#~ msgid "Sounds good, what is it?" -#~ msgstr "Hört sich gut an, was ist es?" - -#~ msgid "Configure target platform." -#~ msgstr "Zielplattform konfigurieren." - -#~ msgid "" -#~ "Configure device (make sure it's in developer mode, likes the computer, " -#~ "USB cable is plugged, USB is recognized, etc.)." -#~ msgstr "" -#~ "Konfigurieren Sie das Gerät (stellen Sie sicher, dass es sich im " -#~ "Entwicklermodus befindet, den Computer akzeptiert, das USB-Kabel " -#~ "eingesteckt ist, USB erkannt wird usw.)." - -#~ msgid "Connect the device..." -#~ msgstr "Verbinde das Gerät..." - -#~ msgid "And voilà!" -#~ msgstr "Und fertig!" - -#~ msgid "Click once... and deploy!" -#~ msgstr "Einmal klicken ... und abschicken!" - -#~ msgid "" -#~ "**Indirect:** This is the default mode. Only indirect lighting will be " -#~ "baked." -#~ msgstr "" -#~ "**Indirekt:** Dies ist der Standardmodus. Es wird nur indirekte " -#~ "Beleuchtung gebrannt." - -#~ msgid "Baking quality" -#~ msgstr "Brenn-Qualität" - -#~ msgid "" -#~ "**Propagation**: Used for the *Voxel Cone Trace* mode. Works just like in " -#~ "``GIProbe``." -#~ msgstr "" -#~ "**Propagation**: Wird für den Modus *Voxel Cone Trace* verwendet und " -#~ "funktioniert genau wie in ``GIProbe``." - -#~ msgid "" -#~ "**HDR**: If disabled, lightmaps are smaller, but can't capture any light " -#~ "over white (1.0)." -#~ msgstr "" -#~ "**HDR**: Wenn deaktiviert, sind Lightmaps kleiner, können jedoch kein " -#~ "Licht über Weiß (1.0) erfassen." - -#~ msgid "**Extents**: Size of the area affected (can be edited visually)" -#~ msgstr "" -#~ "**Ausmaße**: Größe des betroffenen Bereichs (kann visuell bearbeitet " -#~ "werden)" - -#~ msgid "" -#~ "**remote**: contains a list of remote binary gradle dependencies for the " -#~ "plugin." -#~ msgstr "" -#~ "**remote**: enthält eine Liste der remote binären Gradle-Abhängigkeiten " -#~ "für das Plugin." - -#~ msgid "" -#~ "`Godot Oculus Mobile plugin `_" -#~ msgstr "" -#~ "`Godot Oculus Mobile plugin `_" - -#~ msgid "" -#~ "2D batching is currently only supported when using the GLES2 renderer." -#~ msgstr "" -#~ "2D-Batching wird derzeit nur bei Verwendung des GLES2-Renderers " -#~ "unterstützt." - -#~ msgid "" -#~ "The example module will be called \"summator\", and is placed inside the " -#~ "Godot source tree (``C:\\godot`` refers to wherever the Godot sources are " -#~ "located):" -#~ msgstr "" -#~ "Das Beispielmodul heißt \"summator\" und befindet sich im Godot-Quellbaum " -#~ "(``C:\\godot`` zeigt auf diese Godot-Quellen):" - -#~ msgid "Inside we will create a simple summator class:" -#~ msgstr "Im Inneren erstellen wir eine einfache Summator-Klasse:" - -#~ msgid "" -#~ "`Jeremy Bullock `_ (2D and 3D, GDScript, VisualScript and C#)." -#~ msgstr "" -#~ "`Jeremy Bullock `_ (2D and 3D, GDScript, VisualScript and C#)." - -#~ msgid "Audio input to record microphones." -#~ msgstr "Audioeingang zur Mikrofon-Aufnahme." - -#~ msgid "" -#~ "|partial| Only critical, security and platform support fixes (last " -#~ "update: 3.2.3)." -#~ msgstr "" -#~ "|partial| Nur Behebung kritischer Fehler und Verbesserung der Sicherheit " -#~ "und Plattformunterstützung (letztes Update: 3.2.3)." - -#~ msgid ":kbd:`F2`" -#~ msgstr ":kbd:`F2`" - -#, fuzzy -#~ msgid "" -#~ "Install the `godot-tools `__ extension." -#~ msgstr "" -#~ "Installieren Sie `VSMonoDebugger extension `_." - -#, fuzzy -#~ msgid "" -#~ "Next, follow the instructions found in the :ref:" -#~ "`doc_c_sharp_configuring_vs_code_for_debugging` section below." -#~ msgstr "" -#~ "Wenn Sie Visual Studio 2019 verwenden, müssen Sie die Anweisungen im " -#~ "Abschnitt `:ref:doc_c_sharp_configuring_vs_2019_for_debugging` unten " -#~ "befolgen." - -#, fuzzy -#~ msgid "" -#~ "Next, follow the instructions found in the :ref:" -#~ "`doc_c_sharp_configuring_vs_2019_for_debugging` section below." -#~ msgstr "" -#~ "Wenn Sie Visual Studio 2019 verwenden, müssen Sie die Anweisungen im " -#~ "Abschnitt `:ref:doc_c_sharp_configuring_vs_2019_for_debugging` unten " -#~ "befolgen." - -#~ msgid "" -#~ "By default, tools like NuGet put ``Version`` as an attribute of the " -#~ "```PackageReference``` Node. **You must manually create a Version node as " -#~ "shown above.** This is because the version of MSBuild used requires " -#~ "this. (This will be fixed in Godot 4.0.)" -#~ msgstr "" -#~ "Standardmäßig setzen Tools wie NuGet ``Version`` als Attribut des " -#~ "``PackageReference``-Nodes. **Sie müssen manuell einen Versions-Node wie " -#~ "oben gezeigt erstellen.** Dies liegt daran, dass die verwendete Version " -#~ "von MSBuild dies erfordert. (Dies wird in Godot 4.0 behoben.)" - -#~ msgid "" -#~ "Whenever packages are added or modified, run ``nuget restore`` (*not* " -#~ "``dotnet restore``) in the root of the project directory. To ensure that " -#~ "NuGet packages will be available for msbuild to use, run:" -#~ msgstr "" -#~ "Wenn Pakete hinzugefügt oder geändert werden, führen Sie ``nuget " -#~ "restore`` (*nicht* ``dotnet restore``) im Wurzelverzeichnis des Projekts " -#~ "aus. Führen Sie Folgendes aus um sicherzustellen, dass NuGet-Pakete für " -#~ "MsBuild verfügbar sind:" - -#~ msgid "Configuring VS 2019 for debugging" -#~ msgstr "VS 2019 zum Debuggen konfigurieren" - -#~ msgid "" -#~ "Godot has built-in support for workflows involving several popular C# " -#~ "IDEs. Built-in support for Visual Studio will be including in future " -#~ "versions, but in the meantime, the steps below can let you configure VS " -#~ "2019 for use with Godot C# projects." -#~ msgstr "" -#~ "Godot verfügt über eine integrierte Unterstützung für Arbeitsabläufe, an " -#~ "denen mehrere beliebte C# -IDEs beteiligt sind. Die integrierte " -#~ "Unterstützung für Visual Studio wird in zukünftigen Versionen enthalten " -#~ "sein. In der Zwischenzeit können Sie mit den folgenden Schritten VS 2019 " -#~ "für die Verwendung mit Godot C# Projekten konfigurieren." - -#~ msgid "" -#~ "Install VS 2019 with ``.NET desktop development`` and ``Desktop " -#~ "development with C++`` workloads selected." -#~ msgstr "" -#~ "Installieren Sie VS 2019 mit ``.NET Desktop-Entwicklung`` und ``Desktop-" -#~ "Entwicklung mit C++``ausgewählten Auslastungen." - -#~ msgid "" -#~ "**Ensure that you do not have Xamarin installed.** Do not choose the " -#~ "``Mobile development with .NET`` workload. Xamarin changes the DLLs used " -#~ "by MonoDebugger, which breaks debugging." -#~ msgstr "" -#~ "**Stellen Sie sicher, dass Xamarin nicht installiert ist.** Wählen Sie " -#~ "nicht die Workload ``Mobile Entwicklung mit .NET``. Xamarin ändert die " -#~ "von MonoDebugger verwendeten DLLs, wodurch das Debuggen unterbrochen wird." - -#~ msgid "" -#~ "Install the `VSMonoDebugger extension `_." -#~ msgstr "" -#~ "Installieren Sie `VSMonoDebugger extension `_." - -#~ msgid "In VS 2019 --> Extensions --> Mono --> Settings:" -#~ msgstr "In VS 2019 --> Erweiterungen --> Mono --> Einstellungen:" - -#~ msgid "Select ``Debug/Deploy to local Windows``." -#~ msgstr "Wählen Sie ``Debug/Bereitstellung für lokales Windows``." - -#~ msgid "Leave ``Local Deploy Path`` blank." -#~ msgstr "Lassen Sie ``Local Deploy Path`` leer." - -#~ msgid "" -#~ "Set the ``Mono Debug Port`` to the port in Godot --> Project --> Project " -#~ "Settings --> Mono --> Debugger Agent." -#~ msgstr "" -#~ "Setzen Sie ``Mono Debug Port`` auf den Port in Godot --> Projekt --> " -#~ "Projekteinstellungen --> Mono --> Debugger Agent." - -#~ msgid "" -#~ "Also select ``Wait for Debugger`` in the Godot Mono options. `This Godot " -#~ "Addon `_ may be helpful." -#~ msgstr "" -#~ "Setzen Sie auch ``Warte auf Debugger`` in den Godot Mono Optionen. `Diese " -#~ "Godot Erweiterung `_ ist " -#~ "vielleicht hilfreich." - -#~ msgid "" -#~ "Run the game in Godot. It should hang at the Godot splash screen while it " -#~ "waits for your debugger to attach." -#~ msgstr "" -#~ "Führen Sie das Spiel in Godot aus. Es sollte am Godot-" -#~ "Begrüßungsbildschirm hängen bleiben, während es auf das Hinzufügen Ihres " -#~ "Debuggers wartet." - -#~ msgid "" -#~ "In VS 2019, open your project and choose Extensions --> Mono --> Attach " -#~ "to Mono Debugger." -#~ msgstr "" -#~ "Öffnen Sie in VS 2019 Ihr Projekt und wählen Sie Erweiterungen -> Mono -> " -#~ "An Mono-Debugger anhängen." - -#~ msgid "Configuring Visual Studio Code for debugging" -#~ msgstr "Visual Studio Code zum Debuggen konfigurieren" - -#~ msgid "" -#~ "Configuring the custom build is a more or less straightforward process, " -#~ "but it may take a while to get used to how the Android SDK works." -#~ msgstr "" -#~ "Die Konfiguration des benutzerdefinierten Builds ist ein mehr oder " -#~ "weniger unkomplizierter Prozess, aber es kann eine Weile dauern, bis man " -#~ "sich an die Funktionsweise des Android SDK gewöhnt hat." - -#~ msgid "" -#~ "Instructions will be provided as detailed as possible to do this process." -#~ msgstr "" -#~ "Für diesen Prozess werden so detaillierte Anweisungen wie möglich " -#~ "bereitgestellt." - -#~ msgid "Install the Android SDK (command-line version)" -#~ msgstr "Installieren des Android SDK (Befehlszeilenversion)" - -#~ msgid "" -#~ "These are the steps for installing the Android SDK using command line. " -#~ "The advantage of this approach is the simplicity and small download/" -#~ "install size. It can be more challenging though. The Android Studio " -#~ "approach is easier, but it requires downloading and installing Android " -#~ "Studio (which may require more than 1 GB of storage)." -#~ msgstr "" -#~ "Dies sind die Schritte zur Installation des Android SDK über die " -#~ "Befehlszeile. Der Vorteil dieses Ansatzes liegt in der Einfachheit und " -#~ "der geringen Download-/Installationsgröße. Es kann jedoch schwieriger " -#~ "sein. Der Ansatz mit Android Studio ist einfacher, erfordert jedoch das " -#~ "Herunterladen und Installieren von Android Studio (was mehr als 1 GB " -#~ "Speicherplatz erfordern kann)." - -#~ msgid "Install a JDK" -#~ msgstr "Installation eines JDK" - -#~ msgid "" -#~ "The Android SDK doesn't come with Java, so it needs to be installed " -#~ "manually. You need to install a Java SDK (**not** just the runtime or " -#~ "JRE). `OpenJDK 8 `__ is required, " -#~ "newer versions won't work." -#~ msgstr "" -#~ "Das Android-SDK wird nicht mit Java geliefert, also muss es manuell " -#~ "installiert werden. Sie müssen ein Java SDK installieren (**nicht** nur " -#~ "die Runtime oder JRE). `OpenJDK 8 `__ ist erforderlich, neuere Versionen werden nicht funktionieren." - -#~ msgid "" -#~ "On Windows, make sure that you enable \"Set ``JAVA_HOME`` variable\" in " -#~ "the *Custom Setup* view of the installer. You have to restart Godot after " -#~ "this, otherwise Godot can't find the ``JAVA_HOME`` variable." -#~ msgstr "" -#~ "Unter Windows stellen Sie sicher, dass Sie die Variable \"Set " -#~ "``JAVA_HOME``\" in der Ansicht *Custom Setup* des Installationsprogramms " -#~ "aktivieren. Danach müssen Sie Godot neu starten, sonst kann Godot die " -#~ "```JAVA_HOME`` Variable nicht finden." - -#~ msgid "Download the command-line tools" -#~ msgstr "Hilfsmittel für die Kommandozeile herunterladen" - -#~ msgid "" -#~ "Go to the `Android Studio download page `_. To save disk space, you don't want the full " -#~ "IDE, so don't download it." -#~ msgstr "" -#~ "Gehen Sie auf die `Android Studio Download-Seite `_. Um Speicherplatz zu sparen, wollen " -#~ "Sie nicht die komplette IDE, also laden Sie diese nicht herunter." - -#~ msgid "" -#~ "If you do want Android Studio, read further down for instructions for " -#~ "doing the same using Android Studio." -#~ msgstr "" -#~ "Wenn Sie Android Studio verwenden möchten, lesen Sie weiter unten die " -#~ "Anweisungen für die gleiche Vorgehensweise mit Android Studio." - -#~ msgid "" -#~ "Look on that page for the *Command line tools only* section. Currently, " -#~ "they are listed under *Download Options*. Scroll down a bit until you see " -#~ "them and download the ZIP file for your platform." -#~ msgstr "" -#~ "Auf dieser Seite finden Sie den Abschnitt *Nur Befehlszeilen-Tools*. " -#~ "Derzeit sind sie unter *Download-Optionen* aufgelistet. Scrollen Sie ein " -#~ "wenig nach unten, bis Sie sie sehen, und laden Sie die ZIP-Datei für Ihre " -#~ "Plattform herunter." - -#~ msgid "" -#~ "This may appear a little confusing, but be sure to follow these " -#~ "instructions carefully:" -#~ msgstr "" -#~ "Das mag ein wenig verwirrend erscheinen, aber befolgen Sie diese " -#~ "Anweisungen sorgfältig:" - -#~ msgid "" -#~ "Create a new folder anywhere you want named ``android-sdk`` (it **must** " -#~ "be an empty directory). On Windows, the following path is usually good " -#~ "enough:" -#~ msgstr "" -#~ "Erstellen Sie irgendwo einen neuen Ordner namens ``android-sdk`` (es " -#~ "**muss** ein leeres Verzeichnis sein). Unter Windows ist der folgende " -#~ "Pfad normalerweise gut genug:" - -#~ msgid "" -#~ "Create an empty folder named ``cmdline-tools`` inside of the ``android-" -#~ "sdk`` folder. Then unzip the Android SDK ZIP file into the ``android-sdk/" -#~ "cmdline-tools`` folder." -#~ msgstr "" -#~ "Erstellen Sie einen leeren Ordner namens ``cmdline-tools`` innerhalb des " -#~ "Ordners ``android-sdk``. Entpacken Sie dann die ZIP-Datei des Android SDK " -#~ "in den Ordner ``android-sdk/cmdline-tools``." - -#~ msgid "" -#~ "If you're on Windows, you must not extract the ZIP archive with the " -#~ "default Windows extractor (e.g. Windows Explorer). You have to use " -#~ "another tool like 7zip, WinRAR or the Powershell ``Expand-Archive`` " -#~ "command. If you extract the archive with the default Windows extractor, " -#~ "the files are not extracted correctly and you will run into errors later " -#~ "on!" -#~ msgstr "" -#~ "Wenn Sie unter Windows arbeiten, dürfen Sie das ZIP-Archiv nicht mit dem " -#~ "Standard-Windows-Extraktor (z.B. Windows Explorer) extrahieren. Sie " -#~ "müssen ein anderes Werkzeug wie 7zip, WinRAR oder den Powershell-Befehl " -#~ "``Expand-Archive`` verwenden. Wenn Sie das Archiv mit dem Standard-" -#~ "Windows-Extraktor extrahieren, werden die Dateien nicht korrekt " -#~ "extrahiert, und Sie werden später auf Fehler stoßen!" - -#~ msgid "" -#~ "The ``cmdline-tools`` folder should now contain the unzipped folder " -#~ "called ``tools``. Finally, rename the ``tools`` folder to ``latest``." -#~ msgstr "" -#~ "Der Ordner ``cmdline-tools`` sollte nun den entpackten Ordner namens " -#~ "``tools`` enthalten. Benennen Sie den Ordner ``tools`` schließlich in " -#~ "``latest`` um." - -#~ msgid "Your final directory structure should look like this :" -#~ msgstr "Ihre endgültige Verzeichnisstruktur sollte folgendermaßen aussehen:" - -#~ msgid "" -#~ "We need to setup the directory structure this way for the sdkmanager " -#~ "(inside the bin folder) to work." -#~ msgstr "" -#~ "Wir müssen die Verzeichnisstruktur auf diese Weise einrichten, damit der " -#~ "sdkmanager (innerhalb des Ordners bin) funktioniert." - -#~ msgid "" -#~ "To be able to use the Android SDK tools, Google requires you to accept " -#~ "its licenses." -#~ msgstr "" -#~ "Um die Android SDK-Tools verwenden zu können, müssen Sie Googles Lizenzen " -#~ "akzeptieren." - -#~ msgid "" -#~ "To do this, the ``sdkmanager`` must be executed from the command line " -#~ "with a special argument. Navigate to the ``tools/bin`` directory inside " -#~ "the SDK folder (instructions provided for Windows users, as Linux and " -#~ "macOS users are expected to understand how command line navigation works):" -#~ msgstr "" -#~ "Dazu muss der ``sdkmanager`` von der Kommandozeile aus mit einem " -#~ "speziellen Argument ausgeführt werden. Navigieren Sie zum Verzeichnis " -#~ "``tools/bin`` innerhalb des SDK-Ordners (Anweisungen für Windows-" -#~ "Benutzer, da von Linux- und MacOS-Benutzern erwartet wird, dass sie " -#~ "verstehen, wie die Kommandozeilen-Navigation funktioniert):" - -#~ msgid "Then open a command line window:" -#~ msgstr "Öffnen Sie dann ein Befehlszeilenfenster:" - -#~ msgid "In there, run ``sdkmanager --licenses``:" -#~ msgstr "falls vorhanden, starten Sie ``sdkmanager --licenses``:" - -#~ msgid "" -#~ "This will ask you to accept several licenses, just write ``y`` and press :" -#~ "kbd:`Enter` on every of them until it's done." -#~ msgstr "" -#~ "Damit werden Sie aufgefordert, mehrere Lizenzen zu akzeptieren, schreiben " -#~ "Sie einfach ``y`` und drücken Sie :kbd:`Enter` auf jede von ihnen, bis es " -#~ "fertig ist." - -#~ msgid "" -#~ "Afterwards, install the platform tools (this is required to install " -#~ "``adb``):" -#~ msgstr "" -#~ "Installieren Sie danach die Plattform-Tools (dies ist erforderlich, um " -#~ "``adb`` zu installieren):" - -#~ msgid "" -#~ "If you get an error saying ``Warning: Could not create settings``, try " -#~ "``./sdkmanager --sdk_root=../../ --licenses`` or ``./sdkmanager --" -#~ "sdk_root=../../ platform-tools``. These must be executed inside the ``/" -#~ "tools/bin/`` folder because the path for ``--sdk_root`` is relative." -#~ msgstr "" -#~ "Wenn Sie einen Fehler mit der Meldung ``Warning: Could not create " -#~ "settings``, versuchen Sie ``./sdkmanager --sdk_root=../../ --licenses`` " -#~ "oder ``./sdkmanager --sdk_root=../../ platform-tools``. Diese müssen " -#~ "innerhalb des Ordners ``/tools/bin/`` ausgeführt werden, da der Pfad für " -#~ "``--sdk_root`` relativ ist." - -#~ msgid "Generating the keystore" -#~ msgstr "Einen Keystore (Schlüsselwert) generieren" - -#~ msgid "" -#~ "Once the *platform tools* are installed, the last step is to generate a " -#~ "debug keystore (this is needed to build). Go up two folders by writing:" -#~ msgstr "" -#~ "Sobald die *Plattform-Tools* installiert sind, besteht der letzte Schritt " -#~ "darin, einen Debug-Keystore zu generieren (dieser wird zum Builden " -#~ "benötigt). Gehen Sie zwei Ordner hoch, indem Sie schreiben:" - -#~ msgid "(or open a new shell in the ``android-sdk`` folder)." -#~ msgstr "(oder öffnen Sie eine neue Shell im Ordner ``android-sdk``)." - -#~ msgid "" -#~ "And you need to input the following line (This should work out of the " -#~ "box. However, if you haven't set the ``JAVA_HOME`` variable on Windows, " -#~ "there are further instructions below):" -#~ msgstr "" -#~ "Und Sie müssen die folgende Zeile eingeben (Dies sollte ohne weiteres " -#~ "möglich sein. Wenn Sie jedoch die ``JAVA_HOME`` Variable unter Windows " -#~ "nicht gesetzt haben, gibt es unten weitere Anweisungen):" - -#~ msgid "" -#~ "On Windows, if you did not install the ``JAVA_HOME`` variable, the full " -#~ "path to Java should be provided. You need to add ``&`` at the beginning " -#~ "of the line if you use PowerShell; it's not needed for the regular ``cmd." -#~ "exe`` console." -#~ msgstr "" -#~ "Unter Windows sollte, sofern die ``JAVA_HOME``-Variable nicht installiert " -#~ "wurde, der vollständige Pfad zu Java bereitgestellt werden. Fügen Sie " -#~ "``&`` am Zeilenanfang ein, wenn Sie PowerShell benutzen; es ist nicht für " -#~ "die reguläre ``cmd.exe`` erforderlich." - -#~ msgid "" -#~ "To make it clearer, here is an capture of a line that works on PowerShell " -#~ "(by adding ``&`` and the full Java path before ``keytool.exe``). Again, " -#~ "keep in mind that you need Java installed:" -#~ msgstr "" -#~ "Um es klarer zu machen, hier ist eine Aufnahme einer Zeile, die auf " -#~ "PowerShell funktioniert (durch Hinzufügen von ``&`` und dem vollständigen " -#~ "Java-Pfad vor ``keytool.exe``). Auch hier ist zu beachten, dass Sie Java " -#~ "installiert haben müssen:" - -#~ msgid "" -#~ "(right-click and open the image in a new tab if this appears too small)" -#~ msgstr "" -#~ "(klicken Sie mit der rechten Maustaste und öffnen Sie das Bild in einer " -#~ "neuen Registerkarte, falls diese zu klein erscheint)" - -#~ msgid "" -#~ "Go to the **Editor Settings** and set up a few fields in **Export > " -#~ "Android**. Make sure they look like the following:" -#~ msgstr "" -#~ "Gehen Sie zu den **Editor-Einstellungen** und richten Sie einige Felder " -#~ "in **Export > Android** ein. Stellen Sie sicher, dass sie wie die " -#~ "folgenden aussehen:" - -#~ msgid "" -#~ "As it can be seen, most paths are inside either the ``android-sdk`` " -#~ "folder you originally created, or inside the Java install. For Linux and " -#~ "macOS users, ``jarsigner`` is often located in ``/usr/bin``." -#~ msgstr "" -#~ "Wie Sie sehen können, befinden sich die meisten Pfade entweder in dem " -#~ "``android-sdk`` Ordner, den Sie ursprünglich erstellt haben, oder " -#~ "innerhalb der Java-Installation. Für Linux- und MacOS-Benutzer befindet " -#~ "sich ``jarsigner`` häufig in ``/usr/bin``." - -#~ msgid "With this, you should be all set." -#~ msgstr "Damit sollten Sie fertig sein." - -#~ msgid "Install the Android SDK (Android Studio)" -#~ msgstr "Installieren Sie das Android SDK (Android Studio)" - -#~ msgid "" -#~ "If you just finished installing the SDK via the command-line tools, feel " -#~ "free to skip this section entirely. The Android Studio path is easier, " -#~ "but it takes up more disk space. It's also useful if you plan to develop " -#~ "Godot for Android (modify the Java source code) or if you plan to develop " -#~ "add-ons." -#~ msgstr "" -#~ "Wenn Sie gerade erst die Installation des SDK über die Befehlszeilen-" -#~ "Tools abgeschlossen haben, können Sie diesen Abschnitt auch ganz " -#~ "überspringen. Der Android Studio-Pfad ist einfacher, nimmt aber mehr " -#~ "Speicherplatz auf der Festplatte in Anspruch. Er ist auch nützlich, wenn " -#~ "Sie planen, Godot für Android zu entwickeln (den Java-Quellcode zu " -#~ "modifizieren) oder wenn Sie planen, Add-Ons zu entwickeln." - -#~ msgid "Download and install Android Studio" -#~ msgstr "Laden Sie Android Studio herunter und installieren es" - -#~ msgid "" -#~ "Download the latest version of Android Studio. When installing, pay " -#~ "attention to where the *android-sdk* directory is created." -#~ msgstr "" -#~ "Laden Sie die neueste Version von Android Studio herunter. Achten Sie bei " -#~ "der Installation darauf, wo das Verzeichnis *android-sdk* erstellt wird." - -#~ msgid "" -#~ "This is funny, the path it proposes by default contains whitespace (and " -#~ "complains about it). It must be changed." -#~ msgstr "" -#~ "Das ist lustig. Der Pfad, den es standardmäßig vorschlägt enthält " -#~ "Leerzeichen (und beschwert sich darüber). Er muss geändert werden." - -#~ msgid "" -#~ "In any case, it's better to select a different path inside your user " -#~ "folders. The recommended one is usually:" -#~ msgstr "" -#~ "In jedem Fall ist es besser, einen anderen Pfad innerhalb des " -#~ "Benutzerverzeichnisses zu wählen. Der empfohlene ist in der Regel:" - -#~ msgid "" -#~ "Replace *yourusername* by your actual user name. Once it's correct, " -#~ "select from the list above in the same screen:" -#~ msgstr "" -#~ "Ersetzen Sie *yourusername* durch Ihren tatsächlichen Benutzernamen. " -#~ "Sobald er korrekt ist, wählen Sie aus der Liste oben im selben Bildschirm " -#~ "aus:" - -#~ msgid "Android SDK" -#~ msgstr "Android SDK" - -#~ msgid "Android SDK Platform" -#~ msgstr "Android SDK Platform" - -#~ msgid "" -#~ "The rest are not needed, because the build system will fetch them itself. " -#~ "After selecting them, go on with the installation." -#~ msgstr "" -#~ "Der Rest wird nicht benötigt, da das Build-System sie selbst abruft. " -#~ "Fahren Sie mit der Installation fort, nachdem Sie sie ausgewählt haben." - -#~ msgid "" -#~ "Go to the folder where you installed ``android-sdk`` in the previous " -#~ "step, use File Explorer and open a command line tool there:" -#~ msgstr "" -#~ "Gehen Sie zum Ordner, wo Sie ``Android-Sdk`` im vorigen Schritt " -#~ "installiert haben, benutzen Sie den Datei-Explorer und öffnen dort eine " -#~ "Eingabeaufforderung:" - -#~ msgid "" -#~ "The actual command line to type is the following. On Linux and macOS, it " -#~ "should work out of the box, but on Windows, it needs additional details " -#~ "(keep reading afterwards)." -#~ msgstr "" -#~ "Die tatsächlich einzugebende Befehl lautet wie folgt. Unter Linux und " -#~ "MacOS sollte es sofort funktionieren, aber unter Windows benötigt sie " -#~ "zusätzliche Details (lesen Sie danach weiter)." - -#~ msgid "" -#~ "On Windows, the full path to Java should be provided (and ``&`` needs to " -#~ "be added at the beginning on the line if you use PowerShell, it's not " -#~ "needed for the regular ``cmd.exe`` console). Don't worry, at least by " -#~ "using Android Studio on Windows, Java comes bundled with it." -#~ msgstr "" -#~ "Unter Windows sollte der vollständige Pfad zu Java angegeben werden (und " -#~ "``&`` muss am Anfang der Zeile hinzugefügt werden, wenn PowerShell " -#~ "verwendet wird, für die reguläre ``cmd.exe`` Konsole wird dies nicht " -#~ "benötigt). Keine Sorge, bei Verwendung von Android Studio unter Windows " -#~ "ist Java mitgeliefert." - -#~ msgid "" -#~ "To make it clearer, here is a screen capture of a line that works on " -#~ "PowerShell (by adding ``&`` and the full Java Path to ``keytool.exe``; " -#~ "remove ``&`` if you use ``cmd.exe``). It uses a path to the Java version " -#~ "that comes with Android Studio:" -#~ msgstr "" -#~ "Um es klarer zu machen ist hier ein Screenshot einer Zeile, die auf der " -#~ "PowerShell funktioniert (durch Hinzufügen von ``&`` und dem vollständigen " -#~ "Java-Pfad zu ``keytool.exe``; entferne ``&``, wenn Sie ``cmd.exe`` " -#~ "verwenden). Es wird ein Pfad zur Java-Version verwendet, die mit Android " -#~ "Studio geliefert wird:" - -#~ msgid "" -#~ "Many browsers, including Firefox and Chromium-based browsers, will not " -#~ "load exported projects when **opened locally** per ``file://`` protocol. " -#~ "To get around this, use a local server." -#~ msgstr "" -#~ "Viele Browser, einschließlich Firefox und Chromium-basierte Browser, " -#~ "laden exportierte Projekte nicht, wenn sie **lokal** per ``file://`` " -#~ "Protokoll geöffnet werden. Um dies zu umgehen, benutzen Sie einen lokalen " -#~ "Server." - -#~ msgid "" -#~ "Python offers an easy method to start a local server. Use ``python -m " -#~ "http.server 8000 --bind 127.0.0.1`` with Python 3 to serve the current " -#~ "working directory at ``http://localhost:8000``. `Refer to MDN for " -#~ "additional information `__." -#~ msgstr "" -#~ "Python bietet eine einfache Methode zum Starten eines lokalen Servers. " -#~ "Verwenden Sie ``python -m http.server 8000 --bind 127.0.0.1`` mit Python " -#~ "3, um das aktuelle Arbeitsverzeichnis unter ``http://localhost:8000`` zu " -#~ "bedienen. ``Verweis auf MDN für zusätzliche Informationen `__." - -#~ msgid "Audio autoplay" -#~ msgstr "Audio Autoplay" - -#~ msgid "Exported ``.html`` file must not be reused" -#~ msgstr "Exportierte ``.html`` Datei darf nicht wiederverwendet werden" - -#~ msgid "Unimplemented functionality" -#~ msgstr "Nicht implementierte Funktionalität" - -#~ msgid "" -#~ "The following functionality is currently unavailable on the HTML5 " -#~ "platform:" -#~ msgstr "" -#~ "Die folgenden Funktionen sind derzeit auf der HTML5-Plattform nicht " -#~ "verfügbar:" - -#~ msgid "Clipboard synchronization between engine and operating system" -#~ msgstr "Zwischenablagesynchronisation zwischen Engine und Betriebssystem" - -#~ msgid "" -#~ "Networking other than :ref:`class_HTTPClient` and :ref:" -#~ "`class_WebSocketClient`" -#~ msgstr "" -#~ "andere Netzwerke als :ref:`class_HTTPClient` and :ref:" -#~ "`class_WebSocketClient`" - -#, fuzzy -#~ msgid "" -#~ "At the time of writing, 3.0 is the stable release version. The 3.1 " -#~ "development branch contains many changes to the animation system, so the " -#~ "animations in the demo will not be covered here. See :ref:" -#~ "`doc_introduction_animation` for more information." -#~ msgstr "" -#~ "Zum Zeitpunkt des Schreibens ist 3.0 die stabile Release-Version. Der 3.1-" -#~ "Entwicklungszweig enthält viele Änderungen am Animationssystem, sodass " -#~ "die Animationen in der Demo hier nicht behandelt werden. Weitere " -#~ "Informationen finden Sie unter :ref:`doc_introduction_2d_animation`." - -#~ msgid "" -#~ "There are several ways to alleviate banding. Here are a few examples:" -#~ msgstr "" -#~ "Es gibt verschiedene Möglichkeiten, um Streifenbildung zu mildern. Hier " -#~ "einige Beispiele:" - -#~ msgid "" -#~ "Implement a debanding shader as a :ref:`screen-reading shader `. Godot currently doesn't provide a built-in debanding " -#~ "shader, but this may be added in a future release." -#~ msgstr "" -#~ "Implementieren Sie einen Debanding-Shader als :ref:`Bildschirmlesenden-" -#~ "Shader `. Godot bietet derzeit keinen " -#~ "integrierten Debanding-Shader an, dieser kann jedoch in einer zukünftigen " -#~ "Version hinzugefügt werden." - -#~ msgid "GI Probes" -#~ msgstr "GI Proben" - -#~ msgid "Using gridmaps" -#~ msgstr "Verwenden von GridMaps" - -#~ msgid "RigidBody" -#~ msgstr "RigidBody (Starre Körper)" - -#~ msgid "Building per asm.js translation or LLVM backend" -#~ msgstr "Erstellen per asm.js-Übersetzung oder LLVM-Backend" - -#~ msgid "" -#~ "Godot uses ``major.minor.patch`` version numbering. However, it does not " -#~ "strictly follow `Semantic Versioning `__. This means " -#~ "that releases considered \"semver-minor\" by that standard (such as 3.1 -" -#~ "> 3.2) will most likely introduce breaking changes. Still, there won't be " -#~ "as many breaking changes as a \"semver-major\" version bump such as 3.2 -" -#~ "> 4.0." -#~ msgstr "" -#~ "Godot nutzt ``major.minor.patch`` Versions-Nummerierungen. Wie auch " -#~ "immer, es folgt nicht strikt `Semantic Versioning `__. Das bedeutet, dass Versionen, die nach diesem Standard als \"semver-" -#~ "minor\" betrachtet werden (z.B. 3.1 -> 3.2) vermutlich größere Änderungen " -#~ "einführen. Dennoch werden es nicht so viele Änderungen sein wie in einem " -#~ "\"semver-major\" Versionssprung (z.B. 3.2 -> 4.0)." - -#~ msgid "" -#~ "In the interest of stability and usability, patch releases may " -#~ "occasionally introduce small breaking changes as well. When repackaging " -#~ "Godot projects (e.g. in a Flatpak), make sure to always use the same " -#~ "patch version as the one used to initially export the project." -#~ msgstr "" -#~ "Im Angesicht der Stabilität und Nutzbarkeit, können " -#~ "Ausbesserungsveröffentlichungen gelegentlich auch kleine Änderungen " -#~ "einführen. Wenn Sie Godot-Projekte neu verpacken (z.B. in ein Flatpak), " -#~ "stellen Sie sicher, dass Sie immer die gleiche Patch-Version verwenden, " -#~ "die beim ersten Export des Projekts verwendet wurde." - -#~ msgid "" -#~ "The first release in a major/minor release series doesn't end with a " -#~ "trailing zero. For example, the first release in the 3.2 series is " -#~ "``3.2``, not ``3.2.0``." -#~ msgstr "" -#~ "Die erste Ausgabe in einer Major/Minor Release Serie endet nicht mit " -#~ "einer angehängten Null. Zum Beispiel ist das erste Release in einer 3.2 " -#~ "Serie ``3.2``, nicht ``3.2.0``." - -#~ msgid "" -#~ "Godot versions are supported for a certain amount of time. While these " -#~ "durations are not set in stone, here's a table with the expected level of " -#~ "support for each Godot version:" -#~ msgstr "" -#~ "Godot Versionen werden eine bestimmte Zeit lang unterstützt. Weil diese " -#~ "Zeitdauer nicht in Stein gemeißelt ist folgt hier eine Tabelle mit " -#~ "Erwatungswerten für die jeweilige Godot-Version:" - -#~ msgid "" -#~ "|supported| Backwards-compatible new features (backported from the " -#~ "``master`` branch) as well as bug, security, and platform support fixes." -#~ msgstr "" -#~ "|supported| Rückwärts-kompatible neue Funktionen (rückportiert aus dem " -#~ "``Master``-Zweig) sowie Fehler- und Sicherheitsbehebungen und " -#~ "Plattformunterstützungen." - -#~ msgid "" -#~ "Patch releases are made available more frequently, typically every 2-6 " -#~ "months while a release is fully supported. Partially supported releases " -#~ "will only have new patch releases once an important security or platform " -#~ "support fix has been merged." -#~ msgstr "" -#~ "Patches werden öfters bereitgestellt, für gewöhnlich alle zwei- bis sechs " -#~ "Monate während eine Version gänzlich unterstützt wird. Nur teilweise " -#~ "unterstützte Erscheinungen werden nur neue Patches erhalten falls " -#~ "kritische Sicherheitsrisiken vorhanden sind, oder ein " -#~ "plattformübergreifender Unterstützungs-Patch fusioniert wurde." - -#~ msgid "" -#~ "If you upgrade Godot, you must download templates that match the new " -#~ "version or your exported projects may not work correctly." -#~ msgstr "" -#~ "Wenn Sie Godot aktualisieren, müssen Sie Vorlagen herunterladen, die der " -#~ "neuen Version entsprechen, da sonst Ihre exportierten Projekte " -#~ "möglicherweise nicht ordnungsgemäß funktionieren." - -#~ msgid "" -#~ "You have many container nodes at your disposal that scale and place UI " -#~ "elements for you. They take control over their children." -#~ msgstr "" -#~ "Ihnen stehen viele Container-Nodes zur Verfügung, die UI-Elemente für Sie " -#~ "skalieren und platzieren. Sie übernehmen die Kontrolle über ihre Unter-" -#~ "Nodes." - -#~ msgid "" -#~ "The platform names recognized by the ``--export`` switch are the same as " -#~ "displayed in the export wizard of the editor. To get a list of supported " -#~ "platforms from the command line, try exporting to a non-recognized " -#~ "platform and the full listing of platforms your configuration supports " -#~ "will be shown." -#~ msgstr "" -#~ "Die vom Schalter ``--export`` erkannten Plattformnamen entsprechen denen, " -#~ "die im Exportassistenten des Editors angezeigt werden. Um eine Liste der " -#~ "unterstützten Plattformen über die Befehlszeile abzurufen, versuchen Sie " -#~ "auf eine unbekannte Plattform zu exportieren und die vollständige Liste " -#~ "der von Ihrer Konfiguration unterstützten Plattformen wird angezeigt." - -#~ msgid "::" -#~ msgstr "::" - -#~ msgid "var health := 0 # The compiler will use the int type." -#~ msgstr "var health := 0 # Der Compiler verwendet den Typ Ganzzahl." - -#~ msgid "Windows (Visual Studio)" -#~ msgstr "Windows (Visual Studio)" - -#~ msgid "" -#~ "Download and install the latest version of `Visual Studio `_ (*not* Visual Studio Code), " -#~ "which contains utilities required to use C# in Godot. If you don't plan " -#~ "on using the Visual Studio IDE, you can download just the `Visual Studio " -#~ "Build Tools `_ instead. Make sure you at least " -#~ "have the .NET Framework 4.5 targeting pack installed, you can get it " -#~ "using any of the installers mentioned above inside the \"Individual " -#~ "components\" tab." -#~ msgstr "" -#~ "Laden Sie die neueste Version von `Visual Studio `_ (*nicht* Visual Studio Code) herunter und " -#~ "installieren sie. Sie enthält Dienstprogramme, die für die Verwendung von " -#~ "C# in Godot erforderlich sind. Wenn Sie die Visual Studio-IDE nicht " -#~ "verwenden möchten, können Sie stattdessen nur die `Visual Studio Build " -#~ "Tools `_ herunterladen. Stellen Sie sicher, dass " -#~ "mindestens das .NET Framework 4.5-Targeting-Pack installiert ist. Sie " -#~ "können es mit einem der oben auf der Registerkarte \"individuelle " -#~ "Komponenten\" genannten Installationsprogramme herunterladen." - -#~ msgid "Windows (JetBrains Rider)" -#~ msgstr "Windows (JetBrains Rider)" - -#~ msgid "" -#~ "JetBrains Rider comes with bundled MSBuild, so nothing extra is required. " -#~ "Make sure to set the following preferences:" -#~ msgstr "" -#~ "JetBrains Rider kommt zusammen mit MSBuild, somit ist nichts weiteres " -#~ "erforderlich. Stelle sicher die folgenden Einstellungen zu verwenden:" - -#~ msgid "macOS and Linux" -#~ msgstr "MacOS und Linux" - -#~ msgid "" -#~ "Download and install the latest version of the `Mono SDK `_. As of Godot 3.1 beta 3, the version number " -#~ "doesn't matter since Godot bundles its own Mono 5.18 installation. We " -#~ "only need the Mono installation for NuGet and MSBuild which are required " -#~ "to use C# in Godot." -#~ msgstr "" -#~ "Laden Sie die neueste Version des `Mono SDK `_ herunter und installieren sie. Ab Godot 3.1 Beta 3 spielt " -#~ "die Versionsnummer keine Rolle, da Godot seine eigene Mono 5.18-" -#~ "Installation bereitstellt. Wir benötigen nur die Mono-Installation für " -#~ "NuGet und MSBuild, die für die Verwendung von C# in Godot erforderlich " -#~ "sind." - -#~ msgid "" -#~ "To download Mono on macOS, use the \"Stable Channel\" link from the `Mono " -#~ "Downloads Page `_. The Visual " -#~ "Studio channel is an earlier version of Mono and will not work." -#~ msgstr "" -#~ "Um Mono unter MacOS herunterzuladen, verwenden Sie den Link \"Stable " -#~ "Channel\" von der Seite `Mono Download `_. Der Visual Studio-Kanal ist eine frühere Version von Mono " -#~ "und funktioniert nicht." - -#~ msgid "" -#~ "If you are using Visual Studio Code, ensure you download and install the " -#~ "`C# extension `_ to enable features like syntax highlighting and " -#~ "IntelliSense." -#~ msgstr "" -#~ "Wenn Sie Visual Studio Code verwenden stellen Sie sicher, dass Sie die C# " -#~ "-Erweiterung _ herunterladen und installieren, um Funktionen wie " -#~ "Syntaxhervorhebung und IntelliSense zu aktivieren." - -#~ msgid "Why import?" -#~ msgstr "Wieso importieren?" - -#~ msgid "Services for iOS" -#~ msgstr "Dienste für IOS" - -#~ msgid "" -#~ "Here is a comparison of the two file types to help you choose the one " -#~ "that fits your use case best:" -#~ msgstr "" -#~ "Hier ist ein Vergleich der beiden Dateitypen, damit Sie den für Ihren " -#~ "Anwendungsfall am besten geeigneten auswählen können:" - -#~ msgid "" -#~ "WAV files are quite large, but use little CPU power to play back. " -#~ "Hundreds of them can be played simultaneously with little impact on " -#~ "performance. This format is usually best for short sound effects." -#~ msgstr "" -#~ "WAV-Dateien sind ziemlich groß, verbrauchen jedoch wenig CPU-Leistung für " -#~ "die Wiedergabe. Hunderte von ihnen können gleichzeitig gespielt werden, " -#~ "ohne die Leistung zu beeinträchtigen. Dieses Format eignet sich " -#~ "normalerweise am besten für kurze Soundeffekte." - -#~ msgid "" -#~ "Ogg Vorbis files are much smaller, but use considerably more CPU power to " -#~ "play back, so only a few can be played back at once (especially on " -#~ "mobile). This format works well for music, long sound effect sequences, " -#~ "and voice at relatively low bitrates." -#~ msgstr "" -#~ "Ogg Vorbis-Dateien sind viel kleiner, verbrauchen jedoch erheblich mehr " -#~ "CPU-Leistung für die Wiedergabe, sodass nur wenige gleichzeitig " -#~ "wiedergegeben werden können (insbesondere auf Mobilgeräten). Dieses " -#~ "Format eignet sich gut für Musik, lange Soundeffektsequenzen und Sprache " -#~ "mit relativ niedrigen Bitraten." - -#~ msgid "" -#~ "Keep in mind that while WAV files may contain looping information in " -#~ "their metadata, Ogg Vorbis files do not. If looping an Ogg Vorbis file is " -#~ "desired, it must be set up using the import options:" -#~ msgstr "" -#~ "Beachten Sie, dass WAV-Dateien möglicherweise Schleifeninformationen in " -#~ "ihren Metadaten enthalten, Ogg Vorbis-Dateien jedoch nicht. Wenn eine Ogg " -#~ "Vorbis-Datei geloopt werden soll, muss dies mithilfe der Importoptionen " -#~ "eingerichtet werden:" - -#~ msgid "Encrypting save games" -#~ msgstr "Verschlüsseln von Spielständen" - -#~ msgid "" -#~ "Because the world today is not the world of yesterday. A capitalist " -#~ "oligarchy runs the world and forces us to consume in order to keep the " -#~ "gears of this rotten society on track. As such, the biggest market for " -#~ "video game consumption today is the mobile one. It is a market of poor " -#~ "souls forced to compulsively consume digital content in order to forget " -#~ "the misery of their everyday life, commute, or just any other brief free " -#~ "moment they have that they are not using to produce goods or services for " -#~ "the ruling class. These individuals need to keep focusing on their video " -#~ "games (because not doing so will fill them with tremendous existential " -#~ "angst), so they go as far as spending money on them to extend their " -#~ "experience, and their preferred way of doing so is through in-app " -#~ "purchases and virtual currency." -#~ msgstr "" -#~ "Die Welt von heute ist nicht die Welt von Gestern, eine kapitalistische " -#~ "Oligarchie (Herrschaft von Wenigen) bestimmt die Welt und drängt uns zu " -#~ "konsumieren um diese Zahnräder unserer verrotteten Gesellschaft am laufen " -#~ "zu halten. Genauso ist der größte Markt für Video Spiele heutzutage der " -#~ "Mobile Sektor. Es ist ein Markt für arme Seelen die zwanghaft digitale " -#~ "Inhalte konsumieren müssen, um ihren miserablen Alltag, oder einfach " -#~ "jeden freien Moment indem sie mal keine Güter produzieren oder " -#~ "Dienstleistungen anbieten für die führende Gesellschaftsklasse, zu " -#~ "vergessen. Diese Individuen müssen sich auf ihre Videospiele " -#~ "konzentrieren, den wenn sie es nicht tun, erfüllt es sie mit enormer " -#~ "panischer Angst. Daher gehen sie soweit, dass sie dafür Geld bezahlen, um " -#~ "ihre Erfahrungen und ihren bevorzugten Lebensweg durch diese In-App Käufe " -#~ "und virtueller Währung zu befriedigen." - -#~ msgid "" -#~ "But what if someone were to find a way to edit the saved games and assign " -#~ "the items and currency without effort? That would be terrible, because it " -#~ "would help players consume the content much faster, and therefore run out " -#~ "of it sooner than expected. If that happens, they will have nothing that " -#~ "prevents them from thinking, and the tremendous agony of realizing their " -#~ "own irrelevance would again take over their life." -#~ msgstr "" -#~ "Aber was wäre, wenn jemand einen Weg finden würde, die gespeicherten " -#~ "Spiele zu bearbeiten und die Gegenstände und die Währung mühelos " -#~ "zuzuweisen? Das wäre schrecklich, weil es den Spielern helfen würde, den " -#~ "Inhalt viel schneller zu konsumieren und ihn daher früher als erwartet zu " -#~ "verbrauchen. Wenn das passiert, werden sie nichts haben, was sie daran " -#~ "hindert zu denken, und die enorme Qual, ihre eigene Irrelevanz zu " -#~ "erkennen, würde wieder ihr Leben übernehmen." - -#~ msgid "" -#~ "No, we definitely do not want that to happen, so let's see how to encrypt " -#~ "savegames and protect the world order." -#~ msgstr "" -#~ "Nein, wir wollen definitiv nicht, dass das passiert, also lasst uns " -#~ "sehen, wie man Savegames verschlüsselt und die Weltordnung schützt." - -#~ msgid "How?" -#~ msgstr "Wie?" - -#~ msgid "" -#~ "The class :ref:`File ` can open a file at a location and read/" -#~ "write data (integers, strings and variants). It also supports encryption. " -#~ "To create an encrypted file, a passphrase must be provided, like this:" -#~ msgstr "" -#~ "Die Klasse :ref:`File ` kann eine Datei an einem Speicherort " -#~ "öffnen und Daten (Ganzzahlen, Zeichenfolgen und Varianten) lesen bzw. " -#~ "schreiben. Es unterstützt auch die Verschlüsselung. Um eine " -#~ "verschlüsselte Datei zu erstellen, muss ein Passwort wie folgt angegeben " -#~ "werden:" - -#~ msgid "" -#~ "This will make the file unreadable to users, but will still not prevent " -#~ "them from sharing savefiles. To solve this, use the device unique id or " -#~ "some unique user identifier, for example:" -#~ msgstr "" -#~ "Dadurch wird die Datei für Benutzer unlesbar, sie kann aber immer noch " -#~ "weitergegeben werden. Verwenden Sie zur Lösung dieses Problems die " -#~ "eindeutige ID des Geräts oder eine eindeutige Benutzerkennung, z.B.:" - -#~ msgid "Note that ``OS.get_unique_id()`` does not work on UWP or HTML5." -#~ msgstr "" -#~ "Beachten Sie das ``OS.get_unique_id()`` nicht mit UWP oder HTML5 " -#~ "zusammenarbeitet." - -#~ msgid "That is all! Thank you for your cooperation, citizen." -#~ msgstr "Das war's! Danke für die Zusammenarbeit, Bürger." - -#~ msgid "" -#~ "This method cannot really prevent players from editing their savegames " -#~ "locally because, since the encryption key is stored inside the game, the " -#~ "player can still decrypt and edit the file themselves. The only way to " -#~ "prevent this from being possible is to store the save data on a remote " -#~ "server, where players can only make authorized changes to their save " -#~ "data. If your game deals with real money, you need to be doing this " -#~ "anyway." -#~ msgstr "" -#~ "Diese Methode kann Spieler nicht wirklich daran hindern, ihre Spielstände " -#~ "lokal zu verändern. Da der Schlüssel (Encryption key) im Spiel " -#~ "gespeichert ist, kann der Spieler die Datei dennoch selbst entschlüsseln " -#~ "und bearbeiten. Die einzige Möglichkeit, dies zu verhindern, besteht " -#~ "darin, die Spielstandsdaten auf einem Remote-Server zu speichern, auf dem " -#~ "Spieler nur autorisierte Änderungen an ihrem Savegame vornehmen können. " -#~ "Wenn Ihr Spiel mit echtem Geld zu tun hat, müssen Sie dies sogar auf " -#~ "diese Weise tun." - -#~ msgid "" -#~ "You can also access the AssetLib directly from Godot. It is available " -#~ "from two places - in the Project Manager's Templates tab, and inside of a " -#~ "project, from the workspaces list." -#~ msgstr "" -#~ "Sie können auch direkt von Godot aus auf die Bestandsbibliothek " -#~ "zugreifen. Sie ist an zwei Stellen verfügbar - auf der Registerkarte " -#~ "Vorlagen des Projektmanagers und innerhalb eines Projekts in der Liste " -#~ "der Arbeitsbereiche." - -#~ msgid "Creating Android plugins (Godot 3.2.2+)" -#~ msgstr "Erstellen von Android Plugins (Godot 3.2.2+)" - -#~ msgid "Implemented in ``platform/iphone/in_app_store.mm``." -#~ msgstr "Implementiert in ``platform/iphone/in_app_store.mm``." - -#~ msgid "Implemented in ``platform/iphone/game_center.mm``." -#~ msgstr "Implementiert in ``platform/iphone/game_center.mm``." - -#~ msgid "" -#~ "`Engine.setWebAssemblyFilenameExtension <#Engine." -#~ "setWebAssemblyFilenameExtension>`__ **(** string extension **)**" -#~ msgstr "" -#~ "`Engine.setWebAssemblyFilenameExtension <#Engine." -#~ "setWebAssemblyFilenameExtension>`__ **(** string extension **)**" - -#~ msgid "Instance Properties" -#~ msgstr "Instanzeigenschaften" - -#~ msgid "Emscripten ``Module``" -#~ msgstr "Emscripten ``Module``" - -#~ msgid "`engine.rtenv <#engine.rtenv>`__" -#~ msgstr "`engine.rtenv <#engine.rtenv>`__" - -#~ msgid "`Engine <#Engine>`__ **(** **)**" -#~ msgstr "`Engine <#Engine>`__ **(** **)**" - -#~ msgid "" -#~ "`engine.start <#engine.start>`__ **(** *[ string arg1, string arg2, … ]* " -#~ "**)**" -#~ msgstr "" -#~ "`engine.start <#engine.start>`__ **(** *[ string arg1, string arg2, … ]* " -#~ "**)**" - -#~ msgid "" -#~ "`engine.startGame <#engine.startGame>`__ **(** string execName, string " -#~ "mainPack **)**" -#~ msgstr "" -#~ "`engine.startGame <#engine.startGame>`__ **(** string execName, string " -#~ "mainPack **)**" - -#~ msgid "" -#~ "`engine.setUnloadAfterInit <#engine.setUnloadAfterInit>`__ **(** boolean " -#~ "enabled **)**" -#~ msgstr "" -#~ "`engine.setUnloadAfterInit <#engine.setUnloadAfterInit>`__ **(** boolean " -#~ "enabled **)**" - -#~ msgid "" -#~ "`engine.setCanvas <#engine.setCanvas>`__ **(** HTMLCanvasElement " -#~ "canvasElem **)**" -#~ msgstr "" -#~ "`engine.setCanvas <#engine.setCanvas>`__ **(** HTMLCanvasElement " -#~ "canvasElem **)**" - -#~ msgid "" -#~ "`engine.setCanvasResizedOnStart <#engine.setCanvasResizedOnStart>`__ " -#~ "**(** boolean enabled **)**" -#~ msgstr "" -#~ "`engine.setCanvasResizedOnStart <#engine.setCanvasResizedOnStart>`__ " -#~ "**(** boolean enabled **)**" - -#~ msgid "`engine.setLocale <#engine.setLocale>`__ **(** string locale **)**" -#~ msgstr "`engine.setLocale <#engine.setLocale>`__ **(** string locale **)**" - -#~ msgid "" -#~ "`engine.setExecutableName <#engine.setExecutableName>`__ **(** string " -#~ "execName **)**" -#~ msgstr "" -#~ "`engine.setExecutableName <#engine.setExecutableName>`__ **(** string " -#~ "execName **)**" - -#~ msgid "" -#~ "`engine.setProgressFunc <#engine.setProgressFunc>`__ **(** function " -#~ "callback **)**" -#~ msgstr "" -#~ "`engine.setProgressFunc <#engine.setProgressFunc>`__ **(** function " -#~ "callback **)**" - -#~ msgid "" -#~ "`engine.setStdoutFunc <#engine.setStdoutFunc>`__ **(** function callback " -#~ "**)**" -#~ msgstr "" -#~ "`engine.setStdoutFunc <#engine.setStdoutFunc>`__ **(** function callback " -#~ "**)**" - -#~ msgid "" -#~ "`engine.setStderrFunc <#engine.setStderrFunc>`__ **(** function callback " -#~ "**)**" -#~ msgstr "" -#~ "`engine.setStderrFunc <#engine.setStderrFunc>`__ **(** function callback " -#~ "**)**" - -#~ msgid "Static Method Descriptions" -#~ msgstr "Statische Methoden" - -#~ msgid "Promise which resolves once the engine is loaded." -#~ msgstr "Dieses Versprechen löst sich ein, sobald die Engine geladen ist." - -#~ msgid "Filename extension without preceding dot." -#~ msgstr "Dateinamenerweiterung ohne vorangestellten Punkt." - -#~ msgid "Instance Method Descriptions" -#~ msgstr "Beschreibungen der Instanzmethoden" - -#~ msgid "Command line argument." -#~ msgstr "Kommandozeilenparameter." - -#~ msgid "Executable name in a form of URL, omitting filename extension." -#~ msgstr "" -#~ "Ausführbarer Name in Form einer URL, wobei die Dateinamenerweiterung " -#~ "weggelassen wird." - -#~ msgid "URL of the main pack to start the game." -#~ msgstr "URL des Hauptpakets, um das Spiel zu starten." - -#~ msgid "" -#~ "``true`` if the engine shall be unloaded after initializing, ``false`` " -#~ "otherwise." -#~ msgstr "" -#~ "``wahr`` wenn die Engine nach der Initialisierung entladen werden soll, " -#~ "``falsch`` andernfalls." - -#~ msgid "" -#~ "``true`` if the canvas shall be resized on start, ``false`` otherwise." -#~ msgstr "" -#~ "``wahr`` wenn die Größe der Leinwand beim Start geändert werden soll, " -#~ "sonst ``falsch``." - -#~ msgid "Language code." -#~ msgstr "Sprachcode." - -#~ msgid "Executable name." -#~ msgstr "Name der ausführbaren Datei." - -#~ msgid "" -#~ "The callback function must accept one string argument: the message to " -#~ "print." -#~ msgstr "" -#~ "Die Rückruffunktion muss ein Zeichenfolgenargument akzeptieren: die zu " -#~ "druckende Nachricht." - -#~ msgid "MBedTLS is Copyright (C) 2013-2019 ARM" -#~ msgstr "MBedTLS ist urheberrechtlich geschützt (C) 2013-2019 ARM" - -#~ msgid "" -#~ "`Android NDK `_ r17 or " -#~ "later." -#~ msgstr "" -#~ "`Android NDK `_ r17 oder " -#~ "höher." - -#~ msgid "" -#~ "Brazilian Portuguese: `Godot Brasil (Discord) `_" -#~ msgstr "" -#~ "Brazilian Portuguese: `Godot Brasil (Discord) `_" - -#~ msgid "" -#~ "French: `Godot Francophone Officiel (Discord) `_" -#~ msgstr "" -#~ "French: `Godot Francophone Officiel (Discord) `_" - -#~ msgid "French: `SoloCode Godot (Discord) `_" -#~ msgstr "French: `SoloCode Godot (Discord) `_" - -#~ msgid "" -#~ "German: `Deutsche Godot Community (Discord) `_" -#~ msgstr "" -#~ "Deutsch: `Deutsche Godot Community (Discord) `_" - -#~ msgid "" -#~ "Swedish: `Swedish Godot Community (Discord) `_" -#~ msgstr "" -#~ "Swedish: `Swedish Godot Community (Discord) `_" - -#~ msgid "" -#~ "If you install Android Studio, you need to run it once to complete the " -#~ "SDK setup." -#~ msgstr "" -#~ "Wenn Sie Android Studio installieren, müssen Sie es einmal ausführen, um " -#~ "das SDK-Setup abzuschließen." - -#~ msgid "Make sure you have adb" -#~ msgstr "Stellen Sie sicher, dass Sie adb haben" - -#~ msgid "" -#~ "Android Debug Bridge (``adb``) is the command line tool used to " -#~ "communicate with Android devices. It's installed with the SDK, but you " -#~ "may need to install one (any) of the Android API levels for it to be " -#~ "installed in the SDK directory." -#~ msgstr "" -#~ "Android Debug Bridge (``adb``) ist das Kommandozeilen-Werkzeug, das zur " -#~ "Kommunikation mit Android-Geräten verwendet wird. Es wird mit dem SDK " -#~ "installiert, aber Sie müssen möglicherweise eine (beliebige) der Android-" -#~ "API-Ebenen installieren, damit es im SDK-Verzeichnis installiert wird." - -#~ msgid "" -#~ "The ``adb`` executable (``adb.exe`` on Windows) - It can usually be found " -#~ "at ``%LOCALAPPDATA%\\Android\\Sdk\\platform-tools\\adb.exe``." -#~ msgstr "" -#~ "Die ``adb`` ausführbare Datei (``adb.exe`` unter Windows) - Sie kann " -#~ "normalerweise unter ``%LOCALAPPDATA%\\Android\\Sdk\\platform-tools\\adb." -#~ "exe`` gefunden werden." - -#~ msgid "" -#~ "The ``jarsigner`` executable (from JDK 6 or 8) - On Windows, OpenJDK " -#~ "installs to a directory like ``%PROGRAMFILES%\\AdoptOpenJDK" -#~ "\\jdk-8.0.252.09-hotspot\\bin``. On Linux, it typically installs to a " -#~ "directory like ``/usr/bin/jarsigner``. The exact path may vary depending " -#~ "on the OpenJDK update you've installed and your machine's operating " -#~ "system." -#~ msgstr "" -#~ "Die ausführbare Datei ``jarsigner`` (ab JDK 6 oder 8) - Unter Windows " -#~ "wird OpenJDK in ein Verzeichnis wie ``%PROGRAMFILES%\\AdoptOpenJDK" -#~ "\\jdk-8.0.252.09-hotspot\\bin`` installiert. Unter Linux wird es " -#~ "normalerweise in ein Verzeichnis wie ``/usr/bin/jarsigner`` installiert. " -#~ "Der genaue Pfad kann je nach installiertem OpenJDK-Update und dem " -#~ "Betriebssystem Ihres Rechners variieren." - -#~ msgid "" -#~ "Global time, in seconds. It's subject to the rollover setting (which is " -#~ "3,600 -1 hour- by default)." -#~ msgstr "" -#~ "Globale Zeit in Sekunden. Es unterliegt der Rollover-Einstellung " -#~ "(standardmäßig 3.600 - Standardmäßig 1 Stunde)." - -#~ msgid "" -#~ "Constants are similar to variables, but must be constants or constant " -#~ "expressions and must be assigned on initialization." -#~ msgstr "" -#~ "Konstanten sind vergleichbar mit Variablen, nur dass sie Konstanten oder " -#~ "konstante Ausdrücke sein müssen, die bei der Initialisierung zugewiesen " -#~ "werden müssen." - -#~ msgid "Type hints" -#~ msgstr "Tipps für Typen" - -#~ msgid "" -#~ "Place the colon right after the variable's name, without a space, and let " -#~ "the GDScript compiler infer the variable's type when possible." -#~ msgstr "" -#~ "Platzieren Sie den Doppelpunkt direkt hinter dem Variablennamen ohne " -#~ "Leerzeichen und lassen Sie den GDScript-Compiler nach Möglichkeit auf den " -#~ "Variablentyp schließen." - -#~ msgid "" -#~ "Add a space on either sides of the return type arrow when defining " -#~ "functions." -#~ msgstr "" -#~ "Fügen Sie beim Definieren von Funktionen auf beiden Seiten des " -#~ "Rückgabetyppfeils ein Leerzeichen ein." - -#~ msgid "The 4 corner bits work the same as in 2x2 mode." -#~ msgstr "Die 4 Eckbits funktionieren genauso wie im 2x2-Modus." - -#~ msgid "The center bit should be \"on\" for any tile you wish to use." -#~ msgstr "Das mittlere Bit sollte \"an\" sein für alle zu nutzenden Kacheln." - -#~ msgid "en_MT" -#~ msgstr "en_MT" - -#~ msgid "English (Malta)" -#~ msgstr "English (Malta)" - -#~ msgid "no" -#~ msgstr "no" - -#~ msgid "no_NO" -#~ msgstr "no_NO" - -#~ msgid "Norwegian (Norway)" -#~ msgstr "Norwegian (Norway)" - -#~ msgid "sr_BA" -#~ msgstr "sr_BA" - -#~ msgid "Serbian (Bosnia and Herzegovina)" -#~ msgstr "Serbian (Bosnia and Herzegovina)" - -#~ msgid "Serbian (Serbia and Montenegro)" -#~ msgstr "Serbian (Serbia and Montenegro)" - -#~ msgid "th_TH_TH" -#~ msgstr "th_TH_TH" - -#~ msgid "Thai (Thailand, TH)" -#~ msgstr "Thai (Thailand, TH)" - -#~ msgid "Show {url} as such." -#~ msgstr "zeigt {url} als solche" - -#~ msgid "" -#~ "The license needs to be correct. The license listed on the asset library " -#~ "must match the license in the repository." -#~ msgstr "" -#~ "Die Lizenz muss korrekt sein. Die in der Bestandsbibliothek aufgeführte " -#~ "Lizenz muss mit der Lizenz im Repository übereinstimmen." - -#~ msgid "Using GPU profilers / debuggers" -#~ msgstr "Nutzt GPU Profiler / Debugger" - -#~ msgid "You may not be able to profile e.g. a mobile phone" -#~ msgstr "" -#~ "Möglicherweise können Sie kein Profiler auf z.B. ein Handy laufen lassen" - -#~ msgid "Donald Knuth:" -#~ msgstr "Donald Knuth:" - -#~ msgid "" -#~ "You can use a number of third party profilers to do this including " -#~ "Valgrind, VerySleepy, Visual Studio and Intel VTune." -#~ msgstr "" -#~ "Sie können dazu eine Reihe von Profilern von Drittanbietern verwenden, " -#~ "darunter Valgrind, VerySleepy, Visual Studio und Intel VTune." - -#~ msgid "" -#~ "You may want to consider using other functions for time if another time " -#~ "unit is more suitable, for example :ref:`OS.get_system_time_secs " -#~ "` if the function will take many " -#~ "seconds." -#~ msgstr "" -#~ "Sie können andere Funktionen für die Zeit in Betracht ziehen, wenn eine " -#~ "andere Zeiteinheit besser geeignet ist, z.B. :ref:`OS." -#~ "get_system_time_secs ` wenn die " -#~ "Funktion viele Sekunden dauert." - -#~ msgid "" -#~ "C# is popular and has first class support in Godot. It offers a good " -#~ "compromise between speed and ease of use." -#~ msgstr "" -#~ "C# ist beliebt und hat eine erstklassige Unterstützung in Godot. Sie " -#~ "bietet einen guten Kompromiss zwischen Geschwindigkeit und " -#~ "Benutzerfreundlichkeit." - -#~ msgid "Consider shipping simpler shaders for mobile." -#~ msgstr "Ziehen Sie in Betracht, einfachere Shader für Handys zu verwenden." - -#~ msgid "" -#~ "Reducing the size of shadow maps can increase performance, both in terms " -#~ "of writing, and reading the maps." -#~ msgstr "" -#~ "Durch Verringern der Größe von ShadowMaps kann die Leistung sowohl beim " -#~ "Schreiben als auch beim Lesen der Karten gesteigert werden." - -#~ msgid "" -#~ "Batching will be broken by (amongst other things): * Change of texture * " -#~ "Change of material * Change of primitive type (say going from rectangles " -#~ "to lines)" -#~ msgstr "" -#~ "Die Stapelung wird unter anderem unterbrochen durch: * Änderung der " -#~ "Textur * Änderung des Materials * Änderung des primitiven Typs (z.B. von " -#~ "Rechtecken zu Linien)" - -#~ msgid "Render order" -#~ msgstr "Render-Reihenfolge" - -#~ msgid "" -#~ "In Godot this back to front order is determined by: * The order of " -#~ "objects in the scene tree * The Z index of objects * The canvas layer * Y " -#~ "sort nodes" -#~ msgstr "" -#~ "In Godot wird diese Reihenfolge von hinten nach vorne bestimmt durch: * " -#~ "Die Reihenfolge der Objekte im Szenenbaum * Der Z-Index der Objekte * Die " -#~ "Canvas-Ebene * Y-Sortier-Node" - -#~ msgid "" -#~ ":ref:`use_batching_in_editor `" -#~ msgstr "" -#~ ":ref:`use_batching_in_editor `" - -#~ msgid "Try changing parameters" -#~ msgstr "Versuchen Sie die Parameter zu ändern" - -#~ msgid "Try steps to increase batching given above" -#~ msgstr "" -#~ "Versuchen Sie die oben angegebenen Schritte um die Stapelverarbeitung zu " -#~ "erhöhen" - -#~ msgid "The power of 0.25 is the opposite of power of 4)." -#~ msgstr "Die Potenz von 0,25 ist das Gegenteil der Potenz von 4." - -#~ msgid "Dozens of effects included." -#~ msgstr "Einschließlich duzender Effekte." - -#~ msgid "Why import them?" -#~ msgstr "Wieso importieren?" - -#~ msgid "" -#~ "In Godot 3+, image files are no longer native resources and they must be " -#~ "imported. The reason behind this is the large amount of configuration " -#~ "parameters that image files can be imported with." -#~ msgstr "" -#~ "In Godot 3+ sind Bilddateien keine nativen Ressourcen mehr und müssen " -#~ "importiert werden. Der Grund dafür ist die große Anzahl von " -#~ "Konfigurationsparametern, mit denen Bilddateien importiert werden können." - -#~ msgid "" -#~ "This small tutorial will explain what these parameters are and how to " -#~ "best make use of them." -#~ msgstr "" -#~ "In dieser kleinen Anleitung wird erklärt, was diese Parameter sind und " -#~ "wie sie am besten genutzt werden können." - -#~ msgid "This is also the icon that gets displayed in the Godot project list." -#~ msgstr "" -#~ "Dies ist auch das Symbol, das in der Godot-Projektliste angezeigt wird." - -#~ msgid "" -#~ "You can use software such as GIMP to export an ICO image. For more " -#~ "information, please refer to `this tutorial `_." -#~ msgstr "" -#~ "Sie können Software wie GIMP verwenden, um ein ICO-Image zu exportieren. " -#~ "Weitere Informationen finden Sie in `dieser Anleitung `_." - -#~ msgid "ICO file requirements" -#~ msgstr "Anforderungen an ICO-Dateien" - -#~ msgid "" -#~ "Regardless of which program you use to create your `ICO file `_, there are some requirements to " -#~ "ensure the icon (and your executable) works on Windows." -#~ msgstr "" -#~ "Unabhängig davon, mit welchem Programm Sie Ihre `ICO-Datei `_ erstellen, gibt es einige " -#~ "Anforderungen um sicherzustellen, dass das Symbol (und Ihre ausführbare " -#~ "Datei) unter Windows funktioniert." - -#~ msgid "Godot scenes and scripts are classes" -#~ msgstr "Godot Szenen und Skripte sind Klassen" - -#~ msgid "constants" -#~ msgstr "Konstanten" - -#~ msgid "signals" -#~ msgstr "Signale" - -#~ msgid "Scenes and scripts are objects" -#~ msgstr "Szenen und Skripte sind Objekte" - -#~ msgid "CSG" -#~ msgstr "CSG" - -#~ msgid "" -#~ "When you need to highlight an area of the editor to show something, like " -#~ "a button or option, use a 2 pixel thick outline without a bevel." -#~ msgstr "" -#~ "Wenn Sie einen Bereich des Editors markieren müssen, um etwas anzuzeigen, " -#~ "z.B. eine Schaltfläche oder eine Option, verwenden Sie einen 2 Pixel " -#~ "dicken Umriss ohne Abschrägung." - -#~ msgid "In Godot:" -#~ msgstr "In Godot:" - -#~ msgid "Creates a rigid body from this mesh." -#~ msgstr "Erzeugt einen starren Körper aus diesem Netz." - -#, fuzzy -#~ msgid "Measuring Performance" -#~ msgstr "Leistung" - -#, fuzzy -#~ msgid "" -#~ "Open the ``Ball`` scene and add a ``PhysicsMaterial`` by opening the " -#~ "\"Physics Material Override\" dropdown in the Inspector dock and " -#~ "selecting \"New PhysicsMaterial\"." -#~ msgstr "" -#~ "Öffne die ``Ball`` Scene und füge ein ``PhysicsMaterial`` hinzu, indem du " -#~ "auf den Pfeil nach unten clickst und \"Neues PhysicsMaterial\" auswählst." - -#~ msgid "Export only resources (+ custom filter), this is the default." -#~ msgstr "" -#~ "Exportiere nur Ressourcen (+spezifische Filter), dies ist der Standard." - -#~ msgid "" -#~ "**Export every single file** - This mode exports every single file in the " -#~ "project. This is good to test if something is being forgotten, but " -#~ "developers often have a lot of unrelated stuff around in the project " -#~ "directory, which makes it a bad idea." -#~ msgstr "" -#~ "**Exportiere jede einzelne Datei** - Dieser Modus exportiert jede " -#~ "einzelne Datei des Projekts. Das ist nützlich, um zu prüfen, ob etwas " -#~ "vergessen wird, aber da Entwickler oft eine Menge unwichtigen Zeugs in " -#~ "ihrem Projektverzeichnis haben, kann es eine schlechte Idee sein." - -#~ msgid "" -#~ "**Export only resources** - Only resources are exported. For most " -#~ "projects, this is enough. However many developers like to use custom " -#~ "datafiles in their games. To compensate for this, filters can be added " -#~ "for extra extensions (for instance, ``*.txt,*.csv``)." -#~ msgstr "" -#~ "**Exportiere ausgewählte Ressourcen** - Nur Ressourcen werden exportiert. " -#~ "Dies ist für die meisten Projekte ausreichend. Jedoch möchten viele " -#~ "Entwickler spezielle Dateien in ihren Spielen verwenden. Um das zu " -#~ "berücksichtigen, können Filter für zusätzliche Dateiendungen hinzugefügt " -#~ "werden (beispielsweise ``*.txt, *.csv``)." - -#~ msgid "" -#~ "**Export only selected resources** - Only select resources from a list " -#~ "are exported. This is probably overkill for most projects, but in some " -#~ "cases it is justified (usually huge projects). This mode offers total " -#~ "control of what is exported. Individual resources can be selected and " -#~ "dependency detection is performed to ensure that everything needed is " -#~ "added." -#~ msgstr "" -#~ "**Exportiere nur ausgewählte Ressourcen** - Nur ausgewählte Ressourcen " -#~ "auf einer Liste werden exportiert. Das ist für die meisten Projekte wohl " -#~ "zu viel des Guten, aber in manchen Fällen ist es gerechtfertigt (für " -#~ "gewöhnlich in großen Projekten). Dieser Modus bietet volle Kontrolle " -#~ "darüber, was exportiert wird. Einzelne Ressourcen können ausgewählt " -#~ "werden und eine Abhängigkeitskontrolle sorgt dafür, dass alles Nötige " -#~ "hinzugefügt wird." - -#, fuzzy -#~ msgid "There are two types of products - consumables and non-consumables:" -#~ msgstr "" -#~ "Es gibt zwei Wege deine Benutzeroberfläche in Godot zu gestalten. Du " -#~ "kannst:" - -#~ msgid "Testing" -#~ msgstr "Testphase" - -#~ msgid "Create a main menu screen" -#~ msgstr "Erstelle einen Hauptmenü-Bildschirm" - -#~ msgid "Create a game user interface" -#~ msgstr "Erstelle eine Spielbenutzeroberfläche" - -#~ msgid "" -#~ "The last two arguments are constants from the ``Tween`` class. " -#~ "``TRANS_LINEAR`` means the animation should be linear. ``EASE_IN`` " -#~ "doesn't do anything with a linear transition, but we must provide this " -#~ "last argument or we'll get an error." -#~ msgstr "" -#~ "Die letzten beiden Argumente sind Konstanten aus der Klasse ``Tween``. " -#~ "``TRANS_LINEAR`` bedeutet, dass die Animation linear sein sollte. " -#~ "``EASE_IN`` macht nichts mit einem linearen Übergang, aber wir müssen " -#~ "dieses letzte Argument liefern, sonst bekommen wir einen Fehler." - -#~ msgid "" -#~ "Java JDK: http://www.oracle.com/technetwork/java/javase/downloads/index." -#~ "html" -#~ msgstr "" -#~ "Java JDK: http://www.oracle.com/technetwork/java/javase/downloads/index." -#~ "html" - -#~ msgid "" -#~ "Set the path to your Godot root directory and enter the project name." -#~ msgstr "" -#~ "Setze den Pfad zu deinem Godot Stammverzeichnis und gib den Projektnamen " -#~ "ein." - -#~ msgid "Scheme setup" -#~ msgstr "Schema-Setup" - -#~ msgid "" -#~ "To begin, click the \"Add/Create a New Node\" button and add an :ref:" -#~ "`Area2D ` node to the scene." -#~ msgstr "" -#~ "Für den Anfang, klicke auf \"Hinzufügen/Neuen Node erstellen\" und füge " -#~ "einen :ref:`Area2D ` Node zur Szene hinzu." - -#~ msgid "" -#~ "Click \"Play Scene\" (``F6``) and confirm you can move the player around " -#~ "the screen in all directions. The console output that opens upon playing " -#~ "the scene can be closed by clicking ``Output`` (which should be " -#~ "highlighted in blue) in the lower left of the Bottom Panel." -#~ msgstr "" -#~ "Klicke auf \"Szene starten\" (``F6``) und bestätige, dass Du den Player " -#~ "auf dem Bildschirm in alle Richtungen bewegen kannst. Die " -#~ "Konsolenausgabe, die beim Abspielen der Szene geöffnet wird, kann durch " -#~ "Anklicken von \"Ausgabe\" (die blau hervorgehoben werden sollte) unten " -#~ "links im Bedienfeld geschlossen werden." - -#~ msgid "" -#~ "When connecting a signal, instead of having Godot create a function for " -#~ "you, you can also give the name of an existing function that you want to " -#~ "link the signal to." -#~ msgstr "" -#~ "Wenn Sie ein Signal verbinden, kannst Du, anstatt dass Godot eine " -#~ "Funktion für Dich erstellt, auch den Namen einer bestehenden Funktion " -#~ "angeben, mit der Du das Signal verbinden möchtest." - -#~ msgid "The Mob scene will use the following nodes:" -#~ msgstr "Die Mob-Szene verwendet die folgenden Nodes:" - -#~ msgid "" -#~ "``fly`` should be set to 3 FPS, with ``swim`` and ``walk`` set to 4 FPS." -#~ msgstr "" -#~ "``fly`` sollte auf 3 FPS eingestellt werden, während ``swim`` und " -#~ "``walk``` auf 4 FPS eingestellt werden." - -#~ msgid "" -#~ "In the Node tab, connect the HUD's ``start_game`` signal to the " -#~ "``new_game()`` function of the Main node." -#~ msgstr "" -#~ "Verbinden Sie auf der Registerkarte Node das Signal ``start_game`` des " -#~ "HUD mit der Funktion ``new_game()``des Main Nodes." - -#~ msgid "" -#~ "We'll use the ``start_game`` signal that's already being emitted by the " -#~ "``HUD`` node to remove the remaining creeps. We can't use the editor to " -#~ "connect the signal to the mobs in the way we need because there are no " -#~ "``Mob`` nodes in the ``Main`` scene tree until we run the game. Instead " -#~ "we'll use code." -#~ msgstr "" -#~ "Wir werden das Signal ``start_game`` benutzen, das bereits vom Knoten " -#~ "``HUD`` ausgesendet wird, um die übrigen Gegner zu entfernen. Wir können " -#~ "in diesem Fall nicht den Editor dazu verwenden, das Signal mit den " -#~ "Gegnern zu verknüpfen, weil die ``Mob`` Knoten erst dann in der Szene " -#~ "``Main`` erscheinen, wenn wir das Spiel starten. Stattdessen benutzen wir " -#~ "Code." - -#~ msgid "" -#~ "Start by adding a new function to ``Mob.gd``. ``queue_free()`` will " -#~ "delete the current node at the end of the current frame." -#~ msgstr "" -#~ "Fange damit an, die eine neue Funktion zu ``Mob.gd`` hinzuzufügen. " -#~ "``queue_free()`` wird den aktuellen Knoten am Ende des aktuellen Frames " -#~ "löschen." - -#~ msgid "" -#~ "Then in ``Main.gd`` add a new line inside the ``_on_MobTimer_timeout()`` " -#~ "function, at the end." -#~ msgstr "" -#~ "Dann füge eine neue Zeile in ``Main.gd`` Am Ende der " -#~ "``_on_MobTimer_timeout()`` Funktion ein." - -#~ msgid "" -#~ "This line tells the new Mob node (referenced by the ``mob`` variable) to " -#~ "respond to any ``start_game`` signal emitted by the ``HUD`` node by " -#~ "running its ``_on_start_game()`` function." -#~ msgstr "" -#~ "Diese Zeile sagt dem neuen Mob-Knoten (auf den die Variable ``mob`` " -#~ "verweist), dass er auf jedes ``start_game``-Signal vom ``HUD``-Knoten " -#~ "reagieren soll, indem der die ``_on_start_game()``-Funktion aktiviert." - -#, fuzzy -#~ msgid "" -#~ "Resources and Dictionaries are both passed by reference, but only " -#~ "Resources are reference-counted. This means that if a Dictionary is " -#~ "passed between objects and the first object is deleted, all other " -#~ "objects' references to the Dictionary will be invalidated. Conversely, " -#~ "Resources will not be freed from memory until *all* the objects are " -#~ "deleted." -#~ msgstr "" -#~ "Ressourcen und Dictionaries (Wörterbücher) unterscheiden sich auch " -#~ "dahingehend, dass beide als Referenz übergeben werden, aber nur " -#~ "Ressourcen werden als Referenz gezählt. Das bedeutet, wenn ein Dictionary " -#~ "zwischen Objekten übergeben wird und das erste Objekt gelöscht wird, wird " -#~ "die Variable des zweiten Objekts ungültig. Dies gilt nicht für " -#~ "Ressourcen, die ihr Speicher erst freigegeben wird, wenn *alle* Instanzen " -#~ "nicht mehr vorhanden sind." - -#~ msgid "" -#~ ":ref:`Qt Creator ` (all desktop " -#~ "platforms)" -#~ msgstr "" -#~ ":ref:`Qt Creator ` (alle Desktop " -#~ "Platformen)" - -#~ msgid "" -#~ ":ref:`Kdevelop ` (all desktop platforms)" -#~ msgstr "" -#~ ":ref:`Kdevelop ` (alle Desktop " -#~ "Platformen)" - -#~ msgid ":ref:`Xcode ` (macOS)" -#~ msgstr ":ref:`Xcode ` (macOS - Apple)" - -#, fuzzy -#~ msgid ":ref:`Visual Studio ` (Windows)" -#~ msgstr "" -#~ ":ref:`Visual Studio ` (Windows - " -#~ "Microsoft)" - -#~ msgid "" -#~ ":ref:`Visual Studio Code` (all desktop " -#~ "platforms)" -#~ msgstr "" -#~ ":ref:`Visual Studio Code` (alle Desktop-" -#~ "Plattformen)" - -#, fuzzy -#~ msgid "" -#~ ":ref:`Android Studio` (all desktop " -#~ "platforms)" -#~ msgstr "" -#~ ":ref:`Visual Studio Code` (alle Desktop-" -#~ "Plattformen)" - -#, fuzzy -#~ msgid ":ref:`CLion` (all desktop platforms)" -#~ msgstr "" -#~ ":ref:`Kdevelop ` (alle Desktop " -#~ "Platformen)" - -#~ msgid "" -#~ "The last third party scripting language that was used for shipped games " -#~ "was `Squirrel `__, but it was dropped as well. " -#~ "At that point, it became evident that a custom scripting language could " -#~ "more optimally make use of Godot's particular architecture:" -#~ msgstr "" -#~ "Die letzte Skriptsprache von Dritten, die mit ausgelieferten Spielen " -#~ "verwendet wurde, war `Squirrel `__, aber diese " -#~ "wurde ebenfalls fallen gelassen. An diesem Punkt wurde klar, dass eine " -#~ "eigene Skriptsprache viel besser Nutzen aus Godots Architektur schlagen " -#~ "konnte:" - -#~ msgid "" -#~ "Godot embeds scripts in nodes. Most languages are not designed with this " -#~ "in mind." -#~ msgstr "" -#~ "Godot bettet nämlich Skripte in Nodes ein. Die meisten Sprachen sind " -#~ "nicht in diesem Sinne entworfen worden." - -#~ msgid "" -#~ "Godot uses several built-in data types for 2D and 3D math. Script " -#~ "languages do not provide this, and binding them is inefficient." -#~ msgstr "" -#~ "Godot nutzt mehrere eingebaute Datentypen für 2D- und 3D-Mathematik. " -#~ "Skriptsprachen bieten dies jedoch nicht an, und sie aus anderen Sprachen " -#~ "anzubinden ist ineffizient." - -#~ msgid "" -#~ "Godot uses threads heavily for lifting and initializing data from the net " -#~ "or disk. Script interpreters for common languages are not friendly to " -#~ "this." -#~ msgstr "" -#~ "Godot benutzt Threads in großem Maße, um Daten vom Netzwerk oder der " -#~ "Festplatte zu holen und zu initialisieren. Skriptinterpreter für übliche " -#~ "Sprachen taugen dafür nicht." - -#~ msgid "" -#~ "Godot already has a memory management model for resources, most script " -#~ "languages provide their own, which results in duplicate effort and bugs." -#~ msgstr "" -#~ "Godot hat bereits ein Speichermanagement-Modell für Ressourcen; die " -#~ "meisten Skriptsprachen bieten eigene an, was zu doppeltem Aufwand und " -#~ "Bugs führt." - -#~ msgid "" -#~ "Binding code is always messy and results in several failure points, " -#~ "unexpected bugs and generally low maintainability." -#~ msgstr "" -#~ "Code für Sprachanbindungen ist immer unordentlich und führt zu mehreren " -#~ "Schwachstellen, unerwarteten Bugs und allgemein schlechter Wartbarkeit." - -#~ msgid "" -#~ "The result of these considerations is *GDScript*. The language and " -#~ "interpreter for GDScript ended up being smaller than the binding code " -#~ "itself for Lua and Squirrel, while having equal functionality. With time, " -#~ "having a built-in language has proven to be a huge advantage." -#~ msgstr "" -#~ "Das Ergebnis dieser Überlegungen ist *GDScript*. Die Sprache und der " -#~ "Interpreter für GDScript waren am Ende kleiner als der Sprachanbindungs-" -#~ "Code für Lua und Squirrel, trotz gleicher Funktionalität. Mit der Zeit " -#~ "stellte es sich als einen großen Vorteil heraus, eine eigene, eingebaute, " -#~ "Sprache zu haben." - -#~ msgid "Collision Shapes" -#~ msgstr "Collisionsformen" - -#~ msgid "Creating a main screen plugin" -#~ msgstr "Eine einfache Erweiterung erstellen (Hauptbildschirm)" - -#~ msgid "The object itself has only the following methods:" -#~ msgstr "Das Object selbst hat nur die folgenden Methoden:" - -#~ msgid "Locale." -#~ msgstr "Lokalisierung." - -#~ msgid "Name" -#~ msgstr "Name" - -#, fuzzy -#~ msgid "``CPUParticles2D``" -#~ msgstr "Partikel" - -#~ msgid "" -#~ "Welcome to Godot! With your project open, you should see the editor’s " -#~ "interface with empty docks on the right side." -#~ msgstr "" -#~ "Willkommen bei Godot! Wenn dein Projekt geöffnet ist, solltest du rechts " -#~ "vom Editor-Fenster den Inspector sehen." - -#~ msgid "Windows, macOS, Linux (unofficial and unsupported)" -#~ msgstr "Windows, macOS, Linux (inoffiziell und nicht unterstützt)" - -#~ msgid "Orthonormal matrices" -#~ msgstr "Orthonormal Matrix" - -#~ msgid "" -#~ "However, if the matrix has been scaled (vectors are not unit length), or " -#~ "the basis vectors are not orthogonal (90°), the inverse transform will " -#~ "not work." -#~ msgstr "" -#~ "Falls die Matrix skaliert wurde (Vektoren haben nicht die Einheitslänge) " -#~ "oder die Basisvektoren sind nicht orthogonal zueinander (90°), so " -#~ "funktioniert die inverse Transformation nicht." - -#~ msgid "" -#~ "In other words, inverse transform is only valid in *orthonormal* " -#~ "matrices. For this, these cases an affine inverse must be computed." -#~ msgstr "" -#~ "Anders gesagt, die inverse Transformation gilt nur mit *orthonormalen* " -#~ "Matrizen. In diesem Fall muss eine Inverse affin ermittelt werden." - -#~ msgid "Affine inverse" -#~ msgstr "Affine Inverse" - -#~ msgid "" -#~ "The affine inverse is a matrix that does the inverse operation of another " -#~ "matrix, no matter if the matrix has scale or the axis vectors are not " -#~ "orthogonal. The affine inverse is calculated with the affine_inverse() " -#~ "method:" -#~ msgstr "" -#~ "Eine inverse einer affinen Abbildung ist eine Matrix welche die inverse " -#~ "Operation einer gegebenen Matrix bestimmt, unabhängig davon ob die Matrix " -#~ "skaliert oder die Vektoren der Achsen orthogonal sind. Die affine Inverse " -#~ "wird bestimmt mit der affine_inverse() Methode:" - -#~ msgid "If the matrix is orthonormal, then:" -#~ msgstr "Falls die Matrix orthonormal ist, dann:" - -#~ msgid "Rotation in 3D" -#~ msgstr "Rotieren in 3D" - -#~ msgid "" -#~ "The axis for the rotation must be a *normal vector*. As in, a vector that " -#~ "can point to any direction, but length must be one (1.0)." -#~ msgstr "" -#~ "Die Achse für die Rotation muss ein *Normalenvektor* sein. Also ein " -#~ "Vektor, der in eine beliebige Richtung zeigen kann, aber dessen Länge " -#~ "eins (1,0) beträgt." - -#, fuzzy -#~ msgid "Using it from GDScript" -#~ msgstr "Verwendung in GDScript" - -#~ msgid "Future" -#~ msgstr "Zukunft" - -#~ msgid "" -#~ "Godot supports Collada via the `OpenCollada `_ exporter (Maya, " -#~ "3DSMax)." -#~ msgstr "" -#~ "Godot unterstützt Collada über den `OpenCollada `_ Exporter (Maya, " -#~ "3DSMax)." - -#~ msgid "" -#~ "If you are using Blender, take a look at our own `Better Collada Exporter " -#~ "`_." -#~ msgstr "" -#~ "Solltest Sie Blender nutzen, schau Dir unseren `Better Collada Exporter " -#~ "`_ an." - -#~ msgid "" -#~ "FBX SDK has a `restrictive license `_, that is incompatible with the `open license " -#~ "`_ provided by Godot. That being " -#~ "said, FBX support could still be provided by third parties as a plugin. " -#~ "(See Plugins question below.)" -#~ msgstr "" -#~ "Das FBX SDK hat eine `beschränkende Lizenz `_, die mit der `offenen Lizenz `_ von Godot nicht kompatibel ist. Allerdings " -#~ "könnten Dritt-Entwickler die FBX-Unterstützung als Plugin anbieten. " -#~ "(Siehe Frage zu Plugins unten.)" - -#~ msgid "|image15|" -#~ msgstr "|image15|" - -#~ msgid "|image16|" -#~ msgstr "|image16|" - -#~ msgid "|image20|" -#~ msgstr "|image20|" - -#~ msgid "|image17|" -#~ msgstr "|image17|" - -#~ msgid "|image18|" -#~ msgstr "|image18|" - -#~ msgid "|image19|" -#~ msgstr "|image19|" - -#~ msgid "" -#~ "Let's make these abstract concepts more concrete with an example. " -#~ "Following a long tradition in tutorials, we'll start with a \"Hello World" -#~ "\" project. This will introduce us to using the editor." -#~ msgstr "" -#~ "Veranschaulichen wir die abstrakten Konzepte an einem Beispiel. Einer " -#~ "langen Tradition folgend, beginnen wir mit einem \"Hello World\"-Projekt. " -#~ "Das wird unser Einstieg in die Nutzung des Editors sein." - -#~ msgid "" -#~ "If you run the Godot executable outside of a project, the Project Manager " -#~ "appears. This helps developers manage their projects." -#~ msgstr "" -#~ "Wenn Du die Godot-Programmdatei außerhalb eines Projekts ausführst, wird " -#~ "die Projektverwaltung angezeigt. Dieser hilft Entwicklern bei der " -#~ "Organisation ihrer Projekte." - -#~ msgid "" -#~ "To create a new project, click the \"New Project\" option. Choose and " -#~ "create a path for the project and specify the project name." -#~ msgstr "" -#~ "Um ein neues Projekt anzulegen, klicke auf die Schaltfläche \"Neues " -#~ "Projekt\". Wähle und erstelle einen Verzeichnispfad für das Spiel und gib " -#~ "den Projektnamen ein." - -#~ msgid "" -#~ "Once you've created the \"New Project\", then open it. This will open the " -#~ "Godot editor:" -#~ msgstr "" -#~ "Nachdem Du \"Neues Projekt\" angelegt hast, öffne es. Dadurch wird der " -#~ "Godot-Editor gestartet:" - -#~ msgid "int" -#~ msgstr "int" - -#~ msgid "Code structure" -#~ msgstr "Programmstruktur" - -#~ msgid "Indent type: Tabs *(editor default)*" -#~ msgstr "Einrücksungstyp: Tabs *(Standard)*" - -#~ msgid "Indent size: 4 *(editor default)*" -#~ msgstr "Einrückungsgroße: 4 *(Standard)*" - -#~ msgid "Use PascalCase: ``extends KinematicBody``" -#~ msgstr "Nutze PascalCase: ``extends KinematicBody``" - -#~ msgid "Use snake\\_case: ``get_node()``" -#~ msgstr "snake\\_case benutzen: ``get_node()``" - -#~ msgid "" -#~ "See the `animation panel reference <#animation-panel-reference>`__ below " -#~ "for details." -#~ msgstr "Siehe `#animation-panel-reference`__ unten für Genaueres." - -#, fuzzy -#~ msgid "VR Starter Tutorial Part Two" -#~ msgstr "Anleitung für Einsteiger - VR" - -#~ msgid "" -#~ "In the bottom-left are the key things you need to create a connection: a " -#~ "node which implements the method you want to trigger (represented here as " -#~ "a NodePath) and the name of the method to trigger." -#~ msgstr "" -#~ "Unten links siehst Du die wichtigsten Elemente, die Du zum Erstellen " -#~ "einer Verbindung benötigst einen Node, der die Methode implementiert, die " -#~ "Du auslösen möchtest (hier \"Pfad zum Node\") und den Namen der Methode, " -#~ "die ausgelöst werden soll." - -#~ msgid "" -#~ "The top-left section displays a list of your scene's nodes with the " -#~ "emitting node's name highlighted in red. Select the \"Panel\" node here. " -#~ "When you select a node, the NodePath at the bottom will automatically " -#~ "update to point to a relative path from the emitting node to the selected " -#~ "node." -#~ msgstr "" -#~ "Im oberen linken Bereich wird eine Liste der Nodes Deiner Szene " -#~ "angezeigt, wobei der Name der Signalquelle (Node) in Rot hervorgehoben " -#~ "ist. Wähle hier den Node \"Panel\" aus. Nach der Auswahl des Nodes wird " -#~ "der \"Pfad zum Node\" automatisch auf den relativen Pfad von der " -#~ "Signalquelle zum ausgewählten Node aktualisiert." - -#~ msgid "" -#~ "By default, the method name will contain the emitting node's name " -#~ "(\"Button\" in this case), resulting in " -#~ "``_on_[EmitterNode]_[signal_name]``. If you do have the \"Make Function\" " -#~ "check button checked, then the editor will generate the function for you " -#~ "before setting up the connection." -#~ msgstr "" -#~ "Standardmäßig enthält der Methodenname den Namen des sendenden Nodes (in " -#~ "diesem Fall \"Button\" ), was zu \"_on_[EmitterNode]_[signal_name]\" " -#~ "führt. Wenn Du die Schaltfläche \"Funktion erstellen\" aktiviert hast, " -#~ "erstellt der Editor die Funktion für Dich, bevor die Verbindung " -#~ "hergestellt wird." - -#~ msgid "" -#~ "Now click on ``MobTimer`` in the scene window then head to inspector " -#~ "window, switch to node view then click on ``timeout()`` and connect the " -#~ "signal." -#~ msgstr "" -#~ "Klicke nun auf ``MobTimer`` im Szenenfenster, dann gehe zum " -#~ "Inspektorfenster, wechsel zur Nose-Ansicht, klicke dann auf ``Timeout()`` " -#~ "und verbinde das Signal." - -#~ msgid "" -#~ "Firstly, open up ``Game.gd`` and add the following additional class " -#~ "variables:" -#~ msgstr "" -#~ "Öffne zuerst ``Game.gd`` und füge die folgenden Klassenvariablen hinzu:" - -#~ msgid "" -#~ "To do this, press the \"New Node\" button (which looks like a plus " -#~ "symbol):" -#~ msgstr "" -#~ "Drück dazu auf die \"Node hier anhängen\"-Schaltfläche (das Pluszeichen " -#~ "im Kopf des Szene-Fensters):" - -#~ msgid "*Clamping* a value means restricting it to a given range." -#~ msgstr "" -#~ "*Clamping* eines Wertes bedeutet, ihn auf einen bestimmten Bereich zu " -#~ "beschränken." - -#~ msgid "" -#~ "The integer data type can only contain integer numbers, (both negative " -#~ "and positive)." -#~ msgstr "" -#~ "Der Ganzzahl-Datentyp int kann nur ganzzahlige Zahlen enthalten (positiv " -#~ "und negativ)." - -#~ msgid "Used to contain a floating point value (real numbers)." -#~ msgstr "Enthält eine Fließkommazahl (reelle Zahlen)." - -#~ msgid "The keyframe editor (when enabled)" -#~ msgstr "die Schlüsselbildbearbeitung (wenn aufgeklappt)" - -#, fuzzy -#~ msgid "Global constants" -#~ msgstr "Konstanten" - -#~ msgid "Step by step (Linux)" -#~ msgstr "Schritt für Schritt (Linux)" - -#~ msgid "Step-by-step" -#~ msgstr "Schritt für Schritt" - -#, fuzzy -#~ msgid "`KidsCanCode `__" -#~ msgstr "" -#~ "`KidsCanCode: Eine aufschlussreiche Lehrserie `" - -#~ msgid "" -#~ ":ref:`Animating thousands of fish with MultiMesh " -#~ "`" -#~ msgstr "" -#~ ":ref:` Tausende Fische mit MultiMesh animieren " -#~ "`" - -#~ msgid ":ref:`Advanced post-processing `" -#~ msgstr "" -#~ ":ref:`Fortgeschritene Nachbearbeitung `" - -#~ msgid "arrays" -#~ msgstr "Arrays" - -#~ msgid "" -#~ ":ref:`Vertex displacement with shaders " -#~ "`" -#~ msgstr "" -#~ ":ref:`Vertexverformung mit Shadern `" - -#~ msgid "" -#~ "This method will be called every time a frame is drawn, so it's fully " -#~ "dependent on how many frames per second (FPS) the application is running " -#~ "at:" -#~ msgstr "" -#~ "Diese Methode wird jedes Mal aufgerufen, wenn ein Frame gezeichnet wird. " -#~ "Deshalb ist sie komplett abhängig davon, mit wie vielen Frames pro " -#~ "Sekunde (FPS) die Anwendung läuft:" - -#~ msgid "" -#~ "And the second way is from code. One example would be to tag nodes which " -#~ "are enemies:" -#~ msgstr "" -#~ "Und der zweite Weg ist durch Code. Eine Möglichkeit wäre es, Szenen die " -#~ "Gegner darstellen mit einem Tag zu versehen:" - -#~ msgid "The five most common containers" -#~ msgstr "Die fünf am häufigst verwendeten Container" - -#~ msgid "" -#~ "Only use Control nodes when you design your interfaces. They have unique " -#~ "properties that allow them to work with one another. Other nodes, like " -#~ "Node2D, Sprite, etc. will not work. You can still use some nodes that " -#~ "work with others, like the AnimationPlayer, Tween or the StreamPlayer. " -#~ "Control nodes are CanvasItems like Node2D, so you can apply shaders to " -#~ "them." -#~ msgstr "" -#~ "Verwende Control-Nodes nur wenn Du Benutzeroberflächen erstellst. Sie " -#~ "haben einzigartige Eigenschaften, welche es Dir erlauben mit einander zu " -#~ "arbeiten. Andere Nodes, wie zum Beispiel Node2D oder Sprite funktionieren " -#~ "nicht. Du kannst immer noch einige Nodes verwenden die mit anderen " -#~ "arbeiten, wie AnimationPlayer, Tween oder StreamPlayer. Control-Nodes " -#~ "sind CanvasItems, ebenso wie Node2D, Du kannst also Shader auf sie " -#~ "anwenden." - -#~ msgid "" -#~ "Changing the canvas transform is useful because it is a lot more " -#~ "efficient than moving the root canvas item (and hence the whole scene). " -#~ "Canvas transform is a simple matrix that offsets the whole 2D drawing, so " -#~ "it's the most efficient way to do scrolling." -#~ msgstr "" -#~ "Es ist sinnvoll, die Canvas-Transformation zu ändern, da es deutlich " -#~ "effizienter ist als die übergeordnete CanvasItem-Instanz direkt zu " -#~ "bewegen (und somit die Szene als Ganzes). Die Canvas-Transformation " -#~ "besteht aus einer simplen Matrix, die lediglich die gesamte 2D-Ansicht " -#~ "versetzt und so den schnellsten Weg für einen Scrolling-Effekt bereitet." - -#~ msgid "Not enough..." -#~ msgstr "Noch mehr..." - -#~ msgid "" -#~ "**HUD**: Heads-up display, or user interface. If the world moves, the " -#~ "life counter, score, etc. must stay static." -#~ msgstr "" -#~ "**HUD**: \"Heads-up display\" oder Benutzeroberfläche. Wenn sich die " -#~ "Umgebung ändert, sollen Lebensanzeige, Punktestand, etc. eine feste " -#~ "Bildschirmposition beibehalten." - -#~ msgid "" -#~ "Even though there shouldn't be any performance limitation, it is not " -#~ "advised to use excessive amount of layers to arrange drawing order of " -#~ "nodes. The most optimal way will always be arranging them by tree order. " -#~ "2d nodes also have a property for controlling their drawing order (see :" -#~ "ref:`Node2D.z_index `)." -#~ msgstr "" -#~ "Obwohl es keine ernsten Performanceeinbußen geben sollte, ist es nicht " -#~ "ratsam, mit einem exzessiven Gebrauch von Ebenen die Reihenfolge der " -#~ "Nodes zu kontrollieren. Der optimalste Weg bleibt weiterhin das " -#~ "gewissenhafte Anordnen innerhalb der vorhandenen Node-/Baumstruktur. 2D-" -#~ "Nodes verfügen außerdem über eine Eigenschaft, mit der individuell ihre " -#~ "Reihenfolge in der Darstellung auf der Leinwand bestimmt werden kann " -#~ "(siehe :ref:`Node2D.z_index `)." - -#, fuzzy -#~ msgid "" -#~ "This is a list of third-party tutorials and other resources created by " -#~ "the community that may be of interest." -#~ msgstr "" -#~ "Dies ist eine von der Community erstellte Liste mit Drittanbieter-" -#~ "Ressourcen, die interessant sein könnten." - -#~ msgid "" -#~ "The first step is to open \"Project Settings\" and find the *Handheld* " -#~ "section. Enable the *Emulate Touchscreen* option. This lets you treat " -#~ "mouse click events the same as touch events, so you can test the game on " -#~ "a computer without a touchscreen. Also, make sure to select \"portrait\" " -#~ "under *Orientation*." -#~ msgstr "" -#~ "Der erste Schritt besteht darin, \"Projekteinstellungen\" zu öffnen und " -#~ "den Abschnitt *Handheld* zu finden. Aktivieren Sie die Option *Emulate " -#~ "Touchscreen*. Auf diese Weise können Sie Mausklick-Ereignisse genauso " -#~ "behandeln wie Touch-Ereignisse, so dass Sie das Spiel auf einem Computer " -#~ "ohne Touchscreen testen können. Achten Sie auch darauf, dass Sie unter " -#~ "*Orientierung* \"Portrait\" auswählen." - -#~ msgid "" -#~ "This is a list of third-party resources created by the community that may " -#~ "be of interest." -#~ msgstr "" -#~ "Dies ist eine von der Community erstellte Liste mit Drittanbieter-" -#~ "Ressourcen, die interessant sein könnten." - -#~ msgid "do" -#~ msgstr "do" - -#~ msgid "Reserved for future implementation of ``do... while`` loops." -#~ msgstr "" -#~ "Reserviert für zukünftige Implementationen von ``do...while``-Schleifen." - -#~ msgid "switch" -#~ msgstr "switch" - -#~ msgid "Reserved for future implementation. See match_." -#~ msgstr "Reserviert für zukünftige Implementierungen. Siehe match_." - -#~ msgid "End" -#~ msgstr "Ende" - -#~ msgid "" -#~ "Don't scale the shape's outline! Only use the size handles (circled in " -#~ "red) to adjust the shape!" -#~ msgstr "" -#~ "Skaliere nicht die Kontur des Sprite! Verwende nur die zwei Anfasser für " -#~ "die Größe (rot eingekreist), um die Form anzupassen!" - -#~ msgid "" -#~ "Disabling the area's collision shape means it won't detect collisions. By " -#~ "turning it off, we make sure we don't trigger the ``hit`` signal more " -#~ "than once." -#~ msgstr "" -#~ "Wenn Du die Kollisionsform des Bereichs deaktivierst, werden Kollisionen " -#~ "nicht erkannt. Indem wir es ausschalten, stellen wir sicher, dass wir das " -#~ "Signal \"hit\" nicht mehr als einmal auslösen." - -#, fuzzy -#~ msgid "``Layout``: \"Center Top\"" -#~ msgstr "``Layout``: \"Center Top\"" - -#, fuzzy -#~ msgid "Left: ``-25``" -#~ msgstr "Left: ``-25``" - -#, fuzzy -#~ msgid "Top: ``0``" -#~ msgstr "Top: ``0``" - -#, fuzzy -#~ msgid "Right: ``25``" -#~ msgstr "Right: ``25``" - -#, fuzzy -#~ msgid "Bottom: ``100``" -#~ msgstr "Bottom: ``100``" - -#, fuzzy -#~ msgid "Left: ``-200``" -#~ msgstr "Left: ``-200``" - -#, fuzzy -#~ msgid "Top: ``-150``" -#~ msgstr "Top: ``-150``" - -#, fuzzy -#~ msgid "Right: ``200``" -#~ msgstr "Right: ``200``" - -#, fuzzy -#~ msgid "Bottom: ``0``" -#~ msgstr "Bottom: ``0``" - -#, fuzzy -#~ msgid "Left: ``-100``" -#~ msgstr "Left: ``-100``" - -#, fuzzy -#~ msgid "Right: ``100``" -#~ msgstr "Right: ``100``" - -#~ msgid "" -#~ "There are a large number of properties to choose from when configuring " -#~ "particles. Feel free to experiment and create different effects. For the " -#~ "effect in this example, use the following settings:" -#~ msgstr "" -#~ "Bei der Konfiguration von Partikeln stehen eine Vielzahl von " -#~ "Eigenschaften zur Auswahl. Sie können gerne experimentieren und " -#~ "verschiedene Effekte erstellen. Für den Effekt in diesem Beispiel " -#~ "verwenden Sie die folgenden Einstellungen:" - -#~ msgid "" -#~ "You also need to create a ``Material`` by clicking on ```` and then " -#~ "\"New ParticlesMaterial\". The settings for that are below:" -#~ msgstr "" -#~ "Du musst auch ein ```Material`` erstellen, indem du auf ```` und " -#~ "dann auf \"New ParticlesMaterial\" klickst. Die Einstellungen dafür sind " -#~ "unten aufgeführt:" - -#~ msgid "" -#~ "To make the gradient for the \"Color Ramp\" setting, we want a gradient " -#~ "taking the alpha (transparency) of the sprite from 0.5 (semi-transparent) " -#~ "to 0.0 (fully transparent)." -#~ msgstr "" -#~ "Um den Farbverlauf für die Einstellung \"Color Ramp\" festzulegen, " -#~ "möchten wir, dass ein Farbverlauf das Alpha (Transparenz) des Sprites von " -#~ "0,5 (halbtransparent) bis 0,0 (vollständig transparent) nimmt." - -#~ msgid "" -#~ "Click \"New GradientTexture\", then under \"Gradient\", click \"New " -#~ "Gradient\". You'll see a window like this:" -#~ msgstr "" -#~ "Klicken Sie auf \"New GradientTexture\", dann unter \"Gradient\" auf " -#~ "\"New Gradient\". Du wirst ein Fenster wie dieses sehen:" - -#, fuzzy -#~ msgid "" -#~ "A more flexible alternative to prefabs you might know from Unity (and " -#~ "much more powerful given that instances can be nested)." -#~ msgstr "" -#~ "Eine flexiblere (und sehr viel mächtigere, durch die Möglichkeit " -#~ "Instanzen zu verschachteln) Alternative zu Prefabs." - -#, fuzzy -#~ msgid "" -#~ "If you're using C#, you need to restart Godot editor temporarily to see " -#~ "exported variables in the editor until it's fixed." -#~ msgstr "" -#~ "Wenn Du C# verwendest, musst Du den Godot Editor vorübergehend neu " -#~ "starten, um exportierte Variablen im Editor anzuzeigen, bis es gefixt ist." - -#, fuzzy -#~ msgid "" -#~ "NOTE: The result of these operations depends on the operands types. If " -#~ "both are Integers, then the result will be an Integer. That means 1/10 " -#~ "returns 0 instead of 0.1. If at least one of the operands is a float, " -#~ "then the result is a float: float(1)/10 or 1.0/10 return both 0.1. NOTE2: " -#~ "Remainder/Modulo only works on int. For floats use built in fmod()" -#~ msgstr "" -#~ "BEACHTE: Das Ergebnis dieser Operation hängt von den Operandentypen ab. " -#~ "Wenn beide Ganzzahlen sind, ist das Ergebnis auch eine Ganzzahl. Das " -#~ "heißt, 1/10 liefert 0 statt 0.1. Wenn mindestens einer der Operanden eine " -#~ "Fließkommazahl ist, ist es das Ergebnis ebenfalls: float(1)/10 oder " -#~ "1.0/10 liefern beide 0.1." - -#, fuzzy -#~ msgid "There is a few things to note here." -#~ msgstr "Es gibt keine Nutzungsbeschränkung für Godot" - -#~ msgid "Mac OS X" -#~ msgstr "macOS" - -#~ msgid "" -#~ "C# is usually the best choice for companies. The large amount of " -#~ "programmers familiar with it means less time can be spent learning Godot " -#~ "and more time can be spent programming with it." -#~ msgstr "" -#~ "Für Unternehmen ist üblicherweise C# die beste Wahl, da viele " -#~ "Programmierer bereits Kenntnisse der Sprache haben. So muss weniger Zeit " -#~ "darauf verwendet werden, Godot kennenzulernen und mehr Zeit kann " -#~ "schneller in die aktive Entwicklung fließen." - -#~ msgid "Code Structure" -#~ msgstr "Code Struktur" - -#, fuzzy -#~ msgid "Placing of AnimationPlayer" -#~ msgstr "Animation" - -#~ msgid "" -#~ "This means it is free as in \"free speech\" as well as in \"free beer\"." -#~ msgstr "" -#~ "Das heißt es ist sowohl frei im Sinne von \"freiheitlich\" als auch frei " -#~ "(kostenlos) wie in \"Freibier\"." - -#~ msgid "There are no usage restrictions on Godot" -#~ msgstr "Es gibt keine Nutzungsbeschränkung für Godot" - -#~ msgid "" -#~ "This means you can use it for any game or application, commercially or " -#~ "non-commercially, in any industry" -#~ msgstr "" -#~ "Das bedeutet, es darf in jedem Spiel und jeder Anwendung, egal ob " -#~ "komerziell oder nicht-kommerziell, und in jeglicher Industrie verwendet " -#~ "werden" - -#~ msgid "" -#~ "For more, see `here `_ or ask " -#~ "your lawyer of choice." -#~ msgstr "" -#~ "Für weitere Infos, siehe `hier `_ oder befrage den Anwalt deiner Wahl." - -#~ msgid "" -#~ "Note that C# and Visual Scripting support is comparatively young and " -#~ "GDScript still has some advantages as outlined below." -#~ msgstr "" -#~ "C# und Visual Scripting sind noch sehr neu in Godot, weswegen GDScript " -#~ "wie unten beschrieben noch einige Vorteile hat." - -#~ msgid "" -#~ "Support for new languages can be added by third parties using the " -#~ "GDNative / NativeScript / PluginScript facilities. (See question about " -#~ "plugins below.)" -#~ msgstr "" -#~ "Unterstützung für neue Sprachen kann mithilfe von GDNative / NativeScript " -#~ "und PluginScript hinzugefügt werden." - -#~ msgid "" -#~ "GDScript? Why use a custom scripting language instead of my language of " -#~ "choice?" -#~ msgstr "GDScript? Warum benutzt Godot eine eigene Programmiersprache?" - -#~ msgid "" -#~ "GDScript is designed to integrate from the ground to the way Godot works, " -#~ "more than any other language, and is simple and easy to learn. Takes at " -#~ "most a day or two to get comfortable and it's easy to see the benefits " -#~ "once you do. Please make the effort to learn GDScript, you will not " -#~ "regret it." -#~ msgstr "" -#~ "GDScript ist so konzipiert, dass es sich von Grund auf in die " -#~ "Funktionsweise von Godot integrieren lässt, mehr als jede andere Sprache, " -#~ "und ist einfach und leicht zu erlernen. Es dauert höchstens ein oder zwei " -#~ "Tage, um sich an sie zu gewöhnen, und es ist einfach, die Vorteile zu " -#~ "sehen, wenn man sie erst einmal gelernt hat. Bitte machen Sie sich die " -#~ "Mühe, GDScript zu erlernen, Sie werden es nicht bereuen." - -#~ msgid "" -#~ "Godot C++ API is also efficient and easy to use (the entire Godot editor " -#~ "is made with this API), and an excellent tool to optimize parts of a " -#~ "project, but trying to use it instead of GDScript for an entire game is, " -#~ "in most cases, a waste of time." -#~ msgstr "" -#~ "Die Godot C++ API ist außerdem effizient und einfach zu verwenden (der " -#~ "gesamte Godot Editor wurde mithilfe dieser API erstellt), und ist ein " -#~ "hervorragendes Werkzeug, um Teile eines Projektes zu optimieren.\n" -#~ "Sie allerdings anstatt von GDScript für ein ganzes Spiel zu verwenden, " -#~ "ist meistens nicht sehr zeiteffizient." - -#~ msgid "" -#~ "Yes, for more than a decade we tried in the past integrating several VMs " -#~ "(and even shipped games using them), such as Python, Squirrel and Lua (in " -#~ "fact we authored tolua++ in the past, one of the most popular C++ " -#~ "binders). None of them worked as well as GDScript does now." -#~ msgstr "" -#~ "Ja, mehr als ein Jahrzehnt lang haben wir versucht, mehrere Virtuelle " -#~ "Maschinen zu integrieren (und auch Spiele die diese nutzen " -#~ "veröffentlicht), wie zum Beispiel Python, Squirrel und Lua (in der Tat " -#~ "haben wir tolua++ verfasst, eines der populärsten C++-Bindings). Keiner " -#~ "funktionierte so gut wie GDScript es tut." - -#~ msgid "For the more technically versed, proceed to the next item." -#~ msgstr "Technisch Versiertere können das Folgende überspringen." - -#~ msgid "" -#~ "I don't believe you. What are the technical reasons for the item above?" -#~ msgstr "" -#~ "Ich glaube euch nicht. Was sind die technischen Gründe für die genannten " -#~ "Gründe?" - -#~ msgid "" -#~ "GDScript was designed to solve the issues above, and performs well in all " -#~ "the above scenarios. Please learn GDScript and enjoy a smooth integration " -#~ "of scripting with the game engine (yes, it's a rare but enjoyable " -#~ "situation when things just work). It's worth it, give it a try!" -#~ msgstr "" -#~ "GDScript wurde mit dem Ziel entwickelt, die obigen Probleme zu lösen, und " -#~ "funktioniert wunderbar in all den oben genannten Szenarien. Bitte lerne " -#~ "GDScript und erfreue dich der sehr gelungenen Integration von Skripten in " -#~ "die Spiele-Engine (Ja, es ist eine sehr seltene aber erfreuliche " -#~ "Situation, wenn einfach alles funktioniert). Es lohnt sich, versuche es " -#~ "einfach!" - -#~ msgid "I want to extend Godot. What are my options for creating plugins?" -#~ msgstr "Ich möchte Godot erweitern. Wie kann ich Plugins entwickeln?" - -#~ msgid "" -#~ "Additional languages could be added via PluginScript or the more low-" -#~ "level NativeScript." -#~ msgstr "" -#~ "Zusätzliche Sprachen können per PluginScript oder das eher low-level " -#~ "NativeScript hinzugefügt werden." - -#~ msgid "" -#~ "If you want to add a certain native library, your best bet is GDNative " -#~ "and custom C++ modules." -#~ msgstr "" -#~ "Wenn du eine bestimmte native Bibliothek hinzufügen willst, ist es das " -#~ "beste, GDNative oder benutzerdefinierte C++ Module zu verwenden." - -#~ msgid "Why is FBX not supported for import?" -#~ msgstr "Warum wird der Import von FBX nicht unterstützt?" - -#~ msgid "Also, glTF support was added in Godot 3.0." -#~ msgstr "Godot 3.0 unterstützt jetzt außerdem auch das glTF Format." - -#~ msgid "" -#~ "FBX support could still be provided by third parties as a plugin. (See " -#~ "Plugins question above.)" -#~ msgstr "" -#~ "Die Unterstützung für das FBX Format könnte weiterhin von Dritten als " -#~ "Plugin angeboten werden. (Siehe Plugins Frage oben.)" - -#~ msgid "" -#~ "No, the aim of Godot is to create a complete open source engine licensed " -#~ "under MIT, so you have complete control over every single piece of it. " -#~ "Open versions of functionality or features from such SDKs may be " -#~ "eventually added though." -#~ msgstr "" -#~ "Nein, das Ziel von Godot ist es, eine komplette Open-Source-Engine zu " -#~ "erstellen, die unter der MIT-Lizenz steht, so dass Sie die volle " -#~ "Kontrolle über jedes einzelne Teil davon haben. Offene Versionen von " -#~ "Funktionen oder Features aus solchen SDKs können jedoch eventuell " -#~ "hinzugefügt werden." - -#~ msgid "I have a great idea that will make Godot better. What do you think?" -#~ msgstr "" -#~ "Ich habe eine super Idee, die Godot besser machen wird. Was denkt ihr?" - -#~ msgid "" -#~ "Your idea will most certainly be ignored. Examples of stuff that is " -#~ "ignored by the developers:" -#~ msgstr "" -#~ "Deine Idee wird höchstwahrscheinlich ignoriert. Beispiele von Dingen, die " -#~ "die Entwickler ignorieren:" - -#~ msgid "Let's do this because it will make Godot better" -#~ msgstr "Lasst uns dies ändern, weil es Godot einfach besser macht" - -#~ msgid "Let's do this in Godot because another game engine does it" -#~ msgstr "" -#~ "Godot soll das so machen, weil es eine andere Spieleengine auch so macht" - -#~ msgid "Let's remove this because I think it's not needed" -#~ msgstr "Lasst uns dies entfernen, weil ich glaube, dass es unnötig ist" - -#~ msgid "Let's remove clutter and bloat and make Godot look nicer" -#~ msgstr "" -#~ "Lasst uns überflüssiges Zeug und Ballast entfernen und Godot besser " -#~ "aussehen lassen" - -#~ msgid "Let's add an alternative workflow for people who prefer it" -#~ msgstr "" -#~ "Lasst uns einen alternativen Arbeitsablauf hinzufügen, für Leute, die " -#~ "diesen besser finden" - -#~ msgid "" -#~ "Godot developers are always willing to talk to you and listen to your " -#~ "feedback very openly, to an extent rarely seen in open source projects, " -#~ "but they will care mostly about real issues you have while using Godot, " -#~ "not ideas solely based on personal belief. Developers are interested in " -#~ "(for example):" -#~ msgstr "" -#~ "Die Godot-Entwickler sind immer bereit, mit dir zu reden und lauschen " -#~ "sehr offen deinem Feedback, in einem Umfang wie er selten in Open Source " -#~ "Projekten vorkommt, aber für sie stehen echte Probleme im Umgang mit " -#~ "Godot im Vordergrund, nicht rein auf persönlichem Glauben basierende " -#~ "Ideen. Die Entwickler interessiert (als Beispiel):" - -#~ msgid "" -#~ "Once one of the above points is stated, we can work together on a " -#~ "solution and this is where your ideas and suggestions are most valuable " -#~ "and welcome, they need to be in context of a real issue." -#~ msgstr "" -#~ "Sobald einer der oberen Punkte gestellt wurde, können wir an einer Lösung " -#~ "des Problems arbeiten und das ist, wo deine Ideen und Vorschläge am " -#~ "wichtigsten und am willkommendsten sind, sie müssen nur im Kontext eines " -#~ "wirklichen Problems liegen." - -#~ msgid "Examples of how NOT to state problems generally and vaguely are:" -#~ msgstr "" -#~ "Beispiele dafür, wie man allgemeine und vage Probleme NICHT angeben " -#~ "sollte sind:" - -#~ msgid "Certain feature is ugly" -#~ msgstr "Eine bestimmtes Merkmal ist unschön" - -#~ msgid "Certain workflow is slow" -#~ msgstr "Ein bestimmter Arbeitsablauf ist langsam" - -#~ msgid "Certain feature needs optimization" -#~ msgstr "Jenes Feature benötigt Optimierung" - -#~ msgid "Certain aspect of the UI looks cluttered" -#~ msgstr "Dieser Aspekt des UI's sieht veraltet aus" - -#~ msgid "" -#~ "Associating something with an adjective will not get you much attention " -#~ "and developers will most likely not understand you. Instead, try to " -#~ "reformulate your problem as a story such as:" -#~ msgstr "" -#~ "Wenn man etwas mit einem Adjektiv assoziiert, wird es nicht viel " -#~ "Bedeutung erhalten und die Entwickler werden dich wahrscheinlich nicht " -#~ "verstehen. Versuche stattdessen das Problem neu zu formulieren, wie eine " -#~ "Geschichte, z. B.:" - -#~ msgid "I try to move objects around but always end up picking the wrong one" -#~ msgstr "" -#~ "Ich versuche jedesmal Objekte zu verschieben, aber wähle dann immer das " -#~ "falsche aus" - -#~ msgid "" -#~ "I tried to make a game like Battlefield but I'm not managing to " -#~ "understand how to get lighting to look the same." -#~ msgstr "" -#~ "Ich habe versucht, ein Spiel wie Battlefield zu erstellen, aber ich " -#~ "verstehe nicht, wie ich die optimalen Lichtverhältnisse herstellen kann." - -#~ msgid "" -#~ "I always forget which script I was editing, and it takes me too many " -#~ "steps to go back to it." -#~ msgstr "" -#~ "Ich vergesse immer, welches Skript ich bearbeitet habe und ich benötige " -#~ "zu viele Schritte, um wieder dahin zurückzukehren." - -#~ msgid "" -#~ "This will allow you to convey what you are thinking much better and set a " -#~ "common ground for discussion. Please try your best to state your problems " -#~ "as stories to the developers and the community, before discussing any " -#~ "idea. Be specific and concrete." -#~ msgstr "" -#~ "Das wird dir erlauben, einen stabilen Grund für Diskussionen zu setzen. " -#~ "Versuche, die Probleme als verständliche Geschichten zu den Entwicklern " -#~ "zu bringen, bevor jene Idee diskutiert wird. Schreibe möglichst konkret." - -#~ msgid "Export Templates" -#~ msgstr "Export-Templates" - -#~ msgid "Negative" -#~ msgstr "Negativ" - -#, fuzzy -#~ msgid "" -#~ "By default, the body of a script file is an unnamed class and it can only " -#~ "be referenced externally as a resource or file. Class syntax is meant to " -#~ "be compact and can only contain member variables or functions. Static " -#~ "functions are allowed, but not static members (this is in the spirit of " -#~ "thread safety, since scripts can be initialized in separate threads " -#~ "without the user knowing). In the same way, member variables (including " -#~ "arrays and dictionaries) are initialized every time an instance is " -#~ "created." -#~ msgstr "" -#~ "Standardmäßig ist der Inhalt einer Skriptdatei eine namenlose Klasse und " -#~ "kann extern nur als Ressource oder Datei referenziert werden. Die Syntax " -#~ "für Klassen ist absichtlich sehr kompakt und kann nur Membervariablen " -#~ "oder Funktionen beinhalten. Statische Funktionen sind erlaubt, aber nicht " -#~ "statische Member (das ist im Sinne der Threadsicherheit, da Skripte in " -#~ "separaten Threads ohne Kenntnis des Nutzers initialisiert werden können). " -#~ "Auf die gleiche Weise werden Membervariablen (inklusive Felder und " -#~ "Wörterbücher) jedesmal initialisiert, wenn eine neue Instanz erstellt " -#~ "wird." - -#~ msgid "If a parent constructor takes arguments, they are passed like this:" -#~ msgstr "" -#~ "Wenn der Elternkonstruktor Argumente benötigt, werden sie so übergeben:" - -#~ msgid "**Never!**" -#~ msgstr "**Niemals!**" - -#~ msgid "Coroutines" -#~ msgstr "Co-Routinen" diff --git a/weblate/docs/el.po b/weblate/docs/el.po index 06d364fcc8..c1527ad426 100644 --- a/weblate/docs/el.po +++ b/weblate/docs/el.po @@ -99702,411 +99702,3 @@ msgid "" "`Zeef Godot Engine: A curated directory of resources by Andre Schmitz " "`_" msgstr "" - -#, fuzzy -#~ msgid "" -#~ "|partial| Only critical, security and platform support fixes (last " -#~ "update: 3.1.2)." -#~ msgstr "" -#~ "|partial| Μόνο κρίσιμες διορθώσεις, διορθώσεις ασφαλείας και διορθώσεις " -#~ "υποστήριξης πλατφόρμας." - -#, fuzzy -#~ msgid "" -#~ "|partial| Only critical, security and platform support fixes (last " -#~ "update: 2.1.6)." -#~ msgstr "" -#~ "|partial| Μόνο κρίσιμες διορθώσεις, διορθώσεις ασφαλείας και διορθώσεις " -#~ "υποστήριξης πλατφόρμας." - -#, fuzzy -#~ msgid "EditorInspectorPlugin" -#~ msgstr "Android" - -#, fuzzy -#~ msgid "EditorProperty" -#~ msgstr "Ανάπτυξη" - -#, fuzzy -#~ msgid "" -#~ "|partial| Only critical, security and platform support fixes (last " -#~ "update: 3.2.3)." -#~ msgstr "" -#~ "|partial| Μόνο κρίσιμες διορθώσεις, διορθώσεις ασφαλείας και διορθώσεις " -#~ "υποστήριξης πλατφόρμας." - -#~ msgid "Android SDK" -#~ msgstr "Android SDK" - -#~ msgid "" -#~ "Godot uses ``major.minor.patch`` version numbering. However, it does not " -#~ "strictly follow `Semantic Versioning `__. This means " -#~ "that releases considered \"semver-minor\" by that standard (such as 3.1 -" -#~ "> 3.2) will most likely introduce breaking changes. Still, there won't be " -#~ "as many breaking changes as a \"semver-major\" version bump such as 3.2 -" -#~ "> 4.0." -#~ msgstr "" -#~ "Η Godot χρησιμοποιεί την αρίθμηση έκδοσης \"major.minor.patch\". Ωστόσο, " -#~ "δεν ακολουθεί αυστηρά το `Semantic Versioning `__." -#~ "Αυτό σημαίνει ότι οι κυκλοφορίες που θεωρούνται \"semver-minor\" (όπως " -#~ "3.1 -> 3.2) πιθανότατα θα εισαγάγουν αλλαγές που σπάνε τον κώδικα. " -#~ "Φυσικά, δεν θα υπάρξουν τόσες πολλές αλλαγές σαν μια έκδοση \"semver-major" -#~ "\" όπως 3.2 -> 4.0." - -#~ msgid "" -#~ "In the interest of stability and usability, patch releases may " -#~ "occasionally introduce small breaking changes as well. When repackaging " -#~ "Godot projects (e.g. in a Flatpak), make sure to always use the same " -#~ "patch version as the one used to initially export the project." -#~ msgstr "" -#~ "Προς το συμφέρον της σταθερότητας και της χρηστικότητας, οι patch " -#~ "κυκλοφορίες μπορεί περιστασιακά να εισάγουν και μικρές αλλαγές. Κατά την " -#~ "επανασυσκευασία έργων Godot (π.χ. σε Flatpak), βεβαιωθείτε ότι " -#~ "χρησιμοποιείτε πάντα την ίδια έκδοση ενημέρωσης κώδικα με αυτήν που " -#~ "χρησιμοποιήθηκε για την αρχική εξαγωγή του έργου." - -#~ msgid "" -#~ "The first release in a major/minor release series doesn't end with a " -#~ "trailing zero. For example, the first release in the 3.2 series is " -#~ "``3.2``, not ``3.2.0``." -#~ msgstr "" -#~ "Η πρώτη κυκλοφορία σε μια σειρά μεγάλων / δευτερευόντων κυκλοφοριών δεν " -#~ "τελειώνει με το μηδέν. Για παράδειγμα, η πρώτη κυκλοφορία στη σειρά 3.2 " -#~ "είναι \"3.2\" και όχι \"3.2.0\"." - -#~ msgid "" -#~ "Godot versions are supported for a certain amount of time. While these " -#~ "durations are not set in stone, here's a table with the expected level of " -#~ "support for each Godot version:" -#~ msgstr "" -#~ "Οι εκδόσεις Godot υποστηρίζονται για ένα ορισμένο χρονικό διάστημα. Ενώ " -#~ "αυτές οι διάρκειες δεν είναι σταθερές, παραθέτουμε ένα πίνακα με το " -#~ "αναμενόμενο επίπεδο υποστήριξης για κάθε έκδοση Godot:" - -#~ msgid "" -#~ "|supported| Backwards-compatible new features (backported from the " -#~ "``master`` branch) as well as bug, security, and platform support fixes." -#~ msgstr "" -#~ "|υποστηρίζεται| Νέες λειτουργίες συμβατές προς τα πίσω (υποστηρίζονται " -#~ "από τον κλάδο ``master``) καθώς και διορθώσεις σφαλμάτων, ασφάλειας και " -#~ "υποστήριξης πλατφόρμας." - -#~ msgid "" -#~ "Patch releases are made available more frequently, typically every 2-6 " -#~ "months while a release is fully supported. Partially supported releases " -#~ "will only have new patch releases once an important security or platform " -#~ "support fix has been merged." -#~ msgstr "" -#~ "Οι κυκλοφορίες ενημερωμένων εκδόσεων διατίθενται πιο συχνά, συνήθως κάθε " -#~ "2-6 μήνες, όταν η έκδοση υποστηρίζεται πλήρως. Μερικώς υποστηριζόμενες " -#~ "εκδόσεις θα έχουν νέες κυκλοφορίες ενημερωμένων εκδόσεων κώδικα μόνο όταν " -#~ "συγχωνευτεί μια σημαντική επιδιόρθωση ασφάλειας ή υποστήριξης πλατφόρμας." - -#~ msgid "Windows (Visual Studio)" -#~ msgstr "Windows ( Visual Studio )" - -#~ msgid "Windows (JetBrains Rider)" -#~ msgstr "Windows ( JetBrains Rider )" - -#, fuzzy -#~ msgid "Creating Android plugins (Godot 3.2.2+)" -#~ msgstr "Κινήσεις" - -#~ msgid "Command line argument." -#~ msgstr "Όρισμα γραμμής εντολών." - -#~ msgid "Language code." -#~ msgstr "Κώδικας γλώσσας." - -#, fuzzy -#~ msgid "Type hints" -#~ msgstr "Τύπος" - -#~ msgid "constants" -#~ msgstr "σταθερές" - -#~ msgid "signals" -#~ msgstr "σήματα" - -#, fuzzy -#~ msgid "There are two types of products - consumables and non-consumables:" -#~ msgstr "Δεν υπάρχουν περιορισμοί χρήσης στην Godot" - -#~ msgid "Testing" -#~ msgstr "Δοκιμαστικά" - -#, fuzzy -#~ msgid "Scheme setup" -#~ msgstr "Διαδρομή πόρου" - -#, fuzzy -#~ msgid "Locale." -#~ msgstr "Περιοχή" - -#~ msgid "Name" -#~ msgstr "Όνομα" - -#, fuzzy -#~ msgid "``CPUParticles2D``" -#~ msgstr "Σωματίδια" - -#, fuzzy -#~ msgid "" -#~ "Welcome to Godot! With your project open, you should see the editor’s " -#~ "interface with empty docks on the right side." -#~ msgstr "" -#~ "Τώρα μπορείτε να δείτε την επιφάνεια διεπαφής, με κενά docks στη δεξιά " -#~ "πλευρά." - -#~ msgid "Future" -#~ msgstr "Μέλλον" - -#~ msgid "" -#~ "Godot supports Collada via the `OpenCollada `_ exporter (Maya, " -#~ "3DSMax)." -#~ msgstr "" -#~ "Η Godot υποστηρίζει τη Collada μέσω του `OpenCollada `_ exporter (Maya, " -#~ "3DSMax)." - -#, fuzzy -#~ msgid "" -#~ "FBX SDK has a `restrictive license `_, that is incompatible with the `open license " -#~ "`_ provided by Godot. That being " -#~ "said, FBX support could still be provided by third parties as a plugin. " -#~ "(See Plugins question below.)" -#~ msgstr "" -#~ "Το FBX SDK έχει μια πολύ `περιοριστική άδεια `_, η οποία δεν είναι συμβατή με την `ανοικτή " -#~ "άδεια χρήσης `_ που παρέχεται από την " -#~ "Godot." - -#, fuzzy -#~ msgid "" -#~ "To create a new project, click the \"New Project\" option. Choose and " -#~ "create a path for the project and specify the project name." -#~ msgstr "" -#~ "Για να δημιουργήσετε ένα καινούργιο πρότζεκτ, κάντε κλικ στο κουμπί " -#~ "``Καινούργιο Πρότζεκτ`` στα δεξιά. Δώστε το όνομα της επιλογής σας και " -#~ "διαλέξετε ένα κενό φάκελο στον υπολογιστή σας για να το αποθηκεύσετε." - -#, fuzzy -#~ msgid "Code structure" -#~ msgstr "Μέλλον" - -#, fuzzy -#~ msgid "Global constants" -#~ msgstr "Σταθερές" - -#~ msgid "Step-by-step" -#~ msgstr "Βήμα-βήμα" - -#~ msgid "End" -#~ msgstr "Τέλος" - -#, fuzzy -#~ msgid "There is a few things to note here." -#~ msgstr "Δεν υπάρχουν περιορισμοί χρήσης στην Godot" - -#~ msgid "Mac OS X" -#~ msgstr "Mac OS X" - -#, fuzzy -#~ msgid "Placing of AnimationPlayer" -#~ msgstr "Κίνηση" - -#~ msgid "" -#~ "This means it is free as in \"free speech\" as well as in \"free beer\"." -#~ msgstr "" -#~ "Αυτό σημαίνει ότι είναι ελεύθερο με την έννοια του \"ελεύθερου λόγου\" " -#~ "αλλά και της \"δωρεάν μπύρας\"." - -#~ msgid "There are no usage restrictions on Godot" -#~ msgstr "Δεν υπάρχουν περιορισμοί χρήσης στην Godot" - -#~ msgid "" -#~ "This means you can use it for any game or application, commercially or " -#~ "non-commercially, in any industry" -#~ msgstr "" -#~ "Αυτό σημαίνει ότι μπορείς να την χρησιμοποιήσεις για οποιοδήποτε παιχνίδι " -#~ "η εφαρμογή, εμπορική η μη-εμπορική, σε οποιαδήποτε βιομηχανία" - -#~ msgid "" -#~ "For more, see `here `_ or ask " -#~ "your lawyer of choice." -#~ msgstr "" -#~ "Για περισσότερα, δες `εδώ `_ ή " -#~ "ρώτα τον δικηγόρο της επιλογής σου." - -#~ msgid "" -#~ "Note that C# and Visual Scripting support is comparatively young and " -#~ "GDScript still has some advantages as outlined below." -#~ msgstr "" -#~ "Σημείωσε ότι η υποστήριξη για C# και Visual Scripting είναι σχετικά νέα " -#~ "και η GDScript εξακολουθεί να έχει κάποια πλεονεκτήματα όπως " -#~ "παρουσιάζεται παρακάτω." - -#~ msgid "" -#~ "Support for new languages can be added by third parties using the " -#~ "GDNative / NativeScript / PluginScript facilities. (See question about " -#~ "plugins below.)" -#~ msgstr "" -#~ "Η υποστήριξη για καινούριες γλώσσες μπορεί να προστεθεί μόνο από τρίτους " -#~ "χρησιμοποιώντας τις δυνατότητες των GDNative / NativeScript / " -#~ "PluginScript. (Δες ερώτηση για επεκτάσεις παρακάτω.)" - -#~ msgid "" -#~ "GDScript? Why use a custom scripting language instead of my language of " -#~ "choice?" -#~ msgstr "" -#~ "GDScript? Γιατί να χρησιμοποιήσω μια προσαρμοσμένη γλώσσα scripting και " -#~ "όχι μια γλώσσα της επιλογής μου?" - -#, fuzzy -#~ msgid "" -#~ "GDScript is designed to integrate from the ground to the way Godot works, " -#~ "more than any other language, and is simple and easy to learn. Takes at " -#~ "most a day or two to get comfortable and it's easy to see the benefits " -#~ "once you do. Please make the effort to learn GDScript, you will not " -#~ "regret it." -#~ msgstr "" -#~ "H GDScript είναι σχεδιασμένη από το 0 για να λειτουργεί με την Godot, " -#~ "περισσότερο από κάθε άλλη γλώσσα, και είναι πολύ απλή και εύκολη στην " -#~ "εκμάθηση. Χρειάζονται το πολύ μια-δύο μέρες για την εξοικείωση μαζί της " -#~ "και τότε τα πλεονεκτήματα γίνονται ξεκάθαρα. Παρακαλούμε να καταβάλετε " -#~ "τον κόπο που χρειάζεται για να μάθετε την GDScript, γιατί δεν θα το " -#~ "μετανιώσετε." - -#~ msgid "" -#~ "Godot C++ API is also efficient and easy to use (the entire Godot editor " -#~ "is made with this API), and an excellent tool to optimize parts of a " -#~ "project, but trying to use it instead of GDScript for an entire game is, " -#~ "in most cases, a waste of time." -#~ msgstr "" -#~ "Το C++ API της Godot είναι επίσης αποτελεσματικό και εύκολο στη χρήση " -#~ "(ολόκληρος ο επεξεργαστής της Godot δημιουργήθηκε με αυτό) και είναι ένα " -#~ "εξαιρετικό εργαλείο για τη βελτιστοποίηση των τμημάτων ενός έργου, αλλά η " -#~ "χρήση του αντί της GDScript για ένα ολόκληρο παιχνίδι είναι, συχνά, " -#~ "χάσιμο χρόνου." - -#~ msgid "" -#~ "Yes, for more than a decade we tried in the past integrating several VMs " -#~ "(and even shipped games using them), such as Python, Squirrel and Lua (in " -#~ "fact we authored tolua++ in the past, one of the most popular C++ " -#~ "binders). None of them worked as well as GDScript does now." -#~ msgstr "" -#~ "Ναι, για περισσότερο από μια δεκαετία προσπαθήσαμε να ενσωματώσουμε " -#~ "αρκετά VM (και δημοσιεύσαμε παιχνίδια με αυτά), όπως είναι η Python, " -#~ "Squirrel και Lua (στην πραγματικότητα δημιουργήσαμε το tolua+, ένα από τα " -#~ "δημοφέστερα συνδετικά C++). Κανένα από αυτά δεν δούλεψε όπως η GDScript " -#~ "σήμερα." - -#~ msgid "For the more technically versed, proceed to the next item." -#~ msgstr "" -#~ "Για τους πιο τεχνικά καταρτισμένους, προχωρήστε στο επόμενο αντικείμενο." - -#~ msgid "" -#~ "I don't believe you. What are the technical reasons for the item above?" -#~ msgstr "Δεν σας πιστεύω. Ποιοι είναι οι τεχνικοί λόγοι για το παραπάνω;" - -#, fuzzy -#~ msgid "" -#~ "GDScript was designed to solve the issues above, and performs well in all " -#~ "the above scenarios. Please learn GDScript and enjoy a smooth integration " -#~ "of scripting with the game engine (yes, it's a rare but enjoyable " -#~ "situation when things just work). It's worth it, give it a try!" -#~ msgstr "" -#~ "Η GDScript σχεδιάστηκε για να λύσει τα παραπάνω προβλήματα και λειτουργεί " -#~ "πολύ καλά σε όλα τα παραπάνω σενάρια. Παρακαλούμε μάθετε την GDScript και " -#~ "απολαύστε μια πολύ ομαλή ενσωμάτωση του scripting με τη μηχανή παιχνιδιών " -#~ "(ναι, είναι μια σπάνια αλλά πολύ ευχάριστη κατάσταση όταν τα πράγματα " -#~ "απλά λειτουργούν). Αξίζει, δοκιμάσετε το!" - -#~ msgid "I want to extend Godot. What are my options for creating plugins?" -#~ msgstr "" -#~ "Θέλω να επεκτείνω την Godot. Τι επιλογές έχω για την δημιουργία " -#~ "επεκτάσεων;" - -#~ msgid "" -#~ "Additional languages could be added via PluginScript or the more low-" -#~ "level NativeScript." -#~ msgstr "" -#~ "Πρόσθετες γλώσσες θα μπορούσαν να προστεθούν μέσω του PluginScript ή του " -#~ "πληρέστερου, χαμηλού επιπέδου NativeScript." - -#~ msgid "" -#~ "If you want to add a certain native library, your best bet is GDNative " -#~ "and custom C++ modules." -#~ msgstr "" -#~ "Αν θέλετε να προσθέσετε μια συγκεκριμένη εγγενή βιβλιοθήκη, η καλύτερη " -#~ "επιλογή σας είναι το GDNative και οι προσαρμοσμένες μονάδες C++." - -#~ msgid "Why is FBX not supported for import?" -#~ msgstr "Γιατί δεν υποστηρίζεται το πρότυπο FBX για εισαγωγή;" - -#~ msgid "Also, glTF support was added in Godot 3.0." -#~ msgstr "Επίσης, στην Godot 3.0 προστέθηκε και η υποστήριξη glTF." - -#~ msgid "" -#~ "FBX support could still be provided by third parties as a plugin. (See " -#~ "Plugins question above.)" -#~ msgstr "" -#~ "Η υποστήριξη του προτύπου FBX μπορεί ακόμα να προσφερθεί από τρίτους σαν " -#~ "επέκταση. (Δείτε την παραπάνω ερώτηση για επεκτάσεις.)" - -#~ msgid "" -#~ "No, the aim of Godot is to create a complete open source engine licensed " -#~ "under MIT, so you have complete control over every single piece of it. " -#~ "Open versions of functionality or features from such SDKs may be " -#~ "eventually added though." -#~ msgstr "" -#~ "Όχι, ο στόχος της Godot είναι να δημιουργηθεί μία πλήρης μηχανή ανοιχτού " -#~ "κώδικα με άδεια MIT, ώστε να έχετε πλήρη έλεγχο σε κάθε κομμάτι της. " -#~ "Μπορεί ωστόσο, να προστεθούν ανοιχτές εκδοχές της λειτουργικότητας ή των " -#~ "δυνατοτήτων τέτοιων SDK στο μέλλον." - -#~ msgid "I have a great idea that will make Godot better. What do you think?" -#~ msgstr "" -#~ "Έχω μια καταπληκτική ιδέα που θα κάνει το Godot καλύτερο. Τι πιστεύετε;" - -#~ msgid "" -#~ "Your idea will most certainly be ignored. Examples of stuff that is " -#~ "ignored by the developers:" -#~ msgstr "" -#~ "Η ιδέα σας σίγουρα θα αγνοηθεί. Παραδείγματα που αγνοούνται από τους " -#~ "προγραμματιστές:" - -#~ msgid "Let's do this because it will make Godot better" -#~ msgstr "Ας κάνουμε αυτό γιατί θα κάνει το Godot καλύτερο" - -#~ msgid "Let's do this in Godot because another game engine does it" -#~ msgstr "Ας κάνουμε αυτό στο Godot γιατί μια άλλη μηχανή παιχνιδιών το κάνει" - -#~ msgid "Let's remove this because I think it's not needed" -#~ msgstr "Ας αφαιρέσουμε αυτό γιατί νομίζω ότι δεν είναι απαραίτητο" - -#~ msgid "Let's remove clutter and bloat and make Godot look nicer" -#~ msgstr "" -#~ "Ας αφαιρέσουμε τη σύγχυση και τις φούσκες και να κάνουμε τον Godot να " -#~ "φανεί καλύτερο" - -#~ msgid "Let's add an alternative workflow for people who prefer it" -#~ msgstr "" -#~ "Ας προσθέσουμε μια εναλλακτική ροή εργασίας για τους ανθρώπους που την " -#~ "προτιμούν" - -#~ msgid "" -#~ "Godot developers are always willing to talk to you and listen to your " -#~ "feedback very openly, to an extent rarely seen in open source projects, " -#~ "but they will care mostly about real issues you have while using Godot, " -#~ "not ideas solely based on personal belief. Developers are interested in " -#~ "(for example):" -#~ msgstr "" -#~ "Οι προγραμματιστές του Godot είναι πάντοτε πρόθυμοι να σας μιλήσουν και " -#~ "να ακούσουν τα σχόλιά σας πολύ ανοιχτά, σε βαθμό που σπάνια παρατηρούνται " -#~ "σε έργα ανοιχτού κώδικα, αλλά θα φροντίζουν κυρίως για πραγματικά θέματα " -#~ "που έχετε ενώ χρησιμοποιείτε το Godot, όχι ιδέες που βασίζονται " -#~ "αποκλειστικά στην προσωπική αντίληψη. Οι προγραμματιστές ενδιαφέρονται " -#~ "για (για παράδειγμα):" diff --git a/weblate/docs/es.po b/weblate/docs/es.po index 6638ecac08..fbb0f00fe8 100644 --- a/weblate/docs/es.po +++ b/weblate/docs/es.po @@ -123585,8657 +123585,3 @@ msgid "" msgstr "" "`Zeef Godot Engine: Un directorio de recursos supervisado por Andre Schmitz " "`_" - -#~ msgid "Formats" -#~ msgstr "Formatos" - -#~ msgid "" -#~ "|partial| Only critical, security and platform support fixes (last " -#~ "update: 3.1.2)." -#~ msgstr "" -#~ "|parcial| Sólo arreglos de la plataforma críticos, de seguridad y de " -#~ "soporte (ultima versión: 3.1.2)." - -#~ msgid "" -#~ "|partial| Only critical, security and platform support fixes (last " -#~ "update: 2.1.6)." -#~ msgstr "" -#~ "|parcial| Sólo arreglos de la plataforma críticos, de seguridad y de " -#~ "soporte (ultima versión: 2.1.6)." - -#~ msgid "" -#~ "If this is your first time encountering GDScript, please read :ref:" -#~ "`doc_scripting` before continuing." -#~ msgstr "" -#~ "Si esta es la primera vez que te enfrentas con GDScript, por favor, lee :" -#~ "ref:`doc_scripting` antes de continuar." - -#~ msgid "" -#~ "Ignoring a folder will also automatically hide it from the FileSystem " -#~ "dock, which can be useful to reduce clutter." -#~ msgstr "" -#~ "Ignorar una carpeta también la ocultará automáticamente del Panel de " -#~ "Sistema de Archivos, lo que puede ser útil para reducir el desorden." - -#~ msgid "WebP (``.webp``)" -#~ msgstr "WebP (``.webp``)" - -#~ msgid "Stored as PNG" -#~ msgstr "Guardado como PNG" - -#~ msgid "SRGB" -#~ msgstr "SRGB" - -#~ msgid "" -#~ "Godot does not support loading PCK files larger than 2 GB yet. If your " -#~ "exported project data is larger than 2 GB, you will need to split it into " -#~ "several PCK files by :ref:`exporting additional PCKs " -#~ "` and loading them at run-time." -#~ msgstr "" -#~ "Godot aún no soporta la carga de archivos PCK más grandes que 2 GB. Si " -#~ "sus datos exportados del proyecto superan los 2 GB, será necesario " -#~ "dividirlo en varios archivos PCK (ver: :ref:`exporting additional PCKs " -#~ "`) y cargarlos en tiempo de ejecución." - -#~ msgid "``_input()`` : NOTIFICATION_INPUT" -#~ msgstr "``_input()`` : NOTIFICATION_INPUT" - -#~ msgid "``_unhandled_input()`` : NOTIFICATION_UNHANDLED_INPUT" -#~ msgstr "``_unhandled_input()`` : NOTIFICATION_UNHANDLED_INPUT" - -#~ msgid "Why?" -#~ msgstr "¿Por qué?" - -#~ msgid "But..." -#~ msgstr "Pero..." - -#~ msgid "OK, how?" -#~ msgstr "Bien, ¿cómo?" - -#~ msgid "Oh, beautiful GUI!" -#~ msgstr "¡Oh, hermosa GUI!" - -#~ msgid "" -#~ "This tutorial is about advanced skinning of a user interface. Most games " -#~ "generally don't need this, as they end up just relying on :ref:`Label " -#~ "`, :ref:`TextureRect `, :ref:" -#~ "`TextureButton ` and :ref:`TextureProgress " -#~ "`." -#~ msgstr "" -#~ "Este tutorial trata sobre el revestimiento avanzado de la interfaz de " -#~ "usuario. La mayoría de los juegos generalmente no necesitan esto, ya que " -#~ "terminan confiando en :ref:`Label `, :ref:`TextureRect " -#~ "`, :ref:`TextureButton ` y :ref:" -#~ "`TextureProgress `." - -#~ msgid "" -#~ "However, many types of games often need complex user interfaces, like " -#~ "MMOs, traditional RPGs, Simulators, Strategy, etc. These kinds of " -#~ "interface are also common in some games that include editors to create " -#~ "content, or interfaces for network connectivity." -#~ msgstr "" -#~ "Sin embargo, muchos tipos de juegos suelen necesitar interfaces de " -#~ "usuario complejas, como los MMO, los juegos de rol tradicionales, los " -#~ "simuladores, la estrategia, etc. Estos tipos de interfaz también son " -#~ "comunes en algunos juegos que incluyen editores para crear contenido, o " -#~ "interfaces para la conectividad de la red." - -#~ msgid "" -#~ "Godot's user interface uses these kinds of control with the default " -#~ "theme, but they can be skinned to resemble pretty much any kind of user " -#~ "interface." -#~ msgstr "" -#~ "La interfaz de usuario de Godot utiliza estos tipos de control con el " -#~ "tema predeterminado, pero se pueden adaptar para que se asemejen a " -#~ "cualquier tipo de interfaz de usuario." - -#~ msgid "Theme" -#~ msgstr "Tema" - -#~ msgid "" -#~ "The GUI is skinned through the :ref:`Theme ` resource. Theme " -#~ "contains all the information required to change the entire visual styling " -#~ "of all controls. Theme options are named, so it's not obvious which name " -#~ "changes what (especially from code), but several tools are provided. The " -#~ "ultimate place to look at what each theme option is for each control, " -#~ "which will always be more up to date than any documentation, is the file " -#~ "`scene/resources/default_theme/default_theme.cpp `__. The rest of this document will explain the different tools used " -#~ "to customize the theme." -#~ msgstr "" -#~ "La GUI se muestra a través del recurso :ref:`Theme `. El " -#~ "tema contiene toda la información necesaria para cambiar el estilo visual " -#~ "de todos los controles. Las opciones del tema se nombran, así que no es " -#~ "obvio qué nombre cambia qué (especialmente del código), pero se " -#~ "proporcionan varias herramientas. El lugar definitivo para ver qué es " -#~ "cada opción de tema para cada control, que siempre estará más actualizado " -#~ "que cualquier documentación, es el archivo `scene/resources/default_theme/" -#~ "default_theme.cpp `__. En el resto de este " -#~ "documento se explicarán las diferentes herramientas utilizadas para " -#~ "personalizar el tema." - -#~ msgid "" -#~ "A Theme can be applied to any control in the scene. As a result, all " -#~ "children and grand-children controls will use that same theme, too " -#~ "(unless another theme is specified further down the tree). If a value is " -#~ "not found in a theme, it will be searched in themes higher up in the " -#~ "hierarchy, towards the root. If nothing was found, the default theme is " -#~ "used. This system allows for flexible overriding of themes in complex " -#~ "user interfaces." -#~ msgstr "" -#~ "El tema puede aplicarse a cualquier control en la escena. Como resultado, " -#~ "todos los controles de niños y nietos utilizarán también ese mismo tema " -#~ "(a menos que se especifique otro tema más abajo en el árbol). Si no se " -#~ "encuentra un valor en un tema, se buscará en los temas más altos de la " -#~ "jerarquía, hacia la raíz. Si no se encuentra nada, se utiliza el tema " -#~ "predeterminado. Este sistema permite la sobreescritura flexible de temas " -#~ "en interfaces de usuario complejas." - -#~ msgid "" -#~ "Don't use the custom theme option in the Project Settings, as there are " -#~ "known bugs with theme propagation. Instead, apply your theme to the root " -#~ "Control node's Theme property. It will propagate to instanced scenes " -#~ "automatically. To get correct theming in the editor for instanced scenes, " -#~ "you can apply the theme resource to the instanced scene's root node as " -#~ "well." -#~ msgstr "" -#~ "No uses la opción de tema personalizado en la configuración del proyecto, " -#~ "ya que hay errores conocidos de propagación del tema. En su lugar, aplica " -#~ "tu tema a la propiedad Theme del nodo de control raíz. Se propagará a las " -#~ "escenas instanciadas automáticamente. Para obtener la temática correcta " -#~ "en el editor de escenas instanciadas, también puedes aplicar el recurso " -#~ "del tema al nodo raíz de la escena instanciada." - -#~ msgid "Each kind of option in a theme can be:" -#~ msgstr "Cada tipo de opción en una plantilla puede ser:" - -#~ msgid "" -#~ "**An integer constant**: A single numerical constant. Generally used to " -#~ "define spacing between components or alignment." -#~ msgstr "" -#~ "**Una constante entera**: Una única constante numérica. Generalmente se " -#~ "usa para definir el espacio entre componentes o la alineación." - -#~ msgid "" -#~ "**A Color**: A single color, with or without transparency. Colors are " -#~ "usually applied to fonts and icons." -#~ msgstr "" -#~ "**A Color**: Un solo color, con o sin transparencia. Los colores se " -#~ "aplican generalmente a las fuentes e iconos." - -#~ msgid "" -#~ "**A Texture**: A single image. Textures are not often used, but when they " -#~ "are, they represent handles to pick or icons in a complex control (such " -#~ "as a file dialog)." -#~ msgstr "" -#~ "**A Texture**: Una sola imagen. Las texturas no se usan a menudo, pero " -#~ "cuando lo hacen, representan manijas para elegir o iconos en un control " -#~ "complejo (como un diálogo de archivo)." - -#~ msgid "" -#~ "**A Font**: Every control that uses text can be assigned the fonts used " -#~ "to draw strings." -#~ msgstr "" -#~ "**A Font**: A cada control que usa texto se le pueden asignar las fuentes " -#~ "utilizadas para dibujar las strings." - -#~ msgid "" -#~ "**A StyleBox**: Stylebox is a resource that defines how to draw a panel " -#~ "in varying sizes (more information on them later)." -#~ msgstr "" -#~ "**A StyleBox**: Stylebox es un recurso que define cómo dibujar un panel " -#~ "en varios tamaños (más información sobre ellos más adelante)." - -#~ msgid "Every option is associated with:" -#~ msgstr "Cada opción está asociada con:" - -#~ msgid "A name (the name of the option)" -#~ msgstr "Un nombre (el nombre de la opción)" - -#~ msgid "A Control (the name of the control)" -#~ msgstr "A Control (el nombre del control)" - -#~ msgid "An example usage:" -#~ msgstr "Un ejemplo de uso:" - -#~ msgid "" -#~ "In the example above, a new theme is created. The \"font_color\" option " -#~ "is changed and then applied to a label. Therefore, the label's text (and " -#~ "all children and grandchildren labels) will be red." -#~ msgstr "" -#~ "En el ejemplo anterior, se crea un nuevo tema. Se cambia la opción " -#~ "\"font_color\" y se aplica a una etiqueta. Por lo tanto, el texto de la " -#~ "etiqueta (y todas las etiquetas de los hijos y nietos) será rojo." - -#~ msgid "" -#~ "It is possible to override those options without using the theme " -#~ "directly, and only for a specific control, by using the override API in :" -#~ "ref:`Control.add_color_override() " -#~ "`:" -#~ msgstr "" -#~ "Es posible sobreescribir esas opciones sin usar el tema directamente, y " -#~ "sólo para un control específico, usando la API en :ref:`Control." -#~ "add_color_override() `:" - -#~ msgid "" -#~ "In the inline help of Godot (in the Script tab), you can check which " -#~ "theme options are overridable, or check the :ref:`Control " -#~ "` class reference." -#~ msgstr "" -#~ "En la ayuda en línea de Godot (en la pestaña Script), puede verificar qué " -#~ "opciones de tema son reemplazables, o verificar la referencia de clase :" -#~ "ref:`Control `." - -#~ msgid "" -#~ "If only a few controls need to be skinned, it is often not necessary to " -#~ "create a new theme. Controls offer their theme options as special kinds " -#~ "of properties. If checked, overriding will take place:" -#~ msgstr "" -#~ "Si sólo hay que personalizar unos pocos controles, a menudo no es " -#~ "necesario crear un nuevo tema. Los controles ofrecen sus opciones de " -#~ "temas como tipos especiales de propiedades. Si están marcados, se anulan:" - -#~ msgid "" -#~ "As can be seen in the image above, theme options have little check boxes. " -#~ "If checked, they can be used to override the value of the theme just for " -#~ "that control." -#~ msgstr "" -#~ "Como se puede ver en la imagen de arriba, las opciones temáticas tienen " -#~ "pequeñas casillas de verificación. Si están marcadas, pueden usarse para " -#~ "anular el valor del tema sólo para ese control." - -#~ msgid "" -#~ "The simplest way to create a theme is to edit a theme resource. Create a " -#~ "Theme from the resource menu; the editor will appear immediately. After " -#~ "that, save it (for example, with the name mytheme.theme):" -#~ msgstr "" -#~ "La forma más simple de crear un tema es editar un recurso temático. Crea " -#~ "un tema desde el menú de recursos; el editor aparecerá inmediatamente. " -#~ "Después de eso, guárdalo (por ejemplo, con el nombre mitema.tema):" - -#~ msgid "" -#~ "This will create an empty theme that can later be loaded and assigned to " -#~ "controls." -#~ msgstr "" -#~ "Esto creará un tema vacío que más tarde podrá ser cargado y asignado a " -#~ "los controles." - -#~ msgid "Example: theming a button" -#~ msgstr "Ejemplo: tematizar un botón" - -#~ msgid "" -#~ "Download these assets (:download:`skin_assets.zip `) and add them to your project. Open the theme editor, click on " -#~ "\"Edit Theme\" and select \"Add Class Items\":" -#~ msgstr "" -#~ "Descarga estos recursos (:download:`skin_assets.zip `) y agréguelos a su proyecto. Abre el editor de temas, haz clic en " -#~ "\"Editar tema\" y selecciona \"Añadir Elementos de Clase\":" - -#~ msgid "" -#~ "A menu will appear prompting the type of control to create. Select " -#~ "\"Button\":" -#~ msgstr "" -#~ "Aparecerá un menú que indicará el tipo de control a crear. Seleccione " -#~ "\"Botón\":" - -#~ msgid "" -#~ "Immediately, all button theme options will appear in the property editor, " -#~ "where they can be edited:" -#~ msgstr "" -#~ "Inmediatamente, todas las opciones del tema de los botones aparecerán en " -#~ "el editor de propiedades, donde pueden ser editadas:" - -#~ msgid "" -#~ "From ``Styles``, open the \"Normal\" drop-down menu next to where it " -#~ "probably says \"null\" and create a \"New StyleBoxTexture\", then edit " -#~ "it. A texture stylebox contains a texture and the size of the margins " -#~ "that will not stretch when the texture is stretched. This is called nine-" -#~ "patch or \"3x3\" stretching:" -#~ msgstr "" -#~ "Desde ``Styles``, abre el menú desplegable \"Normal\" al lado de donde " -#~ "probablemente diga \"null\" y crea un \"New StyleBoxTexture\", luego " -#~ "edítalo. Un cuadro de estilo de textura contiene una textura y el tamaño " -#~ "de los márgenes que no se estirarán cuando la textura se estire. Esto se " -#~ "llama estiramiento de nueve parches o \"3x3\":" - -#~ msgid "" -#~ "Repeat the steps and add the other assets. There is no hover or disabled " -#~ "image in the example files, so use the same stylebox as in normal. Set " -#~ "the supplied font as the button font and change the font color to black. " -#~ "Soon, your button will look different and retro:" -#~ msgstr "" -#~ "Repita los pasos y añada los otros activos. No hay ninguna imagen hover o " -#~ "desactivada en los archivos de ejemplo, así que utiliza el mismo cuadro " -#~ "de estilo que en el normal. Establezca la fuente suministrada como fuente " -#~ "de botón y cambie el color de la fuente a negro. Pronto, tu botón tendrá " -#~ "un aspecto diferente y retro:" - -#~ msgid "" -#~ "Save this theme to the .theme file. Go to the 2D editor and create a few " -#~ "buttons:" -#~ msgstr "" -#~ "Guarda este tema en el archivo .theme. Ve al editor 2D y crea algunos " -#~ "botones:" - -#~ msgid "" -#~ "Now, go to the root node of the scene and locate the \"theme\" property, " -#~ "replace it with the theme that was just created. It should look like this:" -#~ msgstr "" -#~ "Ahora, ve al nodo raíz de la escena y localiza la propiedad \"theme\", " -#~ "reemplázala por el tema que se acaba de crear. Debería verse así:" - -#~ msgid "Congratulations! You have created a reusable GUI Theme!" -#~ msgstr "¡Felicidades! ¡Has creado un tema GUI reutilizable!" - -#~ msgid "Show {url} as such, underline it and make it clickable." -#~ msgstr "" -#~ "Mostrar {url} como tal, subrayarlo y hacer que se pueda hacer clic en él." - -#~ msgid "Makes {text} reference (underlined and clickable)." -#~ msgstr "Hace {text} de referencia (subrayado y clicable)." - -#~ msgid "" -#~ "The inspector dock supports custom plugins to create your own widgets for " -#~ "editing properties. This tutorial explains how to use the :ref:" -#~ "`class_EditorInspectorPlugin` and :ref:`class_EditorProperty` classes to " -#~ "write such plugins with the example of creating a custom value editor." -#~ msgstr "" -#~ "La base del inspector admite complementos personalizados para crear sus " -#~ "propios widgets para editar propiedades. Este tutorial explica cómo usar " -#~ "las clases: ref: `class_EditorInspectorPlugin` y: ref:` " -#~ "class_EditorProperty` para escribir dichos complementos con el ejemplo de " -#~ "creación de un editor de valores personalizado." - -#~ msgid "" -#~ "Just like :ref:`doc_making_plugins`, we start out by making a new plugin, " -#~ "getting a ``plugin.cfg`` file created, and start with our :ref:" -#~ "`class_EditorPlugin`. However, instead of using ``add_custom_node`` or " -#~ "``add_control_to_dock`` we'll use ``add_inspector_plugin``." -#~ msgstr "" -#~ "Al igual que: ref: `doc_making_plugins`, comenzamos creando un nuevo " -#~ "complemento, obteniendo un archivo``plugin.cfg`` creado y comenzamos con " -#~ "nuestro: ref:` class_EditorPlugin`. Sin embargo, en lugar de usar " -#~ "``add_custom_node`` o ``add_control_to_dock`` usaremos " -#~ "``add_inspector_plugin``." - -#~ msgid "EditorInspectorPlugin" -#~ msgstr "EditorInspectorPlugin" - -#~ msgid "" -#~ "To actually connect into the Inspector, we create a :ref:" -#~ "`class_EditorInspectorPlugin` class. This script provides the \"hooks\" " -#~ "to the inspector. Thanks to this class, the editor will call the " -#~ "functions within the EditorInspectorPlugin while it goes through the " -#~ "process of building the UI for the inspector. The script is used to check " -#~ "if we should enable ourselves for any :ref:`class_Object` that is " -#~ "currently in the inspector (including any :ref:`class_Resource` that is " -#~ "embedded!)." -#~ msgstr "" -#~ "Para realmente conectarnos al Inspector, creamos una clase: ref: " -#~ "`class_EditorInspectorPlugin`. Este script proporciona los \"ganchos\" al " -#~ "inspector. Gracias a esta clase, el editor llamará a las funciones dentro " -#~ "del EditorInspectorPlugin mientras pasa por el proceso de construcción de " -#~ "la interfaz de usuario para el inspector. El script se usa para verificar " -#~ "si debemos habilitarnos para cualquier: ref: `class_Object` que esté " -#~ "actualmente en el inspector (incluyendo cualquier: ref:`class_Resource` " -#~ "que esté incrustado!)." - -#~ msgid "" -#~ "Once enabled, EditorInspectorPlugin has methods that allow for adding :" -#~ "ref:`class_EditorProperty` nodes or just custom :ref:`class_Control` " -#~ "nodes to the beginning and end of the inspector for that :ref:" -#~ "`class_Object`, or for overriding or changing existing property editors." -#~ msgstr "" -#~ "Una vez habilitado, EditorInspectorPlugin tiene métodos que permiten " -#~ "agregar nodos: ref: `class_EditorProperty` o simplemente nodos " -#~ "personalizados: ref:` class_Control` al principio y al final del " -#~ "inspector para eso: ref: `class_Object`, o para anular o cambiar los " -#~ "nodos existentes editores de propiedades." - -#~ msgid "EditorProperty" -#~ msgstr "EditorProperty" - -#~ msgid "" -#~ "Next, we define the actual :ref:`class_EditorProperty` custom value " -#~ "editor that we want instantiated to edit integers. This is a custom :ref:" -#~ "`class_Control` and we can add any kinds of additional nodes to make " -#~ "advanced widgets to embed in the inspector." -#~ msgstr "" -#~ "A continuación, definimos el editor de valor personalizado actual: ref: " -#~ "`class_EditorProperty` que queremos instanciar para editar enteros. Este " -#~ "es un custom: ref: `class_Control` y podemos agregar cualquier tipo de " -#~ "nodos adicionales para hacer widgets avanzados para incrustar en el " -#~ "inspector." - -#~ msgid "WebGL 2" -#~ msgstr "WebGL 2" - -#~ msgid "" -#~ "Until the *OpenGL ES 3* renderer is removed from Godot in favor of " -#~ "*Vulkan*, HTML5 export uses *WebGL 2* when the *GLES3* option is selected." -#~ msgstr "" -#~ "Hasta que el renderizador *OpenGL ES 3* sea eliminado de Godot a favor de " -#~ "*Vulkan*, exportar a HTML5 usa *WebGL 2* cuando la opción *GLES3* ha sido " -#~ "seleccionada." - -#~ msgid "" -#~ "Using WebGL 2 is not recommended due to its expected removal from Godot " -#~ "without replacement." -#~ msgstr "" -#~ "El uso de WebGL 2 no es recomendado dado a que se espera sea removido de " -#~ "Godot sin un remplazo." - -#~ msgid "" -#~ "WebGL 2 is not supported in all browsers. **Firefox** and **Chromium** " -#~ "(Chrome, Opera) are the most popular supported browsers, **Safari** and " -#~ "**Edge** do not work. On **iOS**, all browsers are based on WebKit (i.e. " -#~ "Safari), so they will also not work." -#~ msgstr "" -#~ "WebGL2 no está soportado en todos los navegadores. **Firefox** y " -#~ "**Chromium** (Chrome, Opera) son los navegadores compatibles más " -#~ "populares, **Safari** y **Edge** aún no funcionan. En **iOS**, todos los " -#~ "navegadores están basados en WebKit (ej. Safari), por lo que tampoco " -#~ "funcionarán." - -#~ msgid "" -#~ "Godot's WebGL 2 renderer has issues with 3D and is no longer maintained." -#~ msgstr "" -#~ "El renderizador WebGL 2 de Godot tiene problemas con el 3D y ha dejado de " -#~ "ser mantenido." - -#~ msgid "en_CU" -#~ msgstr "en_CU" - -#~ msgid ":kbd:`Shift + F1`" -#~ msgstr ":kbd:`Shift + F1`" - -#~ msgid "Sounds good, what is it?" -#~ msgstr "Suena bien ¿qué es?" - -#~ msgid "Configure target platform." -#~ msgstr "Configura la plataforma de destino." - -#~ msgid "" -#~ "Configure device (make sure it's in developer mode, likes the computer, " -#~ "USB cable is plugged, USB is recognized, etc.)." -#~ msgstr "" -#~ "Configure el dispositivo (asegúrate de que está en modo desarrollador, " -#~ "detecte la computadora, el cable USB está conectado, el controlador USB " -#~ "es reconocido, etc.)." - -#~ msgid "Connect the device..." -#~ msgstr "Conecta el dispositivo..." - -#~ msgid "And voilà!" -#~ msgstr "¡Y listo!" - -#~ msgid "Click once... and deploy!" -#~ msgstr "Haga clic una vez... ¡y despliegue!" - -#~ msgid "" -#~ "As they are baked, they have fewer problems than ``GIProbe`` regarding " -#~ "light bleeding, and indirect light can look better if using Raytrace mode " -#~ "on high quality setting (but baking can take a while)." -#~ msgstr "" -#~ "Al ser horneados, tienen menos problemas que \"GIProbe\" en cuanto al " -#~ "desteñido ligero, y la luz indirecta puede verse mejor si se usa el modo " -#~ "Raytrace en la configuración de alta calidad (pero hornear puede llevar " -#~ "un tiempo)." - -#~ msgid "" -#~ "**Indirect:** This is the default mode. Only indirect lighting will be " -#~ "baked." -#~ msgstr "" -#~ "**Indirect:** Este es el modo por defecto. Sólo se baked la iluminación " -#~ "indirecta." - -#~ msgid "" -#~ "**All:** Both indirect and direct lighting will be baked. If you don't " -#~ "want the light to appear twice (dynamically and statically), simply hide " -#~ "it." -#~ msgstr "" -#~ "**All:** Tanto la iluminación indirecta como la directa serán baked. Si " -#~ "no quieres que la luz aparezca dos veces (dinámica y estática), " -#~ "simplemente ocúltala." - -#~ msgid "Baking quality" -#~ msgstr "Calidad de baking" - -#~ msgid "" -#~ "``BakedLightmap`` uses, for simplicity, a voxelized version of the scene " -#~ "to compute lighting. Voxel size can be adjusted with the **Bake Subdiv** " -#~ "parameter. More subdivision results in more detail, but also takes more " -#~ "time to bake." -#~ msgstr "" -#~ "``BakedLightmap`` utiliza, por simplicidad, una versión voxelizada de la " -#~ "escena para calcular la iluminación. El tamaño del voxel puede ser " -#~ "ajustado con el parámetro **Bake Subdiv**. Más subdivisión resulta en más " -#~ "detalles, pero también toma más tiempo para hornear." - -#~ msgid "" -#~ "In general, the defaults are good enough. There is also a **Capture " -#~ "Subdivision** (that must always be equal to or less than the main " -#~ "subdivision), which is used for capturing light in dynamic objects (more " -#~ "on that later). Its default value is also good enough for most cases." -#~ msgstr "" -#~ "En general, los valores por defecto son lo suficientemente buenos. " -#~ "También hay una **Subdivisión de captura** (que siempre debe ser igual o " -#~ "menor que la subdivisión principal), que se utiliza para capturar la luz " -#~ "en los objetos dinámicos (más sobre eso más adelante). Su valor por " -#~ "defecto también es lo suficientemente bueno para la mayoría de los casos." - -#~ msgid "" -#~ "Besides the capture size, quality can be modified by setting the **Bake " -#~ "Mode**. Two modes of capturing indirect are provided:" -#~ msgstr "" -#~ "Además del tamaño de la captura, la calidad puede ser modificada por el " -#~ "ajuste del **Modo de horneado**. Se proporcionan dos modos de captura " -#~ "indirecta:" - -#~ msgid "" -#~ "**Voxel Cone**: Trace: Is the default one; it's less precise, but faster. " -#~ "Looks similar to (but slightly better than) ``GIProbe``." -#~ msgstr "" -#~ "**Voxel Cone**: Trace: Es el predeterminado; es menos preciso, pero más " -#~ "rápido. Se ve similar a (pero ligeramente mejor que) ``GIProbe``." - -#~ msgid "" -#~ "**Ray Tracing**: This method is more precise, but can take considerably " -#~ "longer to bake. If used in low or medium quality, some scenes may produce " -#~ "grain." -#~ msgstr "" -#~ "**Ray Tracing**: Este método es más preciso, pero puede tardar bastante " -#~ "más tiempo en hornearse. Si se usa en calidad baja o media, algunas " -#~ "escenas pueden producir granulado." - -#~ msgid "" -#~ "**Bake Subdiv**: The Godot lightmapper uses a grid to transfer light " -#~ "information around; the default value is fine and should work for most " -#~ "cases. Increase it in case you want better lighting on small details or " -#~ "your scene is large." -#~ msgstr "" -#~ "**Bake Subdiv**: El mapa de luz de Godot utiliza una cuadrícula para " -#~ "transferir la información de la luz; el valor por defecto está bien y " -#~ "debería funcionar en la mayoría de los casos. Auméntalo en caso de que " -#~ "quieras una mejor iluminación en los pequeños detalles o tu escena sea " -#~ "extensa." - -#~ msgid "" -#~ "**Capture Subdiv**: This is the grid used for real-time capture " -#~ "information (lighting dynamic objects). Default value is generally OK, " -#~ "it's usually smaller than Bake Subdiv and can't be larger than it." -#~ msgstr "" -#~ "**Captura de la Subdivisión**: Esta es la cuadrícula utilizada para la " -#~ "captura de información en tiempo real (iluminación de objetos dinámicos). " -#~ "El valor por defecto es generalmente el correcto, usualmente más pequeño " -#~ "que Bake Subdiv y no puede ser más grande que él." - -#~ msgid "" -#~ "**Bake Quality**: Three bake quality modes are provided, Low, Medium and " -#~ "High. Higher quality takes more time." -#~ msgstr "" -#~ "**Calidad del horneado**: Se proporcionan tres modos de calidad de " -#~ "horneado, Bajo, Medio y Alto. Una calidad más alta tomará más tiempo." - -#~ msgid "" -#~ "**Bake Mode**: The baker can use two different techniques: *Voxel Cone " -#~ "Tracing* (fast, but approximate), or *RayTracing* (slow, but accurate)." -#~ msgstr "" -#~ "**Modo de hornear**: El horneador puede usar dos técnicas diferentes: " -#~ "*Voxel Cone Tracing* (rápido, pero aproximado), o *RayTracing* (lento, " -#~ "pero preciso)." - -#~ msgid "" -#~ "**Propagation**: Used for the *Voxel Cone Trace* mode. Works just like in " -#~ "``GIProbe``." -#~ msgstr "" -#~ "**Propagación**: Usado para el modo *Voxel Cone Trace*. Funciona igual " -#~ "que en ``GIProbe``." - -#~ msgid "" -#~ "**HDR**: If disabled, lightmaps are smaller, but can't capture any light " -#~ "over white (1.0)." -#~ msgstr "" -#~ "**HDR**: Si está desactivado, los mapas de luz son más pequeños, pero no " -#~ "pueden capturar ninguna luz sobre el blanco (1.0)." - -#~ msgid "" -#~ "**Image Path**: Where lightmaps will be saved. By default, on the same " -#~ "directory as the scene (\".\"), but can be tweaked." -#~ msgstr "" -#~ "**Image Path**: Donde se guardarán los mapas de luz. Por defecto, en el " -#~ "mismo directorio de la escena (\".\"), pero esto puede ser cambiado." - -#~ msgid "**Extents**: Size of the area affected (can be edited visually)" -#~ msgstr "" -#~ "**Extents**: Tamaño del área afectada (puede ser editada visualmente)" - -#~ msgid "" -#~ "Adding animated nodes as children to the AnimationPlayer node is not " -#~ "required, but it is a nice way of distinguishing animated nodes from non-" -#~ "animated nodes in the Scene Tree." -#~ msgstr "" -#~ "No es necesario añadir nodos animados como hijos al nodo AnimationPlayer, " -#~ "pero es una buena forma de distinguir los nodos animados de los nodos no " -#~ "animados en el árbol de escenas." - -#~ msgid "" -#~ "2D batching is currently only supported when using the GLES2 renderer." -#~ msgstr "" -#~ "Actualmente, el procesamiento por lotes 2D solo se admite cuando se " -#~ "utiliza el renderizador GLES2." - -#~ msgid "" -#~ "`Jeremy Bullock `_ (2D and 3D, GDScript, VisualScript and C#)." -#~ msgstr "" -#~ "`Jeremy Bullock `_ (2D y 3D, GDScript, VisualScript y C#)." - -#~ msgid "Audio input to record microphones." -#~ msgstr "Entrada de audio para grabar micrófonos." - -#~ msgid "" -#~ "|partial| Only critical, security and platform support fixes (last " -#~ "update: 3.2.3)." -#~ msgstr "" -#~ "|parcial| Sólo arreglos de la plataforma críticos, de seguridad y de " -#~ "soporte (ultima versión: 3.2.3)." - -#~ msgid ":kbd:`F2`" -#~ msgstr ":kbd:`F2`" - -#, fuzzy -#~ msgid "" -#~ "Install the `godot-tools `__ extension." -#~ msgstr "" -#~ "Instala la extensión \"VSMonoDebugger\" `_." - -#, fuzzy -#~ msgid "" -#~ "Next, follow the instructions found in the :ref:" -#~ "`doc_c_sharp_configuring_vs_code_for_debugging` section below." -#~ msgstr "" -#~ "Si está utilizando Visual Studio 2019, debe seguir las instrucciones que " -#~ "se encuentran en la sección `:ref:" -#~ "doc_c_sharp_configuring_vs_2019_for_debugging` a continuación.." - -#, fuzzy -#~ msgid "" -#~ "Next, follow the instructions found in the :ref:" -#~ "`doc_c_sharp_configuring_vs_2019_for_debugging` section below." -#~ msgstr "" -#~ "Si está utilizando Visual Studio 2019, debe seguir las instrucciones que " -#~ "se encuentran en la sección `:ref:" -#~ "doc_c_sharp_configuring_vs_2019_for_debugging` a continuación.." - -#~ msgid "" -#~ "By default, tools like NuGet put ``Version`` as an attribute of the " -#~ "```PackageReference``` Node. **You must manually create a Version node as " -#~ "shown above.** This is because the version of MSBuild used requires " -#~ "this. (This will be fixed in Godot 4.0.)" -#~ msgstr "" -#~ "Por defecto, herramientas como NuGet colocan \"Version\" como un atributo " -#~ "del nodo \"PackageReference\". **Debes crear manualmente un nodo de " -#~ "Version como se muestra arriba.** Esto se debe a que la versión de " -#~ "MSBuild usada requiere esto. (Esto se arreglará en Godot 4.0.)" - -#~ msgid "" -#~ "Whenever packages are added or modified, run ``nuget restore`` (*not* " -#~ "``dotnet restore``) in the root of the project directory. To ensure that " -#~ "NuGet packages will be available for msbuild to use, run:" -#~ msgstr "" -#~ "Cada vez que se añadan o modifiquen paquetes, ejecuta ``nuget restore`` " -#~ "(*no* ``dotnet restore``) en la raíz del directorio del proyecto. Para " -#~ "asegurarse de que los paquetes NuGet estén disponibles para ser usados " -#~ "por msbuild, ejecuta:" - -#~ msgid "Configuring VS 2019 for debugging" -#~ msgstr "Configurando Visual Studio 2019 para la depuración" - -#~ msgid "" -#~ "Godot has built-in support for workflows involving several popular C# " -#~ "IDEs. Built-in support for Visual Studio will be including in future " -#~ "versions, but in the meantime, the steps below can let you configure VS " -#~ "2019 for use with Godot C# projects." -#~ msgstr "" -#~ "Godot tiene incorporado soporte para flujos de trabajo que involucran " -#~ "varios IDEs populares de C#. El soporte incorporado para Visual Studio se " -#~ "incluirá en futuras versiones, pero mientras tanto, los siguientes pasos " -#~ "pueden permitirte configurar Visual Studio 2019 para su uso con proyectos " -#~ "de Godot C#." - -#~ msgid "" -#~ "Install VS 2019 with ``.NET desktop development`` and ``Desktop " -#~ "development with C++`` workloads selected." -#~ msgstr "" -#~ "Instalar Visual Studio 2019 con \".NET desktop development\" y \"Desktop " -#~ "development with C++\" seleccionadas." - -#~ msgid "" -#~ "**Ensure that you do not have Xamarin installed.** Do not choose the " -#~ "``Mobile development with .NET`` workload. Xamarin changes the DLLs used " -#~ "by MonoDebugger, which breaks debugging." -#~ msgstr "" -#~ "**Asegúrate de no tener instalado Xamarin. No elijas la carga de trabajo " -#~ "de \"Desarrollo móvil con .NET\". Xamarin cambia las DLLs usadas por el " -#~ "MonoDebugger, lo que rompe la depuración." - -#~ msgid "" -#~ "Install the `VSMonoDebugger extension `_." -#~ msgstr "" -#~ "Instala la extensión \"VSMonoDebugger\" `_." - -#~ msgid "In VS 2019 --> Extensions --> Mono --> Settings:" -#~ msgstr "En Visual Studio 2019 --> Extensiones --> Mono --> Configuración:" - -#~ msgid "Select ``Debug/Deploy to local Windows``." -#~ msgstr "Selecciona \"Debug/Deploy to local Windows\"." - -#~ msgid "Leave ``Local Deploy Path`` blank." -#~ msgstr "Deje en blanco \"Ruta de Despliegue Local\"." - -#~ msgid "" -#~ "Set the ``Mono Debug Port`` to the port in Godot --> Project --> Project " -#~ "Settings --> Mono --> Debugger Agent." -#~ msgstr "" -#~ "Coloca \"Puerto de Depuración Mono\" en el puerto en Godot --> Proyecto --" -#~ "> Configuración del Proyecto --> Mono --> Agente Depurador." - -#~ msgid "" -#~ "Also select ``Wait for Debugger`` in the Godot Mono options. `This Godot " -#~ "Addon `_ may be helpful." -#~ msgstr "" -#~ "También selecciona \"Esperar por el depurador\" en las opciones de Godot " -#~ "Mono. \"Este plugin Godot `_ puede ser útil." - -#~ msgid "" -#~ "Run the game in Godot. It should hang at the Godot splash screen while it " -#~ "waits for your debugger to attach." -#~ msgstr "" -#~ "Ejecuta el juego en Godot. Debería colgarse en la pantalla de bienvenida " -#~ "de Godot mientras espera a que tu depurador se conecte." - -#~ msgid "" -#~ "In VS 2019, open your project and choose Extensions --> Mono --> Attach " -#~ "to Mono Debugger." -#~ msgstr "" -#~ "En Visual Studio 2019, abra su proyecto y elija Extensiones --> Mono --> " -#~ "Adjuntar al Depurador Mono." - -#~ msgid "Configuring Visual Studio Code for debugging" -#~ msgstr "Configurar el código de Visual Studio para la depuración" - -#~ msgid "" -#~ "Configuring the custom build is a more or less straightforward process, " -#~ "but it may take a while to get used to how the Android SDK works." -#~ msgstr "" -#~ "La configuración de la compilación personalizada es un proceso más o " -#~ "menos sencillo, pero puede llevar un tiempo acostumbrarse a cómo funciona " -#~ "el SDK de Android." - -#~ msgid "" -#~ "Instructions will be provided as detailed as possible to do this process." -#~ msgstr "" -#~ "Se proporcionarán instrucciones lo más detalladas posible para realizar " -#~ "este proceso." - -#~ msgid "Install the Android SDK (command-line version)" -#~ msgstr "Instala el Android SDK (versión de linea de comandos)" - -#~ msgid "" -#~ "These are the steps for installing the Android SDK using command line. " -#~ "The advantage of this approach is the simplicity and small download/" -#~ "install size. It can be more challenging though. The Android Studio " -#~ "approach is easier, but it requires downloading and installing Android " -#~ "Studio (which may require more than 1 GB of storage)." -#~ msgstr "" -#~ "Estos son los pasos para la instalación de Android SDK usando la línea de " -#~ "comandos. La gran ventaja de este método es la simplicidad y el pequeño " -#~ "tamaño de descarga/instalación. Aunque puede ser algo mas desafiante. El " -#~ "enfoque de Android Studio es mas fácil, pero este requiere la descarga e " -#~ "instalación de Android Studio (Lo cual puede requerir mas de 1gb de " -#~ "espacio)." - -#~ msgid "Install a JDK" -#~ msgstr "Instala un JDK" - -#~ msgid "" -#~ "The Android SDK doesn't come with Java, so it needs to be installed " -#~ "manually. You need to install a Java SDK (**not** just the runtime or " -#~ "JRE). `OpenJDK 8 `__ is required, " -#~ "newer versions won't work." -#~ msgstr "" -#~ "Android SDK no viene con Java, así que este necesita ser instalado " -#~ "manualmente. Instala Java SDK (**no** sólo el runtime o JRE). `OpenJDK 8 " -#~ "`__ es requerido. Versiones más " -#~ "nuevas no funcionarán." - -#~ msgid "" -#~ "On Windows, make sure that you enable \"Set ``JAVA_HOME`` variable\" in " -#~ "the *Custom Setup* view of the installer. You have to restart Godot after " -#~ "this, otherwise Godot can't find the ``JAVA_HOME`` variable." -#~ msgstr "" -#~ "En Windows, asegúrate de habilitar \"Colocar la variable``JAVA_HOME`` en " -#~ "la vista *Instalación Personalizada* del instalador. Tienes que reiniciar " -#~ "a Godot después de esto, de lo contrario Godot no podrás encontrar la " -#~ "variable ``JAVA_HOME``." - -#~ msgid "Download the command-line tools" -#~ msgstr "Descarga las herramientas de la línea de comandos" - -#~ msgid "" -#~ "Go to the `Android Studio download page `_. To save disk space, you don't want the full " -#~ "IDE, so don't download it." -#~ msgstr "" -#~ "Ve a `Android Studio download page `_. Para horrar espacio en disco, no querrás todo el IDE, " -#~ "así que no es necesario descargarlo." - -#~ msgid "" -#~ "If you do want Android Studio, read further down for instructions for " -#~ "doing the same using Android Studio." -#~ msgstr "" -#~ "Si quieres Android Studio, lee más abajo para instrucciones para hacer lo " -#~ "mismo usando Android Studio." - -#~ msgid "" -#~ "Look on that page for the *Command line tools only* section. Currently, " -#~ "they are listed under *Download Options*. Scroll down a bit until you see " -#~ "them and download the ZIP file for your platform." -#~ msgstr "" -#~ "Busque en esa página la sección *Solo herramientas de línea de comandos*. " -#~ "Actualmente, se enumeran en *Opciones de descarga*. Desplácese hacia " -#~ "abajo un poco hasta que los vea y descargue el archivo ZIP para su " -#~ "plataforma." - -#~ msgid "" -#~ "This may appear a little confusing, but be sure to follow these " -#~ "instructions carefully:" -#~ msgstr "" -#~ "Esto puede parecer un poco confuso, pero asegúrate de seguir estas " -#~ "instrucciones con cuidado:" - -#~ msgid "" -#~ "Create a new folder anywhere you want named ``android-sdk`` (it **must** " -#~ "be an empty directory). On Windows, the following path is usually good " -#~ "enough:" -#~ msgstr "" -#~ "Crea un nueva carpeta donde quieras, llamada ``android-sdk`` (**debe** " -#~ "ser un directorio vacío). En Windows, la siguiente ruta suele ser " -#~ "suficiente:" - -#~ msgid "" -#~ "Create an empty folder named ``cmdline-tools`` inside of the ``android-" -#~ "sdk`` folder. Then unzip the Android SDK ZIP file into the ``android-sdk/" -#~ "cmdline-tools`` folder." -#~ msgstr "" -#~ "Crea una carpeta vacía llamada ``cmdline-tools`` dentro de la carpeta " -#~ "``android-sdk``. Luego descomprime el archivo ZIP del SDK de Android en " -#~ "la carpeta ``android-sdk/cmdline-tools``." - -#~ msgid "" -#~ "If you're on Windows, you must not extract the ZIP archive with the " -#~ "default Windows extractor (e.g. Windows Explorer). You have to use " -#~ "another tool like 7zip, WinRAR or the Powershell ``Expand-Archive`` " -#~ "command. If you extract the archive with the default Windows extractor, " -#~ "the files are not extracted correctly and you will run into errors later " -#~ "on!" -#~ msgstr "" -#~ "Si estás en Windows, no debes extraer el archivo ZIP con el extractor " -#~ "predeterminado de Windows (por ejemplo, el Explorador de Windows). Tienes " -#~ "que usar otra herramienta como 7zip, WinRAR o el comando ``Expand-" -#~ "Archive`` de Powershell. !Si extraes el archivo con el extractor de " -#~ "Windows por defecto, los archivos no son extraidos correctamente y te " -#~ "encontrarás con errores más tarde!" - -#~ msgid "" -#~ "The ``cmdline-tools`` folder should now contain the unzipped folder " -#~ "called ``tools``. Finally, rename the ``tools`` folder to ``latest``." -#~ msgstr "" -#~ "La carpeta ``cmdline-tools`` debería contener ahora la carpeta " -#~ "descomprimida llamada ``tools``. Finalmente, renombra la carpeta " -#~ "``tools`` a ``latest``." - -#~ msgid "Your final directory structure should look like this :" -#~ msgstr "Su estructura de directorio final debería verse así:" - -#~ msgid "" -#~ "We need to setup the directory structure this way for the sdkmanager " -#~ "(inside the bin folder) to work." -#~ msgstr "" -#~ "Necesitamos configurar la estructura de este modo para que funcione el " -#~ "sdkmanager (dentro de la carpeta bin)." - -#~ msgid "" -#~ "To be able to use the Android SDK tools, Google requires you to accept " -#~ "its licenses." -#~ msgstr "" -#~ "Para poder utilizar las herramientas de Android SDK, Google requiere que " -#~ "aceptes sus licencias." - -#~ msgid "" -#~ "To do this, the ``sdkmanager`` must be executed from the command line " -#~ "with a special argument. Navigate to the ``tools/bin`` directory inside " -#~ "the SDK folder (instructions provided for Windows users, as Linux and " -#~ "macOS users are expected to understand how command line navigation works):" -#~ msgstr "" -#~ "Para hacer esto, el ``sdkmanager`` debe ejecutarse desde línea de " -#~ "comandos con un argumento especial. Navega al directorio ``tools/bin`` " -#~ "dentro de la carpeta SDK (las instrucciones proporcionadas son para " -#~ "usuarios de Windows, ya que se espera que los usuarios de Linux y macOS " -#~ "entiendan cómo funciona la navegación por la línea de comandos):" - -#~ msgid "Then open a command line window:" -#~ msgstr "Luego abre una venta de linea de comandos:" - -#~ msgid "In there, run ``sdkmanager --licenses``:" -#~ msgstr "Una vez allí, ejecuta ``sdkmanager --licenses``:" - -#~ msgid "" -#~ "This will ask you to accept several licenses, just write ``y`` and press :" -#~ "kbd:`Enter` on every of them until it's done." -#~ msgstr "" -#~ "Este preguntara por la aceptación de varias licencias, solamente escribe " -#~ "``y`` y presiona :kbd:`Enter` en cada uno de ellos hasta que termine." - -#~ msgid "" -#~ "Afterwards, install the platform tools (this is required to install " -#~ "``adb``):" -#~ msgstr "" -#~ "Después, instala las herramientas de plataforma (esto es necesario para " -#~ "instalar ``adb``):" - -#~ msgid "" -#~ "If you get an error saying ``Warning: Could not create settings``, try " -#~ "``./sdkmanager --sdk_root=../../ --licenses`` or ``./sdkmanager --" -#~ "sdk_root=../../ platform-tools``. These must be executed inside the ``/" -#~ "tools/bin/`` folder because the path for ``--sdk_root`` is relative." -#~ msgstr "" -#~ "Si aparece un error diciendo ``Warning: Could not create settings``, " -#~ "intenta ``./sdkmanager --sdk_root=../../ --licenses`` o ``./sdkmanager --" -#~ "sdk_root=../../ platform-tools``. Esos deben ser ejecutados dentro de la " -#~ "carpeta ``/tools/bin/`` porque la ruta para ``--sdk_root`` es relativa." - -#~ msgid "Generating the keystore" -#~ msgstr "Generación del keystore" - -#~ msgid "" -#~ "Once the *platform tools* are installed, the last step is to generate a " -#~ "debug keystore (this is needed to build). Go up two folders by writing:" -#~ msgstr "" -#~ "Una vez se hayan instalado las *herramientas de plataforma*, el último " -#~ "paso es generar un debug keystore (esto es necesario para la " -#~ "compilación). Sube dos carpetas escribiendo:" - -#~ msgid "(or open a new shell in the ``android-sdk`` folder)." -#~ msgstr "(o abre una nueva consola en la carpeta ``android-sdk``)." - -#~ msgid "" -#~ "And you need to input the following line (This should work out of the " -#~ "box. However, if you haven't set the ``JAVA_HOME`` variable on Windows, " -#~ "there are further instructions below):" -#~ msgstr "" -#~ "Y debe ingresar la siguiente línea (Esto debería funcionar de inmediato. " -#~ "Sin embargo, si no ha configurado la variable ``JAVA_HOME`` en Windows, " -#~ "hay más instrucciones a continuación):" - -#~ msgid "" -#~ "On Windows, if you did not install the ``JAVA_HOME`` variable, the full " -#~ "path to Java should be provided. You need to add ``&`` at the beginning " -#~ "of the line if you use PowerShell; it's not needed for the regular ``cmd." -#~ "exe`` console." -#~ msgstr "" -#~ "En Windows, si no instaló la variable ``JAVA_HOME``, se debe proporcionar " -#~ "la ruta completa a Java. Debe agregar ``&`` al comienzo de la línea si " -#~ "usa PowerShell; no es necesario para la consola normal ``cmd.exe``." - -#~ msgid "" -#~ "To make it clearer, here is an capture of a line that works on PowerShell " -#~ "(by adding ``&`` and the full Java path before ``keytool.exe``). Again, " -#~ "keep in mind that you need Java installed:" -#~ msgstr "" -#~ "Para hacerlo mas claro, aquí hay una captura de la línea que funciona en " -#~ "PowerShell (añadiendo un ``&`` y la ruta completa de Java a ``keytool." -#~ "exe``). Nuevamente, recuerda que necesitas Java instalado:" - -#~ msgid "" -#~ "(right-click and open the image in a new tab if this appears too small)" -#~ msgstr "" -#~ "(haz clic derecho y abre la imagen en una nueva pestaña si es demasiado " -#~ "pequeña)" - -#~ msgid "" -#~ "Go to the **Editor Settings** and set up a few fields in **Export > " -#~ "Android**. Make sure they look like the following:" -#~ msgstr "" -#~ "Ve a **Configuración del Editor** y define algunos campos en **Exportar > " -#~ "Android**. Asegúrate que se vea como se muestra a continuación:" - -#~ msgid "" -#~ "As it can be seen, most paths are inside either the ``android-sdk`` " -#~ "folder you originally created, or inside the Java install. For Linux and " -#~ "macOS users, ``jarsigner`` is often located in ``/usr/bin``." -#~ msgstr "" -#~ "Como puedes ver, la mayoría de las rutas van, o dentro de la carpeta " -#~ "``android-sdk`` que creaste inicialmente, o dentro de la carpeta de " -#~ "instalación de Java. Para usuarios de Linux y macOS, ``jarsigner`` está " -#~ "usualmente en \"/usr/bin\"." - -#~ msgid "With this, you should be all set." -#~ msgstr "Con todo esto, ya deberías estar preparado." - -#~ msgid "Install the Android SDK (Android Studio)" -#~ msgstr "Instalar Android SDK (Android Studio)" - -#~ msgid "" -#~ "If you just finished installing the SDK via the command-line tools, feel " -#~ "free to skip this section entirely. The Android Studio path is easier, " -#~ "but it takes up more disk space. It's also useful if you plan to develop " -#~ "Godot for Android (modify the Java source code) or if you plan to develop " -#~ "add-ons." -#~ msgstr "" -#~ "Si acabas de instalar el SDK a través de las herramientas de línea de " -#~ "comandos, no dudes en saltarte esta sección por completo. La ruta de " -#~ "Android Studio es más fácil, pero ocupa más espacio en disco. También es " -#~ "útil si planeas desarrollar Godot para Android (modificar el código " -#~ "fuente de Java) o si planeas desarrollar add-ons." - -#~ msgid "Download and install Android Studio" -#~ msgstr "Descargar e instalar Android Studio" - -#~ msgid "" -#~ "Download the latest version of Android Studio. When installing, pay " -#~ "attention to where the *android-sdk* directory is created." -#~ msgstr "" -#~ "Descarga la última versión de Android Studio. En la instalación, presta " -#~ "atención en dónde el directorio *android-sdk* es creado." - -#~ msgid "" -#~ "This is funny, the path it proposes by default contains whitespace (and " -#~ "complains about it). It must be changed." -#~ msgstr "" -#~ "Esto es divertido, la dirección que propone por defecto contiene espacio " -#~ "(y se queja de ello). Debe ser cambiada." - -#~ msgid "" -#~ "In any case, it's better to select a different path inside your user " -#~ "folders. The recommended one is usually:" -#~ msgstr "" -#~ "En cualquier caso, será mejor seleccionar un camino diferente dentro de " -#~ "tus archivos de usuarios. El recomendado es usualmente:" - -#~ msgid "" -#~ "Replace *yourusername* by your actual user name. Once it's correct, " -#~ "select from the list above in the same screen:" -#~ msgstr "" -#~ "Reemplaza *yourusername* por tu nombre de usuario real. Cuando todo esté " -#~ "correcto, selecciona una de las opciones de la lista anterior en la misma " -#~ "pantalla:" - -#~ msgid "Android SDK" -#~ msgstr "Android SDK" - -#~ msgid "Android SDK Platform" -#~ msgstr "Android SDK Platform" - -#~ msgid "" -#~ "The rest are not needed, because the build system will fetch them itself. " -#~ "After selecting them, go on with the installation." -#~ msgstr "" -#~ "El resto no son necesarios, porque el sistema de armado los extraerá él " -#~ "mismo. Después de seleccionarlos, continua con la instalación." - -#~ msgid "" -#~ "Go to the folder where you installed ``android-sdk`` in the previous " -#~ "step, use File Explorer and open a command line tool there:" -#~ msgstr "" -#~ "Ve al archivo donde instalaste ``android-sdk`` en el paso previo, usa el " -#~ "Explorador de Archivos y abre una herramienta de línea de comandos allí:" - -#~ msgid "" -#~ "The actual command line to type is the following. On Linux and macOS, it " -#~ "should work out of the box, but on Windows, it needs additional details " -#~ "(keep reading afterwards)." -#~ msgstr "" -#~ "La línea de comandos a escribir es la siguiente. En Linux y macOS esto " -#~ "debería de funcionar directamente, pero en Windows se necesitan detalles " -#~ "adicionales (lee a continuación)." - -#~ msgid "" -#~ "On Windows, the full path to Java should be provided (and ``&`` needs to " -#~ "be added at the beginning on the line if you use PowerShell, it's not " -#~ "needed for the regular ``cmd.exe`` console). Don't worry, at least by " -#~ "using Android Studio on Windows, Java comes bundled with it." -#~ msgstr "" -#~ "En Windows, debe ser provista la ruta completa a Java (y un ``&`` " -#~ "necesita ser añadido al comienzo de la línea si ocupas PowerShell, no es " -#~ "necesario en la consola regular ``cmd.exe``). No te preocupes, al menos " -#~ "por usar Android Studio en Windows, Java viene con este." - -#~ msgid "" -#~ "To make it clearer, here is a screen capture of a line that works on " -#~ "PowerShell (by adding ``&`` and the full Java Path to ``keytool.exe``; " -#~ "remove ``&`` if you use ``cmd.exe``). It uses a path to the Java version " -#~ "that comes with Android Studio:" -#~ msgstr "" -#~ "Para hacerlo mas claro, aquí hay una captura de una línea que funciona en " -#~ "PowerShell (añadiendo un ``&`` y la ruta completa de Java a ``keytool." -#~ "exe``, remueve ``&`` si utilizas ``cmd.exe``). Usa una ruta a la versión " -#~ "de Java que viene con Android Studio:" - -#~ msgid "" -#~ "Many browsers, including Firefox and Chromium-based browsers, will not " -#~ "load exported projects when **opened locally** per ``file://`` protocol. " -#~ "To get around this, use a local server." -#~ msgstr "" -#~ "Muchos navegadores, específicamente los basados en Chromium, no cargan " -#~ "proyectos exportados cuando se **abren localmente** según el protocolo " -#~ "``file://``. Para evitar esto, utiliza un servidor local." - -#~ msgid "" -#~ "Python offers an easy method to start a local server. Use ``python -m " -#~ "http.server 8000 --bind 127.0.0.1`` with Python 3 to serve the current " -#~ "working directory at ``http://localhost:8000``. `Refer to MDN for " -#~ "additional information `__." -#~ msgstr "" -#~ "Python ofrece un método sencillo para iniciar un servidor local. Use " -#~ "``python -m http.server 8000 --bind 127.0.0.1`` con Python 3 para servir " -#~ "el directorio de trabajo actual en ``http: // localhost: 8000``. " -#~ "`Consulte MDN para obtener información adicional `__." - -#~ msgid "Audio autoplay" -#~ msgstr "Reproducción automática de audio" - -#~ msgid "Exported ``.html`` file must not be reused" -#~ msgstr "El archivo exportado ``.html`` no debe ser reutilizado" - -#~ msgid "Unimplemented functionality" -#~ msgstr "Funcionalidad no implementada" - -#~ msgid "" -#~ "The following functionality is currently unavailable on the HTML5 " -#~ "platform:" -#~ msgstr "" -#~ "La siguiente funcionalidad no está disponible actualmente en la " -#~ "plataforma HTML5:" - -#~ msgid "Clipboard synchronization between engine and operating system" -#~ msgstr "" -#~ "Sincronización del portapapeles entre el motor y el sistema operativo" - -#~ msgid "" -#~ "Networking other than :ref:`class_HTTPClient` and :ref:" -#~ "`class_WebSocketClient`" -#~ msgstr "" -#~ "Conexiones de red fuera de ``HTTPClient`` y :ref:`class_WebSocketClient`" - -#, fuzzy -#~ msgid "" -#~ "At the time of writing, 3.0 is the stable release version. The 3.1 " -#~ "development branch contains many changes to the animation system, so the " -#~ "animations in the demo will not be covered here. See :ref:" -#~ "`doc_introduction_animation` for more information." -#~ msgstr "" -#~ "Al momento de escribir esto, 3.0 es la versión estable. La versión 3.1 en " -#~ "desarrollo contiene muchos cambios al sistema de animación así que las " -#~ "animaciones de la demo no estarán cubiertas por este tutorial. Ver :ref:" -#~ "`doc_introduction_2d_animation` para más información." - -#~ msgid "" -#~ "There are several ways to alleviate banding. Here are a few examples:" -#~ msgstr "" -#~ "Hay varias maneras de aliviar el anillado. Aquí hay algunos ejemplos:" - -#~ msgid "" -#~ "Bake some noise into your textures. This is mainly effective in 2D, e.g. " -#~ "for vignetting effects." -#~ msgstr "" -#~ "Haz un poco de ruido en tus texturas. Esto es principalmente efectivo en " -#~ "2D, por ejemplo, para efectos de viñetas." - -#~ msgid "" -#~ "Implement a debanding shader as a :ref:`screen-reading shader `. Godot currently doesn't provide a built-in debanding " -#~ "shader, but this may be added in a future release." -#~ msgstr "" -#~ "Implementar un shader de suavizado como :ref:`shader de pantalla " -#~ "`. Godot actualmente no proporciona un shader " -#~ "de suavizado, pero esto puede ser añadido en una futura versión." - -#~ msgid "" -#~ "**Cull Mask**: Objects that are in the selected layers below will be " -#~ "affected by this light." -#~ msgstr "" -#~ "**Cull Mask**: Los objetos que se encuentren en las capas seleccionadas " -#~ "abajo serán afectadas por esta luz." - -#~ msgid "GI Probes" -#~ msgstr "GI Probes" - -#~ msgid "Using gridmaps" -#~ msgstr "Usando mapas de cuadrículas" - -#~ msgid "RigidBody" -#~ msgstr "RigidBody" - -#~ msgid "" -#~ "If your project requires some files to be available the moment it is " -#~ "loaded, you can preload them by calling the :js:meth:`engine.preloadFile` " -#~ "method with a path to a file or by providing it with an ``ArrayBuffer`` " -#~ "object. In case of the ``ArrayBuffer``, or one of its views, a second " -#~ "argument must be specified to define an internal path for the loaded " -#~ "resource." -#~ msgstr "" -#~ "Si tu proyecto requiere que algunos archivos estén disponibles en el " -#~ "momento en que se cargan, puedes precargarlos llamando al método :js:meth:" -#~ "`engine.preloadFile` con una ruta a un archivo o proporcionándole un " -#~ "objeto ``ArrayBuffer``. En el caso del ``ArrayBuffer``, o una de sus " -#~ "vistas, se debe especificar un segundo argumento para definir una ruta " -#~ "interna para el recurso cargado." - -#~ msgid "" -#~ "Godot uses ``major.minor.patch`` version numbering. However, it does not " -#~ "strictly follow `Semantic Versioning `__. This means " -#~ "that releases considered \"semver-minor\" by that standard (such as 3.1 -" -#~ "> 3.2) will most likely introduce breaking changes. Still, there won't be " -#~ "as many breaking changes as a \"semver-major\" version bump such as 3.2 -" -#~ "> 4.0." -#~ msgstr "" -#~ "Godot usa la numeración de versión \"major.minor.patch\". Sin embargo, no " -#~ "sigue estrictamente el \"Versionado Semántico\" `__. " -#~ "Esto significa que las versiones consideradas \"semimenores\" por ese " -#~ "estándar (como la 3.1 -> 3.2) muy probablemente introducirán cambios de " -#~ "última hora. Aún así, no habrá tantos cambios de ruptura como un salto de " -#~ "versión \"semimayor\" como la 3.2 -> 4.0." - -#~ msgid "" -#~ "In the interest of stability and usability, patch releases may " -#~ "occasionally introduce small breaking changes as well. When repackaging " -#~ "Godot projects (e.g. in a Flatpak), make sure to always use the same " -#~ "patch version as the one used to initially export the project." -#~ msgstr "" -#~ "En interés de la estabilidad y la utilidad, el lanzamiento de parches " -#~ "puede ocasionalmente introducir pequeños cambios de ruptura también. Al " -#~ "reempaquetar proyectos Godot (por ejemplo, en un Flatpak), asegúrese de " -#~ "utilizar siempre la misma versión de parche que la utilizada para " -#~ "exportar el proyecto inicialmente." - -#~ msgid "" -#~ "The first release in a major/minor release series doesn't end with a " -#~ "trailing zero. For example, the first release in the 3.2 series is " -#~ "``3.2``, not ``3.2.0``." -#~ msgstr "" -#~ "El primer lanzamiento en una serie de lanzamientos mayores o menores no " -#~ "termina con un cero final. Por ejemplo, el primer lanzamiento de la serie " -#~ "3.2 es \"3.2\", no \"3.2.0\"." - -#~ msgid "" -#~ "Godot versions are supported for a certain amount of time. While these " -#~ "durations are not set in stone, here's a table with the expected level of " -#~ "support for each Godot version:" -#~ msgstr "" -#~ "Las versiones de Godot se soportan durante un cierto tiempo. Mientras que " -#~ "estas duraciones no están grabadas en piedra, aquí hay una tabla con el " -#~ "nivel de apoyo esperado para cada versión de Godot:" - -#~ msgid "" -#~ "|supported| Backwards-compatible new features (backported from the " -#~ "``master`` branch) as well as bug, security, and platform support fixes." -#~ msgstr "" -#~ "\"Soportado\" Nuevas características compatibles con versiones anteriores " -#~ "(retroportadas desde la rama ''master''), así como correcciones de " -#~ "errores, seguridad y soporte de la plataforma." - -#~ msgid "" -#~ "Patch releases are made available more frequently, typically every 2-6 " -#~ "months while a release is fully supported. Partially supported releases " -#~ "will only have new patch releases once an important security or platform " -#~ "support fix has been merged." -#~ msgstr "" -#~ "Los lanzamientos de parches están disponibles más frecuentemente, " -#~ "típicamente cada 2-6 meses mientras que un lanzamiento es totalmente " -#~ "soportado. Las versiones parcialmente soportadas sólo tendrán nuevas " -#~ "versiones de parches una vez que se haya fusionado un array importante de " -#~ "seguridad o de soporte de plataforma." - -#~ msgid "" -#~ "If you upgrade Godot, you must download templates that match the new " -#~ "version or your exported projects may not work correctly." -#~ msgstr "" -#~ "Si actualizas Godot, debes descargar las plantillas que coincidan con la " -#~ "nueva versión o tus proyectos exportados podrían no funcionar " -#~ "correctamente." - -#~ msgid "" -#~ "You have many container nodes at your disposal that scale and place UI " -#~ "elements for you. They take control over their children." -#~ msgstr "" -#~ "Tienes muchos nodos container a tu disposición que escalan y colocan " -#~ "elementos de UI por ti. Ellos toman el control de sus hijos." - -#~ msgid "" -#~ "The platform names recognized by the ``--export`` switch are the same as " -#~ "displayed in the export wizard of the editor. To get a list of supported " -#~ "platforms from the command line, try exporting to a non-recognized " -#~ "platform and the full listing of platforms your configuration supports " -#~ "will be shown." -#~ msgstr "" -#~ "Los nombres de plataforma reconocidos por el parámetro ``--export`` son " -#~ "los mismos que se muestran en el asistente de exportación del editor. " -#~ "Para obtener una lista de plataformas compatibles desde la línea de " -#~ "comandos, intenta exportar a una plataforma no reconocida y se mostrará " -#~ "la lista completa de plataformas compatibles con tu configuración." - -#~ msgid "::" -#~ msgstr "::" - -#~ msgid "var health := 0 # The compiler will use the int type." -#~ msgstr "var health := 0 # El compilador usará el tipo int." - -#~ msgid "Windows (Visual Studio)" -#~ msgstr "Windows (Visual Studio)" - -#~ msgid "" -#~ "Download and install the latest version of `Visual Studio `_ (*not* Visual Studio Code), " -#~ "which contains utilities required to use C# in Godot. If you don't plan " -#~ "on using the Visual Studio IDE, you can download just the `Visual Studio " -#~ "Build Tools `_ instead. Make sure you at least " -#~ "have the .NET Framework 4.5 targeting pack installed, you can get it " -#~ "using any of the installers mentioned above inside the \"Individual " -#~ "components\" tab." -#~ msgstr "" -#~ "Descarga e instala la última versión de `Visual Studio `_ (*no* Visual Studio Code), que " -#~ "contiene las utilidades necesarias para utilizar C# en Godot. Si no " -#~ "planeas usar el IDE de Visual Studio, puedes descargar sólo `Visual " -#~ "Studio Build Tools `_ en su lugar. " -#~ "Asegúrate de tener instalado al menos el paquete .NET Framework 4.5, " -#~ "puedes obtenerlo usando cualquiera de los instaladores mencionados " -#~ "anteriormente dentro de la pestaña \"Componentes individuales\"." - -#~ msgid "Windows (JetBrains Rider)" -#~ msgstr "Windows (JetBrains Rider)" - -#~ msgid "" -#~ "JetBrains Rider comes with bundled MSBuild, so nothing extra is required. " -#~ "Make sure to set the following preferences:" -#~ msgstr "" -#~ "JetBrains Rider viene con MSBuild incluído, así que no se requiere nada " -#~ "extra. Asegúrate de configurar las siguientes preferencias:" - -#~ msgid "macOS and Linux" -#~ msgstr "macOS y Linux" - -#~ msgid "" -#~ "Download and install the latest version of the `Mono SDK `_. As of Godot 3.1 beta 3, the version number " -#~ "doesn't matter since Godot bundles its own Mono 5.18 installation. We " -#~ "only need the Mono installation for NuGet and MSBuild which are required " -#~ "to use C# in Godot." -#~ msgstr "" -#~ "Descarga e instala la última versión del SDK Mono . Como en el caso de Godot 3.1 beta 3, el número de " -#~ "versión no tiene importancia desde que Godot agrupa su propia instalación " -#~ "Mono 5.18. Solamente necesitaremos la instalación mono para NuGet y " -#~ "MSBuild, los cuales son requeridos para el uso de C# en Godot." - -#~ msgid "" -#~ "To download Mono on macOS, use the \"Stable Channel\" link from the `Mono " -#~ "Downloads Page `_. The Visual " -#~ "Studio channel is an earlier version of Mono and will not work." -#~ msgstr "" -#~ "Para descargar Mono en macOS, utiliza el enlace \"Stable Channel\" de la " -#~ "página `Mono Downloads Page `_. El " -#~ "canal Visual Studio es una versión anterior de Mono y no funcionará." - -#~ msgid "" -#~ "If you are using Visual Studio Code, ensure you download and install the " -#~ "`C# extension `_ to enable features like syntax highlighting and " -#~ "IntelliSense." -#~ msgstr "" -#~ "Si usas Visual Studio Code, asegúrate de descargar e instalar la " -#~ "extensión de `C# `_ para habilitar características como el resaltado de " -#~ "sintaxis y el IntelliSense." - -#~ msgid "Why import?" -#~ msgstr "¿Por qué importar?" - -#~ msgid "" -#~ "Here is a comparison of the two file types to help you choose the one " -#~ "that fits your use case best:" -#~ msgstr "" -#~ "Aquí hay una comparación de los dos tipos de archivos para ayudarte a " -#~ "elegir el que mejor se adapte a tu caso de uso:" - -#~ msgid "" -#~ "WAV files are quite large, but use little CPU power to play back. " -#~ "Hundreds of them can be played simultaneously with little impact on " -#~ "performance. This format is usually best for short sound effects." -#~ msgstr "" -#~ "Los archivos WAV son bastante grandes, pero usan poca potencia de la CPU " -#~ "para reproducirlos. Cientos de ellos pueden ser reproducidos " -#~ "simultáneamente con poco impacto en el rendimiento. Este formato suele " -#~ "ser el mejor para los efectos de sonido cortos." - -#~ msgid "" -#~ "Ogg Vorbis files are much smaller, but use considerably more CPU power to " -#~ "play back, so only a few can be played back at once (especially on " -#~ "mobile). This format works well for music, long sound effect sequences, " -#~ "and voice at relatively low bitrates." -#~ msgstr "" -#~ "Los archivos Ogg Vorbis son mucho más pequeños, pero utilizan mucha más " -#~ "potencia de la CPU para su reproducción, por lo que sólo se pueden " -#~ "reproducir unos pocos a la vez (especialmente en los móviles). Este " -#~ "formato funciona bien para música, largas secuencias de efectos de sonido " -#~ "y voz a velocidades de bits relativamente bajas." - -#~ msgid "" -#~ "Keep in mind that while WAV files may contain looping information in " -#~ "their metadata, Ogg Vorbis files do not. If looping an Ogg Vorbis file is " -#~ "desired, it must be set up using the import options:" -#~ msgstr "" -#~ "Tengan en cuenta que mientras que los archivos WAV pueden contener " -#~ "información en bucle en sus metadatos, los archivos Ogg Vorbis no. Si se " -#~ "desea hacer un bucle en un archivo Ogg Vorbis, debe ser configurado " -#~ "usando las opciones de importación:" - -#~ msgid "Encrypting save games" -#~ msgstr "Encriptar las partidas guardadas" - -#~ msgid "" -#~ "Because the world today is not the world of yesterday. A capitalist " -#~ "oligarchy runs the world and forces us to consume in order to keep the " -#~ "gears of this rotten society on track. As such, the biggest market for " -#~ "video game consumption today is the mobile one. It is a market of poor " -#~ "souls forced to compulsively consume digital content in order to forget " -#~ "the misery of their everyday life, commute, or just any other brief free " -#~ "moment they have that they are not using to produce goods or services for " -#~ "the ruling class. These individuals need to keep focusing on their video " -#~ "games (because not doing so will fill them with tremendous existential " -#~ "angst), so they go as far as spending money on them to extend their " -#~ "experience, and their preferred way of doing so is through in-app " -#~ "purchases and virtual currency." -#~ msgstr "" -#~ "Porque el mundo de hoy no es el mundo de ayer. Una oligarquía capitalista " -#~ "dirige el mundo y nos obliga a consumir para mantener los engranajes de " -#~ "esta sociedad podrida. Por lo tanto, el mayor mercado para el consumo de " -#~ "videojuegos hoy en día es el móvil. Es un mercado de pobres almas " -#~ "obligadas a consumir compulsivamente contenidos digitales para olvidar la " -#~ "miseria de su vida cotidiana, los desplazamientos, o cualquier otro breve " -#~ "momento libre que tengan y que no utilicen para producir bienes o " -#~ "servicios para la clase dominante. Estos individuos necesitan seguir " -#~ "centrándose en sus videojuegos (porque no hacerlo les llenará de una " -#~ "tremenda angustia existencial), por lo que llegan a gastar dinero en " -#~ "ellos para ampliar su experiencia, y su forma preferida de hacerlo es a " -#~ "través de compras in-app y moneda virtual." - -#~ msgid "" -#~ "But what if someone were to find a way to edit the saved games and assign " -#~ "the items and currency without effort? That would be terrible, because it " -#~ "would help players consume the content much faster, and therefore run out " -#~ "of it sooner than expected. If that happens, they will have nothing that " -#~ "prevents them from thinking, and the tremendous agony of realizing their " -#~ "own irrelevance would again take over their life." -#~ msgstr "" -#~ "Pero, ¿qué pasaría si alguien encontrara una manera de editar los juegos " -#~ "guardados y asignar los elementos y la moneda sin esfuerzo? Eso sería " -#~ "terrible, porque ayudaría a los jugadores a consumir el contenido mucho " -#~ "más rápido y, por lo tanto, se quedaría sin él antes de lo esperado. Si " -#~ "eso sucede, no tendrán nada que les impida pensar, y la tremenda agonía " -#~ "de darse cuenta de su propia irrelevancia volvería a apoderarse de sus " -#~ "vidas." - -#~ msgid "" -#~ "No, we definitely do not want that to happen, so let's see how to encrypt " -#~ "savegames and protect the world order." -#~ msgstr "" -#~ "No, definitivamente no queremos que eso suceda, así que veamos cómo " -#~ "encriptar las partidas guardadas y proteger el orden mundial." - -#~ msgid "How?" -#~ msgstr "¿Cómo?" - -#~ msgid "" -#~ "The class :ref:`File ` can open a file at a location and read/" -#~ "write data (integers, strings and variants). It also supports encryption. " -#~ "To create an encrypted file, a passphrase must be provided, like this:" -#~ msgstr "" -#~ "La clase :ref:`File ` puede abrir un archivo en una ubicación " -#~ "y leer/escribir datos (enteros, cadenas y variantes). También soporta la " -#~ "encriptación. Para crear un archivo cifrado, se debe proporcionar una " -#~ "expresión de seguridad, como esta:" - -#~ msgid "" -#~ "This will make the file unreadable to users, but will still not prevent " -#~ "them from sharing savefiles. To solve this, use the device unique id or " -#~ "some unique user identifier, for example:" -#~ msgstr "" -#~ "Esto hará que el archivo sea ilegible para los usuarios, pero aún así no " -#~ "impedirá que compartan los archivos de guardado. Para resolver esto, " -#~ "utiliza el id único del dispositivo o algún identificador de usuario " -#~ "único, por ejemplo:" - -#~ msgid "Note that ``OS.get_unique_id()`` does not work on UWP or HTML5." -#~ msgstr "" -#~ "Ten en cuenta que ``OS.get_unique_id()`` no funciona en UWP o HTML5." - -#~ msgid "That is all! Thank you for your cooperation, citizen." -#~ msgstr "¡Eso es todo! Gracias por su cooperación, ciudadano." - -#~ msgid "" -#~ "This method cannot really prevent players from editing their savegames " -#~ "locally because, since the encryption key is stored inside the game, the " -#~ "player can still decrypt and edit the file themselves. The only way to " -#~ "prevent this from being possible is to store the save data on a remote " -#~ "server, where players can only make authorized changes to their save " -#~ "data. If your game deals with real money, you need to be doing this " -#~ "anyway." -#~ msgstr "" -#~ "Este método no puede evitar que los jugadores editen sus partidas " -#~ "guardadas localmente porque, como la clave de cifrado se almacena dentro " -#~ "del juego, el jugador puede desencriptar y editar el archivo por sí " -#~ "mismo. La única manera de evitar que esto sea posible es almacenar los " -#~ "datos de guardado en un servidor remoto, donde los jugadores sólo pueden " -#~ "hacer cambios autorizados en sus datos de guardado. Si tu juego trata con " -#~ "dinero real, tienes que hacer esto de todos modos." - -#~ msgid "" -#~ "You can also access the AssetLib directly from Godot. It is available " -#~ "from two places - in the Project Manager's Templates tab, and inside of a " -#~ "project, from the workspaces list." -#~ msgstr "" -#~ "También puede acceder a la AssetLib directamente desde Godot. Está " -#~ "disponible desde dos lugares: en la pestaña de plantillas del gestor de " -#~ "proyectos, y dentro de un proyecto, desde la lista de espacios de trabajo." - -#~ msgid "Creating Android plugins (Godot 3.2.2+)" -#~ msgstr "Creando plugins de Android (Godot 3.2.2+)" - -#~ msgid "Instance Properties" -#~ msgstr "Propiedades de instancia" - -#~ msgid "Emscripten ``Module``" -#~ msgstr "``Módulo`` Emscripten" - -#~ msgid "" -#~ "`engine.setStdoutFunc <#engine.setStdoutFunc>`__ **(** function callback " -#~ "**)**" -#~ msgstr "" -#~ "`engine.setStdoutFunc <#engine.setStdoutFunc>`__ **(** function callback " -#~ "**)**" - -#~ msgid "" -#~ "`engine.setStderrFunc <#engine.setStderrFunc>`__ **(** function callback " -#~ "**)**" -#~ msgstr "" -#~ "`engine.setStderrFunc <#engine.setStderrFunc>`__ **(** function callback " -#~ "**)**" - -#~ msgid "Static Method Descriptions" -#~ msgstr "Descripciones de Métodos Estáticos" - -#~ msgid "Promise which resolves once the engine is loaded." -#~ msgstr "Una promesa de que resolverá una vez cargado el motor." - -#~ msgid "Command line argument." -#~ msgstr "Parámetros de la línea de comandos." - -#~ msgid "" -#~ "``true`` if the engine shall be unloaded after initializing, ``false`` " -#~ "otherwise." -#~ msgstr "" -#~ "``true`` si el motor deberá ser eliminado de memoria después de " -#~ "inicializar, ``false`` en caso contrario." - -#~ msgid "" -#~ "Specify a canvas HTML element to use. By default, the first canvas " -#~ "element on the page is used for rendering." -#~ msgstr "" -#~ "Especifica un elemento canvas HTML para utilizar. Por defecto, el primer " -#~ "elemento canvas de la página se utiliza para el renderizado." - -#~ msgid "" -#~ "Specifies whether the canvas will be resized to the width and height " -#~ "specified in the project settings on start. Enabled by default." -#~ msgstr "" -#~ "Especifica si el canvas se redimensionará a la anchura y la altura " -#~ "especificadas en la configuración del proyecto al inicio. Habilitado por " -#~ "defecto." - -#~ msgid "" -#~ "``true`` if the canvas shall be resized on start, ``false`` otherwise." -#~ msgstr "" -#~ "``true`` si el canvas debe redimensionarse al comenzar, ``false`` en caso " -#~ "contrario." - -#~ msgid "Language code." -#~ msgstr "Código del lenguaje." - -#~ msgid "" -#~ "The callback function must accept two numeric arguments: the amount of " -#~ "bytes loaded so far, and the total number of bytes to load." -#~ msgstr "" -#~ "La función callback debe aceptar dos parámetros numéricos: la cantidad de " -#~ "bytes cargados y el total de bytes a cargar." - -#~ msgid "" -#~ "`Android NDK `_ r17 or " -#~ "later." -#~ msgstr "" -#~ "`Android NDK `_ r17 o " -#~ "superior." - -#~ msgid "" -#~ "Brazilian Portuguese: `Godot Brasil (Discord) `_" -#~ msgstr "" -#~ "Portugués brasileño: `Godot Brasil (Discord) `_" - -#~ msgid "" -#~ "French: `Godot Francophone Officiel (Discord) `_" -#~ msgstr "" -#~ "Francés: `Godot Francophone Officiel (Discord) `_" - -#~ msgid "French: `SoloCode Godot (Discord) `_" -#~ msgstr "Francés: `SoloCode Godot (Discord) `_" - -#~ msgid "" -#~ "German: `Deutsche Godot Community (Discord) `_" -#~ msgstr "" -#~ "Alemán: `Deutsche Godot Community (Discord) `_" - -#~ msgid "" -#~ "Swedish: `Swedish Godot Community (Discord) `_" -#~ msgstr "" -#~ "Sueco: `Comunidad Sueca de Godot (Discord) `_" - -#~ msgid "" -#~ "If you install Android Studio, you need to run it once to complete the " -#~ "SDK setup." -#~ msgstr "" -#~ "Si instalas Android Studio, necesitarás ejecutarlo una vez para completar " -#~ "la configuración del SDK." - -#~ msgid "Make sure you have adb" -#~ msgstr "Asegúrate de que tienes adb" - -#~ msgid "" -#~ "Android Debug Bridge (``adb``) is the command line tool used to " -#~ "communicate with Android devices. It's installed with the SDK, but you " -#~ "may need to install one (any) of the Android API levels for it to be " -#~ "installed in the SDK directory." -#~ msgstr "" -#~ "Android Debug Bridge (``adb``) es la herramienta de línea de comandos " -#~ "utilizada para comunicarse con dispositivos Android. Se instala con el " -#~ "SDK, pero es posible que necesites instalar uno (cualquiera) de los " -#~ "niveles de la API de Android para que se instale en el directorio del SDK." - -#~ msgid "" -#~ "The ``adb`` executable (``adb.exe`` on Windows) - It can usually be found " -#~ "at ``%LOCALAPPDATA%\\Android\\Sdk\\platform-tools\\adb.exe``." -#~ msgstr "" -#~ "El ejecutable ``adb`` (``adb.exe`` en Windows) - Se encuentra normalmente " -#~ "en ``%LOCALAPPDATA%\\Android\\Sdk\\platform-tools\\adb.exe``." - -#~ msgid "" -#~ "The ``jarsigner`` executable (from JDK 6 or 8) - On Windows, OpenJDK " -#~ "installs to a directory like ``%PROGRAMFILES%\\AdoptOpenJDK" -#~ "\\jdk-8.0.252.09-hotspot\\bin``. On Linux, it typically installs to a " -#~ "directory like ``/usr/bin/jarsigner``. The exact path may vary depending " -#~ "on the OpenJDK update you've installed and your machine's operating " -#~ "system." -#~ msgstr "" -#~ "El ejecutable ``jarsigner`` (de JDK 6 u 8): en Windows, OpenJDK se " -#~ "instala en un directorio como ``% PROGRAMFILES% \\ AdoptOpenJDK \\ " -#~ "jdk-8.0.252.09-hotspot \\ bin``. En Linux, normalmente se instala en un " -#~ "directorio como ``/ usr / bin / jarsigner``. La ruta exacta puede variar " -#~ "según la actualización de OpenJDK que haya instalado y el sistema " -#~ "operativo de su máquina." - -#~ msgid "" -#~ "There are known issues with 2D skeletons on mobile and web platforms with " -#~ "the GLES2 renderer. We recommend using the GLES3 renderer if your project " -#~ "relies on Skeleton2D for now." -#~ msgstr "" -#~ "Hay problemas conocidos con los esqueletos 2D en plataformas móviles y " -#~ "web con el renderizador GLES2. Recomendamos el uso del renderizador GLES3 " -#~ "si tu proyecto se basa en Skeleton2D por ahora." - -#~ msgid "" -#~ "Global time, in seconds. It's subject to the rollover setting (which is " -#~ "3,600 -1 hour- by default)." -#~ msgstr "" -#~ "Tiempo global, en segundos. Está sujeto al ajuste de rollover (que es de " -#~ "3.600 -1 hora- por defecto)." - -#~ msgid "" -#~ "Constants are similar to variables, but must be constants or constant " -#~ "expressions and must be assigned on initialization." -#~ msgstr "" -#~ "Las constantes son similares a las variables, pero deben de mantener su " -#~ "valor o expresión de forma constante y deben de ser asignadas en su " -#~ "inicialización." - -#~ msgid "Type hints" -#~ msgstr "Indicio/hint de tipo" - -#~ msgid "" -#~ "Place the colon right after the variable's name, without a space, and let " -#~ "the GDScript compiler infer the variable's type when possible." -#~ msgstr "" -#~ "Coloca los dos puntos inmediatamente después del nombre de la variable, " -#~ "sin espacios, y deja que el compilador infiera el tipo de la variable " -#~ "cuando sea posible." - -#~ msgid "" -#~ "Add a space on either sides of the return type arrow when defining " -#~ "functions." -#~ msgstr "" -#~ "Agrega un espacio a ambos lados de la llave que indica el tipo de retorno " -#~ "cuando definas funciones." - -#~ msgid "" -#~ "Download the ZIP file for your platform, there will be a single ``tools`` " -#~ "folder inside:" -#~ msgstr "" -#~ "Descarga el archivo zip para tu plataforma, dentro habrá una sola carpeta " -#~ "``tools``:" - -#~ msgid "" -#~ "If you already have an android-sdk folder, normally located in ``" -#~ "%LOCALAPPDATA%\\Android\\Sdk``, then use this folder instead of creating " -#~ "an empty ``android-sdk`` folder." -#~ msgstr "" -#~ "Si ya tienes una carpeta android-sdk, normalmente ubicada en ``" -#~ "%LOCALAPPDATA%\\Android\\Sdk``, usa esta carpeta en lugar de crear una " -#~ "``android-sdk`` vacía." - -#~ msgid "" -#~ "Unzip the Android SDK ZIP file into the ``android-sdk`` folder. This " -#~ "folder should now contain the unzipped folder called ``tools``. Rename " -#~ "``tools`` to ``latest``. Finally, create an empty folder named ``cmdline-" -#~ "tools`` and place ``latest`` into it. Your final directory structure " -#~ "should look like this :" -#~ msgstr "" -#~ "Descomprime el archivo ZIP de Android SDK en la carpeta ``android-sdk``. " -#~ "Esta carpeta ahora tendrá una carpeta descomprimida llamada ``tools``. " -#~ "Renombra ``tools`` a ``latest``. Finalmente crea una carpeta vacía " -#~ "llamada ``cmdline-tools`` y coloca ``latest`` dentro, La estructura final " -#~ "de directorios debería verse así:" - -#~ msgid "The 4 corner bits work the same as in 2x2 mode." -#~ msgstr "Los bits de 4 esquinas funcionan igual que en el modo 2x2." - -#~ msgid "The center bit should be \"on\" for any tile you wish to use." -#~ msgstr "" -#~ "El bit central deberá estar \"encendido\" para cualquier tile que quieras " -#~ "usar." - -#~ msgid "en_MT" -#~ msgstr "en_MT" - -#~ msgid "English (Malta)" -#~ msgstr "Inglés (Malta)" - -#~ msgid "no" -#~ msgstr "no" - -#~ msgid "no_NO" -#~ msgstr "no_NO" - -#~ msgid "Norwegian (Norway)" -#~ msgstr "Noruego (Noruega)" - -#~ msgid "sr_BA" -#~ msgstr "sr_BA" - -#~ msgid "Serbian (Bosnia and Herzegovina)" -#~ msgstr "Serbio (Bosnia y Herzegovina)" - -#~ msgid "Serbian (Serbia and Montenegro)" -#~ msgstr "Serbio (Serbia y Montenegro)" - -#~ msgid "th_TH_TH" -#~ msgstr "th_TH_TH" - -#~ msgid "Thai (Thailand, TH)" -#~ msgstr "Tailandés (Tailandia, TH)" - -#, fuzzy -#~ msgid "Render order" -#~ msgstr "Modo de renderizado" - -#, fuzzy -#~ msgid "Try changing parameters" -#~ msgstr "Parámetros de Dibujo (Drawing)" - -#~ msgid "Dozens of effects included." -#~ msgstr "Se incluyen docenas de efectos." - -#~ msgid "This allows changing all the import parameters transparently." -#~ msgstr "" -#~ "Esto permite cambiar los parámetros de importación transparentemente." - -#~ msgid "Why import them?" -#~ msgstr "¿Por qué importarlas?" - -#~ msgid "" -#~ "In Godot 3+, image files are no longer native resources and they must be " -#~ "imported. The reason behind this is the large amount of configuration " -#~ "parameters that image files can be imported with." -#~ msgstr "" -#~ "En Godot 3+, los archivos de imagen ya no son recursos nativos y deben " -#~ "importarse. La razón de esto es la gran cantidad de parámetros de " -#~ "configuración con los que se pueden importar los archivos de imagen." - -#~ msgid "" -#~ "This small tutorial will explain what these parameters are and how to " -#~ "best make use of them." -#~ msgstr "" -#~ "Este tutorial explicará cuáles son estos parámetros y cómo hacer mejor " -#~ "uso de ellos." - -#~ msgid "This is also the icon that gets displayed in the Godot project list." -#~ msgstr "" -#~ "Este es el icono que también será mostrado en la lista de proyectos de " -#~ "Godot." - -#~ msgid "" -#~ "You can use software such as GIMP to export an ICO image. For more " -#~ "information, please refer to `this tutorial `_." -#~ msgstr "" -#~ "Para exportar una imagen ICO, se puede utilizar un programa como GIMP. " -#~ "Para más detalles, referirse a `este tutorial `_." - -#~ msgid "ICO file requirements" -#~ msgstr "Requerimientos de archivos de íconos (ICO)" - -#~ msgid "" -#~ "Regardless of which program you use to create your `ICO file `_, there are some requirements to " -#~ "ensure the icon (and your executable) works on Windows." -#~ msgstr "" -#~ "Independientemente de qué programas usas para crear archivos `ICO " -#~ "`_, existen algunos " -#~ "requerimientos para asegurarse de que el ícono (y su ejecutable) " -#~ "funcionan en Windows." - -#~ msgid "" -#~ "This is a bit tricky, as can be seen in the following Stack Overflow " -#~ "threads: `one `_, `two `_." -#~ msgstr "" -#~ "Esto es un poco complicado, como se puede ver en los siguientes hilos de " -#~ "StackOverflow: `uno `_, `dos " -#~ "`_." - -#~ msgid "" -#~ "Your ICO file should at least contain icons in the following resolutions: " -#~ "16×16, 48×48 and 256×256." -#~ msgstr "" -#~ "Tu archivo ICO debe contener iconos en, al menos, las siguientes " -#~ "resoluciones: 16×16, 48×48 and 256×256." - -#~ msgid "" -#~ "If you want to fully support high-DPI screens, this is the full list of " -#~ "supported icon sizes on Windows 10: 16, 20, 24, 28, 30, 31, 32, 40, 42, " -#~ "47, 48, 56, 60, 63, 84 and one larger than 255 pixels (such as 256, 512 " -#~ "or 1024)." -#~ msgstr "" -#~ "Si quieres soporte completo para pantallas high-DPI, esta es la lista de " -#~ "tamaños de íconos soportados en Windows 10: 16, 20, 24, 28, 30, 31, 32, " -#~ "40, 42, 47, 48, 56, 60, 63, 84 y una mayor a 255px. (por ej. 256, 512 o " -#~ "1024)." - -#~ msgid "Godot scenes and scripts are classes" -#~ msgstr "Las escenas y scripts de Godot son clases" - -#~ msgid "" -#~ "In Godot, scripts and scenes can both be the equivalent of classes in an " -#~ "Object-Oriented programming language. The main difference is that scenes " -#~ "are `declarative code `_, while scripts can contain `imperative code " -#~ "`_." -#~ msgstr "" -#~ "En Godot, tanto las escenas como los scripts pueden ser el equivalente a " -#~ "las clases en un lenguaje de programación orientado a objetos. La " -#~ "principal diferencia es que las escenas son `código declarativo `_, mientras que los " -#~ "scripts pueden contener `código imperativo `_." - -#~ msgid "" -#~ "As a result, many best practices in Godot boil down to applying Object-" -#~ "Oriented design principles to the scenes, nodes, or scripts that make up " -#~ "your game." -#~ msgstr "" -#~ "Como resultado, muchas buenas prácticas en Godot se reducen a aplicar " -#~ "principios de diseño orientado a objetos a las escenas, nodos o scripts " -#~ "que forman tu juego." - -#~ msgid "Making sense of classes in Godot" -#~ msgstr "Dando sentido a las clases en Godot" - -#~ msgid "constants" -#~ msgstr "Constantes" - -#~ msgid "signals" -#~ msgstr "señales" - -#~ msgid "" -#~ "On the engine's side, every class defines a static ``_bind_methods()`` " -#~ "function that describes what C++ content it registers to the database and " -#~ "how. When you use the engine, you can extend the methods, properties, and " -#~ "signals available from the ``ClassDB`` by attaching a :ref:`Script " -#~ "` to your node." -#~ msgstr "" -#~ "En el lado del motor, cada clase define una función ``_bind_methods()`` " -#~ "estática que describe qué contenido de C++ registra en la base de datos y " -#~ "cómo. Cuando usas el motor, puedes ampliar los métodos, propiedades y " -#~ "señales disponibles de la ``ClassDB`` vinculando un :ref:`Script " -#~ "` al nodo." - -#~ msgid "" -#~ "Objects check their attached script before the database. This is why " -#~ "scripts can override built-in methods. If a script defines a " -#~ "``_get_property_list()`` method, Godot appends that data to the list of " -#~ "properties the Object fetches from the ClassDB. The same is true for " -#~ "other declarative code." -#~ msgstr "" -#~ "Los objetos comprueban sus scripts vinculados antes que la base de datos. " -#~ "Esta es la razón por la cual los scripts pueden redefinir métodos " -#~ "incorporados. Si un script define un método ``_get_property_list()``, " -#~ "Godot adjunta esta información a la lista de propiedades que el objeto " -#~ "extrae de la ``ClassDB``. Lo mismo sucede con otro código declarativo." - -#~ msgid "" -#~ "As a result, you can instance scripts without the ``extends`` keyword " -#~ "from code, but you cannot attach them to a :ref:`Node `" -#~ msgstr "" -#~ "Como resultado, puedes instanciar scripts sin la palabra clave " -#~ "``extends`` mediante código, pero no puedes vincularlos a un :ref:`Node " -#~ "`" - -#~ msgid "Scenes and scripts are objects" -#~ msgstr "Escenas y scripts son objetos" - -#~ msgid "" -#~ "Many Object-Oriented principles which apply to written code *also* apply " -#~ "to scenes." -#~ msgstr "" -#~ "Varios principios orientados a objetos que se aplican a código escrito " -#~ "*también* se aplican a las escenas." - -#~ msgid "" -#~ "When you need to highlight an area of the editor to show something, like " -#~ "a button or option, use a 2 pixel thick outline without a bevel." -#~ msgstr "" -#~ "Cuando necesites resaltar un área del editor para mostrar algo, como un " -#~ "botón o una opción, utiliza un contorno de 2 píxeles de grosor sin bisel." - -#~ msgid "In Godot:" -#~ msgstr "En Godot:" - -#~ msgid "" -#~ "Option \"-col\" will work only for Mesh nodes. If it is detected, a child " -#~ "static collision node will be added, using the same geometry as the mesh." -#~ msgstr "" -#~ "La opción \"-col\" funcionará sólo para los nodos Mesh. Si se detecta, se " -#~ "añadirá un nodo hijo de colisión estática, utilizando la misma geometría " -#~ "que la malla." - -#, fuzzy -#~ msgid "" -#~ "Option \"-convcol\" will create a :ref:`class_convexpolygonshape` instead " -#~ "of a :ref:`class_concavepolygonshape`." -#~ msgstr "" -#~ "La opción \"-convcolonly\" creará :ref:`class_convexpolygonshape` en " -#~ "lugar de :ref:`class_concavepolygonshape`." - -#~ msgid "Creates a rigid body from this mesh." -#~ msgstr "Crea un rigid body a partir de esta malla." - -#~ msgid "Lights and shadows" -#~ msgstr "Luces y sombras" - -#~ msgid "" -#~ "If they do, the bomb calls ``exploded`` on it. However, the ``exploded`` " -#~ "method in the player has a ``master`` keyword. This means that only the " -#~ "player who is master for that instance will actually get the function." -#~ msgstr "" -#~ "Si lo tienen, la bomba llama ``exploded`` en él. Sin embargo, el método " -#~ "``exploded`` en el jugador tiene una palabra clave ``master``. Esto " -#~ "significa que solo el jugador que es master para esa instancia realmente " -#~ "recibirá la función." - -#~ msgid "" -#~ "This instance, then, calls the ``stun`` method in the same instances of " -#~ "that same player (but in different peers), and only those which are set " -#~ "as puppet, making the player look stunned in all the peers (as well as " -#~ "the current, master one)." -#~ msgstr "" -#~ "Esta instancia, entonces, llama a la función ``stun`` en las mismas " -#~ "instancias de ese mismo jugador (pero en diferentes peers), y solo " -#~ "aquellos que se establecen como puppet, haciendo que el jugador se vea " -#~ "aturdido en todos los peers (así como en el actual , único master)." - -#, fuzzy -#~ msgid "Measuring Performance" -#~ msgstr "Rendimiento" - -#~ msgid "" -#~ "Restricting the flags to a certain number of named flags is also " -#~ "possible. The syntax is similar to the enumeration syntax::" -#~ msgstr "" -#~ "También es posible restringir los flags a un número determinado de flags " -#~ "con nombre. La sintaxis es similar a la sintaxis de enumeración:" - -#~ msgid "" -#~ "Exporting arrays works, but with an important caveat: while regular " -#~ "arrays are created local to every class instance, exported arrays are " -#~ "*shared* between all instances. This means that editing them in one " -#~ "instance will cause them to change in all other instances. Exported " -#~ "arrays can have initializers, but they must be constant expressions." -#~ msgstr "" -#~ "Se pueden exportar arrays pero hay que hacer una pequeña advertencia: " -#~ "Mientras que los arrays regulares se crean localmente en cada instancia " -#~ "de clase, los arrays exportados *se comparten* entre todas ellas. Esto " -#~ "significa que editar uno en una instancia hará que cambien los de las " -#~ "otras instancias. Los arrays exportados pueden tener inicializadores, " -#~ "pero estos deben de ser expresiones constantes." - -#~ msgid "" -#~ "To configure Visual Studio Code for debugging open up a project in Godot. " -#~ "Click on Project and open the project settings. Scroll down and click on " -#~ "Debugger Agent under the Mono category. Then turn on the setting \"wait " -#~ "for debugger.\" Next, copy the port number and open up Visual Studio Code." -#~ msgstr "" -#~ "Para configurar el código de Visual Studio para la depuración, abre un " -#~ "proyecto en Godot. Haz clic en \"Project\" y abre la configuración del " -#~ "proyecto. Desplázate hacia abajo y haz clic en \"Debugger Agent\" en la " -#~ "categoría Mono. Luego activa el ajuste \"Wait for debugger\". A " -#~ "continuación, copia el número de puerto y abre el código de Visual Studio." - -#~ msgid "" -#~ "You need to download the Mono Debug extension from Microsoft. Then open " -#~ "the Godot project folder. Go to the run tab and click on create a launch." -#~ "json file. Select C# Mono from the dropdown menu. When the launch.json " -#~ "file is automatically opened, change the port number to the number you " -#~ "copied previously and save the file. On the run tab, switch the run " -#~ "setting from launch to attach. Whenever you want to debug, make sure Wait " -#~ "for Debugger is turned on in Godot, run the project, and run the debugger " -#~ "in Visual Studio Code." -#~ msgstr "" -#~ "Necesitas descargar la extensión \"Mono Debug\" de Microsoft. Luego abre " -#~ "la carpeta del proyecto Godot. Ve a la pestaña de ejecución y haz clic en " -#~ "crear un archivo llamado \"launch.json\". Selecciona C# Mono en el menú " -#~ "desplegable. Cuando el archivo \"launch.json\" se abra automáticamente, " -#~ "cambia el número de puerto al número que has copiado anteriormente y " -#~ "guarda el archivo. En la pestaña de ejecución, cambie la configuración de " -#~ "ejecución de \"Launch a attach\". Siempre que quieras depurar, asegúrate " -#~ "de que \"Wait for Debugger\" esté activado en Godot, ejecuta el proyecto " -#~ "y ejecuta el depurador en Visual Studio Code." - -#~ msgid "" -#~ "The **Export With Debug** checkbox in the file dialog has no bearing on " -#~ "the final PCK file, so you can leave it as-is." -#~ msgstr "" -#~ "La caja de selección **Exportar Con Depuración** en el diálogo de " -#~ "archivos no afecta al PCK final, se puede dejar así." - -#~ msgid "" -#~ "3D rendering is one of the most difficult areas to get performance from, " -#~ "so this section will have a list of tips." -#~ msgstr "" -#~ "El renderizado 3D es una de las áreas más difíciles de obtener un buen " -#~ "rendimiento, por lo que esta sección tendrá una lista de consejos." - -#~ msgid "" -#~ "An extra situation where vertex cost must be considered is objects that " -#~ "have extra processing per vertex, such as:" -#~ msgstr "" -#~ "Una situación adicional en la que se debe tener en cuenta el coste de los " -#~ "vértices son los objetos que tienen un procesamiento extra por vértice, " -#~ "como por ejemplo:" - -#~ msgid "" -#~ "As also mentioned before, using objects with fewer vertices can improve " -#~ "performance in some cases. Godot has a simple system to change level of " -#~ "detail, :ref:`GeometryInstance ` based objects " -#~ "have a visibility range that can be defined. Having several " -#~ "GeometryInstance objects in different ranges works as LOD." -#~ msgstr "" -#~ "Como también se mencionó anteriormente, el uso de objetos con menos " -#~ "vértices puede mejorar el rendimiento en algunos casos. Godot tiene un " -#~ "sistema simple para cambiar el nivel de detalle, los objetos basados en :" -#~ "ref:`GeometryInstance ` tienen un rango de " -#~ "visibilidad que puede ser definido. Tener varios objetos GeometryInstance " -#~ "en diferentes rangos funciona como LOD." - -#~ msgid "" -#~ "If working on mobile, baking to texture is recommended, since this method " -#~ "is even faster." -#~ msgstr "" -#~ "Si se trabaja en móvil, se recomienda trabajar con texturas, ya que este " -#~ "método es más rápido." - -#~ msgid "Cross croduct" -#~ msgstr "Producto vectorial" - -#~ msgid "`Discord Server `_" -#~ msgstr "`Servidor Discord `_" - -#~ msgid "" -#~ "The reason it starts with 1000 records, and the reason it forces large " -#~ "gaps of unused memory interspersed in the table is to minimize hash " -#~ "collisions and maintain the speed of the accesses." -#~ msgstr "" -#~ "La razón por la que comienza con 1000 registros, y la razón por la que " -#~ "fuerza grandes espacios de memoria sin usar intercalados en la tabla es " -#~ "para minimizar las colisiones de hash y mantener la velocidad de los " -#~ "accesos." - -#, fuzzy -#~ msgid "" -#~ "Check that the methods used in the Java singleton only use simple Java " -#~ "datatypes. More complex datatypes are not supported." -#~ msgstr "" -#~ "Comprueba que los métodos utilizados en el singleton de Java sólo " -#~ "utilizan tipos de datos Java simples, los más complejos no son soportados." - -#~ msgid "" -#~ "Open the ``Ball`` scene and add a ``PhysicsMaterial`` by opening the " -#~ "\"Physics Material Override\" dropdown in the Inspector dock and " -#~ "selecting \"New PhysicsMaterial\"." -#~ msgstr "" -#~ "Abre la escena ``Ball`` y agrega un ``PhysicsMaterial`` abriendo " -#~ "\"Physics Material Override\", haciendo click en la flecha y seleccionado " -#~ "\"Nuevo PhysicsMaterial\"." - -#~ msgid "" -#~ "Note that currently, there are some issues where Godot and the C# project " -#~ "don't stay in sync; if you delete, rename or move a C# script, the change " -#~ "may not be reflected in the C# project file. In cases like this, you will " -#~ "have to edit the C# project file manually." -#~ msgstr "" -#~ "Ten en cuenta que actualmente hay algunos problemas en los que los " -#~ "proyectos Godot y C# no permanecen sincronizados; si eliminas, renombras " -#~ "o mueves cosas como scripts o nodos, es posible que ya no coincidan. En " -#~ "este caso, puede ser útil editar los archivos de la solución manualmente." - -#~ msgid "" -#~ "For example, if you created a script (e.g. ``Test.cs``) and delete it in " -#~ "Godot, compilation will fail because the missing file is still expected " -#~ "to be there by the C# project file. For now, you can simply open up the " -#~ "``.csproj`` file and look for the ``ItemGroup``, there should be a line " -#~ "included like the following:" -#~ msgstr "" -#~ "Ejemplo: Si creaste un script (e.g. ``Test.cs``) y lo borras en Godot, la " -#~ "compilación fallará porque se espera que el archivo que falta aún se " -#~ "encuentre en el proyecto CS. Para corregir, simplemente abre el ``." -#~ "csproj`` y busca el ``ItemGroup``, debería haber una línea incluida como " -#~ "la siguiente:" - -#~ msgid "" -#~ "Simply remove that line and your project should build correctly again. " -#~ "Same for renaming and moving things, simply rename and move them in the " -#~ "project file if needed." -#~ msgstr "" -#~ "Simplemente elimina esa línea y tu proyecto debería volver a compilarse " -#~ "correctamente. Lo mismo para renombrar y mover cosas, simplemente " -#~ "renómbralas y muévelas en el archivo del proyecto si es necesario." - -#~ msgid "" -#~ "As explained above, the C# project isn't always kept in sync " -#~ "automatically when things are deleted, renamed or moved in Godot (`#12917 " -#~ "`_)." -#~ msgstr "" -#~ "Como se explicó anteriormente, el proyecto C# no siempre se mantiene " -#~ "sincronizado automáticamente cuando las cosas son borradas, renombradas o " -#~ "movidas en Godot (`#12917 `_)." - -#~ msgid "Export only resources (+ custom filter), this is the default." -#~ msgstr "" -#~ "Exportar solo los recursos (+filtro personalizado), esta es la opción por " -#~ "defecto." - -#~ msgid "" -#~ "**Export every single file** - This mode exports every single file in the " -#~ "project. This is good to test if something is being forgotten, but " -#~ "developers often have a lot of unrelated stuff around in the project " -#~ "directory, which makes it a bad idea." -#~ msgstr "" -#~ "**Exportar todos los archivos del proyecto** - Este modo exporta todos " -#~ "los archivos del proyecto. Esto sirve para comprobar si se nos ha " -#~ "olvidado algo, pero los desarrolladores suelen tener muchos archivos " -#~ "innecesarios en el directorio de desarrollo, lo que hace que usar esta " -#~ "opción pueda ser una mala idea." - -#~ msgid "" -#~ "**Export only resources** - Only resources are exported. For most " -#~ "projects, this is enough. However many developers like to use custom " -#~ "datafiles in their games. To compensate for this, filters can be added " -#~ "for extra extensions (for instance, ``*.txt,*.csv``)." -#~ msgstr "" -#~ "**Exportar solo los recursos** - Solo se exportan los recursos. Para la " -#~ "mayoría de los proyectos esto es suficiente. No obstante, a muchos " -#~ "desarrolladores les gusta tener tipos de archivos personalizados en sus " -#~ "juegos. Para compensar esto, se pueden añadir filtros para extensiones " -#~ "adicionales (como . *.txt, *.csv, etc.)." - -#~ msgid "" -#~ "**Export only selected resources** - Only select resources from a list " -#~ "are exported. This is probably overkill for most projects, but in some " -#~ "cases it is justified (usually huge projects). This mode offers total " -#~ "control of what is exported. Individual resources can be selected and " -#~ "dependency detection is performed to ensure that everything needed is " -#~ "added." -#~ msgstr "" -#~ "**Exportar solo los recursos seleccionados** - Solo se exportan los " -#~ "recursos de la lista. Esto probablemente es demasiado para muchos " -#~ "proyectos, pero en algunos casos está justificado (usualmente en " -#~ "proyectos enormes). Este modo ofrece un control total de lo que se " -#~ "exporta. Hay que seleccionar cada recurso individualmente y la detección " -#~ "de dependencias se ejecuta para asegurarnos de que se añade todo lo " -#~ "necesario." - -#~ msgid "Install OpenJDK or Oracle JDK" -#~ msgstr "Instalar OpenJDK u Oracle JDK" - -#~ msgid "" -#~ "Download and install `OpenJDK `__ or `Oracle JDK `__. Versions below JDK 8 may not work; some " -#~ "users have reported issues with the jarsigner (used to sign the APKs) in " -#~ "JDK 7." -#~ msgstr "" -#~ "Descarga e instala `OpenJDK `__ u " -#~ "`Oracle JDK `__. Es posible que las versiones inferiores a JDK 8 no " -#~ "funcionen, algunos usuarios han informado de problemas con el jarsigner " -#~ "(utilizado para firmar los APK) en JDK 7." - -#~ msgid "" -#~ "If you install OpenJDK, choose ``1.8``. Don't choose the ``openjdk-jre`` " -#~ "files as that only contains the JRE, not the JDK which is required here." -#~ msgstr "" -#~ "Si instalas OpenJDK, elige ``1.8``. No elijas el ``openjdk-jre`` ya que " -#~ "estos archivos sólo contienen el JRE, no el JDK que es necesario aquí." - -#, fuzzy -#~ msgid "There are two types of products - consumables and non-consumables:" -#~ msgstr "Hay dos maneras de diseñar tu UI en Godot. Tú puedes:" - -#~ msgid "Testing" -#~ msgstr "Prueba" - -#~ msgid "Create a main menu screen" -#~ msgstr "Crear una pantalla de menú principal" - -#~ msgid "Create a game user interface" -#~ msgstr "Crear una interfaz de usuario para el juego" - -#~ msgid "" -#~ "The last two arguments are constants from the ``Tween`` class. " -#~ "``TRANS_LINEAR`` means the animation should be linear. ``EASE_IN`` " -#~ "doesn't do anything with a linear transition, but we must provide this " -#~ "last argument or we'll get an error." -#~ msgstr "" -#~ "Los dos últimos argumentos son constantes de la clase ``Tween``. " -#~ "``TRANS_LINEAR`` significa que la animación debe ser lineal. ``EASE_IN`` " -#~ "no hace nada con una transición lineal, pero debemos proporcionar este " -#~ "último argumento si no queremos recibir un error." - -#~ msgid "" -#~ "Java JDK: http://www.oracle.com/technetwork/java/javase/downloads/index." -#~ "html" -#~ msgstr "" -#~ "Java JDK: http://www.oracle.com/technetwork/java/javase/downloads/index." -#~ "html" - -#~ msgid "Signing the package" -#~ msgstr "Firma del paquete" - -#~ msgid "" -#~ "Finally, use ``SignTool.exe`` from the Windows SDK or Visual Studio::" -#~ msgstr "" -#~ "Finalmente, utiliza ``SignTool.exe`` desde el SDK de Windows o Visual " -#~ "Studio:" - -#~ msgid "Scheme setup" -#~ msgstr "Configuración del scheme" - -#~ msgid "" -#~ "To begin, click the \"Add/Create a New Node\" button and add an :ref:" -#~ "`Area2D ` node to the scene." -#~ msgstr "" -#~ "Para comenzar, haz clic en el botón \"Añadir/Crear un nuevo nodo\" y " -#~ "agrega un nodo :ref:`Area2D ` a la escena." - -#~ msgid "" -#~ "Click \"Play Scene\" (``F6``) and confirm you can move the player around " -#~ "the screen in all directions. The console output that opens upon playing " -#~ "the scene can be closed by clicking ``Output`` (which should be " -#~ "highlighted in blue) in the lower left of the Bottom Panel." -#~ msgstr "" -#~ "Haz clic en \"Reproducir escena\" (``F6``) y confirma que puedes mover el " -#~ "player por la pantalla en todas las direcciones. La salida de la consola " -#~ "que se abre al reproducir la escena puede cerrarse haciendo clic en " -#~ "``Output`` (que debe estar resaltado en azul) en la parte inferior " -#~ "izquierda del Panel Inferior." - -#~ msgid "" -#~ "When connecting a signal, instead of having Godot create a function for " -#~ "you, you can also give the name of an existing function that you want to " -#~ "link the signal to." -#~ msgstr "" -#~ "Cuando conectamos una señal, en lugar de hacer que Godot cree una " -#~ "función, puedes dar el nombre de una función existente a la que quieras " -#~ "vincular a la señal." - -#~ msgid "The Mob scene will use the following nodes:" -#~ msgstr "La escena Mob usará los siguientes nodos:" - -#~ msgid "" -#~ "``fly`` should be set to 3 FPS, with ``swim`` and ``walk`` set to 4 FPS." -#~ msgstr "" -#~ "``fly`` debe estar en 3 FPS, mientras que ``swim`` y ``walk`` en 4 FPS." - -#~ msgid "" -#~ "In the Node tab, connect the HUD's ``start_game`` signal to the " -#~ "``new_game()`` function of the Main node." -#~ msgstr "" -#~ "En el panel Nodo conecta la señal ``start_game`` del HUD a la función " -#~ "``new_game()`` del nodo Main." - -#~ msgid "" -#~ "We'll use the ``start_game`` signal that's already being emitted by the " -#~ "``HUD`` node to remove the remaining creeps. We can't use the editor to " -#~ "connect the signal to the mobs in the way we need because there are no " -#~ "``Mob`` nodes in the ``Main`` scene tree until we run the game. Instead " -#~ "we'll use code." -#~ msgstr "" -#~ "Usaremos la señal ``start_game`` que ya fue emitida por el nodo ``HUD`` " -#~ "para remover los creeps remanentes. No podemos usar el editor para " -#~ "conectar la señal a los enemigos en la forma que necesitamos porque no " -#~ "habrá nodos ``Mob`` en la escena ``Main`` hasta que hayamos iniciado el " -#~ "juego. Entonces usaremos código." - -#~ msgid "" -#~ "Start by adding a new function to ``Mob.gd``. ``queue_free()`` will " -#~ "delete the current node at the end of the current frame." -#~ msgstr "" -#~ "Comienza añadiendo una nueva función en el script ``Mob.gd``. En esta " -#~ "función ``queue_free()`` removerá el nodo actual al final del frame." - -#~ msgid "" -#~ "Then in ``Main.gd`` add a new line inside the ``_on_MobTimer_timeout()`` " -#~ "function, at the end." -#~ msgstr "" -#~ "Luego, en ``Main.gd`` agrega una nueva línea dentro de la función " -#~ "``_on_MobTimer_timeout()``, al final." - -#~ msgid "" -#~ "This line tells the new Mob node (referenced by the ``mob`` variable) to " -#~ "respond to any ``start_game`` signal emitted by the ``HUD`` node by " -#~ "running its ``_on_start_game()`` function." -#~ msgstr "" -#~ "Esta línea le dice al nuevo nodo Mob (referenciado por la variable " -#~ "``mob``) que responda a cualquier señal ``start_game`` emitida por el " -#~ "nodo ``HUD``, ejecutando su función ``_on_start_game()``." - -#~ msgid "" -#~ "Resources and Dictionaries are both passed by reference, but only " -#~ "Resources are reference-counted. This means that if a Dictionary is " -#~ "passed between objects and the first object is deleted, all other " -#~ "objects' references to the Dictionary will be invalidated. Conversely, " -#~ "Resources will not be freed from memory until *all* the objects are " -#~ "deleted." -#~ msgstr "" -#~ "Tanto Resources como Dictionaries se pasan por referencia, pero sólo " -#~ "Resources son contados por referencia. Esto significa que si se pasa un " -#~ "Dictionary entre objetos y se borra el primer objeto, las referencias de " -#~ "todos los demás objetos al Dictionary se invalidarán. Por el contrario, " -#~ "los Resources no serán liberados de la memoria hasta que *todos* los " -#~ "objetos sean borrados." - -#, fuzzy -#~ msgid "" -#~ "Unzip the Android SDK ZIP file you just downloaded there. The only thing " -#~ "in the directory you created in the previous step should be the ``tools`` " -#~ "folder with its contents inside, like this:" -#~ msgstr "" -#~ "a menudo es suficiente. Descomprime el *archivo sdk zip* que acabas de " -#~ "descargar allí. La única cosa en el directorio que creaste en el anterior " -#~ "paso debería ser el directorio *tools* con sus contenidos dentro, tal que " -#~ "así:" - -#~ msgid "" -#~ "This approach has the disadvantage that in Godot the running game can't " -#~ "be explored from different angles (though this may be supported in the " -#~ "future and displaying collision gizmos in the running game is already " -#~ "possible), but in exchange has several advantages:" -#~ msgstr "" -#~ "Este enfoque tiene como desventaja que en Godot el juego activo no puede " -#~ "ser explorado desde diferentes ángulos (aunque esto podría ser soportado " -#~ "en un futuro y ya es posible mostrar gizmos de colisión en el juego " -#~ "activo), pero a cambio tiene varias ventajas:" - -#~ msgid "" -#~ "The last third party scripting language that was used for shipped games " -#~ "was `Squirrel `__, but it was dropped as well. " -#~ "At that point, it became evident that a custom scripting language could " -#~ "more optimally make use of Godot's particular architecture:" -#~ msgstr "" -#~ "El último lenguaje de scripting de terceros que se utilizó para los " -#~ "juegos enviados fue `Squirrel ` __, pero " -#~ "también se eliminó. En ese punto, se hizo evidente que un lenguaje de " -#~ "script personalizado podría hacer un uso más óptimo de la arquitectura " -#~ "particular de Godot:" - -#~ msgid "" -#~ "Godot embeds scripts in nodes. Most languages are not designed with this " -#~ "in mind." -#~ msgstr "" -#~ "Godot embebe scripts en nodos. La mayoría de los lenguajes no está " -#~ "diseñado con eso en mente." - -#~ msgid "" -#~ "Godot uses several built-in data types for 2D and 3D math. Script " -#~ "languages do not provide this, and binding them is inefficient." -#~ msgstr "" -#~ "Godot usa varios tipos de datos incorporados para matemática 2D y 3D. Los " -#~ "lenguajes de scripting no proveen esto y vincularlos es ineficiente." - -#~ msgid "" -#~ "Godot uses threads heavily for lifting and initializing data from the net " -#~ "or disk. Script interpreters for common languages are not friendly to " -#~ "this." -#~ msgstr "" -#~ "Godot hace uso fuerte de hilos para obtener e inicializar datos desde la " -#~ "red o el disco. Intérpretes para lenguajes de scripting comunes no son " -#~ "amigables con ello." - -#~ msgid "" -#~ "Godot already has a memory management model for resources, most script " -#~ "languages provide their own, which results in duplicate effort and bugs." -#~ msgstr "" -#~ "Godot ya posee un modelo de manejo de memoria para recursos, la mayoría " -#~ "de los lenguajes de scripting tienen el suyo, lo que resulta en un " -#~ "esfuerzo duplicado y errores." - -#~ msgid "" -#~ "Binding code is always messy and results in several failure points, " -#~ "unexpected bugs and generally low maintainability." -#~ msgstr "" -#~ "Vincular código siempre es desordenado y resulta en varios puntos de " -#~ "falla, errores inesperados y generalmente baja capacidad para mantenerlo." - -#~ msgid "" -#~ "The result of these considerations is *GDScript*. The language and " -#~ "interpreter for GDScript ended up being smaller than the binding code " -#~ "itself for Lua and Squirrel, while having equal functionality. With time, " -#~ "having a built-in language has proven to be a huge advantage." -#~ msgstr "" -#~ "El resultado de esas consideraciones es *GDScript*. El lenguaje e " -#~ "interprete para GDScript terminó siendo más pequeño que los vínculos de " -#~ "código mismos para Lua y Squirrel, manteniendo la funcionalidad. Con el " -#~ "tiempo, tener un lenguaje incorporado ha probado ser de gran ventaja." - -#~ msgid "Safe vs Unsafe Line" -#~ msgstr "Lineas seguras vs inseguras" - -#~ msgid "" -#~ "It is possible to specify multiple animations from a single timeline as " -#~ "clips. Specify from which frame to which frame each clip must be taken " -#~ "(and, of course, don't forget to specify the FPS option above)." -#~ msgstr "" -#~ "Es posible especificar varias animaciones de una misma línea de tiempo " -#~ "como clips. Especifica de qué fotograma debe tomarse cada clip (y, por " -#~ "supuesto, no olvides especificar la opción FPS de arriba)." - -#~ msgid "Collision Shapes" -#~ msgstr "Formas de Colisión" - -#~ msgid "" -#~ "Because this is such a common operation, ``Vector2`` and ``Vector3`` " -#~ "provide a method for normalizing:" -#~ msgstr "" -#~ "Debido a que esta es una operación muy común, ``Vector2`` y ``Vector3`` " -#~ "proporcionan un método para normalizar:" - -#, fuzzy -#~ msgid "Structs" -#~ msgstr "Constructores" - -#~ msgid "bit-wise and" -#~ msgstr "AND bit-wise" - -#~ msgid "Arc-Sine" -#~ msgstr "Arcoseno" - -#~ msgid "Hyperbolic-Sine" -#~ msgstr "Seno hiperbólico" - -#~ msgid "Inverse-Hyperbolic-Sine" -#~ msgstr "Seno hiperbólico inverso" - -#~ msgid "Power" -#~ msgstr "Potencia" - -#~ msgid "Dot Product" -#~ msgstr "Producto punto" - -#~ msgid "Cross Product" -#~ msgstr "Producto cruz" - -#, fuzzy -#~ msgid "Perform a 2D texture read with projection/lod" -#~ msgstr "" -#~ "Realiza una lectura de textura con proyección/lod (nivel de detalle)" - -#, fuzzy -#~ msgid "Perform a 3D texture read with projection/lod" -#~ msgstr "" -#~ "Realiza una lectura de textura con proyección/lod (nivel de detalle)" - -#~ msgid "Creating a main screen plugin" -#~ msgstr "Creando un plugin de pantalla principal" - -#~ msgid "Tabbed panel scene" -#~ msgstr "Escena de panel con pestañas" - -#~ msgid "Customizing the Web export HTML page" -#~ msgstr "Personalizando la página HTML de exportación a Web" - -#~ msgid "" -#~ "Rather than the default HTML page that comes with the export templates, " -#~ "it is also possible to use a custom HTML page. This allows drastic " -#~ "customization of the final web presentation and behavior. The path to the " -#~ "custom HTML page is specified in the export options as ``Html/Custom Html " -#~ "Shell``." -#~ msgstr "" -#~ "En lugar de la página HTML que viene por defecto con las plantillas de " -#~ "exportación, también es posible personalizar la página HTML. Esto permite " -#~ "una personalización drástica de la presentación y comportamiento de la " -#~ "página web. La ruta de la página HTML personalizada está especificada en " -#~ "las opciones de exportación como ``Html/Custom Html Shell``." - -#~ msgid "" -#~ "Another sample HTML page is available at `/misc/dist/html/fixed-size.html " -#~ "`__. This page uses a fixed size canvas with an output widget " -#~ "below. However, the F12 browser console should be preferred as it can " -#~ "display additional information, such as WebGL errors." -#~ msgstr "" -#~ "Otro ejemplo de páina HTML se encuentra disponible en `/misc/dist/html/" -#~ "fixed-size.html `__. Esta página utiliza un canvas de tamaño " -#~ "fijo con un widget de salidas debajo. Sin embargo, la consola del " -#~ "navegador (F12) debe preferirse ya que puede mostrar información " -#~ "adicional como errores de WebGL." - -#~ msgid "Placeholder substitution" -#~ msgstr "Sustitución de parámetros" - -#~ msgid "" -#~ "When exporting the game, several placeholders in the HTML page are " -#~ "replaced with values depending on the export:" -#~ msgstr "" -#~ "Cuando se exporta el juego, muchos placeholders en la página HTML son " -#~ "sustituidos por valores de acuerdo a la exportación:" - -#~ msgid "Substituted by" -#~ msgstr "Sustituido por" - -#~ msgid "``$GODOT_BASENAME``" -#~ msgstr "``$GODOT_BASENAME``" - -#~ msgid "" -#~ "Basename of exported files without suffixes, e.g. ``game`` when exporting " -#~ "``game.html``" -#~ msgstr "" -#~ "Nombre base de los archivos exportados sin sufijos, ej. ``game`` cuando " -#~ "se exporta ``game.html``" - -#~ msgid "``$GODOT_DEBUG_ENABLED``" -#~ msgstr "``$GODOT_DEBUG_ENABLED``" - -#~ msgid "``true`` if debugging, ``false`` otherwise" -#~ msgstr "``true`` si es de depuración, ``false`` en caso contrario" - -#~ msgid "``$GODOT_HEAD_INCLUDE``" -#~ msgstr "``$GODOT_HEAD_INCLUDE``" - -#~ msgid "" -#~ "Custom string to include just before the end of the HTML ```` " -#~ "element" -#~ msgstr "" -#~ "Cadena personalizada para incluir antes del final del elemento HTML " -#~ "````" - -#~ msgid "" -#~ "The HTML file must evaluate the JavaScript file ``$GODOT_BASENAME.js``. " -#~ "This file defines a global ``Engine`` object used to start the engine, :" -#~ "ref:`see below ` for details." -#~ msgstr "" -#~ "El arcivo HTML debe evaluar el archivo JavaScript ``$GODOT_BASENAME." -#~ "js``. Este archivo define un objeto global ``Engine`` usado al iniciar " -#~ "el motor, :ref:`ver debajo ` para más " -#~ "detalles." - -#~ msgid "" -#~ "The boot splash image is exported as ``$GODOT_BASENAME.png`` and can be " -#~ "used e.g. in ```` elements." -#~ msgstr "" -#~ "La imagen splash de inicio es exportada como ``$GODOT_BASENAME.png`` y " -#~ "puede ser usada en elementos como ````." - -#~ msgid "" -#~ "``$GODOT_DEBUG_ENABLED`` can be useful to optionally display e.g. an " -#~ "output console or other debug tools." -#~ msgstr "" -#~ "``$GODOT_DEBUG_ENABLED`` puede ser útil para, opcionalmente, mostrar " -#~ "salida de consola u otras herramientas de depuración." - -#~ msgid "" -#~ "``$GODOT_HEAD_INCLUDE`` is replaced with the string specified by the " -#~ "export option ``Html/Head Include``." -#~ msgstr "" -#~ "``$GODOT_HEAD_INCLUDE`` es sustituida con la cadena especificada por la " -#~ "opción de exportación ``Html/Head Include``." - -#~ msgid "" -#~ "The JavaScript global object ``Engine`` is defined by ``$GODOT_BASENAME." -#~ "js`` and serves as an interface to the engine start-up process." -#~ msgstr "" -#~ "El objeto global JavaScript es definido por ``$GODOT_BASENAME.js`` y " -#~ "sirve como una interfaz para los procesos de inicio del motor." - -#~ msgid "The object itself has only the following methods:" -#~ msgstr "El objeto tiene sólo los siguientes métodos:" - -#~ msgid "Starting an ``Engine`` instance" -#~ msgstr "Comenzando una instancia de ``Engine``" - -#~ msgid "" -#~ "To start such an instance, the global ``Engine`` object must be loaded, " -#~ "then the ``engine`` instance must be initialized and finally started." -#~ msgstr "" -#~ "Para iniciar esta instancia, el objeto global ``Engine`` debe ser " -#~ "cargado, luego, la instancia ``engine`` debe ser inicializada e iniciada." - -#~ msgid "Configuring start-up behaviour" -#~ msgstr "Configurando comportamiento de inicio" - -#~ msgid "" -#~ "Beside starting the engine, other methods of the engine instance allow " -#~ "configuring the behavior:" -#~ msgstr "" -#~ "Además de comenzar el engine, otros métodos de la instancia engine " -#~ "permite configurar el comportamiento:" - -#~ msgid "" -#~ "This frees browser memory by unloading files that are no longer needed " -#~ "once the instance is initialized. However, if more instances of the " -#~ "engine will be started, the Engine will have to be loaded again." -#~ msgstr "" -#~ "Esto libera memoria del navegador removiendo archivos cargados que no son " -#~ "necesarios una vez que la instancia es inicializada. Sin embargo, si más " -#~ "instancias de engine son iniciadas, Engine tendrá que ser cargado " -#~ "nuevamente." - -#~ msgid "" -#~ "By default, the engine will try to guess the locale to use from the " -#~ "JavaScript environment. It is usually preferable to use a server-side " -#~ "user-specified locale, or at least use the locale requested in the HTTP " -#~ "``Accept-Language`` header. This method allows specifying such a custom " -#~ "locale string." -#~ msgstr "" -#~ "Por defecto, el motor tratará de adivinar la localización a usar desde el " -#~ "entorno JavaScript. Es usualemente preferible para usar una localización " -#~ "especificada por el usuario desde el lado del servidor, o al menos usará " -#~ "la localización solicitada en la cabecera HTTP ``Accept-Language``. Este " -#~ "método permitirá especificar la cadena de localización personalizada." - -#~ msgid "Locale." -#~ msgstr "Idioma." - -#~ msgid "" -#~ "By default, the base name of the loaded engine files is used. This method " -#~ "allows specifying another name." -#~ msgstr "" -#~ "Por defecto, se usa el nombre base de los archivos del engine cargados. " -#~ "Este método permite especificar otro nombre." - -#~ msgid "" -#~ "If the total is 0, it couldn't be calculated. Possible reasons include:" -#~ msgstr "" -#~ "Si el total es 0, no puede ser calculado. Posibles razones incluyen:" - -#~ msgid "" -#~ "This method should usually only be used in debug pages. The ``" -#~ "$GODOT_DEBUG_ENABLED`` placeholder can be used to check for this." -#~ msgstr "" -#~ "Este método debe ser usado solamente en páginas de depuración. El " -#~ "placeholder ``$GODOT_DEBUG_ENABLED`` puede ser usado para verificar esto." - -#~ msgid "By default, ``console.warn()`` is used." -#~ msgstr "Por defecto, se usa ``console.warn()``." - -#~ msgid "" -#~ "If you know what you're doing, you can access the runtime environment " -#~ "(Emscripten's ``Module``) as ``engine.rtenv``. Check the official " -#~ "Emscripten documentation for information on how to use it: https://" -#~ "kripken.github.io/emscripten-site/docs/api_reference/module.html" -#~ msgstr "" -#~ "Si sabes lo que estás haciendo, puedes acceder al entorno de ejecución " -#~ "(módulo Emscripten) como ``engine.rtenv``. Revisa la documentación " -#~ "oficial para información de cómo usarlo: https://kripken.github.io/" -#~ "emscripten-site/docs/api_reference/module.html" - -#, fuzzy -#~ msgid "Customizing module types initialization" -#~ msgstr "Personalizando la presentación" - -#~ msgid "Name" -#~ msgstr "Nombre" - -#, fuzzy -#~ msgid "``CPUParticles2D``" -#~ msgstr "Particles2D" - -#~ msgid "" -#~ "Welcome to Godot! With your project open, you should see the editor’s " -#~ "interface with empty docks on the right side." -#~ msgstr "" -#~ "¡Bienvenide a Godot! Una vez abierto el proyecto deberías ver la interfaz " -#~ "del editor con paneles vacíos a la derecha." - -#~ msgid "Windows, macOS, Linux (unofficial and unsupported)" -#~ msgstr "Windows, macOS, Linux (no oficial y sin soporte)" - -#~ msgid "The *adb* executable (adb.exe on Windows)" -#~ msgstr "El ejecutable *adb* (adb.exe en Windows)" - -#~ msgid "The *jarsigner* executable (from JDK 6 or 8)" -#~ msgstr "El ejecutable *jarsigner* (desde JDK 6 u 8)" - -#~ msgid "The debug *keystore*" -#~ msgstr "El depurador *keystore*" - -#~ msgid "" -#~ "This tutorial will be about *transformations* and will cover a little " -#~ "about matrices (but not in-depth)." -#~ msgstr "" -#~ "Este tutorial será sobre *transformaciones* y cubrirá un poco sobre " -#~ "matrices (pero no en profundidad)." - -#~ msgid "" -#~ "Transformations are most of the time applied as translation, rotation and " -#~ "scale so they will be considered as priority here." -#~ msgstr "" -#~ "Las transformaciones se aplican la mayor parte del tiempo como " -#~ "traslación, rotación y escala, por lo que se considerarán prioritarias " -#~ "aquí." - -#~ msgid "Oriented coordinate system (OCS)" -#~ msgstr "Orientación de un sistema de coordenadas (OCS)" - -#~ msgid "" -#~ "Imagine we have a spaceship somewhere in space. In Godot this is easy, " -#~ "just move the ship somewhere and rotate it:" -#~ msgstr "" -#~ "Imagina que tenemos una nave espacial en el espacio. En Godot esto es " -#~ "fácil, basta con mover la nave hacia algún sitio y rotarla:" - -#~ msgid "" -#~ "Ok, so in 2D this looks simple, a position and an angle for a rotation. " -#~ "But remember, we are grown ups here and don't use angles (plus, angles " -#~ "are not even that useful when working in 3D)." -#~ msgstr "" -#~ "Ok, entonces en 2D esto parece simple, una posición y un ángulo para una " -#~ "rotación. Pero recuerda, somos adultos aquí y no usamos ángulos (además, " -#~ "los ángulos ni siquiera son tan útiles cuando se trabaja en 3D)." - -#~ msgid "" -#~ "We should realize that at some point, someone *designed* this spaceship. " -#~ "Be it for 2D in a drawing such as Paint.net, Gimp, Photoshop, etc. or in " -#~ "3D through a 3D DCC tool such as Blender, Max, Maya, etc." -#~ msgstr "" -#~ "Deberíamos darnos cuenta de que en algún momento, alguien *diseñó* esta " -#~ "nave espacial. Ya sea para 2D en un dibujo como Paint.net, Gimp, " -#~ "Photoshop, etc. o en 3D a través de una herramienta DCC 3D como Blender, " -#~ "Max, Maya, etc." - -#~ msgid "" -#~ "When it was designed, it was not rotated. It was designed in its own " -#~ "*coordinate system*." -#~ msgstr "" -#~ "Cuando se diseñó, no estaba rotado. Fue diseñado en su propio *sistema de " -#~ "coordenadas*." - -#~ msgid "" -#~ "This means that the tip of the ship has a coordinate, the fin has " -#~ "another, etc. Be it in pixels (2D) or vertices (3D)." -#~ msgstr "" -#~ "Esto significa que la punta de la nave tiene una coordenada, la aleta " -#~ "tiene otra, etc. Ya sea en píxeles (2D) o vértices (3D)." - -#~ msgid "So, let's recall again that the ship was somewhere in space:" -#~ msgstr "" -#~ "Así, recordemos de nuevo que la nave estaba en algún lugar en el espacio:" - -#~ msgid "" -#~ "How did it get there? What moved it and rotated it from the place it was " -#~ "designed to its current position? The answer is... a **transform**, the " -#~ "ship was *transformed* from their original position to the new one. This " -#~ "allows the ship to be displayed where it is." -#~ msgstr "" -#~ "¿Cómo llegó a estar allí? ¿Qué la trasladó y la giró desde el lugar en " -#~ "que fue diseñado a su posición actual? La respuesta es... un " -#~ "**transform**; la nave fue *transformada* desde su posición original a la " -#~ "nueva. Esto permite que la nave se muestre donde está." - -#~ msgid "" -#~ "But transform is too generic of a term to describe this process. To solve " -#~ "this puzzle, we will superimpose the ship's original design position at " -#~ "their current position:" -#~ msgstr "" -#~ "Pero “transformar” es un término muy genérico para describir este " -#~ "proceso. Para solucionar este puzle, superpondremos la posición original " -#~ "de diseño de la nave en su posición actual:" - -#~ msgid "" -#~ "So, we can see that the \"design space\" has been transformed too. How " -#~ "can we best represent this transformation? Let's use 3 vectors for this " -#~ "(in 2D), a unit vector pointing towards X positive, a unit vector " -#~ "pointing towards Y positive and a translation." -#~ msgstr "" -#~ "Entonces, podemos ver que el \"espacio diseño\" también ha sido " -#~ "transformado. ¿Cuál es la manera mejor de representar esta " -#~ "transformación? Usemos 3 vectores para esto (en 2D): un vector unitario " -#~ "que señala hacia el eje X positivo, un vector unitario que señala hacia " -#~ "el Y positivo y un desplazamiento." - -#~ msgid "" -#~ "Let's call the 3 vectors \"X\", \"Y\" and \"Origin\", and let's also " -#~ "superimpose them over the ship so it makes more sense:" -#~ msgstr "" -#~ "Llamemos los vectores \"X\", \"Y\" y \"Origin\", y los superpongamos en " -#~ "la nave para que tenga más sentido:" - -#~ msgid "" -#~ "Ok, this is nicer, but it still does not make sense. What do X,Y and " -#~ "Origin have to do with how the ship got there?" -#~ msgstr "" -#~ "Vale, esto es mejor, pero todavía no tiene sentido. ¿Qué tienen que ver " -#~ "los vectores X, Y y Origin con cómo la nave llegó allí?" - -#~ msgid "Well, let's take the point from top tip of the ship as reference:" -#~ msgstr "Bueno, tomemos como referencia el extremo superior de la nave:" - -#~ msgid "" -#~ "And let's apply the following operation to it (and to all the points in " -#~ "the ship too, but we'll track the top tip as our reference point):" -#~ msgstr "" -#~ "Y vamos a aplicarle la siguiente operación (y también a todos los puntos " -#~ "de la nave, pero rastrearemos la parte superior como nuestro punto de " -#~ "referencia):" - -#~ msgid "Doing this to the selected point will move it back to the center:" -#~ msgstr "Haciendo esto al punto seleccionado lo moverá de nuevo al centro:" - -#~ msgid "" -#~ "This was expected, but then let's do something more interesting. Use the " -#~ "dot product of X and the point, and add it to the dot product of Y and " -#~ "the point:" -#~ msgstr "" -#~ "Esto era de esperar, pero entonces hagamos algo más interesante. Utiliza " -#~ "el producto de X y el punto, y añádelo al producto de Y y el punto:" - -#~ msgid "" -#~ "Then what we have is.. wait a minute, it's the ship in its design " -#~ "position!" -#~ msgstr "" -#~ "Entonces lo que tenemos es... espera un minuto, ¡es la nave en su " -#~ "posición de diseño!" - -#~ msgid "" -#~ "How did this black magic happen? The ship was lost in space, and now it's " -#~ "back home!" -#~ msgstr "" -#~ "¿Cómo sucedió esta magia negra? ¡La nave se perdió en el espacio y ahora " -#~ "ha vuelto a casa!" - -#~ msgid "" -#~ "It might seem strange, but it does have plenty of logic. Remember, as we " -#~ "have seen in the :ref:`doc_vector_math`, what happened is that the " -#~ "distance to X axis, and the distance to Y axis were computed. Calculating " -#~ "distance in a direction or plane was one of the uses for the dot product. " -#~ "This was enough to obtain back the design coordinates for every point in " -#~ "the ship." -#~ msgstr "" -#~ "Puede parecer extraño, pero tiene mucha lógica. Recuerda, como hemos " -#~ "visto en el :ref:`doc_vector_math`, lo que pasó es que la distancia al " -#~ "eje X, y la distancia al eje Y fueron calculadas. El cálculo de la " -#~ "distancia en una dirección o plano fue uno de los usos del producto " -#~ "punto. Esto fue suficiente para recuperar las coordenadas de diseño de " -#~ "cada punto de la nave." - -#~ msgid "" -#~ "So, what we have been working with so far (with X, Y and Origin) is an " -#~ "*Oriented Coordinate System*. X an Y are the **Basis**, and *Origin* is " -#~ "the offset." -#~ msgstr "" -#~ "Por lo tanto, lo que hemos estado trabajando hasta ahora (con X, Y y " -#~ "Origin) es un *Sistema de Coordenadas Orientado*. X e Y es la **Base**, y " -#~ "*Origin* es el desplazamiento." - -#~ msgid "" -#~ "We know what the Origin is. It's where the 0,0 (origin) of the design " -#~ "coordinate system ended up after being transformed to a new position. " -#~ "This is why it's called *Origin*, But in practice, it's just an offset to " -#~ "the new position." -#~ msgstr "" -#~ "Sabemos lo que es Origin. Es donde termina el 0,0 (origin) del sistema de " -#~ "coordenadas de diseño después de ser transformado a una nueva posición. " -#~ "Esta es la razón por la que se llama *Origin* (\"Origen\"), pero en la " -#~ "práctica, es sólo una compensación a la nueva posición." - -#~ msgid "" -#~ "The Basis is more interesting. The basis is the direction of X and Y in " -#~ "the OCS from the new, transformed location. It tells what has changed, in " -#~ "either 2D or 3D. The Origin (offset) and Basis (direction) communicate " -#~ "\"Hey, the original X and Y axes of your design are *right here*, " -#~ "pointing towards *these directions*.\"" -#~ msgstr "" -#~ "La Base es más interesante. La base es la dirección de X e Y en el OCS " -#~ "desde la nueva ubicación transformada. Indica lo que ha cambiado, tanto " -#~ "en 2D como en 3D. Origin (desplazamiento) y Base (dirección) comunicarán " -#~ "\"Hey, los ejes X e Y originales de tu diseño están *aquí*, apuntando " -#~ "hacia *estas direcciones*\"." - -#~ msgid "" -#~ "So, let's change the representation of the basis. Instead of 2 vectors, " -#~ "let's use a *matrix*." -#~ msgstr "" -#~ "Entonces, cambiemos la representación de la base. En lugar de 2 vectores, " -#~ "usemos una *matriz*." - -#~ msgid "" -#~ "The vectors are up there in the matrix, horizontally. The next problem " -#~ "now is that.. what is this matrix thing? Well, we'll assume you've never " -#~ "heard of a matrix." -#~ msgstr "" -#~ "Los vectores están arriba en la matriz, horizontalmente. El siguiente " -#~ "problema ahora es que... ¿qué es eso de la matriz? Bueno, asumiremos que " -#~ "nunca has oído hablar de una matriz." - -#~ msgid "Transforms in Godot" -#~ msgstr "Transformaciones en Godot" - -#~ msgid "" -#~ "This tutorial will not explain matrix math (and their operations) in " -#~ "depth, only its practical use. There is plenty of material for that, " -#~ "which should be a lot simpler to understand after completing this " -#~ "tutorial. We'll just explain how to use transforms." -#~ msgstr "" -#~ "Este tutorial no explicará las matemáticas de la matriz (y sus " -#~ "operaciones) en profundidad, sólo su uso práctico. Hay mucho material " -#~ "para eso, que debería ser mucho más fácil de entender después de " -#~ "completar este tutorial. Sólo explicaremos cómo usar las transformaciones." - -#~ msgid "" -#~ ":ref:`class_Transform2D` is a 3x2 matrix. It has 3 Vector2 elements and " -#~ "it's used for 2D. The \"X\" axis is the element 0, \"Y\" axis is the " -#~ "element 1 and \"Origin\" is element 2. It's not divided in basis/origin " -#~ "for convenience, due to its simplicity." -#~ msgstr "" -#~ ":ref:`class_Transform2D` es una matriz de 3x2. Tiene 3 elementos Vector2 " -#~ "y se usa para 2D. El eje \"X\" es el elemento 0, el eje \"Y\" es el " -#~ "elemento 1 y el \"Origin\" es el elemento 2. No está dividido en base/" -#~ "origen por conveniencia, debido a su simplicidad." - -#~ msgid "" -#~ "Most operations will be explained with this datatype (Transform2D), but " -#~ "the same logic applies to 3D." -#~ msgstr "" -#~ "La mayoría de las operaciones se explicarán con este tipo de datos " -#~ "(Transform2D), pero la misma lógica se aplica al 3D." - -#~ msgid "Identity" -#~ msgstr "Identidad" - -#~ msgid "An important transform is the \"identity\" matrix. This means:" -#~ msgstr "" -#~ "Una transformación importante es la matriz de \"identidad\". Esto " -#~ "significa:" - -#~ msgid "'X' Points right: Vector2(1,0)" -#~ msgstr "'X' Apunta a la derecha: Vector2(1,0)" - -#~ msgid "'Y' Points up (or down in pixels): Vector2(0,1)" -#~ msgstr "'Y' Apunta hacia arriba (o hacia abajo en píxeles): Vector2(0,1)" - -#~ msgid "'Origin' is the origin Vector2(0,0)" -#~ msgstr "'Origin' es el origen Vector2(0,0)" - -#~ msgid "" -#~ "It's easy to guess that an *identity* matrix is just a matrix that aligns " -#~ "the transform to its parent coordinate system. It's an *OCS* that hasn't " -#~ "been translated, rotated or scaled." -#~ msgstr "" -#~ "Es fácil adivinar que una matriz de *identidad* es sólo una matriz que " -#~ "alinea la transformación con su sistema de coordenadas padre. Es un *OCS* " -#~ "que no ha sido traducido, rotado o escalado." - -#~ msgid "Operations" -#~ msgstr "Operaciones" - -#~ msgid "Rotation" -#~ msgstr "Rotación" - -#~ msgid "Rotating Transform2D is done by using the \"rotated\" function:" -#~ msgstr "" -#~ "La rotación de Transform2D se realiza mediante la función \"rotated\":" - -#~ msgid "Translation" -#~ msgstr "Traslación" - -#~ msgid "" -#~ "There are two ways to translate a Transform2D, the first one is moving " -#~ "the origin:" -#~ msgstr "" -#~ "Hay dos maneras de trasladar un Transform2D, la primera es moviendo el " -#~ "origen:" - -#~ msgid "This will always work in global coordinates." -#~ msgstr "Esto siempre funcionará en coordenadas globales." - -#~ msgid "" -#~ "If instead, translation is desired in *local* coordinates of the matrix " -#~ "(towards where the *basis* is oriented), there is the :ref:`Transform2D." -#~ "translated() ` method:" -#~ msgstr "" -#~ "En cambio, si se desea realizar la traslación en coordenadas *locales* de " -#~ "la matriz (hacia donde se orienta la *base*), está el método :ref:" -#~ "`Transform2D.translated() `:" - -#~ msgid "" -#~ "You could also transform the global coordinates to local coordinates " -#~ "manually:" -#~ msgstr "" -#~ "También se pueden transformar manualmente las coordenadas globales en " -#~ "coordenadas locales:" - -#~ msgid "" -#~ "But even better, there are helper functions for this as you can read in " -#~ "the next sections." -#~ msgstr "" -#~ "Pero aún mejor, hay funciones helper para esto como se puede leer en las " -#~ "siguientes secciones." - -#~ msgid "Local to global coordinates and vice versa" -#~ msgstr "Coordenadas locales a globales y viceversa" - -#~ msgid "" -#~ "There are helper methods for converting between local and global " -#~ "coordinates." -#~ msgstr "" -#~ "Hay métodos helper para convertir entre coordenadas locales y globales." - -#~ msgid "" -#~ "There are :ref:`Node2D.to_local() ` and :" -#~ "ref:`Node2D.to_global() ` for 2D as well " -#~ "as :ref:`Spatial.to_local() ` and :ref:" -#~ "`Spatial.to_global() ` for 3D." -#~ msgstr "" -#~ "Existen :ref:`Node2D.to_local() ` y :ref:`Node2D." -#~ "to_global() ` tanto para 2D como para :ref:" -#~ "`Spatial.to_local() ` y :ref:`Spatial.to_global() " -#~ "`para 3D." - -#~ msgid "" -#~ "A matrix can be scaled too. Scaling will multiply the basis vectors by a " -#~ "vector (X vector by x component of the scale, Y vector by y component of " -#~ "the scale). It will leave the origin alone:" -#~ msgstr "" -#~ "Una matriz también se puede escalar. La escala multiplicará los vectores " -#~ "base por un vector (vector X por componente x de la escala, vector Y por " -#~ "componente y de la escala). Dejará el origen en paz:" - -#~ msgid "" -#~ "These kind of operations in matrices are accumulative. It means every one " -#~ "starts relative to the previous one. For those who have been living on " -#~ "this planet long enough, a good reference of how transform works is this:" -#~ msgstr "" -#~ "Este tipo de operaciones en matrices son acumulativas. Significa que cada " -#~ "uno comienza en relación con el anterior. Para aquellos que han estado " -#~ "viviendo en este planeta el tiempo suficiente, una buena referencia de " -#~ "cómo funciona la transformación es ésta:" - -#~ msgid "" -#~ "A matrix is used similarly to a turtle. The turtle most likely had a " -#~ "matrix inside (and you are likely learning this many years *after* " -#~ "discovering Santa is not real)." -#~ msgstr "" -#~ "Una matriz se usa de manera similar a una tortuga. Lo más probable es que " -#~ "la tortuga tuviera una matriz dentro (y es probable que estés aprendiendo " -#~ "esto muchos años *después* de descubrir a Santa Claus no es real)." - -#~ msgid "" -#~ "Transform is the act of switching between coordinate systems. To convert " -#~ "a position (either 2D or 3D) from \"designer\" coordinate system to the " -#~ "OCS, the \"xform\" method is used." -#~ msgstr "" -#~ "La transformación es el acto de cambiar entre sistemas de coordenadas. " -#~ "Para convertir una posición (2D o 3D) del \"diseñador\" del sistema de " -#~ "coordenadas al OCS, se utiliza el método \"xform\"." - -#~ msgid "And only for basis (no translation):" -#~ msgstr "Y sólo para la base (sin traducción):" - -#~ msgid "Inverse transform" -#~ msgstr "Transformación inversa" - -#~ msgid "" -#~ "To do the opposite operation (what we did up there with the rocket), the " -#~ "\"xform_inv\" method is used:" -#~ msgstr "" -#~ "Para hacer la operación opuesta (lo que hicimos con el cohete), se " -#~ "utiliza el método \"xform_inv\":" - -#~ msgid "Only for Basis:" -#~ msgstr "Sólo para la Base:" - -#~ msgid "Orthonormal matrices" -#~ msgstr "Matrices ortonormales" - -#~ msgid "" -#~ "However, if the matrix has been scaled (vectors are not unit length), or " -#~ "the basis vectors are not orthogonal (90°), the inverse transform will " -#~ "not work." -#~ msgstr "" -#~ "Sin embargo, si la matriz ha sido escalada (los vectores no son de " -#~ "longitud unitaria), o los vectores de base no son ortogonales (90°), la " -#~ "transformación inversa no funcionará." - -#~ msgid "" -#~ "In other words, inverse transform is only valid in *orthonormal* " -#~ "matrices. For this, these cases an affine inverse must be computed." -#~ msgstr "" -#~ "En otras palabras, la transformación inversa sólo es válida en matrices " -#~ "*ortonormales*. Para esto, estos casos se debe computar un inverso afín." - -#~ msgid "" -#~ "The transform, or inverse transform of an identity matrix will return the " -#~ "position unchanged:" -#~ msgstr "" -#~ "La transformación, o transformación inversa, de una matriz de identidad " -#~ "devolverá la posición sin cambios:" - -#~ msgid "Affine inverse" -#~ msgstr "Afín inverso" - -#~ msgid "" -#~ "The affine inverse is a matrix that does the inverse operation of another " -#~ "matrix, no matter if the matrix has scale or the axis vectors are not " -#~ "orthogonal. The affine inverse is calculated with the affine_inverse() " -#~ "method:" -#~ msgstr "" -#~ "El inverso afín es una matriz que hace la operación inversa de otra " -#~ "matriz, no importa si la matriz tiene escala o los vectores del eje no " -#~ "son ortogonales. El inverso afín se calcula con el método " -#~ "affine_inverse():" - -#~ msgid "If the matrix is orthonormal, then:" -#~ msgstr "Si la matriz es ortonormal, entonces:" - -#~ msgid "" -#~ "Matrices can be multiplied. Multiplication of two matrices \"chains" -#~ "\" (concatenates) their transforms." -#~ msgstr "" -#~ "Las matrices se pueden multiplicar. Multiplicación de dos matrices " -#~ "\"encadenan\" (concatenan) sus transformaciones." - -#~ msgid "" -#~ "However, as per convention, multiplication takes place in reverse order." -#~ msgstr "" -#~ "Sin embargo, según la convención, la multiplicación tiene lugar en orden " -#~ "inverso." - -#~ msgid "To make it a little clearer, this:" -#~ msgstr "Para que quede un poco más claro, esto:" - -#~ msgid "Is the same as:" -#~ msgstr "Es lo mismo que:" - -#~ msgid "However, this is not the same:" -#~ msgstr "Sin embargo, esto no es lo mismo:" - -#~ msgid "Because in matrix math, A * B is not the same as B * A." -#~ msgstr "Porque en matemáticas matriciales, A * B no es lo mismo que B * A." - -#~ msgid "Multiplication by inverse" -#~ msgstr "Multiplicación por el inverso" - -#~ msgid "Multiplying a matrix by its inverse, results in identity:" -#~ msgstr "Multiplicar una matriz por su inverso, resulta en una identidad:" - -#~ msgid "Multiplication by identity" -#~ msgstr "Multiplicación por la identidad" - -#~ msgid "" -#~ "Multiplying a matrix by identity, will result in the unchanged matrix:" -#~ msgstr "" -#~ "Multiplicando una matriz por la identidad, resultará en la matriz sin " -#~ "cambios:" - -#~ msgid "Matrix tips" -#~ msgstr "Consejos sobre matrices" - -#~ msgid "" -#~ "When using a transform hierarchy, remember that matrix multiplication is " -#~ "reversed! To obtain the global transform for a hierarchy, do:" -#~ msgstr "" -#~ "Al utilizar una jerarquía de transformación, recuerda que la " -#~ "multiplicación de matrices se invierte. Para obtener la transformación " -#~ "global para una jerarquía, haz:" - -#~ msgid "For 3 levels:" -#~ msgstr "Para 3 niveles:" - -#~ msgid "" -#~ "To make a matrix relative to the parent, use the affine inverse (or " -#~ "regular inverse for orthonormal matrices)." -#~ msgstr "" -#~ "Para hacer una matriz relativa al padre, hay que utilizar el inverso afín " -#~ "(o el inverso regular para matrices ortonormales)." - -#~ msgid "Revert it just like the example above:" -#~ msgstr "Revertirlo como en el ejemplo anterior:" - -#~ msgid "" -#~ "OK, hopefully this should be enough! Let's complete the tutorial by " -#~ "moving to 3D matrices." -#~ msgstr "" -#~ "¡Bien, espero que esto sea suficiente! Vamos a completar el tutorial " -#~ "moviéndonos a matrices 3D." - -#~ msgid "Matrices & transforms in 3D" -#~ msgstr "Matrices y transformaciones en 3D" - -#~ msgid "" -#~ "As mentioned before, for 3D, we deal with 3 :ref:`Vector3 " -#~ "` vectors for the rotation matrix, and an extra one for " -#~ "the origin." -#~ msgstr "" -#~ "Como se ha mencionado anteriormente, para 3D, tratamos con 3 :ref:" -#~ "`Vector3 ` vectores para la matriz de rotación, y uno " -#~ "extra para el origen." - -#~ msgid "" -#~ "Godot has a special type for a 3x3 matrix, named :ref:`Basis " -#~ "`. It can be used to represent a 3D rotation and scale. Sub " -#~ "vectors can be accessed as:" -#~ msgstr "" -#~ "Godot tiene un tipo especial para una matriz 3x3, llamado :ref:`Basis " -#~ "`. Se puede utilizar para representar una rotación y escala " -#~ "3D. Los subvectores se acceden así:" - -#~ msgid "Or, alternatively as:" -#~ msgstr "O, de forma alternativa, como:" - -#~ msgid "The Identity Basis has the following values:" -#~ msgstr "La Identidad de Basis tiene los siguientes valores:" - -#~ msgid "And can be accessed like this:" -#~ msgstr "Y se puede acceder así:" - -#~ msgid "Rotation in 3D" -#~ msgstr "Rotación en 3D" - -#~ msgid "" -#~ "Rotation in 3D is more complex than in 2D (translation and scale are the " -#~ "same), because rotation is an implicit 2D operation. To rotate in 3D, an " -#~ "*axis*, must be picked. Rotation, then, happens around this axis." -#~ msgstr "" -#~ "La rotación en 3D es más compleja que en 2D (traslation y scale son " -#~ "iguales), porque la rotación es una operación 2D implícita. Para rotar en " -#~ "3D, se debe seleccionar un *eje*. La rotación, entonces, ocurre alrededor " -#~ "de este eje." - -#~ msgid "" -#~ "The axis for the rotation must be a *normal vector*. As in, a vector that " -#~ "can point to any direction, but length must be one (1.0)." -#~ msgstr "" -#~ "El eje para la rotación debe ser un *vector normal*. Es decir, un vector " -#~ "que puede apuntar a cualquier dirección, pero la longitud debe ser uno " -#~ "(1.0)." - -#~ msgid "" -#~ "To add the final component to the mix, Godot provides the :ref:`Transform " -#~ "` type. Transform has two members:" -#~ msgstr "" -#~ "Para añadir el componente final a la mezcla, Godot proporciona el tipo :" -#~ "ref:`Transform `. Transform tiene dos miembros:" - -#~ msgid "*basis* (of type :ref:`Basis `)" -#~ msgstr "*basis* (de tipo :ref:`Basis `)" - -#~ msgid "*origin* (of type :ref:`Vector3 `)" -#~ msgstr "*origin* (de tipo :ref:`Vector3 `)" - -#~ msgid "" -#~ "Any 3D transform can be represented with Transform, and the separation of " -#~ "basis and origin makes it easier to work translation and rotation " -#~ "separately." -#~ msgstr "" -#~ "Cualquier transformación 3D puede ser representada con Transform, y la " -#~ "separación de la base y el origen hace más fácil trabajar el traslado y " -#~ "la rotación por separado." - -#, fuzzy -#~ msgid "Android directories" -#~ msgstr "Directorios de Android" - -#~ msgid "Java singleton" -#~ msgstr "Singleton Java" - -#~ msgid "" -#~ "An Android plugin will usually have a singleton class that will load it, " -#~ "this class inherits from ``Godot.SingletonBase``. Resource identifiers " -#~ "for any additional resources you have provided for the module will be in " -#~ "the ``com.godot.game.R`` class, so you'll likely want to import it." -#~ msgstr "" -#~ "Un plugin de Android normalmente tendrá una clase singleton que lo " -#~ "cargará, esta clase hereda de ``Godot.SingletonBase``. Los " -#~ "identificadores de recursos para cualquier recurso adicional que haya " -#~ "proporcionado para el módulo estarán en la clase ``com.godot.game.R``, " -#~ "por lo que probablemente querrás importarlo." - -#~ msgid "A singleton object template follows:" -#~ msgstr "A continuación se muestra una plantilla de objeto singleton:" - -#, fuzzy -#~ msgid "Using it from GDScript" -#~ msgstr "Utilización en GDScript" - -#~ msgid "Future" -#~ msgstr "Posterior" - -#~ msgid "" -#~ "Godot supports Collada via the `OpenCollada `_ exporter (Maya, " -#~ "3DSMax)." -#~ msgstr "" -#~ "Godot soporta Collada a través del exportador `OpenCollada `_ (Maya, " -#~ "3DSMax)." - -#~ msgid "" -#~ "If you are using Blender, take a look at our own `Better Collada Exporter " -#~ "`_." -#~ msgstr "" -#~ "Si estás usando Blender, dale un vistazo a nuestro propio`Mejor " -#~ "Exportador Collada `_." - -#~ msgid "" -#~ "FBX SDK has a `restrictive license `_, that is incompatible with the `open license " -#~ "`_ provided by Godot. That being " -#~ "said, FBX support could still be provided by third parties as a plugin. " -#~ "(See Plugins question below.)" -#~ msgstr "" -#~ "FBX SDK tiene una `licencia restrictiva `_, que es incompatible con la `licencia abierta " -#~ "`_ proporcionada por Godot. Dicho " -#~ "esto, el soporte de FBX podría ser proporcionado por terceros como un " -#~ "plugin. (Ver la sección de Plugins a continuación.)" - -#~ msgid "" -#~ "Lossy Compression: For games with lots of large 2D assets, lossy " -#~ "compression can be a great choice. It has some artifacting, but less than " -#~ "VRAM and the file size is almost a tenth of Lossless." -#~ msgstr "" -#~ "Compresión con pérdidas: para juegos con muchos recursos grandes en 2D, " -#~ "la compresión con pérdida puede ser una buena opción. Presenta algunos " -#~ "defectos, pero menos que la compresión VRAM y el tamaño del archivo es " -#~ "casi una décima parte de la compresión sin pérdidas." - -#~ msgid "|image15|" -#~ msgstr "|image15|" - -#~ msgid "|image16|" -#~ msgstr "|image16|" - -#~ msgid "|image20|" -#~ msgstr "|image20|" - -#~ msgid "|image17|" -#~ msgstr "|image17|" - -#~ msgid "|image18|" -#~ msgstr "|image18|" - -#~ msgid "|image19|" -#~ msgstr "|image19|" - -#~ msgid "" -#~ "Let's make these abstract concepts more concrete with an example. " -#~ "Following a long tradition in tutorials, we'll start with a \"Hello World" -#~ "\" project. This will introduce us to using the editor." -#~ msgstr "" -#~ "Hagamos que estos conceptos abstractos sean más concretos con un ejemplo. " -#~ "Siguiendo una larga tradición en tutoriales, comenzaremos con un proyecto " -#~ "de \"Hola mundo\". Esto nos introducirá a usar el editor." - -#~ msgid "" -#~ "If you run the Godot executable outside of a project, the Project Manager " -#~ "appears. This helps developers manage their projects." -#~ msgstr "" -#~ "Si ejecuta Godot fuera de un proyecto, aparece el Administrador de " -#~ "proyectos. Esto ayuda a los desarrolladores a administrar sus proyectos." - -#~ msgid "" -#~ "To create a new project, click the \"New Project\" option. Choose and " -#~ "create a path for the project and specify the project name." -#~ msgstr "" -#~ "Para crear un nuevo proyecto, haz clic en la opción \"Nuevo proyecto\". " -#~ "Elige y crea una ruta para el proyecto y especifica el nombre del " -#~ "proyecto." - -#~ msgid "" -#~ "Once you've created the \"New Project\", then open it. This will open the " -#~ "Godot editor:" -#~ msgstr "" -#~ "Una vez que hayas creado el \"Proyecto nuevo\", ábrelo. Esto abrirá el " -#~ "editor de Godot:" - -#~ msgid "int" -#~ msgstr "int" - -#~ msgid "Code structure" -#~ msgstr "Estructura de código" - -#~ msgid "Indent type: Tabs *(editor default)*" -#~ msgstr "Estilo de Indentación: Tabs *(editor default)*" - -#~ msgid "Indent size: 4 *(editor default)*" -#~ msgstr "Tamaño de la Indentación: 4 *(editor default)*" - -#~ msgid "**NEVER**:" -#~ msgstr "**NUNCA**:" - -#~ msgid "Use PascalCase: ``extends KinematicBody``" -#~ msgstr "Usa PascalCase: ``extends KinematicBody``" - -#~ msgid "Use snake\\_case: ``get_node()``" -#~ msgstr "usa snake\\_case: ``get_node()``" - -#~ msgid "" -#~ "These signals can then be connected either in the editor or from code " -#~ "with ``Connect``." -#~ msgstr "" -#~ "Esas señales pueden ser conectadas mediante el editor o por códibo con " -#~ "``Connect``." - -#~ msgid "" -#~ "**global resource allocation**: If all objects' data and processing is " -#~ "centralized from the start, then one must either..." -#~ msgstr "" -#~ "**asignación global de recursos**: Si todos los datos de un objeto y su " -#~ "procesamiento es centralizado desde el principio, entonces uno debe..." - -#~ msgid "risk under-allocating resources which might lead to faulty behavior." -#~ msgstr "" -#~ "arriesgarse a sub-asignar recursos que podrían provocar un comportamiento " -#~ "erróneo." - -#~ msgid "" -#~ "Ex: Have too few AudioStreamPlayers in the object pool. Sound doesn't " -#~ "play or it interrupts another sound." -#~ msgstr "" -#~ "Ej: Tener muy pocos AudioStreamPlayers en el grupo de objetos. El sonido " -#~ "no se reproduce o interrumpe otro sonido." - -#~ msgid "" -#~ "over-allocate resources and use more memory/processing than it needs." -#~ msgstr "" -#~ "sobre-asignar recursos y usar más memoria/procesamiento de lo necesario." - -#~ msgid "" -#~ "Ex: Have an arbitrarily large number of AudioStreamPlayers, with many of " -#~ "them idling away and not doing anything." -#~ msgstr "" -#~ "Ej: Tener un número arbitrariamente grande de AudioStreamPlayers, muchos " -#~ "de ellos inactivos y sin hacer nada." - -#~ msgid "" -#~ "have each object that needs an AudioStreamPlayer register exactly how " -#~ "many it needs and for which sounds. This defeats the purpose of using a " -#~ "3rd party though; it is now coupled to each object, just as a child node " -#~ "would have been. One has added an unnecessary middleman to the equation." -#~ msgstr "" -#~ "Cada objeto que necesita un AudioStreamPlayer registra exactamente " -#~ "cuántos necesita y para qué sonidos. Esto anula el propósito de usar un " -#~ "tercero; ahora está acoplado a cada objeto, tal como lo estaría un nodo " -#~ "hijo. Uno ha añadido un intermediario innecesario a la ecuación." - -#~ msgid "" -#~ "Each scene accesses only its own nodes. Now, if there is a bug, tracing " -#~ "which node is responsible (probably the root node of the scene), and " -#~ "where in the code it's making the problematic call (locate where the code " -#~ "references the given node) is going to be much easier." -#~ msgstr "" -#~ "Cada escena accede sólo a sus propios nodos. Ahora, si hay un error, " -#~ "rastrear qué nodo es el responsable (probablemente el nodo raíz de la " -#~ "escena), y en qué parte del código está haciendo la llamada problemática " -#~ "(localizar dónde el código hace referencia al nodo en cuestión) va a ser " -#~ "mucho más fácil." - -#~ msgid "" -#~ "Each scene knows exactly how many resources it needs for the task it " -#~ "performs. No waste of memory or processing due to a lack of information." -#~ msgstr "" -#~ "Cada escena sabe exactamente cuántos recursos necesita para la tarea que " -#~ "realiza. No hay pérdida de memoria o procesamiento por falta de " -#~ "información." - -#~ msgid "" -#~ "The typical justifications for the Autoload include, \"I have common Xs " -#~ "that involve many nodes across many scenes, and I want each scene to have " -#~ "X.\"" -#~ msgstr "" -#~ "Las justificaciones típicas para el Autoload incluyen, \"Tengo X's " -#~ "comunes que involucran muchos nodos a través de muchas escenas, y quiero " -#~ "que cada escena tenga X.\"" - -#~ msgid "" -#~ "If X is a function, then the solution is to create a new type of :ref:" -#~ "`Node ` that deals with providing that feature for an " -#~ "individual scene or node subtree." -#~ msgstr "" -#~ "Si X es una función, entonces la solución es crear un nuevo tipo de :ref:" -#~ "`Nodo ` que se ocupe de proporcionar esa característica para " -#~ "una escena individual o subárbol de un nodo." - -#~ msgid "" -#~ "If X is data, then the solution is either 1) to create a new type of :ref:" -#~ "`Resource ` to share the data, or 2) to store the data in " -#~ "an object to which each node has access (nodes within a scene can use " -#~ "`get_owner()` to fetch the scene root for example)." -#~ msgstr "" -#~ "Si X es dato, entonces la solución es, 1) crear un nuevo tipo de :ref:" -#~ "`Resource ` para compartir datos, o 2) guardar los datos " -#~ "en un objeto al cual cada nodo tenga acceso (nodos dentro de una escena " -#~ "pueden utilizar `get_owner()` para obtener la raíz de su escena)." - -#~ msgid "" -#~ "**Static Data**: if you need static data, i.e. data that should be " -#~ "associated with a class (so there is only ever one copy of the data), " -#~ "then autoloads are good opportunities for that. Static data doesn't exist " -#~ "in Godot's scripting API, so autoload singletons are the next best thing. " -#~ "If one creates a class as an autoload, and never creates another copy of " -#~ "that class within a scene, then it will function in place of a formal " -#~ "singleton API." -#~ msgstr "" -#~ "**Datos estáticos**: si necesitas datos estáticos, por ejemplo, datos que " -#~ "deben ser asociados a una clase (así hay sólo una única copia de los " -#~ "datos), entonces los autoloads son una buena oportunidad para eso. Los " -#~ "datos estáticos no existen en la API de scripting de Godot, así que los " -#~ "autoload singletons son lo mejor disponible. Si uno crea una clase como " -#~ "autoload y nunca crea otra copia de esa clase dentro de una escena, " -#~ "entonces esta funcionará en como un singleton." - -#~ msgid "" -#~ "**Convenience**: autoloaded nodes have a global variable for their name " -#~ "generated in GDScript. This can be very convenient for defining objects " -#~ "that should always exist, but which need object instance information. The " -#~ "alternative is to create a namespace script: a script that's purpose is " -#~ "only to load and create constants to access other Script or PackedScene " -#~ "resources, resulting in something like ``MyAutoload.MyNode.new()``." -#~ msgstr "" -#~ "**Convenience**: los nodos en modo autoload tienen una variable global " -#~ "generada para GDScript. Esto puede ser conveniente para definir objetos " -#~ "que deben existir siempre pero que necesitan información de instancia de " -#~ "objeto. La alternativa es crear un script de espacio de nombres, un " -#~ "script cuyo único propósito es cargar y crear constantes para acceder a " -#~ "otros recursos Script o PackedScene, resultando en algo como ``MyAutoload." -#~ "MyNode.new()``." - -#~ msgid "" -#~ "Note that the introduction of script classes in Godot 3.1 questions the " -#~ "validity of this reason. With them, one can access scripts using an " -#~ "explicit name from GDScript. Using an autoload to get to a namespace " -#~ "script becomes unnecessary, e.g. ``MyScriptClass.MyPreloadedScript." -#~ "new()``." -#~ msgstr "" -#~ "Nota que la introducción de classes de script en Godot 3.1 cuestiona la " -#~ "validez de esta lógica. Con ellas, se pueden acceder scripts usando un " -#~ "nombre explícito desde GDScript. Usando un autoload para crear un espacio " -#~ "de nombres se vuelve innecesario, por ejemplo: ``MyScriptClass." -#~ "MyPreloadedScript.new()``." - -#~ msgid "" -#~ "See the `animation panel reference <#animation-panel-reference>`__ below " -#~ "for details." -#~ msgstr "" -#~ "Para obtener más detalles, consulta la `referencia del panel de animación " -#~ "<#animation-panel-reference>`__ a continuación." - -#~ msgid "" -#~ "The track name consists of a Node Path, followed by a colon, followed by " -#~ "a reference to its property, that we would like to modify." -#~ msgstr "" -#~ "El nombre de la pista consiste en una ruta de nodo, seguida de dos " -#~ "puntos, seguidos de una referencia a su propiedad, que nos interesaría " -#~ "modificar." - -#~ msgid "" -#~ "In our example, the path is ``AnimationPlayer/Sprite`` and the property " -#~ "is ``position``." -#~ msgstr "" -#~ "En nuestro ejemplo, la ruta es ``AnimationPlayer/Sprite`` y la propiedad " -#~ "es ``position``." - -#~ msgid "" -#~ "The path always starts at the AnimationPlayer node's parent (so paths " -#~ "always have to include the AnimationPlayer node itself)." -#~ msgstr "" -#~ "La ruta siempre comienza en el nodo padre AnimationPlayer (por lo que las " -#~ "rutas siempre tienen que incluir el propio nodo AnimationPlayer)." - -#~ msgid "" -#~ "Don't worry if you change the names of nodes in the Scene Tree, that you " -#~ "already have tracks for. Godot automatically updates the paths in the " -#~ "tracks." -#~ msgstr "" -#~ "No te preocupes si cambias los nombres de los nodos del árbol de escenas " -#~ "para los que ya tienes pistas. Godot actualiza automáticamente las rutas " -#~ "en las pistas." - -#~ msgid "" -#~ "The methods ``object Object.Call(string method, params object[] args)``, " -#~ "``object Object.Get(string field)`` and ``object Object.Set(string field, " -#~ "object value)`` are provided to communicate with instances of other " -#~ "scripting languages via the Variant API." -#~ msgstr "" -#~ "Los métodos ``object Object.call(string method, params object[] args)``, " -#~ "``object Object.get(string field)`` y ``object Object.set(string field, " -#~ "object value)`` se proporcionan para comunicarse con instancias de otros " -#~ "lenguajes de scripting a través de Variant API." - -#, fuzzy -#~ msgid "VR Starter Tutorial Part Two" -#~ msgstr "Tutorial VR para principiantes" - -#~ msgid "" -#~ "In the bottom-left are the key things you need to create a connection: a " -#~ "node which implements the method you want to trigger (represented here as " -#~ "a NodePath) and the name of the method to trigger." -#~ msgstr "" -#~ "En la parte inferior izquierda se encuentran los elementos clave que " -#~ "necesitas para crear una conexión: un nodo que implementa el método que " -#~ "quieres activar (representado aquí como un NodePath) y el nombre del " -#~ "método a activar." - -#~ msgid "" -#~ "The top-left section displays a list of your scene's nodes with the " -#~ "emitting node's name highlighted in red. Select the \"Panel\" node here. " -#~ "When you select a node, the NodePath at the bottom will automatically " -#~ "update to point to a relative path from the emitting node to the selected " -#~ "node." -#~ msgstr "" -#~ "La parte superior izquierda muestra una lista de los nodos de la escena " -#~ "con el nombre del nodo emisor resaltado en rojo. Selecciona aquí el nodo " -#~ "\"Panel\". Cuando seleccionas un nodo, el NodePath en la parte inferior " -#~ "se actualizará automáticamente para apuntar a una ruta relativa desde el " -#~ "nodo emisor al nodo seleccionado." - -#~ msgid "" -#~ "By default, the method name will contain the emitting node's name " -#~ "(\"Button\" in this case), resulting in " -#~ "``_on_[EmitterNode]_[signal_name]``. If you do have the \"Make Function\" " -#~ "check button checked, then the editor will generate the function for you " -#~ "before setting up the connection." -#~ msgstr "" -#~ "Por defecto, el nombre del método contendrá el nombre del nodo emisor (\" " -#~ "Button\" en este caso), resultando en " -#~ "``_on_[EmitterNode]_[signal_name]``. Si tienes el botón de comprobación " -#~ "\"Make Function\" activado, el editor generará la función por ti antes de " -#~ "configurar la conexión." - -#~ msgid "" -#~ "Now click on ``MobTimer`` in the scene window then head to inspector " -#~ "window, switch to node view then click on ``timeout()`` and connect the " -#~ "signal." -#~ msgstr "" -#~ "Ahora haz clic en ``MobTimer`` en la ventana de la escena, luego ve a la " -#~ "ventana del inspector, cambia a la vista de nodos, después haz clic en " -#~ "``timeout()`` y conecta la señal." - -#~ msgid "" -#~ "If a folder shouldn't be imported into Godot, an exception can be made " -#~ "with a .gdignore file." -#~ msgstr "" -#~ "Si no se quiere que una carpeta sea importada in Godot, se puede hacer " -#~ "una excepción con un archivo .gdignore ." - -#~ msgid "DAE (COLLADA), which is currently the most mature workflow." -#~ msgstr "DAE (COLLADA), que es actualmente el workflow más maduro." - -#, fuzzy -#~ msgid "" -#~ "glTF 2.0. Both text and binary formats are supported. Godot has full " -#~ "support for it, but the format is new and gaining traction." -#~ msgstr "" -#~ "GLTF 2.0. Se admiten tanto formatos de texto como binarios. Godot tiene " -#~ "todo el soporte para ello, pero el formato es nuevo y está ganando " -#~ "terreno." - -#~ msgid "Why not FBX?" -#~ msgstr "¿Por qué no FBX?" - -#~ msgid "" -#~ "Most game engines use the FBX format for importing 3D scenes, which is " -#~ "definitely one of the most standardized in the industry. However, this " -#~ "format requires the use of a closed library from Autodesk, which is " -#~ "distributed with more restrictive licensing terms than Godot." -#~ msgstr "" -#~ "La mayoría de los motores de juego utilizan el formato FBX para importar " -#~ "escenas 3D, que es definitivamente uno de los más estandarizados de la " -#~ "industria. Sin embargo, este formato requiere el uso de una librería " -#~ "cerrada de Autodesk que se distribuye con términos de licencia más " -#~ "restrictivos que Godot." - -#~ msgid "" -#~ "The plan is, sometime in the future, to offer a binary plug-in using " -#~ "GDNative." -#~ msgstr "" -#~ "El plan es, en algún momento en el futuro, ofrecer un plug-in binario " -#~ "usando GDNative." - -#~ msgid "" -#~ "As Godot's 3D engine renders in linear color space, it's important to " -#~ "understand that textures that are supplied as color (i.e. albedo) need to " -#~ "be specified as such for proper sRGB->linear conversion." -#~ msgstr "" -#~ "Como el motor 3D de Godot genera las imágenes en espacio de color lineal, " -#~ "es importante comprender que las texturas que son asignadas como color " -#~ "(por ejemplo, albedo) necesitan ser especificadas como tal para la " -#~ "correcta conversión sRGB->linear." - -#~ msgid "" -#~ "While this tutorial can be completed by beginners, it is highly advised " -#~ "to complete :ref:`doc_your_first_game`, if you are new to Godot and/or " -#~ "game development and have some experience with making 3D games **before** " -#~ "going through this tutorial series." -#~ msgstr "" -#~ "Aunque este tutorial puede ser completado por principiantes, es muy " -#~ "recomendable completar :ref:`doc_your_first_game`, si eres nuevo en Godot " -#~ "y/o en el desarrollo de juegos y tienes alguna experiencia en la creación " -#~ "de juegos en 3D **antes** de pasar por esta serie de tutoriales." - -#~ msgid "" -#~ "This tutorial assumes you have experience working with the Godot editor, " -#~ "have basic programming experience in GDScript, and have basic 3D game " -#~ "development experience." -#~ msgstr "" -#~ "Este tutorial asume que tienes experiencia trabajando con el editor " -#~ "Godot, tienes experiencia básica en programación en GDScript, y tienes " -#~ "experiencia básica en desarrollo de juegos 3D." - -#~ msgid "" -#~ "You can find the start assets for this tutorial here: :download:" -#~ "`VR_Starter_Tutorial_Start.zip `" -#~ msgstr "" -#~ "Puedes encontrar los recursos de inicio para este tutorial aquí: :" -#~ "download:`VR_Starter_Tutorial_Start.zip `" - -#~ msgid "" -#~ "The provided starter assets contain some 3D models, sounds, and a few " -#~ "scenes already set up and configured for this tutorial." -#~ msgstr "" -#~ "Los recursos de inicio proporcionados contienen algunos modelos 3D, " -#~ "sonidos y algunas escenas ya configuradas para este tutorial." - -#~ msgid "You can find the finished project at the bottom of this page." -#~ msgstr "" -#~ "Puedes encontrar el proyecto terminado en la parte inferior de esta " -#~ "página." - -#~ msgid "" -#~ "Firstly, we get the teleport :ref:`Raycast ` node and " -#~ "assign it to ``teleport_raycast``." -#~ msgstr "" -#~ "Primero, obtenemos el nodo teleport :ref:`Raycast ` y lo " -#~ "asignamos a ``teleport_raycast``." - -#~ msgid "" -#~ "Firstly, let's start by making some targets we will destroy in various " -#~ "ways with various special :ref:`RigidBody ` nodes." -#~ msgstr "" -#~ "Ahora comencemos creando algunos blancos que serán destruidos de distinto " -#~ "modo usando unos nodos :ref:`RigidBody ` especiales." - -#~ msgid "" -#~ "``RIGID_BODY_TARGET``: The target broken into several smaller :ref:" -#~ "`RigidBody ` nodes." -#~ msgstr "" -#~ "``RIGID_BODY_TARGET`` : El objetivo dividido en varios nodos :ref:" -#~ "`RigidBody ` más pequeños." - -#~ msgid "" -#~ "If the target has zero or less health, then it has taken enough damage to " -#~ "break." -#~ msgstr "" -#~ "Si el objetivo tiene cero o menos vida, entonces ha recibido suficiente " -#~ "daño para destruirse." - -#~ msgid "" -#~ "Firstly, open up ``Game.gd`` and add the following additional class " -#~ "variables:" -#~ msgstr "" -#~ "Primero, abre ``Game.gd`` y añade las siguientes variables adicionales:" - -#~ msgid "" -#~ "Let's go through what this script does, starting with the class variables:" -#~ msgstr "" -#~ "Vamos a repasar lo que hace este script, empezando por las clases de " -#~ "variables:" - -#~ msgid "" -#~ "``EXPLOSION_TIME``: The length of time the explosion :ref:`Particles " -#~ "` take (you can calculate this number by multiplying the " -#~ "particles ``lifetime`` by its ``speed scale``)" -#~ msgstr "" -#~ "``EXPLOSION_TIME``: La duración de tiempo que las :ref:`Particles " -#~ "` de la explosión duraran (puedes calcular este numero " -#~ "multiplicando las partículas ``lifetime`` por su ``speed scale``)" - -#~ msgid "" -#~ "``explosion_timer``: A variable for tracking how long the explosion has " -#~ "lasted." -#~ msgstr "" -#~ "``explosion_timer``: Una variable para rastrear que tanto tiempo ha " -#~ "durado la explosión." - -#~ msgid "" -#~ "Let's go over what this script does, starting with the two class " -#~ "variables:" -#~ msgstr "" -#~ "Repasemos lo que hace este script, comenzando con las dos clases de " -#~ "variables:" - -#~ msgid "" -#~ "In ``_physics_process``, we check to see if enough time has passed to " -#~ "reset. If it has, we reset the box's :ref:`Transform ` " -#~ "and then reset the timer." -#~ msgstr "" -#~ "En ``_physics_process``, revisamos si ha pasado suficiente tiempo para " -#~ "reiniciar, si esto ha sucedido reseteamos el :ref:`Transform " -#~ "` de la caja y el timer." - -#~ msgid "" -#~ "When the reset box is dropped, we reset the :ref:`Transform " -#~ "` and timer." -#~ msgstr "" -#~ "Cuando se omite la casilla de reinicio, reiniciamos el :ref:`Transform " -#~ "` y el timer." - -#~ msgid "" -#~ "You can download the finished project for this part here: :download:" -#~ "`VR_Starter_Tutorial_Complete.zip `" -#~ msgstr "" -#~ "Puede descargar el proyecto terminado de esta sección aquí: :download:" -#~ "`VR_Starter_Tutorial_Complete.zip `" - -#~ msgid "vec_type **sinh** ( vec_type )" -#~ msgstr "vec_type **sinh** ( vec_type )" - -#~ msgid "vec_type **cosh** ( vec_type )" -#~ msgstr "vec_type **cosh** ( vec_type )" - -#~ msgid "vec_type **tanh** ( vec_type )" -#~ msgstr "vec_type **tanh** ( vec_type )" - -#~ msgid "vec_type **asinh** ( vec_type )" -#~ msgstr "vec_type **asinh** ( vec_type )" - -#~ msgid "vec_type **acosh** ( vec_type )" -#~ msgstr "vec_type **acosh** ( vec_type )" - -#~ msgid "vec_type **atanh** ( vec_type )" -#~ msgstr "vec_type **atanh** ( vec_type )" - -#~ msgid "vec_type **round** ( vec_type )" -#~ msgstr "vec_type **round** ( vec_type )" - -#~ msgid "vec_type **roundEven** ( vec_type )" -#~ msgstr "vec_type **roundEven** ( vec_type )" - -#~ msgid "vec_type **trunc** ( vec_type )" -#~ msgstr "vec_type **trunc** ( vec_type )" - -#~ msgid "vec_bool_type **isnan** ( vec_type )" -#~ msgstr "vec_bool_type **isnan** ( vec_type )" - -#~ msgid "vec_bool_type **isinf** ( vec_type )" -#~ msgstr "vec_bool_type **isinf** ( vec_type )" - -#~ msgid "mat_type **outerProduct** ( vec_type, vec_type )" -#~ msgstr "mat_type **outerProduct** ( vec_type, vec_type )" - -#~ msgid "mat_type **transpose** ( mat_type )" -#~ msgstr "mat_type **transpose** ( mat_type )" - -#~ msgid "float **determinant** ( mat_type )" -#~ msgstr "float **determinant** ( mat_type )" - -#~ msgid "mat_type **inverse** ( mat_type )" -#~ msgstr "mat_type **inverse** ( mat_type )" - -#~ msgid "vec4_type **texture** ( samplerCube s, vec3 uv [, float bias] )" -#~ msgstr "vec4_type **texture** ( samplerCube s, vec3 uv [, float bias] )" - -#~ msgid "vec4_type **textureLod** ( samplerCube s, vec3 uv, float lod )" -#~ msgstr "vec4_type **textureLod** ( samplerCube s, vec3 uv, float lod )" - -#~ msgid "vec_type **dFdx** ( vec_type )" -#~ msgstr "vec_type **dFdx** ( vec_type )" - -#~ msgid "vec_type **dFdy** ( vec_type )" -#~ msgstr "vec_type **dFdy** ( vec_type )" - -#~ msgid "vec_type **fwidth** ( vec_type )" -#~ msgstr "vec_type **fwidth** ( vec_type )" - -#~ msgid "" -#~ "To do this, press the \"New Node\" button (which looks like a plus " -#~ "symbol):" -#~ msgstr "" -#~ "Para hacer esto, presiona el botón \"Nuevo Nodo\" (que tiene un símbolo " -#~ "más):" - -#~ msgid "*Clamping* a value means restricting it to a given range." -#~ msgstr "" -#~ "*Clamp* significa restringir o recortar, lo que hace es restringir un " -#~ "valor para mantenerlo dentro de un rango." - -#~ msgid "" -#~ "Use the ``[Export]`` attribute instead of the GDScript ``export`` keyword." -#~ msgstr "" -#~ "Utilice el atributo ``[Export]`` en lugar de la etiqueta GDScript " -#~ "``export``." - -#~ msgid "" -#~ "Go to Google's website for downloading the Android SDK. A search will " -#~ "take you to the *Android Studio* download page. You don't want it, so " -#~ "don't download (if you do want it, read further down for instructions for " -#~ "doing the same using Android Studio)." -#~ msgstr "" -#~ "Ve al sitio web de Google para descargar Android SDK. Una búsqueda va a " -#~ "llevarte a la pagina de descarga de *Android Studio*. No es lo que " -#~ "quieres, asi que no lo descargues (Si lo quieres, lee mas abajo para las " -#~ "instrucciones de como hacer lo mismo usando Android Studio)." - -#~ msgid "" -#~ "(again, right-click, then open the image in a new tab if this appears too " -#~ "small)" -#~ msgstr "" -#~ "(nuevamente, haz clic con el botón derecho del ratón y abre la imagen en " -#~ "una nueva pestaña si es demasiado pequeña)" - -#~ msgid "" -#~ "You thought that by going the Android Studio way you could escape the " -#~ "Keystore generation, but no. It's back to haunt you." -#~ msgstr "" -#~ "Pensaste que por ir por la ruta de Android Studio podrías escapar de la " -#~ "generación de Keystore, pero no. Ha vuelto para embrujarte." - -#~ msgid "Particles2D" -#~ msgstr "Particles2D" - -#~ msgid "which is exactly the same." -#~ msgstr "lo que es exactamente lo mismo." - -#~ msgid "" -#~ "Multi-line comments can be created using \"\"\" (three quotes in a row) " -#~ "at the beginning and end of a block of text. Note that this creates a " -#~ "string, therefore, it will not be stripped away when the script is " -#~ "compiled." -#~ msgstr "" -#~ "Comentarios multilínea pueden ser creados usando \"\"\" (tres comillas " -#~ "seguidas) al principio y fin del bloque de texto. Tener en cuenta que " -#~ "esto crea una cadena (String), por lo tanto no será removido del script " -#~ "cuando es compilado." - -#~ msgid "" -#~ "The integer data type can only contain integer numbers, (both negative " -#~ "and positive)." -#~ msgstr "" -#~ "El tipo de dato entero solo puede contener números enteros, tanto " -#~ "negativos como positivos." - -#~ msgid "Used to contain a floating point value (real numbers)." -#~ msgstr "Se usa para los valores de coma flotante (números reales)." - -#~ msgid "Every subpattern has to be comma separated. ::" -#~ msgstr "Cada sub-patrón tiene que estar separado por comas. ::" - -#~ msgid "" -#~ "The ``assert`` keyword can be used to check conditions in debug builds. " -#~ "These assertions are ignored in non-debug builds." -#~ msgstr "" -#~ "La palabra clave ``assert`` se puede usar para comprobar condiciones en " -#~ "versiones de depuración. Son ignoradas en versiones no debug." - -#~ msgid "576kb" -#~ msgstr "576kb" - -#~ msgid "88kb" -#~ msgstr "88kb" - -#~ msgid "22kb" -#~ msgstr "22kb" - -#~ msgid "OGG 128kbps, Stereo" -#~ msgstr "OGG 128kbps, Stereo" - -#~ msgid "16kb" -#~ msgstr "16kb" - -#~ msgid "12kb" -#~ msgstr "12kb" - -#~ msgid "the export preset is not marked as runnable," -#~ msgstr "el preset de exportación no está marcado como ejecutable," - -#~ msgid "the target name ends with ``.pck`` or ``.zip``." -#~ msgstr "el nombre elegido acaba con `.pck`o con `.zip`." - -#~ msgid "The keyframe editor (when enabled)" -#~ msgstr "El editor de fotogramas clave (cuando está habilitado)" - -#~ msgid "White and blue diamond shapes represent keyframes in the timeline." -#~ msgstr "" -#~ "Las formas de diamantes blancos y azules representan fotogramas clave en " -#~ "la línea de tiempo." - -#~ msgid "Enter a name for the animation in the dialog box." -#~ msgstr "Introduce un nombre para la animación en la ventana de diálogo." - -#~ msgid "" -#~ "This adds an editor pane on the right side of the track settings. When " -#~ "you select a keyframe, you can directly edit its values in this editor:" -#~ msgstr "" -#~ "Esto añade un panel de editor en el lado derecho de la configuración de " -#~ "la pista. Cuando seleccionas un fotograma clave, puedes editar " -#~ "directamente sus valores en este editor:" - -#~ msgid "" -#~ "Additionally, you can also edit the transition value for this keyframe:" -#~ msgstr "" -#~ "Además, también puedes editar el valor de transición para este fotograma " -#~ "clave:" - -#~ msgid "Keyframe editor editing a transition" -#~ msgstr "Editor de fotogramas clave editando una transición" - -#~ msgid "" -#~ "This tells Godot, how to change the property values when it reaches this " -#~ "keyframe." -#~ msgstr "" -#~ "Esto le dice a Godot, cómo cambiar los valores de la propiedad cuando " -#~ "alcanza este fotograma clave." - -#~ msgid "" -#~ "To let Godot play a sample when it reaches a keyframe, follow this list:" -#~ msgstr "" -#~ "Para permitir que Godot reproduzca una muestra cuando alcanza un " -#~ "fotograma clave, sigue esta lista:" - -#~ msgid "Enable the Keyframe Editor by clicking on |Keyframe editor|." -#~ msgstr "" -#~ "Activa el Editor de fotogramas clave haciendo clic en |Keyframe editor|." - -#~ msgid "" -#~ "Click on \"Add keyframe\" near the settings of our func track (|Add " -#~ "keyframe|) and select the keyframe." -#~ msgstr "" -#~ "Haz clic en \"Añadir fotograma clave\" cerca de la configuración de " -#~ "nuestra pista funcional (|Add keyframe|) y selecciona el fotograma clave." - -#~ msgid "Add a keyframe to the call func track" -#~ msgstr "Añadir un fotograma clave a la pista de función de llamada" - -#~ msgid "Enter \"play\" as the function name." -#~ msgstr "Introduzca \"play\" como el nombre de la función." - -#~ msgid "Keyframe settings of a call func track" -#~ msgstr "Ajustes de fotogramas clave de una pista de función de llamada" - -#~ msgid "Toggle keyframe editor" -#~ msgstr "Cambiar el editor de fotogramas clave" - -#, fuzzy -#~ msgid "Global constants" -#~ msgstr "Constantes" - -#~ msgid "Step by step (Linux)" -#~ msgstr "Paso a paso (Linux)" - -#~ msgid "" -#~ "This tutorial series aims to illustrate intended Godot workflows, i.e. " -#~ "the \"best practices\" of defining one's game API. Godot allows for a " -#~ "great amount of flexibility in how one designs a project's code and scene " -#~ "structure. Each method will have its own advantages and disadvantages, so " -#~ "outlining the best practices should help users feel less confused as they " -#~ "further explore Godot's depth." -#~ msgstr "" -#~ "Esta serie de tutoriales busca ilustrar el flujo de trabajo recomendado " -#~ "en Godot, es decir las \"mejores practicas\" para definir el API de su " -#~ "propio juego. Godot permite una gran flexibilidad sobre como uno puede " -#~ "diseñar el código de un proyecto y su estructura de escenas. Cada método " -#~ "va a tener sus propias ventajas y desventajas, por eso describir las " -#~ "mejores practicas va a ayudar a que los usuarios se sientan menos " -#~ "confundidos a medida que exploran Godot en mayor profundidad." - -#~ msgid "" -#~ "This series is also designed to help get users thinking about the best " -#~ "way to reason about best practices. It would be impossible to give a " -#~ "comprehensive overview of what one should do for any arbitrary design " -#~ "decision. As such, each article breaks problems down into the fundamental " -#~ "questions they pose, suggests the available solutions, analyzes the " -#~ "advantages and disadvantages of each option, and then highlights the best " -#~ "course of action depending on the circumstances." -#~ msgstr "" -#~ "Esta serie también esta diseñada para ayudar a que los usuarios empiecen " -#~ "a pensar la mejor manera de razonar sobre las mejores practicas. Seria " -#~ "imposible dar un resumen que abarque todo lo que uno debe hacer para " -#~ "cualquier decisión de diseño. Es así que cada articulo separa los " -#~ "problemas en las preguntas fundamentales que plantean, sugiere las " -#~ "soluciones disponibles, analiza las ventajas y desventajas de cada " -#~ "opción, y marca el mejor camino dependiendo de las circunstancias." - -#~ msgid "" -#~ "While the articles in this series are largely topic-directed, it is " -#~ "recommended that users begin with the :ref:`doc_what_are_godot_classes` " -#~ "article. It is from there that the \"best practices\" for the rest of the " -#~ "engine become more clear, based on established OOP practices." -#~ msgstr "" -#~ "A pesar de que los artículos en esta serie apuntan a temas específicos, " -#~ "es recomendable comenzar con el articulo :ref:" -#~ "`doc_what_are_godot_classes`. Es desde allí que las \"mejores practicas" -#~ "\" para el resto del motor se vuelven más claras, basándose en practicas " -#~ "de POO ya establecidas." - -#~ msgid "What are Godot classes really?" -#~ msgstr "¿Qué son realmente las clases en Godot?" - -#~ msgid "" -#~ "Godot offers two main means of creating types: scripts and scenes. Both " -#~ "of these represent a \"class\" since Godot revolves around Object-" -#~ "Oriented design. *How* they do this may not be clear to beginner or " -#~ "intermediate users though." -#~ msgstr "" -#~ "Godot ofrece principalmente dos métodos para crear tipos: scripts y " -#~ "escenas. Ambos representan una \"clase\" ya que Godot se meneja alrededor " -#~ "de un diseño Orientado a Objetos. Sin embargo, *cómo* lo hacen, puede no " -#~ "ser claro para los usuarios principiantes o intermedios." - -#~ msgid "" -#~ "So, if the engine provides all of this data at startup, then how does a " -#~ "user define their own data? It'd be nice if users could define a custom " -#~ "set of data to be appended to an object's data. That way, users could " -#~ "inject their own properties and methods into the engine's Object query " -#~ "requests." -#~ msgstr "" -#~ "Entonces, si el motor provee todos estos datos al iniciar ¿cómo un " -#~ "usuario define sus propios datos? Seria bueno si los usuarios pudiesen " -#~ "definir un conjunto customizado de datos para agregarse a los de un " -#~ "objeto. De esa manera los usuario podrían inyectar sus propias " -#~ "propiedades y métodos en los pedidos de búsqueda de los Objetos del motor." - -#~ msgid "" -#~ "This can lead to some users' confusion when they see a script as being a " -#~ "class unto itself. In reality, the engine just auto-instantiates the base " -#~ "engine class and then adds the script to that object. This then allows " -#~ "the Object to defer to the Script's content where the engine logic deems " -#~ "appropriate." -#~ msgstr "" -#~ "Esto puede llevar a una confusión de los usuarios, de ver a un script es " -#~ "una clase en sí mismo. En realidad, el motor simplemente auto instancia " -#~ "la clase base y agrega el script al objeto. Esto permite que el Object " -#~ "difiera al contenido del Script cuando la lógica del motor lo vea " -#~ "apropiado." - -#~ msgid "let's see a simple example of creating a single Node as a child." -#~ msgstr "veamos un ejemplo simple de creación de un solo Node como un hijo." - -#~ msgid "" -#~ "Notice that only two pieces of declarative code are involved in the " -#~ "creation of this child node: the variable declaration and the constructor " -#~ "declaration. Everything else about the child must be setup using " -#~ "imperative code. However, script code is much slower than engine C++ " -#~ "code. Each change must make a separate call to the scripting API which " -#~ "means a lot of C++ \"lookups\" within data structures to find the " -#~ "corresponding logic to execute." -#~ msgstr "" -#~ "Nota que sólo dos porciones de código declarativo están involucradas en " -#~ "la creación de este nodo hijo: la declaración de una variable y la del " -#~ "constructor. Todo lo demás sobre el hijo debe hacerse usando código " -#~ "imperativo. Sin embargo, el código de script es mucho más lento que el " -#~ "código C++ del motor. Cada cambio debe hacer una llamada separada al API " -#~ "de scripting, lo que significan muchos C++ \"lookups\" (búsquedas) dentro " -#~ "de estructuras de datos para encontrar la lógica correspondiente para " -#~ "ejecutarlo." - -#~ msgid "" -#~ "To help offload the work, it would be convenient if one could batch up " -#~ "all operations involved in creating and setting up node hierarchies. The " -#~ "engine could then handle the construction using its fast C++ code, and " -#~ "the script code would be free from the perils of imperative code." -#~ msgstr "" -#~ "Para ayudar a aliviar la carga, puede ser conveniente hacer por lotes " -#~ "todas las operaciones que impliquen la creación y configuración de " -#~ "jerarquías de nodos. Entonces el motor podrá realizar la construcción " -#~ "usando su rápido código C++ y el script estará libre de los riesgos del " -#~ "código imperativo." - -#~ msgid "" -#~ "*This* is what a scene (:ref:`PackedScene `) is: a " -#~ "resource that provides an advanced \"constructor\" serialization which is " -#~ "offloaded to the engine for batch processing." -#~ msgstr "" -#~ "*Esto* es una escena (:ref:`PackedScene `): un " -#~ "Resource que provee un \"constructor\" de serialización avazado que puede " -#~ "ser delegado al motor para procesamiento por lotes." - -#~ msgid "It helps to define..." -#~ msgstr "Esto ayuda a definir..." - -#~ msgid "what connections to each other do they have, if any?" -#~ msgstr "¿qué conexiones tienen entre sí, si es que tienen alguna?" - -#~ msgid "" -#~ "As such, many Object-Oriented principles which apply to \"programming\", " -#~ "i.e. scripts, *also* apply to scenes. Some scripts are designed to only " -#~ "work in one scene (which are often bundled into the scene itself). Other " -#~ "scripts are meant to be re-used between scenes." -#~ msgstr "" -#~ "De este modo, muchos principios de paradigna orientado a objetos " -#~ "aplicados a \"programación\", por ejemplo en scripts, *también* aplica a " -#~ "escenas. Algunos scripts son designados para funcionar en una escena " -#~ "(generalmente incluidos en la escena misma). Otros scripts están hechos " -#~ "para ser reutilizados en varias escenas." - -#~ msgid "" -#~ "**Regardless, the scene is always an extension of the root script, and " -#~ "can therefore be interpreted as a part of the class.** Most of the points " -#~ "covered in this series will build on this point, so keep it in mind." -#~ msgstr "" -#~ "**A pesar de esto, la escena siempre es una extensión del script raíz, y " -#~ "puede ser interpretada como parte de la clase.** La mayoría de los puntos " -#~ "tratados aquí estarán basados en esto, así que tenlo en mente." - -#~ msgid "Step-by-step" -#~ msgstr "Paso a paso" - -#~ msgid "After a comma." -#~ msgstr "Después de una coma." - -#~ msgid "vec_int_type **abs** ( vec_int_type )" -#~ msgstr "vec_int_type **abs** ( vec_int_type )" - -#~ msgid "vec_int_type **sign** ( vec_int_type )" -#~ msgstr "vec_int_type **sign** ( vec_int_type )" - -#~ msgid "vec_scalar_type **min** ( vec_scalar_type a, vec_scalar_type b )" -#~ msgstr "vec_scalar_type **min** ( vec_scalar_type a, vec_scalar_type b )" - -#~ msgid "vec_scalar_type **max** ( vec_scalar_type a, vec_scalar_type b )" -#~ msgstr "vec_scalar_type **max** ( vec_scalar_type a, vec_scalar_type b )" - -#~ msgid "" -#~ "vec_scalar_type **clamp** ( vec_scalar_type value, vec_scalar_type min, " -#~ "vec_scalar_type max )" -#~ msgstr "" -#~ "vec_scalar_type **clamp** ( vec_scalar_type value, vec_scalar_type min, " -#~ "vec_scalar_type max )" - -#~ msgid "vec_type **mix** ( vec_type a, vec_type b, bool c )" -#~ msgstr "vec_type **mix** ( vec_type a, vec_type b, bool c )" - -#~ msgid "Linear Interpolate (Bool Selection)" -#~ msgstr "Interpolación lineal (selección booleana)" - -#~ msgid "vec_type **mix** ( vec_type a, vec_type b, vec_bool_type c )" -#~ msgstr "vec_type **mix** ( vec_type a, vec_type b, vec_bool_type c )" - -#~ msgid "Scalar, or vector component being inf" -#~ msgstr "Escalar o componente de vector siendo infinito" - -#~ msgid "vec_bool_type **lessThan** ( vec_scalar_type, vec_scalar_type )" -#~ msgstr "vec_bool_type **lessThan** ( vec_scalar_type, vec_scalar_type )" - -#~ msgid "vec_bool_type **greaterThan** ( vec_scalar_type, vec_scalar_type )" -#~ msgstr "vec_bool_type **greaterThan** ( vec_scalar_type, vec_scalar_type )" - -#~ msgid "vec_bool_type **lessThanEqual** ( vec_scalar_type, vec_scalar_type )" -#~ msgstr "" -#~ "vec_bool_type **lessThanEqual** ( vec_scalar_type, vec_scalar_type )" - -#~ msgid "" -#~ "vec_bool_type **greaterThanEqual** ( vec_scalar_type, vec_scalar_type )" -#~ msgstr "" -#~ "vec_bool_type **greaterThanEqual** ( vec_scalar_type, vec_scalar_type )" - -#~ msgid "vec_bool_type **equal** ( vec_scalar_type, vec_scalar_type )" -#~ msgstr "vec_bool_type **equal** ( vec_scalar_type, vec_scalar_type )" - -#~ msgid "vec_bool_type **notEqual** ( vec_scalar_type, vec_scalar_type )" -#~ msgstr "vec_bool_type **notEqual** ( vec_scalar_type, vec_scalar_type )" - -#~ msgid "bool **not** ( vec_bool_type )" -#~ msgstr "bool **not** ( vec_bool_type )" - -#~ msgid "No components are true" -#~ msgstr "Ningún componente es true" - -#~ msgid "Get the size of a cubemap" -#~ msgstr "Obtiene el tamaño de un cubemap" - -#~ msgid "Perform a Cube texture read at custom mipmap" -#~ msgstr "Realiza una lectura de textura Cube con mipmap personalizado" - -#, fuzzy -#~ msgid "`KidsCanCode `__" -#~ msgstr "" -#~ "`KidsCanCode: Una serie de tutoriales en curso `_" - -#~ msgid "" -#~ ":ref:`Autoloads versus internal nodes " -#~ "`" -#~ msgstr "" -#~ ":ref: 'Autocargas versus Nodos internos " -#~ "" - -#~ msgid "" -#~ ":ref:`Animating thousands of fish with MultiMesh " -#~ "`" -#~ msgstr "" -#~ ":ref:`Animación de miles de objetos con MultiMesh " -#~ "`" - -#~ msgid ":ref:`Advanced post-processing `" -#~ msgstr ":ref:`Post procesado avanzado `" - -#~ msgid "Killer features" -#~ msgstr "Funciones destacadas" - -#~ msgid "" -#~ "Note that Godot editor allows you to dock each panel at the side of the " -#~ "scene editor you wish." -#~ msgstr "" -#~ "Ten en cuenta que el editor Godot te permite acoplar cada panel al lado " -#~ "del editor de escenas que desees." - -#~ msgid "" -#~ "These are the most important concepts you need to remember: \"node\", " -#~ "\"parent node\", and \"child node\"." -#~ msgstr "" -#~ "Estos son los conceptos más importantes que necesitas recordar: \"nodo\", " -#~ "\"nodo padre\" y \"nodo hijo\"." - -#~ msgid "" -#~ "We previously observed that there is no perfect solution to set a project " -#~ "architecture. Any solution will work for Unity and Godot, so this point " -#~ "has a lesser importance." -#~ msgstr "" -#~ "Anteriormente observamos que no existe una solución perfecta para " -#~ "establecer una arquitectura de proyecto. Cualquier solución funcionará " -#~ "para Unity y Godot, así que este punto tiene una importancia menor." - -#~ msgid "Prefab -> Externalized branch" -#~ msgstr "Prefab ->Rama externalizada" - -#~ msgid "" -#~ "Here's an example that creates a custom signal in one script and connects " -#~ "the custom signal to a method in a separate script, using the :ref:" -#~ "`Object.connect() ` method:" -#~ msgstr "" -#~ "He aquí un ejemplo donde se crea una señal personalizada en un script y " -#~ "en otro se conecta dicha señal a un método, usando a su vez el método ref:" -#~ "`Object.connect() ` method:" - -#~ msgid "" -#~ "Here is an example that creates a connection between a button's " -#~ "``pressed`` signal and a method, binding the button instance to the " -#~ "connection. The handler uses the bound argument to print which button " -#~ "instance was pressed." -#~ msgstr "" -#~ "He aquí un ejemplo donde se crea una conexión entre la señal ``pressed`` " -#~ "de un botón y un método, asociando la instancia del botón con la " -#~ "conexión. El manejador usa el argumento asociado para imprimir cual " -#~ "instancia del botón fue presionada." - -#~ msgid "" -#~ "Signals are generated by the :ref:`Object.emit_signal() " -#~ "` method which broadcasts the signal and " -#~ "arguments." -#~ msgstr "" -#~ "Las señales son generadas por el método :ref:`Object.emit_signal() " -#~ "` el cual difunde la señal y los " -#~ "argumentos." - -#~ msgid "" -#~ "Extending a previous example to use all the features of GDScript signals:" -#~ msgstr "" -#~ "Extendiendo un ejemplo previo para usar todas las prestaciones de las " -#~ "señales en GDScript:" - -#~ msgid "" -#~ "Consider breaking a line when it's longer than 100 characters. And it's " -#~ "also a good practice to insert a line feed (LF) character at the end of a " -#~ "file because some utilities have trouble recognizing the last line " -#~ "without it (e.g. the *cat* command on Linux)." -#~ msgstr "" -#~ "Considera romper una línea cuando tiene más de 100 caracteres. También es " -#~ "una buena práctica insertar un carácter de salto de línea (LF) al final " -#~ "de un archivo porque algunas utilidades tienen problemas para reconocer " -#~ "la última línea sin él (por ejemplo, el comando *cat* de Linux)." - -#~ msgid "Translators also usually prefer to work with spreadsheets." -#~ msgstr "" -#~ "Los traductores también suelen preferir trabajar con hojas de cálculo." - -#, fuzzy -#~ msgid "" -#~ "Collision shapes can be added to the tiles in a tileset to create solid " -#~ "geometry. Tilemaps can be used for both side view and top-down 2D games." -#~ msgstr "" -#~ "También se pueden agregar figuras de colisión a los tiles, permitiendo " -#~ "crear juegos tanto \"side scrolling\" (vista lateral) como \"top down" -#~ "\" (vista superior)." - -#~ msgid "Making a tileset" -#~ msgstr "Creando un tileset" - -#, fuzzy -#~ msgid "" -#~ "Here are some tiles for a tileset. They are all part of the same image " -#~ "file. This is helpful for a game's performance. There are so-called " -#~ "*texture packers* that will generate these spritesheets out of several " -#~ "separate tile images. But keeping them as separate images also works." -#~ msgstr "" -#~ "Para comenzar, un tileset (conjunto de tiles) debe ser creado. Aquí hay " -#~ "algunos tiles, todos están en la misma imagen por razones de " -#~ "optimización. Los programas llamado *texture packers* se utilizan para " -#~ "generar spritesheets de los archivos separados de imágenes usados como " -#~ "textura. También se pueden utilizar archivos de imagen individuales." - -#, fuzzy -#~ msgid "" -#~ "Create a new project and move the above PNG image into the project " -#~ "directory. Next, go into the image's import settings and turn off " -#~ "``Filter``. Keeping it on will cause issues later. ``Mipmaps`` should " -#~ "already be disabled; if not, disable this too." -#~ msgstr "" -#~ "Crea un proyecto nuevo y mueve la imagen PNG mostrada arriba dentro de la " -#~ "carpeta. Luego, en la configuración de importación (panel Importar) " -#~ "desactivar ``Filter`` de las opciones. ``Mipmaps`` debería estar " -#~ "desactivado, en caso contrario, desactiva esto también." - -#~ msgid "TileSet scene" -#~ msgstr "Escena TileSet" - -#, fuzzy -#~ msgid "" -#~ "Create a new scene with a regular Node or Node2D as root. For each " -#~ "reference tile you want to define, add a sprite node as a child. Since " -#~ "our tiles measure 50x50 pixels, you should turn on the grid (``View -> " -#~ "Show Grid`` or ``G`` key) and enable snap (``Use Snap`` icon or ``Shift + " -#~ "S`` keys). Moving tiles with the mouse might still be inaccurate, so use " -#~ "your arrow keys as well." -#~ msgstr "" -#~ "Crea una nueva escena con un Node o Node2D como raíz. Agrega un sprite " -#~ "por cada tile que quieras definir, como los tiles quí son de 50x50, " -#~ "deberías activar la rejilla (``Vista -> Mostrar rejilla`` o la tecla " -#~ "``G``) y activa el fijado (botón ``Usar Fijado`` o tecla ``Shift + S``). " -#~ "Mover tiles con el mouse puede ser poco preciso así que también conviene " -#~ "usar las flechas del teclado." - -#~ msgid "" -#~ "If more than one tile is present in the source image, make sure to use " -#~ "the region property of the sprite to adjust which part of the texture is " -#~ "being used." -#~ msgstr "" -#~ "Si hay más de un tile presente en la imagen de orígen, asegúrate de " -#~ "utilizar la propiedad \"region\" o \"frame\" (si están empaquetados de " -#~ "manera uniforme) del sprite para ajustar qué parte de la textura será " -#~ "utilizada." - -#, fuzzy -#~ msgid "" -#~ "Give the sprite node an appropriate and unique name. This will ensure " -#~ "that, in subsequent edits to the tileset (for example, if you've added " -#~ "collision, changed the region, etc), the tile will still be **identified " -#~ "correctly and updated**." -#~ msgstr "" -#~ "Finalmente, cerciórate de nombrar tus nodos Sprite correctamente. Para " -#~ "asegurarse de que en futuras ediciones (por ejemplo, agregando " -#~ "colisiones, cambiando regiones de imagen, etc.), el tile seguirá siendo " -#~ "**identificado y actualizado correctamente**. El nombre debe ser único." - -#, fuzzy -#~ msgid "Here's a screenshot that shows where everything of relevance is:" -#~ msgstr "" -#~ "Parecen muchos requerimientos, así que aquí hay una captura de pantalla " -#~ "que muestra dónde está todo lo importante:" - -#, fuzzy -#~ msgid "" -#~ "Add all the reference tiles in the way described above, adjusting the " -#~ "offsets as needed (that is, if you have multiple tiles in a single source " -#~ "image). Again, *remember that their names must be unique*." -#~ msgstr "" -#~ "Continúe agregando todos los tiles, ajustando posiciones de la textura " -#~ "donde sea necesario (en caso de usar una única imagen para muchos tiles). " -#~ "*No olvides que sus nombres deben ser únicos*." - -#, fuzzy -#~ msgid "" -#~ "To add collision shapes to the tiles, create a StaticBody2D child for " -#~ "each sprite. This is a static collision node. Then create a " -#~ "CollisionShape2D or CollisionPolygon as a child of the StaticBody2D. The " -#~ "CollisionPolygon is easier to edit." -#~ msgstr "" -#~ "Para agregar colisiones a un tile, crea un StaticBody2D como hijo de cada " -#~ "sprite \"sólido\". Este nodo representa a un cuerpo estático de colisión. " -#~ "Luego crea un CollisionShape2D o ColissionPolygon2D como hijo del " -#~ "StaticBody2D. El nodo CollisionPolygon2D es recomendable ya que es más " -#~ "fácil de editar." - -#, fuzzy -#~ msgid "" -#~ "Edit the polygon; this will give the tile a collision shape and remove " -#~ "the warning icon next to the CollisionPolygon node. **Remember to use " -#~ "snap!** Using snap will make sure collision polygons are aligned " -#~ "properly, allowing a character to walk seamlessly from tile to tile. Also " -#~ "**do not scale or move** the collision and/or collision polygon nodes. " -#~ "Leave them at offset 0,0, with scale 1,1 and rotation 0 with respect to " -#~ "the parent sprite." -#~ msgstr "" -#~ "Finalmente, edita el polígono o figura, todo esto le dará una colisión al " -#~ "tile además de cumplir los requerimientos indicados por el icono de " -#~ "advertencia, junto al nodo de colisión. **Recuerde usar ajuste a " -#~ "rejilla**, utilizando el ajuste asegurarás que los puntos estén " -#~ "propiamente alineados, permitiendo que un personaje pueda caminar sin " -#~ "problemas de tile a tile. También **no escales o muevas** los cuerpos o " -#~ "nodos de formas de colisión, déjalos en posición 0,0 con escala 1,1 y " -#~ "rotación 0 respecto al sprite padre." - -#, fuzzy -#~ msgid "" -#~ "Keep adding collision shapes to all tiles that need them. Note that BG is " -#~ "a background tile, so it should not have a collision shape." -#~ msgstr "" -#~ "Agrega colisiones hasta que esté todo listo. Notar que BG en la imagen es " -#~ "sólo para el fondo y no debería tener colisiones." - -#, fuzzy -#~ msgid "" -#~ "Then save this scene for future editing. \"tileset_edit.scn\" would be a " -#~ "sensible name for it." -#~ msgstr "" -#~ "Ya está listo, recuerda grabar la escena para ediciones futuras. Puedes " -#~ "llamarla \"tileset_edit.tscn\" o como desees." - -#, fuzzy -#~ msgid "" -#~ "With the scene created and still open in the editor, use Scene > Convert " -#~ "To > Tile Set from the Scene Menu:" -#~ msgstr "" -#~ "Con la escena creada y abierta en el editor, el siguiente paso será crear " -#~ "un tileset. Usa Escena > Convertir a > Tileset en el Menú de Escena:" - -#~ msgid "" -#~ "Then choose a filename, like \"mytiles.tres\". Make sure the \"Merge With " -#~ "Existing\" option is toggled on. This way, every time the tileset " -#~ "resource file is overwritten, existing tiles are merged and updated (they " -#~ "are referenced by their unique name, so again, **name your tiles " -#~ "properly**)." -#~ msgstr "" -#~ "Luego coloque un nombre, como \"mytileset.tres\". Asegúrate que la opción " -#~ "\"Unir con Existente\" está activada. De este modo, cada vez que un " -#~ "recurso de tileset es sobreescrito, los tiles existentes serán combinados " -#~ "y actualizados (referenciados por su nombre único, por eso se debe " -#~ "**nombrar los tiles apropiadamente**)." - -#~ msgid "Using the TileSet in a TileMap" -#~ msgstr "Usando el TileSet en un TileMap" - -#~ msgid "" -#~ "Create a new scene, using any node or node2d as root, and then create a :" -#~ "ref:`TileMap ` as a child." -#~ msgstr "" -#~ "Crea una nueva escena usando cualquier Node o Node2d como raíz, luego " -#~ "agrega un :ref:`TileMap ` como hijo." - -#~ msgid "" -#~ "Go to the TileSet property of this node and assign the one created in " -#~ "previous steps:" -#~ msgstr "" -#~ "Ve a la propiedad TileSet de este nodo y asigna lo creado previamente:" - -#, fuzzy -#~ msgid "" -#~ "Also set the cell size to '50', since that is the size used by the tiles. " -#~ "Quadrant size is a tuning value. The default value of 16 means that the " -#~ "engine will draw and cull (erase) the tilemap in blocks of 16x16 tiles. " -#~ "This value is usually fine, but can be used to fine tune performance in " -#~ "specific cases if you know what you're doing." -#~ msgstr "" -#~ "Cambia el \"cell size\" a `50`, ya que es el tamaño utilizado por los " -#~ "tiles. El \"quadrant size\" es un valor de ajuste especial, es lo que el " -#~ "motor usará para dibujar y descartar porciones del tilemap, por defecto " -#~ "en bloques de 16x16 tiles. Este valor normalmente no necesita ser " -#~ "cambiado pero se puede utilizar para un ajuste fino de desempeño en " -#~ "algunos casos particulares." - -#, fuzzy -#~ msgid "" -#~ "Make sure the TileMap node is selected. A red grid will appear on the " -#~ "screen, allowing you to paint on it with the tile currently selected in " -#~ "the left palette." -#~ msgstr "" -#~ "Con todo listo, asegúrate que el nodo TileMap está seleccionado. Una " -#~ "rejilla roja aparecerá en pantalla, permitiendo pintar en esta con el " -#~ "tile seleccionado de la paleta a la izquierda." - -#~ msgid "" -#~ "If you accidentally place a tile somewhere you don't want it to be, you " -#~ "can delete it with ``RMB`` (the right mouse button) while in the tilemap " -#~ "editor." -#~ msgstr "" -#~ "Si accidentalmente colocas una tile en un lugar que no deseas que esté, " -#~ "puedes eliminarlo con ``RMB`` (el botón derecho del ratón) mientras estás " -#~ "en el editor de tilemaps." - -#, fuzzy -#~ msgid "" -#~ "You can flip and rotate sprites in the TileMap editor (note: flipping the " -#~ "sprite in the TileSet will have no effect). Icons at the top right of the " -#~ "editor allow flipping and rotating of the currently selected sprite - you " -#~ "can also use the A and S keys to flip the sprite horizontally and " -#~ "vertically. With a brick pattern like this tutorial uses, flipping the " -#~ "sprites would create unpleasant discontinuities unless you're flipping an " -#~ "entire region of bricks. But for some kinds of tiles, flipping can be a " -#~ "convenient and space-saving feature." -#~ msgstr "" -#~ "También se pueden invertir y rotar sprites en el editor de TileMap (nota " -#~ "que girar el sprite en el TileSet no tendrá efecto). Iconos en la parte " -#~ "superior derecha del editor permiten invertir y rotar el sprite " -#~ "seleccionado - también se pueden utilizar las teclas A y S para voltear " -#~ "horizontal y verticalmente. Con un patrón de ladrillos como los de este " -#~ "tutorial, invertir sprites puede crear discontinuidades poco agradables a " -#~ "menos que gires grandes zonas de ladrillos, pero para algunos tipos de " -#~ "tiles esto puede ser conveniente para ahorrar espacio y recursos en " -#~ "general." - -#~ msgid "Offset and scaling artifacts" -#~ msgstr "Desplazamiento y errores de escalado" - -#, fuzzy -#~ msgid "" -#~ "When using a single texture for all the tiles, scaling the tileset or " -#~ "moving it to a non pixel-aligned location can cause filtering artifacts:" -#~ msgstr "" -#~ "Cuando se utiliza una textura única para los tiles, escalar el tilemap (o " -#~ "moviéndolo a una posición no alineada a pixeles) puede resultar en " -#~ "errores visuales o artefactos:" - -#~ msgid "" -#~ "Disable filtering and mipmaps for either the tileset texture or all tile " -#~ "textures if using separate images (see the :ref:`doc_import_images` asset " -#~ "pipeline tutorial)." -#~ msgstr "" -#~ "Desactiva filtros y mipmaps para la textura o texturas utilizada en el " -#~ "tileset (ver :ref:`doc_import_images` tutorial de canalización de " -#~ "recursos)." - -#~ msgid "" -#~ "Enable pixel snap (Set ``Project > Project Settings > Rendering > Quality " -#~ "> 2d > Use Pixel Snap`` to true; you can also search for ``Pixel Snap``)." -#~ msgstr "" -#~ "Activa pixel snap, se encuentra en ``Proyecto > Ajustes del proyecto > " -#~ "Rendering > Quality > 2d > Use Pixel Snap``, también se puede escribir " -#~ "``Pixel Snap`` en la barra de búsqueda para localizarlo rápidamente." - -#, fuzzy -#~ msgid "" -#~ "Viewport Scaling can often help with shrinking the map (see the :ref:" -#~ "`doc_viewports` tutorial). Adding a camera, setting it to ``Current`` and " -#~ "playing around with its ``Zoom`` may be a good starting point." -#~ msgstr "" -#~ "Viewport Scaling puede ayudar a menudo a reducir la extensión del mapa " -#~ "(ver el tutorial :ref:`doc_viewports`). Simplemente añadiendo una cámara, " -#~ "poniéndola en ``Current`` y jugando con su ``Zoom`` puede ser un buen " -#~ "punto de partida." - -#~ msgid "" -#~ "You can use a single, separate image for each tile. This will remove all " -#~ "artifacts, but can be more cumbersome to implement and is less optimized." -#~ msgstr "" -#~ "Puedes usar una sola imagen separada para cada tile. Esto eliminará todos " -#~ "los defectos, pero puede resultar más complicado de implementar y está " -#~ "menos optimizado." - -#~ msgid "arrays" -#~ msgstr "arrays" - -#~ msgid "path" -#~ msgstr "ruta" - -#~ msgid "interp" -#~ msgstr "interp" - -#~ msgid "" -#~ ":ref:`Vertex displacement with shaders " -#~ "`" -#~ msgstr "" -#~ ":ref:`Desplazamiento de vértices con shaders " -#~ "`" - -#~ msgid "" -#~ "This method will be called every time a frame is drawn, so it's fully " -#~ "dependent on how many frames per second (FPS) the application is running " -#~ "at:" -#~ msgstr "" -#~ "Este método se llamará cada vez que se dibuje un cuadro, por lo que " -#~ "depende totalmente del número de cuadros por segundo (FPS) en los que se " -#~ "esté ejecutando la aplicación:" - -#~ msgid "" -#~ "And the second way is from code. One example would be to tag nodes which " -#~ "are enemies:" -#~ msgstr "" -#~ "Y la segunda forma es por código. Un ejemplo sería etiquetar nodos que " -#~ "representan a los enemigos ('enemies'):" - -#~ msgid "The five most common containers" -#~ msgstr "Los cinco contenedores más comunes" - -#~ msgid "" -#~ "Only use Control nodes when you design your interfaces. They have unique " -#~ "properties that allow them to work with one another. Other nodes, like " -#~ "Node2D, Sprite, etc. will not work. You can still use some nodes that " -#~ "work with others, like the AnimationPlayer, Tween or the StreamPlayer. " -#~ "Control nodes are CanvasItems like Node2D, so you can apply shaders to " -#~ "them." -#~ msgstr "" -#~ "Utiliza únicamente nodos de Control cuando diseñes tus interfaces. Tienen " -#~ "propiedades únicas que les permiten trabajar unos con otros. Otros nodos, " -#~ "como Node2D, Sprite, etc. no funcionarán. Todavía puedes usar algunos " -#~ "nodos que funcionan con otros, como AnimationPlayer, Tween o " -#~ "StreamPlayer. Los nodos de control son CanvasItems como Node2D, por lo " -#~ "que puedes aplicarle shaders." - -#~ msgid "" -#~ "Changing the canvas transform is useful because it is a lot more " -#~ "efficient than moving the root canvas item (and hence the whole scene). " -#~ "Canvas transform is a simple matrix that offsets the whole 2D drawing, so " -#~ "it's the most efficient way to do scrolling." -#~ msgstr "" -#~ "Cambiar el canvas transform es útil porque es mucho más eficiente que " -#~ "mover el elemento raíz del canvas (y por lo tanto toda la escena). Canvas " -#~ "transform es una simple matriz que desplaza todo el trazado 2D, por lo " -#~ "que es la forma más eficiente de hacer scrolling." - -#~ msgid "Not enough..." -#~ msgstr "No es suficiente..." - -#~ msgid "" -#~ "**HUD**: Heads-up display, or user interface. If the world moves, the " -#~ "life counter, score, etc. must stay static." -#~ msgstr "" -#~ "**HUD**: Heads-up Display, o interfaz de usuario. Si el mundo se mueve, " -#~ "el contador de vida, la puntuación, etc. deben permanecer estáticos." - -#~ msgid "" -#~ "Even though there shouldn't be any performance limitation, it is not " -#~ "advised to use excessive amount of layers to arrange drawing order of " -#~ "nodes. The most optimal way will always be arranging them by tree order. " -#~ "2d nodes also have a property for controlling their drawing order (see :" -#~ "ref:`Node2D.z_index `)." -#~ msgstr "" -#~ "Aunque no debería existir ninguna limitación de desempeño, no es " -#~ "recomendable utilizar una cantidad excesiva de capas para organizar el " -#~ "orden de dibujado de nodos. El modo óptimo es acomodarlos por orden en el " -#~ "árbol. Los nodos 2D tienen una propiedad para controlar el orden en que " -#~ "son dibujados en pantalla (ver :ref:`Node2D.z_index " -#~ "`)." - -#~ msgid "" -#~ "Tilemaps are a simple and quick way to make 2D game levels. Basically, " -#~ "you start with a bunch of reference tiles (or pieces) that can be put on " -#~ "a grid, as many times each as desired - think of it like a map editor:" -#~ msgstr "" -#~ "Los tilemaps son un modo simple y rápido de crear niveles para juegos 2D. " -#~ "Básicamente, comienzas con una lista de tiles de referencia (o piezas) " -#~ "que se pueden colocar en una rejilla, tantas veces como se desee, " -#~ "imagínalo como un editor de mapas:" - -#~ msgid "" -#~ "We will be creating a :ref:`TileSet ` resource. While this " -#~ "resource exports properties, it's pretty difficult to get complex data " -#~ "into it and maintain it. Here is what it would look like to manually edit " -#~ "the resource:" -#~ msgstr "" -#~ "Crearemos un recurso :ref:`TileSet `. Aunque este recurso " -#~ "exporte propiedades, es difícil incluir y mantener datos complejos. Así " -#~ "es como se ve si se intenta editar el recurso manualmente:" - -#~ msgid "" -#~ "There are enough properties to get by. With some effort, editing this way " -#~ "can work. But the easiest way to edit and maintain a tileset is exporting " -#~ "it from a specially-crafted scene!" -#~ msgstr "" -#~ "¡Hay muchas propiedades y, con un poco de esfuerzo, este modo de editar " -#~ "puede funcionar, pero el modo más simple para mantener tilesets es " -#~ "exportándolos desde una escena creada especialmente para esto!" - -#~ msgid "Collision" -#~ msgstr "Colisiones" - -#~ msgid "" -#~ "To avoid accidentally moving and selecting the tilemap node (something " -#~ "common, given it's a huge node), it is recommended that you lock it, " -#~ "using the lock button:" -#~ msgstr "" -#~ "Para prevenir mover accidentalmente el nodo TileMap (algo común ya que es " -#~ "un nodo normalmente grande), es recomendable bloquearlo utilizando el " -#~ "botón con forma de candado:" - -#~ msgid "" -#~ "This is unavoidable, as it is the way the hardware bilinear filter works. " -#~ "To avoid this situation, there are a few workarounds. Try the one that " -#~ "looks better for you:" -#~ msgstr "" -#~ "Esto es inevitable, ya que es el modo en el que funciona el filtro " -#~ "bilinear del hardware. Para no llegar a esta situación hay varias cosas " -#~ "que se pueden hacer, prueba la que es mejor para tí:" - -#~ msgid "" -#~ "Now we have one more step before we are done with the pistol. Select the " -#~ "\"enable editing of individual keys\" button on the far right corner of " -#~ "the animation window. It looks like a pencil with a little point beside " -#~ "it." -#~ msgstr "" -#~ "Ahora tenemos un paso más antes de que terminemos con la pistola. " -#~ "Seleccione el botón \"Habilitar edición de claves individuales\" en la " -#~ "esquina derecha de la ventana de animación. Parece un lápiz con un " -#~ "pequeño punto al lado." - -#~ msgid "" -#~ "There is a lot of bibliography written about compressors, and the Godot " -#~ "implementation is rather standard." -#~ msgstr "" -#~ "Hay muchas secciones en la bibliografia escritas sobre compresores, y la " -#~ "implementacion de godot es standard." - -#~ msgid "This is a simple helper to pan sound left or right." -#~ msgstr "" -#~ "Este es un ayudante para ajustar el sonido a la izquierda o a la derecha." - -#~ msgid "" -#~ "Godot doesn't actually support *true* Skeletons, but it does feature a " -#~ "helper to create \"bones\" between nodes. This is enough for most cases, " -#~ "but the way it works is not completely obvious." -#~ msgstr "" -#~ "Godot en realidad no soporta esqueletos *verdaderos*, pero sí cuenta con " -#~ "un ayudante para crear \"huesos\" entre nodos. Esto puede ser suficiente " -#~ "para la mayoría de los casos, pero la forma en que funciona no es obvia." - -#~ msgid "" -#~ "When creating complex animations and inserting many keyframes, editing " -#~ "the individual keyframe curves for each can become an endless task. For " -#~ "this, the Animation Editor has a small menu where changing animation " -#~ "curves is easy. First select the appropriate keys. Next click on the " -#~ "pencil icon in the bottom right of the animation panel, this will open " -#~ "the transition editor. Now click on one of the curve options most " -#~ "appropriate for your animation." -#~ msgstr "" -#~ "Cuando se crean animaciones complejas y se insertan muchos fotogramas " -#~ "clave, editar las curvas de fotogramas clave individuales para cada uno " -#~ "puede convertirse en una tarea interminable. Para esto, el Editor de " -#~ "Animación tiene un pequeño menú donde cambiar las curvas de animación es " -#~ "muy sencillo. Primero selecciona las claves apropiadas. A continuación, " -#~ "haz clic en el icono del lápiz en la parte inferior derecha del panel de " -#~ "animación, se abrirá el editor de transición. Ahora haz clic en una de " -#~ "las opciones de curva más apropiadas para tu animación." - -#~ msgid "Fragment shader" -#~ msgstr "Fragment shader" - -#~ msgid "" -#~ "Note that it may make sense to store the local network peer instance on " -#~ "the SceneTree to be able to access it later, as there currently is no " -#~ "`get_tree().get_network_peer()`. This can be done via SceneTree's " -#~ "metadata feature:" -#~ msgstr "" -#~ "Tenga en cuenta que puede tener sentido almacenar la instancia del peer " -#~ "de la red local en SceneTree para poder acceder a ella más adelante, ya " -#~ "que actualmente no hay `get_tree().get_network_peer()`. Esto se puede " -#~ "hacer a través de la función de metadatos de SceneTree:" - -#~ msgid "" -#~ "Add this singleton to the build of the project by adding the following to " -#~ "config.py:" -#~ msgstr "" -#~ "Añade este singleton a la compilación del proyecto agregando lo siguiente " -#~ "a config.py:" - -#~ msgid "" -#~ "To use the module from GDScript, first enable the singleton by adding the " -#~ "following line to project.godot:" -#~ msgstr "" -#~ "Para utilizar el módulo de GDScript, primero habilita el singleton " -#~ "añadiendo la siguiente línea a project.godot:" - -#~ msgid "" -#~ "More than one singleton module can be enabled by separating with commas:" -#~ msgstr "" -#~ "Se puede habilitar más de un módulo singleton separándolo con comas:" - -#~ msgid "Then request the singleton Java object from Globals like this:" -#~ msgstr "Luego solicita el singleton objeto Java de Globals de esta manera:" - -#~ msgid "" -#~ "This is a list of third-party tutorials and other resources created by " -#~ "the community that may be of interest." -#~ msgstr "" -#~ "Esta es una lista de tutoriales de terceros creados por la comunidad que " -#~ "pueden ser de interés." - -#~ msgid "" -#~ "Initial versions of the Godot engine (and previous iterations before it " -#~ "was named Godot) used a database. Assets were stored in it and assigned " -#~ "an ID. Other approaches were tried as well, such as local databases, " -#~ "files with metadata, etc. In the end, the simple approach won and now " -#~ "Godot stores all assets as files in the file system." -#~ msgstr "" -#~ "Las versiones iniciales del motor Godot (e iteraciones previas antes de " -#~ "que se llamara Godot) usaban una base de datos. En ésta se almacenaban " -#~ "los recursos y se les asignaba un identificador. También se probaron " -#~ "otros enfoques, como bases de datos locales, archivos con metadatos, etc. " -#~ "Al final el enfoque más simple ganó y ahora Godot almacena todos los " -#~ "recursos como archivos en el sistema de archivos." - -#~ msgid "" -#~ "This is where things start getting abstract, but don't panic. There's not " -#~ "much more depth than this." -#~ msgstr "" -#~ "Acá es cuando las cosas comienzan a ponerse abstractas, pero no te " -#~ "asustes. No hay mucha más profundidad que esto." - -#~ msgid "" -#~ "This concept deserves going into a little more detail. In fact, the scene " -#~ "system is not even a core component of Godot as it is possible to skip it " -#~ "and write a script (or C++ code) that talks directly to the servers, but " -#~ "making a game that way would be a lot of work." -#~ msgstr "" -#~ "Este concepto merece un poco más de detalle. De hecho, el sistema de " -#~ "escenas ni siquiera es un componente central de Godot ya que es posible " -#~ "omitirlo y escribir un script (o código C++) que se comunique " -#~ "directamente con los servidores, pero hacer un juego de esa manera sería " -#~ "mucho trabajo." - -#~ msgid "" -#~ "The first step is to open \"Project Settings\" and find the *Handheld* " -#~ "section. Enable the *Emulate Touchscreen* option. This lets you treat " -#~ "mouse click events the same as touch events, so you can test the game on " -#~ "a computer without a touchscreen. Also, make sure to select \"portrait\" " -#~ "under *Orientation*." -#~ msgstr "" -#~ "El primer paso es abrir \"Ajustes del proyecto\" y encontrar la sección " -#~ "*Handheld*. Activa la opción *Emulate Touchscreen*. Esto nos permite " -#~ "tratar los eventos de clic del ratón de la misma forma que los eventos " -#~ "táctiles, por lo que podemos probar el juego en un ordenador sin pantalla " -#~ "táctil. Además, asegúrate de seleccionar \"portrait\" en *Orientation*." - -#~ msgid "" -#~ "As mentioned in the comments above, we need to avoid the situation of " -#~ "deleting the current scene while it is still being used (i.e. its code is " -#~ "still running), so using :ref:`Object.call_deferred() " -#~ "` is required at this point. The " -#~ "result is that the second function will run at a later time when any code " -#~ "from the current scene has completed." -#~ msgstr "" -#~ "Como se ha mencionado anteriormente, necesitamos evitar la situación de " -#~ "eliminar la escena actual mientras se está utilizando(por ej. que su " -#~ "código todavía se esté ejecutando), por lo que es necesario usar :ref:" -#~ "`Object.call_deferred() ` en este " -#~ "punto. El resultado es que la segunda función se ejecutará en un momento " -#~ "posterior, cuando se haya terminado de procesar la escena actual." - -#~ msgid "" -#~ "This tutorial aims to propose a simple workflow on how to organize " -#~ "projects. Since Godot allows the programmer to use the filesystem as they " -#~ "please, figuring out a way to organize projects when starting to use the " -#~ "engine can be a little challenging. Because of this, the tutorial " -#~ "describes a simple workflow, which should work as a starting point, " -#~ "regardless of whether it is used." -#~ msgstr "" -#~ "Este tutorial propone un flujo de trabajo simple para organizar " -#~ "proyectos. Como Godot permite que el programador utilice el sistema de " -#~ "archivos como lo desee, encontrar un modo de organizar proyectos cuando " -#~ "se comienza a usar el motor puede ser un desafío. A raíz de esto, se " -#~ "presenta este modo de trabajo simple, el que puede ser usado o no, pero " -#~ "servirá como punto de partida." - -#~ msgid "" -#~ "Additionally, using version control can be challenging, so this " -#~ "proposition will include that too." -#~ msgstr "" -#~ "Adicionalmente, usando control de versiones puede ser otro desafío así " -#~ "que esta propuesta incluirá eso también." - -#~ msgid "Particles2D > Process Material > Material > drop-down menu > Edit:" -#~ msgstr "" -#~ "En Particles2D > Process Material > Material > menu desplegable > Editar:" - -#~ msgid "Let's go over what this script does quickly, as it is fairly simple." -#~ msgstr "" -#~ "Vamos a repasar lo que este script hace rápidamente, ya que es bastante " -#~ "simple." - -#~ msgid "Let's go over what this does quickly, as it is also fairly simple." -#~ msgstr "" -#~ "Vamos a repasar lo que esto hace rápidamente, ya que también es bastante " -#~ "simple." - -#~ msgid "" -#~ "This is a list of third-party resources created by the community that may " -#~ "be of interest." -#~ msgstr "" -#~ "Esta es una lista de recursos de terceros creados por la comunidad que " -#~ "pueden ser de interés." - -#~ msgid "do" -#~ msgstr "do" - -#~ msgid "Reserved for future implementation of ``do... while`` loops." -#~ msgstr "Reservado para futura implementación de bucles ``do... while``." - -#~ msgid "switch" -#~ msgstr "switch" - -#~ msgid "Reserved for future implementation. See match_." -#~ msgstr "Reservado para futura implementación. Ver match_." - -#~ msgid "" -#~ "Available under ``Godot.GD``. Some things were moved to their own " -#~ "classes, like Math and Random. See below." -#~ msgstr "" -#~ "Disponible bajo ``Godot.GD``. Algunas cosas fueron trasladadas a sus " -#~ "propias clases, como Math y Random. Mira más adelante." - -#~ msgid "``ERR_*`` constants were moved to ``Godot.Error``." -#~ msgstr "Las constantes de ``ERR_*`` fueron movidas a ``Godot.Error``." - -#~ msgid "Random" -#~ msgstr "Random" - -#~ msgid "get_origin()" -#~ msgstr "get_origin()" - -#~ msgid "end" -#~ msgstr "end" - -#~ msgid "End" -#~ msgstr "Fin" - -#~ msgid "object[]" -#~ msgstr "object[]" - -#~ msgid "int[]" -#~ msgstr "int[]" - -#~ msgid "" -#~ "In some exceptional cases, a raw array (``type[]``) may be required " -#~ "instead of a ``List``." -#~ msgstr "" -#~ "En casos excepcionales, un array puro (``tipo[]``) puede ser requerido en " -#~ "lugar de ``List``." - -#~ msgid "" -#~ "*This is temporary. Array is ref-counted, so it will need its own type " -#~ "that wraps the native side.*" -#~ msgstr "" -#~ "*Esto es temporal. El array es contado por referencia, así que necesita " -#~ "su propio tipo que lo encapsule en el lado nativo.*" - -#~ msgid "" -#~ "``preload``, ``assert`` and ``yield``, as they work in GDScript, are " -#~ "currently not available in C#." -#~ msgstr "" -#~ "``preload``, ``assert`` y ``yield`` del modo en que funcionan en GDScript " -#~ "no están disponibles actualmente en C#." - -#~ msgid "load" -#~ msgstr "cargar" - -#~ msgid "GD.load, which is the same as ResourceLoader.load" -#~ msgstr "GD.load es lo mismo que ResourceLoader.load" - -#~ msgid "" -#~ "Export of Blender materials is currently very primitive. However, it is " -#~ "the focus of a current GSoC project" -#~ msgstr "" -#~ "La exportación de materiales de Blender es actualmente muy primitiva. Un " -#~ "proyecto actual de GSOC busca mejorarlo" - -#~ msgid "" -#~ "Materials are currently exported using their \"Blender Render\" settings. " -#~ "When Blender 2.8 is released, this will be removed and this part of the " -#~ "exporter will change." -#~ msgstr "" -#~ "Los materiales se exportan actualmente utilizando su configuración de " -#~ "\"Blender Render\". Cuando se libere Blender 2.8, se eliminará y esta " -#~ "parte del exportador cambiará." - -#~ msgid "**1. Switch workspace to 'Dope Sheet'**" -#~ msgstr "**1. Cambiar el espacio de trabajo a 'Dope Sheet''**" - -#~ msgid "**3. Check stashed actions in 'NLA Editor' [optional]**" -#~ msgstr "**3. Verificar las acciones ocultas en 'NLA Editor' [opcional]**" - -#~ msgid "Switch workspace to 'NLA Editor'." -#~ msgstr "Cambar el espacio de trabajo al 'NLA Editor'." - -#~ msgid "Make sure all stashed actions are muted." -#~ msgstr "Asegúrate de que todas las acciones ocultas estén silenciadas." - -#~ msgid "" -#~ "Download and install the `Mono `_ " -#~ "SDK." -#~ msgstr "" -#~ "Descarga e instala el SDK de `Mono `_." - -#~ msgid "If you are using Godot 3.0.2, you must use Mono 5.4." -#~ msgstr "Si estás usando Godot 3.0.2, deberás utilizar Mono 5.4." - -#~ msgid "Godot 3.0.3+ requires Mono 5.12 on all platforms." -#~ msgstr "Godot 3.0.3+ requiere Mono 5.12 en todas las plataformas." - -#~ msgid "" -#~ "You also need MSBuild (at least version 15.0), which should come with the " -#~ "Mono installation." -#~ msgstr "" -#~ "También necesitarás MSBuild (al menos versión 15.0), la cual debería " -#~ "agregarse con la instalación de Mono." - -#~ msgid "" -#~ "For instructions on installing older versions of Mono on Linux, see `this " -#~ "page `_. Older versions of Mono for macOS and " -#~ "Windows can be found `here `_." -#~ msgstr "" -#~ "Para obtener instrucciones sobre la instalación de versiones anteriores " -#~ "de Mono en Linux, consulta `esta página `_. Las versiones " -#~ "más antiguas de Mono para MacOS y Windows se encuentran `aquí `_." - -#~ msgid "" -#~ "Additionally, your Godot version must have Mono support enabled, so " -#~ "ensure you download the **Mono version** of Godot." -#~ msgstr "" -#~ "Adicionalmente, tu versión de Godot debe tener soporte de Mono, así que " -#~ "asegúrate de descargar la **versión Mono** de Godot." - -#~ msgid "" -#~ "If you are using Visual Studio Code, ensure you download and install the ." -#~ "NET tools extension. Without this, Godot will crash when trying to create " -#~ "a new C# project or edit a C# script." -#~ msgstr "" -#~ "Si estás usando Visual Studio Code, asegúrate de descargar e instalar la " -#~ "extensión .NET tools. Sin esto, la versión de Godot se cerrará con " -#~ "errores cuando intentes crear un proyecto C# o editar un script C#." - -#~ msgid "" -#~ "Attached C# scripts should refer to a class that has a class name that " -#~ "matches the file name and is unique within the project assembly (`#7402 " -#~ "comment `_)" -#~ msgstr "" -#~ "Los scripts C# anexados deben referir a una clase que tenga el mismo " -#~ "nombre que el archivo y además sea único en el proyecto (`#7402 comment " -#~ "`_)" - -#~ msgid "" -#~ "It is often desired to send a notification that something happened in an " -#~ "instance. GDScript supports creation of built-in Godot signals. Declaring " -#~ "a signal in GDScript is easy using the `signal` keyword." -#~ msgstr "" -#~ "A veces se quiere enviar una notificación de que algo ha pasado en una " -#~ "instancia. GDScript soporta la creación de señales integradas en Godot. " -#~ "Declarar una señal en GDScript es muy sencillo usando la palabra clave " -#~ "`signal`." - -#~ msgid "" -#~ "These signals can be connected in the editor or from code like regular " -#~ "signals. Take the instance of a class where the signal was declared and " -#~ "connect it to the method of another instance:" -#~ msgstr "" -#~ "Estas señales se pueden conectar en el editor o desde código como señales " -#~ "normales. Toma la instancia de una clase donde la señal fue declarada y " -#~ "conéctala al método de otra instancia:" - -#~ msgid "" -#~ "It is also possible to bind arguments to a signal that lacks them with " -#~ "your custom values:" -#~ msgstr "" -#~ "También es posible vincular argumentos con tus propios valores, a una " -#~ "señal que no los tenía previamente:" - -#~ msgid "" -#~ "This is useful when a signal from many objects is connected to a single " -#~ "callback and the sender must be identified:" -#~ msgstr "" -#~ "Esto es útil cuando una señal procedente de varios objetos está conectada " -#~ "a una única llamada de retorno y el emisor debe ser identificado:" - -#~ msgid "" -#~ "Finally, emitting a custom signal is done by using the Object.emit_signal " -#~ "method:" -#~ msgstr "" -#~ "Finalmente, una señal personalizada se emite usando el método Object." -#~ "emit_signal:" - -#~ msgid "For the same reason, the full screen project setting is ignored." -#~ msgstr "" -#~ "Por esta misma razón, se ignora la configuración del proyecto a pantalla " -#~ "completa." - -#~ msgid "HTTPClient" -#~ msgstr "HTTPClient" - -#~ msgid "" -#~ "The ``HTTPClient`` implementation for the HTML5 platform has several " -#~ "restrictions:" -#~ msgstr "" -#~ "La implementación de ``HTTPClient`` para la plataforma HTML5 tiene varias " -#~ "restricciones:" - -#~ msgid "" -#~ "Turning on **Export with Debug** when exporting will, in addition to " -#~ "enabling various debug features of the engine, display a debug output " -#~ "below the canvas when using the default HTML page, displaying JavaScript " -#~ "and engine errors. You can also use the browser-integrated developer " -#~ "console, usually opened with the F12 key, which often shows more " -#~ "information, including WebGL errors." -#~ msgstr "" -#~ "Al activar **Exportar con depuración** al exportar, además de habilitar " -#~ "varias funciones de depuración del motor, se mostrará una salida de " -#~ "depuración debajo del canvas cuando se utilice la página HTML " -#~ "predeterminada, mostrando errores de JavaScript y del motor. También " -#~ "puedes usar la consola de desarrollo integrada en el navegador, " -#~ "normalmente se abre con la tecla F12, que a menudo muestra más " -#~ "información, incluyendo errores WebGL." - -#~ msgid "The object itself has only two methods, ``load()`` and ``unload()``." -#~ msgstr "El objeto tiene solamente dos métodos, ``load()`` y ``unload()``." - -#~ msgid "``Engine.load(basePath)``" -#~ msgstr "``Engine.load(basePath)``" - -#~ msgid "``Engine.unload()``" -#~ msgstr "``Engine.unload()``" - -#~ msgid "``Engine.isWebGLAvailable(majorVersion = 1)``" -#~ msgstr "``Engine.isWebGLAvailable(majorVersion = 1)``" - -#~ msgid "" -#~ "The more interesting interface is accessed by instantiating ``Engine`` " -#~ "using the ``new`` operator:" -#~ msgstr "" -#~ "La interfaz más interesante es accedida instanciando ``Engine`` usando el " -#~ "operador ``new``:" - -#~ msgid "``engine.init(basePath)``" -#~ msgstr "``engine.init(basePath)``" - -#~ msgid "" -#~ "Initializes the instance. If the engine wasn't loaded yet, a base path " -#~ "must be passed from which the engine will be loaded." -#~ msgstr "" -#~ "Inicializa la instancia. Si el motor no fue cargado todavía, una ruta " -#~ "base debe ser pasada desde donte el motor será gargado." - -#~ msgid "" -#~ "Returns a promise that resolves once the engine is loaded and " -#~ "initialized. It can then be started with ``engine.startGame()``" -#~ msgstr "" -#~ "Devuelve una promesa de que resolverá cuando el motor es cargado e " -#~ "inicializado. Puede ser iniciada con ``engine.startGame()``" - -#~ msgid "``engine.preloadFile(file, path)``" -#~ msgstr "``engine.preloadFile(file, path)``" - -#~ msgid "``engine.start(arg1, arg2, …)``" -#~ msgstr "``engine.start(arg1, arg2, …)``" - -#~ msgid "``engine.startGame(mainPack)``" -#~ msgstr "``engine.startGame(mainPack)``" - -#~ msgid "" -#~ "Starts the game with the main pack loaded from the passed URL string and " -#~ "starts the engine with it." -#~ msgstr "" -#~ "Comienza el juego con el paquete principal cargado desde la cadena URL " -#~ "indicada e inicia el motor." - -#~ msgid "``engine.setUnloadAfterInit(enabled)``" -#~ msgstr "``engine.setUnloadAfterInit(enabled)``" - -#~ msgid "Defaults to ``true``." -#~ msgstr "Es ``true`` por defecto." - -#~ msgid "``engine.setCanvas(canvasElem)``" -#~ msgstr "``engine.setCanvas(canvasElem)``" - -#~ msgid "``engine.setCanvasResizedOnStart(enabled)``" -#~ msgstr "``engine.setCanvasResizedOnStart(enabled)``" - -#~ msgid "``engine.setLocale(locale)``" -#~ msgstr "``engine.setLocale(locale)``" - -#~ msgid "``engine.setExecutableName(execName)``" -#~ msgstr "``engine.setExecutableName(execName)``" - -#~ msgid "``engine.setProgressFunc(func)``" -#~ msgstr "``engine.setProgressFunc(func)``" - -#~ msgid "" -#~ "These methods allow implementing custom behavior for the ``stdout`` and " -#~ "``stderr`` streams. The functions passed in will be called with one " -#~ "string argument specifying the string to print." -#~ msgstr "" -#~ "Esos métodos permiten implementar comportamientos personalizados para los " -#~ "streams de ``stdout`` y ``stderr``. Las funciones pasadas serán llamadas " -#~ "con un argumento en forma de cadena, especificando la cadena a imprimir." - -#~ msgid "" -#~ "Don't scale the shape's outline! Only use the size handles (circled in " -#~ "red) to adjust the shape!" -#~ msgstr "" -#~ "¡Recuerda no escalar el contorno de la forma! ¡Utiliza sólo los controles " -#~ "de tamaño (marcados en rojo) para ajustar la forma!" - -#~ msgid "" -#~ "Disabling the area's collision shape means it won't detect collisions. By " -#~ "turning it off, we make sure we don't trigger the ``hit`` signal more " -#~ "than once." -#~ msgstr "" -#~ "Desactivar el área de colisión (collision shape) de un nodo Area " -#~ "significa que no detectará colisiones. De este modo nos aseguramos que no " -#~ "disparará la señal ``hit`` más de una vez." - -#~ msgid "``Layout``: \"Center Top\"" -#~ msgstr "``Disposición``: \"Centro Arriba\"" - -#~ msgid "``Margin``:" -#~ msgstr "``Margin``:" - -#~ msgid "Left: ``-25``" -#~ msgstr "Left: ``-25``" - -#~ msgid "Top: ``0``" -#~ msgstr "Top: ``0``" - -#~ msgid "Right: ``25``" -#~ msgstr "Right: ``25``" - -#~ msgid "Bottom: ``100``" -#~ msgstr "Bottom: ``100``" - -#~ msgid "Left: ``-200``" -#~ msgstr "Izquierda: ``-200``" - -#~ msgid "Top: ``-150``" -#~ msgstr "Top: ``-150``" - -#~ msgid "Right: ``200``" -#~ msgstr "Right: ``200``" - -#~ msgid "Bottom: ``0``" -#~ msgstr "Bottom: ``0``" - -#~ msgid "Left: ``-100``" -#~ msgstr "Left: ``-100``" - -#~ msgid "Right: ``100``" -#~ msgstr "Right: ``100``" - -#~ msgid "" -#~ "For one last bit of visual appeal, let's add a trail effect to the " -#~ "player's movement. Choose your ``Player`` scene and add a :ref:" -#~ "`Particles2D ` node named ``Trail``." -#~ msgstr "" -#~ "Para algo más de atractivo visual, agreguemos un efecto \"trail" -#~ "\" (rastro) al movimiento del jugador. Selecciona la escena ``Player`` y " -#~ "añade un nodo :ref:`Particles2D `, nómbralo ``Trail``." - -#~ msgid "" -#~ "There are a large number of properties to choose from when configuring " -#~ "particles. Feel free to experiment and create different effects. For the " -#~ "effect in this example, use the following settings:" -#~ msgstr "" -#~ "Existe un gran número de propiedades para elegir al configurar " -#~ "partículas. Tómate la libertad de experimentar y crear diferentes " -#~ "efectos. Para el efecto de este ejemplo, usaremos la siguiente " -#~ "configuración:" - -#~ msgid "" -#~ "You also need to create a ``Material`` by clicking on ```` and then " -#~ "\"New ParticlesMaterial\". The settings for that are below:" -#~ msgstr "" -#~ "Deberás crear un ``Material`` haciendo click en ```` y luego en " -#~ "\"Nuevo ParticlesMaterial\". La configuración es la que se muestra debajo:" - -#~ msgid "" -#~ "To make the gradient for the \"Color Ramp\" setting, we want a gradient " -#~ "taking the alpha (transparency) of the sprite from 0.5 (semi-transparent) " -#~ "to 0.0 (fully transparent)." -#~ msgstr "" -#~ "Para hacer un gradiente para la \"Color Ramp\", queremos un gradiente " -#~ "tomando el alfa (transparencia) del sprite desde 0.5 (semi transparente) " -#~ "a 0.0 (completamente transparente)." - -#~ msgid "" -#~ "Click \"New GradientTexture\", then under \"Gradient\", click \"New " -#~ "Gradient\". You'll see a window like this:" -#~ msgstr "" -#~ "Haz click en \"Nuevo GradientTexture\", luego, dentro de \"Gradient\", " -#~ "seleccione \"Nuevo Gradient\". Verás una ventana como esta:" - -#~ msgid "" -#~ "The left and right boxes represent the start and end colors. Click on " -#~ "each and then click the large square on the right to choose the color. " -#~ "For the first color, set the ``A`` (alpha) value to around halfway. For " -#~ "the second, set it all the way to ``0``." -#~ msgstr "" -#~ "Las cajas de la izquierda y derecha representan los colores inicial y " -#~ "final. Haz click en cada uno, luego cliquea en el cuadrado a de la " -#~ "derecha para seleccionar el color. Para el primer color, ajusta el valor " -#~ "``A`` (alfa) a la mitad. Para el segundo, llévalo a ``0``." - -#~ msgid "" -#~ "A more flexible alternative to prefabs you might know from Unity (and " -#~ "much more powerful given that instances can be nested)." -#~ msgstr "" -#~ "Una alternativa a prefabs, mas flexible, que talvez conozca de Unity (y " -#~ "mucho más poderosa ya que las instancias pueden estar anidadas)." - -#, fuzzy -#~ msgid "" -#~ "Managing drawing logic of a large amount of simple objects (in the " -#~ "hundreds of thousands). Using a thousand nodes is probably not nearly as " -#~ "efficient as drawing, but a thousand draw calls are cheap; take the " -#~ "\"Shower of Bullets\" demo as an example." -#~ msgstr "" -#~ "Administrando la lógica de dibujado de gran número de objetos (cientos de " -#~ "miles). Usar miles de nodos probablemente no sea igualmente de eficiente " -#~ "que dibujar, ya que miles de \"draw calls\" (llamadas a proceso de " -#~ "dibujado) son baratas." - -#~ msgid "" -#~ "GameObject -> Node Add a component -> Inheriting Prefab -> Externalized " -#~ "branch" -#~ msgstr "" -#~ "GameObject -> Node Add a component -> Inheriting Prefab -> Externalized " -#~ "branch" - -#~ msgid "In this guide you will learn:" -#~ msgstr "En esta guía aprenderás:" - -#~ msgid "Collision Layers and Masks" -#~ msgstr "Capas y Máscaras de Colisión" - -#~ msgid "" -#~ "Unlike the shader language in Godot 2.x, this implementation is much " -#~ "closer to the original." -#~ msgstr "" -#~ "A diferencia del lenguaje de shaders de Godot 2.x, esta implementación es " -#~ "mucho más parecida a la original." - -#~ msgid "Operators:" -#~ msgstr "Operadores:" - -#~ msgid "Functions can be used from any other function that is below it." -#~ msgstr "" -#~ "Las funciones pueden ser usadas desde cualquier otra función que se " -#~ "encuentre por debajo de ella." - -#~ msgid "" -#~ "Depending on shader type, a different set of built-in inputs and outputs " -#~ "are provided. In general, vertex functions are not that commonly used." -#~ msgstr "" -#~ "Dependiendo del tipo de shader, se dispone de un conjunto distinto de " -#~ "entradas y salidas integradas. En general, las funciones vertex no son " -#~ "usadas comunmente." - -#~ msgid "**noperspective**" -#~ msgstr "**noperspective**" - -#~ msgid "The value is linearly interpolated in window-space" -#~ msgstr "El valor es linearmente interpolado en espacio de ventana" - -#~ msgid "Shader Types In-Depth" -#~ msgstr "Tipos de shader en detalle" - -#~ msgid "Accepted render modes and built-ins for **shader_type spatial;**." -#~ msgstr "" -#~ "Modos de render aceptados y built-ins para **shader_type spatial;**." - -#~ msgid "Substractive blend mode." -#~ msgstr "Modo de blending substractivo." - -#~ msgid "" -#~ "Accepted render modes and built-ins for **shader_type canvas_item;**." -#~ msgstr "" -#~ "Modos de render aceptados para built-ins del **shader_type canvas_item;**." - -#~ msgid "" -#~ "Before we translate the documentation, we need to complete and proof-read " -#~ "it in English. We'll work on localization when we get past 90% completion." -#~ msgstr "" -#~ "Antes de traducir la documentación, necesitamos completarla y revisarla " -#~ "en inglés. Trabajaremos en la localización cuando hayamos superado el 90% " -#~ "del proceso." - -#, fuzzy -#~ msgid "" -#~ "If you're using C#, you need to restart Godot editor temporarily to see " -#~ "exported variables in the editor until it's fixed." -#~ msgstr "" -#~ "Si estás usando C#, necesitarás reiniciar el editor para ver las " -#~ "variables exportadas en el editor (temporalmente hasta que se corrija el " -#~ "problema)." - -#~ msgid "Is SRGB" -#~ msgstr "Is SRGB (Es SRGB)" - -#, fuzzy -#~ msgid "" -#~ "NOTE: The result of these operations depends on the operands types. If " -#~ "both are Integers, then the result will be an Integer. That means 1/10 " -#~ "returns 0 instead of 0.1. If at least one of the operands is a float, " -#~ "then the result is a float: float(1)/10 or 1.0/10 return both 0.1. NOTE2: " -#~ "Remainder/Modulo only works on int. For floats use built in fmod()" -#~ msgstr "" -#~ "NOTA: El resultado de estas operaciones depende del tipo de los " -#~ "operandos. Si ambos son del tipo Integer (enteros), entonces el resultado " -#~ "será un Integer. Esto significa que 1/10 devuelve 0 en lugar de 0,1. Si " -#~ "por lo menos uno de los operandos es de tipo float (decimal), entonces el " -#~ "resultado es un float: float(1)/10 o 1,0/10 devuelven 0,1." - -#~ msgid "" -#~ "Another reason is that, for distribution, the developer might prefer a " -#~ "specially compiled binary, which is smaller in size, more optimized and " -#~ "does not include tools inside (like the editor, debugger, etc.)." -#~ msgstr "" -#~ "Otra razón es que, para su distribución, el desarrollador puede preferir " -#~ "una compilación binaria específica, que es más pequeña en tamaño, más " -#~ "optimizada y no incluye las herramientas (como el editor, el debugger, " -#~ "etc...)." - -#~ msgid "There is a few things to note here." -#~ msgstr "Hay algunas cosas a tener en cuenta aquí." - -#~ msgid "default: no" -#~ msgstr "por defecto: no" - -#~ msgid "default: yes" -#~ msgstr "por defecto: sí" - -#~ msgid "Mac OS X" -#~ msgstr "Mac OS X" - -#~ msgid "" -#~ "C# is usually the best choice for companies. The large amount of " -#~ "programmers familiar with it means less time can be spent learning Godot " -#~ "and more time can be spent programming with it." -#~ msgstr "" -#~ "C# suele ser la mejor opción para las empresas. La gran cantidad de " -#~ "programadores familiarizados con él significa que se puede pasar menos " -#~ "tiempo aprendiendo Godot y más tiempo programando con él." - -#~ msgid "" -#~ "Where *Nodes* focus on behaviors, such as drawing a sprite, drawing a 3D " -#~ "model, physics, GUI controls, etc," -#~ msgstr "" -#~ "Donde los *Nodos* se enfocan en comportamientos como dibujar un sprite, " -#~ "dibujar un modelo 3D, física, controles GUI, etc," - -#~ msgid "" -#~ "**Resources** are mere **data containers**. This means that they don't do " -#~ "any action nor process any information. Resources just contain data." -#~ msgstr "" -#~ "Los **Recursos** son simples **contenedores de datos**. Esto significa " -#~ "que no realizan ninguna acción ni procesan ninguna información. Los " -#~ "recursos sólo contienen datos." - -#~ msgid "" -#~ "When Godot saves or loads (from disk) a scene (.tscn or .scn), an image " -#~ "(png, jpg), a script (.gd) or pretty much anything, that file is " -#~ "considered a resource." -#~ msgstr "" -#~ "Cuando Godot guarda o carga (desde el disco) una escena (.tscn o.scn), " -#~ "una imagen (png, jpg), un script (.gd) o casi cualquier cosa, ese archivo " -#~ "se considera un recurso." - -#~ msgid "" -#~ "The resource properties can reference resources in two ways, *external* " -#~ "(on disk) or **built-in**." -#~ msgstr "" -#~ "Las propiedades del recurso pueden hacer referencia a los recursos de dos " -#~ "maneras, *externo* (en disco) o **integrado**." - -#~ msgid "" -#~ "Pressing the \">\" button on the right side of the preview allows us to " -#~ "view and edit the resources properties. One of the properties (path) " -#~ "shows where it comes from. In this case, it comes from a png image." -#~ msgstr "" -#~ "Pulsando el botón \">\" a la derecha de la vista previa podemos ver y " -#~ "editar las propiedades de los recursos. Una de las propiedades (path) " -#~ "muestra de dónde proviene. En este caso, proviene de una imagen png." - -#~ msgid "" -#~ "When the resource comes from a file, it is considered an *external* " -#~ "resource. If the path property is erased (or it never had a path to begin " -#~ "with), it is considered a built-in resource." -#~ msgstr "" -#~ "Cuando el recurso proviene de un archivo, se considera un recurso " -#~ "*externo*. Si la propiedad path es eliminada (o nunca tuvo una ruta de " -#~ "inicio), se considera un recurso integrado." - -#~ msgid "" -#~ "For example, if the path \\`\"res://robi.png\"\\` is erased from the " -#~ "\"path\" property in the above example, and then the scene is saved, the " -#~ "resource will be saved inside the .tscn scene file, no longer referencing " -#~ "the external \"robi.png\". However, even if saved as built-in, and even " -#~ "though the scene can be instanced multiple times, the resource will " -#~ "always be loaded only once. That means, different Robi robot scenes " -#~ "instanced at the same time will still share the same image." -#~ msgstr "" -#~ "Por ejemplo, si la ruta \\`\"res://robi.png\"\\` es eliminada de la " -#~ "propiedad \"path\" en el ejemplo anterior, y la escena es grabada, el " -#~ "recurso se grabará dentro del archivo de escena .tscn, no referenciando " -#~ "más al \"robi.png\" externo. Sin embargo, aún guardada como built-in, " -#~ "aunque la escena sea instanciada muchas veces, el recurso será cargado " -#~ "sólo una vez. Esto significa que diferentes escenas del robot Robi pueden " -#~ "ser instanciadas al mismo tiempo y compartirán la imagen." - -#~ msgid "" -#~ "Loading resources from code is easy. There are two ways to do it. The " -#~ "first is to use load(), like this:" -#~ msgstr "" -#~ "Cargar recursos desde código es simple. Hay dos modos de hacerlo, el " -#~ "primero es usar load(), de este modo:" - -#~ msgid "" -#~ "The second way is more optimal, but only works with a string constant " -#~ "parameter because it loads the resource at compile-time." -#~ msgstr "" -#~ "La segunda forma es más óptima, pero sólo funciona con una cadena " -#~ "constante como parámetro, porque carga el recurso en tiempo de " -#~ "compilación." - -#~ msgid "" -#~ "Like any object in Godot, not just nodes, resources can be scripted, too. " -#~ "However, there isn't generally much of an advantage, as resources are " -#~ "just data containers." -#~ msgstr "" -#~ "Como cualquier objeto en Godot, no sólo nodos, Resources pueden contener " -#~ "scripts también. Sin embargo, no hay mucha ventaja ya que los recursos " -#~ "son sólo contenedores de datos." - -#~ msgid "Or even simpler using the name directly:" -#~ msgstr "O incluso más simple usando el nombre directamente:" - -#~ msgid "slave" -#~ msgstr "slave" - -#~ msgid "sync" -#~ msgstr "sync" - -#~ msgid "Code Structure" -#~ msgstr "Estructura de codigo" - -#~ msgid "" -#~ "Exporting a project may not yet work (`#15615 `_)" -#~ msgstr "" -#~ "Es posible que la exportación de un proyecto aún no funcione (`#15615 " -#~ "`_)" - -#~ msgid "" -#~ "Signals with parameters are broken in 3.0.2-stable (`#17553 `_)" -#~ msgstr "" -#~ "Las señales con parámetros no funcionan en 3.0.2-stable (`#17553 `_)" - -#~ msgid "Global Scope" -#~ msgstr "Ámbito Global" - -#~ msgid "Commented out as not implemented in 3.x for now." -#~ msgstr "Comentado como no implementado en 3.x por ahora." - -#~ msgid "" -#~ "This is the base angle at which particles emit. Default is ``0`` (down):" -#~ msgstr "" -#~ "Este es el ángulo base en el que se emiten las partículas. Por defecto es " -#~ "``0`` (abajo):" - -#~ msgid "" -#~ "Changing it will change the emissor direction, but gravity will still " -#~ "affect them:" -#~ msgstr "" -#~ "Cambiarlo cambiará la dirección de emisión, pero la gravedad aún las " -#~ "afectará:" - -#~ msgid "" -#~ "This parameter is useful because, by rotating the node, gravity will also " -#~ "be rotated. Changing direction allows them to be separated." -#~ msgstr "" -#~ "Este parámetro es útil porque, al girar el nodo, también se girará la " -#~ "gravedad. El cambio de dirección permite separarlas." - -#~ msgid "" -#~ "Sería excelente que el mundo hablara solo un idioma. Unfortunately for us " -#~ "developers, that is not the case. While not generally a big requirement " -#~ "when developing indie or niche games, it is also common that games going " -#~ "into a more massive market require localization." -#~ msgstr "" -#~ "Sería excelente que el mundo hablara solo un idioma. Desafortunadamente " -#~ "para nosotros los desarrolladores, ese no es el caso. Aunque generalmente " -#~ "no es un gran requisito a la hora de desarrollar juegos independientes o " -#~ "de nicho, también es común que los juegos que entran en un mercado más " -#~ "masivo requieran localización." - -#~ msgid "" -#~ "Godot offers many tools to make this process more straightforward, so " -#~ "this tutorial is more like a collection of tips and tricks." -#~ msgstr "" -#~ "Godot ofrece muchas herramientas para hacer este proceso más sencillo, " -#~ "por lo que este tutorial es más como una colección de consejos y trucos." - -#~ msgid "" -#~ "As always, If you don't know the code of a language or zone, :ref:`check " -#~ "the list `." -#~ msgstr "" -#~ "Como siempre, si no conoces el código de un idioma o zona, :ref:`verifica " -#~ "la lista `." - -#~ msgid "" -#~ "While the dock position is chosen when adding it, the user is free to " -#~ "move it and save the layout with the dock in any position." -#~ msgstr "" -#~ "Mientras que la posición del panel se determina al añadirlo, el usuario " -#~ "es libre de moverlo y guardar el diseño con el panel en cualquier " -#~ "posición." - -#~ msgid "Action Lib" -#~ msgstr "Librería de acciones" - -#~ msgid "" -#~ "Every action in object's nla tracks would be exported as a separate track " -#~ "and placed in AnimationPlayer." -#~ msgstr "" -#~ "Cada acción en las pistas NLA de los objetos se exportaría como una pista " -#~ "separada y se colocaría en el AnimationPlayer." - -#~ msgid "Placing of AnimationPlayer" -#~ msgstr "Colocación de AnimationPlayer" - -#~ msgid "" -#~ "The exporter has an option :code:`Separate AnimationPlayer For Each " -#~ "Object` which controls how the exported AnimationPlayers are placed." -#~ msgstr "" -#~ "El exportador tiene una opción :code:`Separate AnimationPlayer For Each " -#~ "Object` que controla cómo se colocan los AnimationPlayers exportados." - -#~ msgid "" -#~ "If :code:`Separate AnimationPlayer For Each Object` is **disabled** " -#~ "children of any animated object shares one AnimationPlayer" -#~ msgstr "" -#~ "Si :code:`Separate AnimationPlayer For Each Object` es **desactivado** " -#~ "los hijos de cualquier objeto animado comparten un AnimationPlayer" - -#~ msgid "" -#~ "In the following case, animation data of Mesh is also exported to " -#~ "AnimationPlayer \"RigAnimation\"" -#~ msgstr "" -#~ "En el siguiente caso, los datos de animación de Mesh también se exportan " -#~ "a AnimationPlayer \"RigAnimation\"" - -#~ msgid "" -#~ "If :code:`Separate AnimationPlayer For Each Object` is **enabled** every " -#~ "animated object got its own AnimationPlayer. It is useful when artists " -#~ "want to play multiple animation concurrently, because one AnimationPlayer " -#~ "node can only play one track at a time." -#~ msgstr "" -#~ "Si :code:`Separate AnimationPlayer For Each Object` está **habilitado** " -#~ "cada objeto animado tiene su propio AnimationPlayer. Es útil cuando los " -#~ "artistas desean reproducir varias animaciones al mismo tiempo, ya que un " -#~ "nodo de AnimationPlayer sólo puede reproducir una pista a la vez." - -#~ msgid "In the following case, Mesh and Rig have their own AnimationPlayer" -#~ msgstr "En el siguiente caso, Mesh y Rig tienen su propio AnimationPlayer" - -#~ msgid "" -#~ "This means it is free as in \"free speech\" as well as in \"free beer\"." -#~ msgstr "" -#~ "Esto significa que es libre/gratis como en \"libertad de expresión\" así " -#~ "como en \"cerveza gratis\"." - -#~ msgid "There are no usage restrictions on Godot" -#~ msgstr "No hay restricciones de uso para Godot" - -#~ msgid "" -#~ "This means you can use it for any game or application, commercially or " -#~ "non-commercially, in any industry" -#~ msgstr "" -#~ "Esto significa que puedes usarlo para cualquier juego o aplicación, " -#~ "comercialmente o no comercialmente, en cualquier industria" - -#~ msgid "" -#~ "For more, see `here `_ or ask " -#~ "your lawyer of choice." -#~ msgstr "" -#~ "Para más información, mira `aqui `_ o pregunta a tu abogado." - -#~ msgid "" -#~ "Note that C# and Visual Scripting support is comparatively young and " -#~ "GDScript still has some advantages as outlined below." -#~ msgstr "" -#~ "Observa que el soporte de C# y Visual Scripting es comparativamente joven " -#~ "y, GDScript aún tiene varias ventajas tal como se detallan a " -#~ "continuación." - -#~ msgid "" -#~ "Support for new languages can be added by third parties using the " -#~ "GDNative / NativeScript / PluginScript facilities. (See question about " -#~ "plugins below.)" -#~ msgstr "" -#~ "Soporte a nuevos lenguajes puede ser añadido por terceras partes " -#~ "utilizando las facilidades de GDNative/Native Script/ PluginScript. (Ver " -#~ "las preguntas acerca de plugins más abajo)" - -#~ msgid "" -#~ "GDScript? Why use a custom scripting language instead of my language of " -#~ "choice?" -#~ msgstr "" -#~ "¿GDScript? ¿Por qué usar un lenguaje personalizado en vez de alguno de mi " -#~ "preferencia?" - -#~ msgid "" -#~ "GDScript is designed to integrate from the ground to the way Godot works, " -#~ "more than any other language, and is simple and easy to learn. Takes at " -#~ "most a day or two to get comfortable and it's easy to see the benefits " -#~ "once you do. Please make the effort to learn GDScript, you will not " -#~ "regret it." -#~ msgstr "" -#~ "GDScript está diseñado para integrarse desde el inicio al funcionamiento " -#~ "de Godot, más que cualquier otro lenguaje, y es simple y fácil de " -#~ "aprender. Toma como máximo un día o dos para sentirse cómodo y es fácil " -#~ "ver los beneficios una vez que lo haces. Por favor, haz el esfuerzo de " -#~ "aprender GDScript, no te arrepentirás." - -#~ msgid "" -#~ "Godot C++ API is also efficient and easy to use (the entire Godot editor " -#~ "is made with this API), and an excellent tool to optimize parts of a " -#~ "project, but trying to use it instead of GDScript for an entire game is, " -#~ "in most cases, a waste of time." -#~ msgstr "" -#~ "El API de C++ de Godot es también eficiente y fácil de usar (Todo el " -#~ "editor de Godot esta hecho con este API), y es una excelente herramienta " -#~ "para optimizar partes de algún proyecto, pero en la mayoría de los casos, " -#~ "tratar de usar solamente el API en vez de GDScript para realizar un juego " -#~ "completo, es una perdida de tiempo." - -#~ msgid "" -#~ "Yes, for more than a decade we tried in the past integrating several VMs " -#~ "(and even shipped games using them), such as Python, Squirrel and Lua (in " -#~ "fact we authored tolua++ in the past, one of the most popular C++ " -#~ "binders). None of them worked as well as GDScript does now." -#~ msgstr "" -#~ "Sí, durante una década intentamos integrar varios VMs (hasta publicamos " -#~ "juegos con ellos), como Python, Squirrel y Lua (De hecho, anteriormente " -#~ "escribimos tolua++, uno de los binders c++ más populares). Ninguno de " -#~ "ellos ha funcionado tan bien como lo hace GDScript ahora." - -#~ msgid "For the more technically versed, proceed to the next item." -#~ msgstr "" -#~ "Para los mas especializados técnicamente, continúen con el siguiente " -#~ "punto." - -#~ msgid "" -#~ "I don't believe you. What are the technical reasons for the item above?" -#~ msgstr "No te creo. ¿Cuales son las razones técnicas del punto anterior?" - -#~ msgid "" -#~ "GDScript was designed to solve the issues above, and performs well in all " -#~ "the above scenarios. Please learn GDScript and enjoy a smooth integration " -#~ "of scripting with the game engine (yes, it's a rare but enjoyable " -#~ "situation when things just work). It's worth it, give it a try!" -#~ msgstr "" -#~ "GDScript se diseñó para resolver los problemas anteriores, y funciona " -#~ "bien en todos estos escenarios. Por favor, aprende GDScript y disfruta de " -#~ "una integración fluida de scripts con el motor del juego (sí, es una " -#~ "situación rara pero agradable cuando las cosas simplemente funcionan). " -#~ "Vale la pena, inténtalo!" - -#~ msgid "I want to extend Godot. What are my options for creating plugins?" -#~ msgstr "Quiero extender Godot. ¿Cuáles son mis opciones para crear plugins?" - -#~ msgid "" -#~ "Additional languages could be added via PluginScript or the more low-" -#~ "level NativeScript." -#~ msgstr "" -#~ "Pueden añadirse lenguajes adicionales por medio de PluginScript o con " -#~ "NativeScript, de nivel mucho más bajo." - -#~ msgid "" -#~ "If you want to add a certain native library, your best bet is GDNative " -#~ "and custom C++ modules." -#~ msgstr "" -#~ "Si quieres añadir una biblioteca nativa, tu mejor opción es GDNative y " -#~ "los módulos C++ personalizados." - -#~ msgid "Why is FBX not supported for import?" -#~ msgstr "¿Por qué FBX no está soportado para ser importado?" - -#~ msgid "Also, glTF support was added in Godot 3.0." -#~ msgstr "Además, se agregó soporte a glTF en Godot 3.0." - -#~ msgid "" -#~ "FBX support could still be provided by third parties as a plugin. (See " -#~ "Plugins question above.)" -#~ msgstr "" -#~ "Aún así, está la posibilidad de dar soporte a FBX por medio de plugins " -#~ "provenientes de terceros. (Ver la pregunta de Plugins más arriba.)" - -#~ msgid "" -#~ "No, the aim of Godot is to create a complete open source engine licensed " -#~ "under MIT, so you have complete control over every single piece of it. " -#~ "Open versions of functionality or features from such SDKs may be " -#~ "eventually added though." -#~ msgstr "" -#~ "No, el objetivo de Godot es crear un motor de código abierto completo, " -#~ "bajo la licencia MIT, para que tengas control absoluto sobre cada pieza " -#~ "del mismo. Sin embargo, posiblemente se agreguen versiones abiertas de " -#~ "funcionalidad, o características, de tales SDKs." - -#~ msgid "I have a great idea that will make Godot better. What do you think?" -#~ msgstr "Tengo una gran idea que mejorará a Godot. ¿Qué opinas?" - -#~ msgid "" -#~ "Your idea will most certainly be ignored. Examples of stuff that is " -#~ "ignored by the developers:" -#~ msgstr "" -#~ "Tu idea seguramente será ignorada. Ejemplos de cosas que son ignoradas " -#~ "por los desarrolladores:" - -#~ msgid "Let's do this because it will make Godot better" -#~ msgstr "Hagamos esto porque mejorará a Godot" - -#~ msgid "Let's do this in Godot because another game engine does it" -#~ msgstr "Hagamos esto en Godot porque otros motores de videojuegos lo hacen" - -#~ msgid "Let's remove this because I think it's not needed" -#~ msgstr "Quitemos esto porque creo que no es necesario" - -#~ msgid "Let's remove clutter and bloat and make Godot look nicer" -#~ msgstr "" -#~ "Eliminemos el código desordenado e inflado y hagamos que Godot se vea " -#~ "mejor" - -#~ msgid "Let's add an alternative workflow for people who prefer it" -#~ msgstr "" -#~ "Agreguemos un método alternativo al flujo de trabajo para las personas " -#~ "que así lo prefieran" - -#~ msgid "" -#~ "Godot developers are always willing to talk to you and listen to your " -#~ "feedback very openly, to an extent rarely seen in open source projects, " -#~ "but they will care mostly about real issues you have while using Godot, " -#~ "not ideas solely based on personal belief. Developers are interested in " -#~ "(for example):" -#~ msgstr "" -#~ "Los desarrolladores de Godot siempre estarán dispuestos a hablar contigo " -#~ "y de escuchar tus comentarios abiertamente, de una manera que rara vez se " -#~ "ve en proyectos de código abierto, pero ellos se preocuparan " -#~ "principalmente de problemas reales que tengas usando Godot, no de ideas " -#~ "basadas solamente en creencias personales. Los desarrolladores están " -#~ "interesados en (por ejemplo):" - -#~ msgid "" -#~ "Once one of the above points is stated, we can work together on a " -#~ "solution and this is where your ideas and suggestions are most valuable " -#~ "and welcome, they need to be in context of a real issue." -#~ msgstr "" -#~ "Cuando nos presentan uno de los puntos de arriba, podemos trabajar juntos " -#~ "en una solución y es aquí donde tus ideas y sugerencias son más valoradas " -#~ "y bienvenidas, necesitan estar en el contexto de un problema real." - -#~ msgid "Examples of how NOT to state problems generally and vaguely are:" -#~ msgstr "" -#~ "Algunos ejemplos de cómo NO presentar problemas de manera vaga y general " -#~ "son:" - -#~ msgid "Certain feature is ugly" -#~ msgstr "Determinada característica es fea" - -#~ msgid "Certain workflow is slow" -#~ msgstr "Cierto flujo de trabajo es lento" - -#~ msgid "Certain feature needs optimization" -#~ msgstr "Una característica en particular necesita optimización" - -#~ msgid "Certain aspect of the UI looks cluttered" -#~ msgstr "Un aspecto de la interfaz de usuario se ve desordenado" - -#~ msgid "" -#~ "Associating something with an adjective will not get you much attention " -#~ "and developers will most likely not understand you. Instead, try to " -#~ "reformulate your problem as a story such as:" -#~ msgstr "" -#~ "Asociando algo con un adjetivo no atraerá mucha atención de los " -#~ "desarrolladores y es muy probable que no te comprendan. En su lugar, " -#~ "intenta reformular tus problemas como un relato, como:" - -#~ msgid "I try to move objects around but always end up picking the wrong one" -#~ msgstr "" -#~ "Intento mover objetos pero siempre termino seleccionando el equivocado" - -#~ msgid "" -#~ "I tried to make a game like Battlefield but I'm not managing to " -#~ "understand how to get lighting to look the same." -#~ msgstr "" -#~ "Intenté hacer un juego como Battlefield pero no logro entender como " -#~ "conseguir que la iluminación se vea igual." - -#~ msgid "" -#~ "I always forget which script I was editing, and it takes me too many " -#~ "steps to go back to it." -#~ msgstr "" -#~ "Siempre olvido cual script estaba editando, y siempre me toma demasiados " -#~ "pasos volver a él." - -#~ msgid "" -#~ "This will allow you to convey what you are thinking much better and set a " -#~ "common ground for discussion. Please try your best to state your problems " -#~ "as stories to the developers and the community, before discussing any " -#~ "idea. Be specific and concrete." -#~ msgstr "" -#~ "Esto le permitirá transmitir lo que piensas de una manera mejor y " -#~ "establecer un terreno común para la discusión. Por favor, haz todo lo " -#~ "posible para exponer tus problemas como historias a los desarrolladores, " -#~ "y a la comunidad, antes de discutir cualquier idea. Se especifico y " -#~ "concreto." - -#~ msgid "Export Templates" -#~ msgstr "Plantillas de exportación" - -#~ msgid "Albeit powerful, the scene system by itself has a few drawbacks:" -#~ msgstr "" -#~ "Aunque poderoso, el sistema de escena en sí tiene algunos inconvenientes:" - -#~ msgid "" -#~ "There is no common place to store information (e.g. a player's items " -#~ "etc.) required by more than one scene." -#~ msgstr "" -#~ "No hay un lugar común para guardar información (por ejemplo, los ítems de " -#~ "un jugador) que sea requerido por más de una escena." - -#~ msgid "" -#~ "However there is still a need in Godot to create parts of a scene that:" -#~ msgstr "" -#~ "Sin embargo, todavía hay una necesidad en Godot de crear partes de una " -#~ "escena que:" - -#~ msgid "" -#~ "To autoload a scene or script, select Project > Project Settings from the " -#~ "menu and switch to the AutoLoad tab. Each entry in the list requires a " -#~ "name, which is used as the name of the node, and the node is always added " -#~ "to the root viewport before any other scenes are loaded." -#~ msgstr "" -#~ "Para cargar automáticamente una escena o script, selecciona desde el menú " -#~ "Proyecto > Ajustes del Proyecto y luego selecciona la pestaña AutoLoad. " -#~ "Cada entrada de la lista requiere un nombre, el cual es usado como nombre " -#~ "del nodo, y el nodo es siempre agregado al viewport raíz antes que " -#~ "cualquier escena sea cargada." - -#~ msgid "" -#~ "Two scenes are present, scene_a.tscn and scene_b.tscn on an otherwise " -#~ "empty project. Each are identical and contain a button connected to a " -#~ "callback for switching to the other scene. When the project runs, it " -#~ "starts in scene_a.tscn. However, this currently does nothing and pressing " -#~ "the button does not work." -#~ msgstr "" -#~ "Hay dos escenas presentes, scene_a.tscn y scene_b.tscn en un proyecto que " -#~ "de otro modo estaría vacío. Cada una es idéntica y contienen un botón " -#~ "conectado a un callback para cambiar de escena. Cuando el proyecto se " -#~ "ejecuta, se inicia en scene_a.tscn. Sin embargo, actualmente no hace nada " -#~ "y presionar el botón no funciona." - -#~ msgid "" -#~ "First of all, create a global.gd script. The easy way to create a " -#~ "resource from scratch is from the new resource button in the inspector " -#~ "tab:" -#~ msgstr "" -#~ "En primer lugar, crea un script global.gd. La manera más fácil de crear " -#~ "un recurso desde cero es desde el botón de nuevo recurso en la pestaña " -#~ "del Inspector:" - -#~ msgid "Save the script as `global.gd`:" -#~ msgstr "Guarda el script como `global.gd`:" - -#~ msgid "" -#~ "Note: Make sure that global.gd extends Node, otherwise it won't be loaded!" -#~ msgstr "" -#~ "Nota: ¡Asegúrate de que global.gd extiende el Nodo, de lo contrario no se " -#~ "cargará!" - -#~ msgid "" -#~ "To load scenes with a progress bar, check out the next tutorial, :ref:" -#~ "`doc_background_loading`" -#~ msgstr "" -#~ "Para cargar escenas con una barra de progreso, consulta el siguiente " -#~ "tutorial, :ref:`doc_background_loading`" - -#~ msgid "Negative" -#~ msgstr "Negativo" - -#~ msgid "" -#~ "By default, the body of a script file is an unnamed class and it can only " -#~ "be referenced externally as a resource or file. Class syntax is meant to " -#~ "be compact and can only contain member variables or functions. Static " -#~ "functions are allowed, but not static members (this is in the spirit of " -#~ "thread safety, since scripts can be initialized in separate threads " -#~ "without the user knowing). In the same way, member variables (including " -#~ "arrays and dictionaries) are initialized every time an instance is " -#~ "created." -#~ msgstr "" -#~ "Por defecto, el cuerpo de un archivo de script es una clase sin nombre y " -#~ "sólo puede ser referenciado externamente como un recurso o archivo. La " -#~ "sintaxis de la clase está pensada para ser compacta y sólo puede contener " -#~ "variables miembro o funciones. Las funciones estáticas están permitidas, " -#~ "pero no los miembros estáticos (esto se hace con el espíritu de " -#~ "garantizar la seguridad de los hilos, ya que los scripts se pueden " -#~ "inicializar en hilos separados sin que el usuario lo sepa). De la misma " -#~ "manera, las variables miembro (incluyendo matrices y diccionarios) se " -#~ "inicializan cada vez que se crea una instancia." - -#~ msgid "# Idle.gd" -#~ msgstr "# Idle.gd" - -#~ msgid "func _init().(5):" -#~ msgstr "func _init().(5):" - -#~ msgid "" -#~ "To use C# in Godot you must have `Mono `_ installed. Godot 3.0.2 requires Mono 5.4, 3.0.3 requires " -#~ "Mono 5.12 on all platforms. You also need MSBuild (at least version 15.0) " -#~ "which should come with the Mono installation." -#~ msgstr "" -#~ "Para usar C# en Godot debes tener `Mono `_ instalado. Godot 3.0.2 requiere Mono 5.4, 3.0.3 requiere " -#~ "Mono 5.12 en todas las plataformas. También necesitas MSBuild (al menos " -#~ "la versión 15.0) que debe venir con la instalación Mono." - -#~ msgid "Platform bits (64/32)." -#~ msgstr "Bits de plataforma (64/32)." - -#~ msgid "Running on X11" -#~ msgstr "Ejecución en X11" - -#~ msgid "" -#~ "Optionally, the files can be bundled inside the executable, though this " -#~ "does not always works properly." -#~ msgstr "" -#~ "Opcionalmente, los archivos se pueden agrupar dentro del ejecutable, " -#~ "aunque esto no siempre funciona correctamente." - -#~ msgid "" -#~ "For Linux users, you will also need to install wine in order to use " -#~ "rcedit. For more information, check https://www.winehq.org/" -#~ msgstr "" -#~ "Usuarios de Linux también deberán instalar wine para poder usar rcedit. " -#~ "Para más información, ver https://www.winehq.org/" - -#~ msgid "Check the documentation for more info about exporting." -#~ msgstr "Revisar la documentación para más información sobre exportación." - -#~ msgid "" -#~ "You can now export the game and see whether you have change the icons " -#~ "successfully or not. If everything works fine, you will see this." -#~ msgstr "" -#~ "Ahora puedes exportar el juego y ver si los cambios de íconos fueron " -#~ "exitosos o no. Si todo funciona bien, verás esto." - -#~ msgid "" -#~ "Your ICO file should at least contain icons in the following resolutions: " -#~ "16x16, 48x48 and 256x256. They should also be uncompressed. The 256x256 " -#~ "icon *can* be compressed, but this breaks backwards compatibility with " -#~ "Windows XP." -#~ msgstr "" -#~ "Tu archivo ICO debe contener al menos íconos para las siguientes " -#~ "resoluciones: 16x16, 48x48 and 256x256. Además no deben estar " -#~ "comprimidos. El ícono 256x256 *puede* ser comprimido, pero esto romperá " -#~ "compatibilidad con Windows XP." - -#~ msgid "" -#~ "Note that for high-DPI compression may be used, also they should be using " -#~ "24bpp mode in contrast to the lower resolutions." -#~ msgstr "" -#~ "Tener en cuenta que la compresión para high-DPI puede ser usada, también " -#~ "deberán usar modo 24bpp a diferencia de resoluciones menores." - -#~ msgid "" -#~ "For Godot 3, instead of following the trend and focusing on shader " -#~ "graphs, we put in most of the work offering a default material that " -#~ "covers far more use cases. This replaces the old \"FixedMaterial\" in " -#~ "Godot 2.x" -#~ msgstr "" -#~ "En Godot 3, en lugar de seguir la tendencia y centrarnos en los shader " -#~ "graphs, invertimos la mayor parte del trabajo para ofrecer un material " -#~ "por defecto que abarque muchos más casos de uso. Esto reemplaza el " -#~ "antiguo \"FixedMaterial\" en Godot 2.x" - -#~ msgid "" -#~ "**Toon:** Provides a hard cut for lighting, with smoothing affected by " -#~ "roughness." -#~ msgstr "" -#~ "**Toon:** Proporciona un corte duro para la iluminación, con suavizado " -#~ "afectado por la rugosidad." - -#~ msgid "" -#~ "If all the vertices of your mesh are not selected, select them all (hit " -#~ "\"A\"). They must appear orange, not black. Then, in the Shading/UVs " -#~ "button group to the left, click the \"Unwrap\" button (or simply hit \"U" -#~ "\") and select \"Smart UV Project\". Keep the default options and hit \"Ok" -#~ "\"." -#~ msgstr "" -#~ "Si no están seleccionados todos los vértices de tu malla, selecciónalos " -#~ "todos (pulsa \"A\"). Deben parecer naranjas, no negras. A continuación, " -#~ "en el grupo de botones Shading/UVs a la izquierda, haz clic en el botón " -#~ "\"Desplegar\" (Unwrap) (o simplemente pulsa \"U\") y selecciona " -#~ "\"Proyección Inteligente\" (Smart UV Project). Mantén las opciones por " -#~ "defecto y pulsa \"Ok\"." - -#~ msgid "If a parent constructor takes arguments, they are passed like this:" -#~ msgstr "" -#~ "Si un constructor heredado recibe argumentos, se pasarán de esta manera:" - -#~ msgid "Adding AI" -#~ msgstr "Añadir AI" - -#~ msgid "" -#~ "In the context of 3D transforms, rotations are the nontrivial and " -#~ "complicated part. While it is possible to describe 3D rotations using " -#~ "geometrical drawings and derive the rotation matrices, which is what most " -#~ "people would be more familiar with, it offers a limited picture, and " -#~ "fails to give any insight on related practical things such quaternions " -#~ "and SLERP. For this reason, this document takes a different approach, a " -#~ "general (although a little abstract at first) approach which was " -#~ "popularized by its extensive use in local gauge theories in physics. That " -#~ "being said, the aim of this text is to provide a minimal background to " -#~ "understand 2D and 3D rotations in a general way and shed light on " -#~ "practical things such as gimbal lock, quaternions and SLERP using an " -#~ "accessible language for programmers, and not completeness or mathematical " -#~ "rigor." -#~ msgstr "" -#~ "En el contexto de las transformaciones 3D, las rotaciones son la parte no " -#~ "trivial y complicada. Mientras que es posible describir rotaciones 3D " -#~ "usando dibujos geométricos y derivar las matrices de rotación, que es con " -#~ "lo que la mayoría de la gente estaría más familiarizada, ofrece una " -#~ "imagen limitada, y no da ninguna idea de las cosas prácticas relacionadas " -#~ "tales como cuaterniones y SLERP. Por esta razón, este documento adopta un " -#~ "enfoque diferente, un enfoque general (aunque un poco abstracto al " -#~ "principio) que fue popularizado por su uso extensivo en las teorías de " -#~ "los indicadores locales en física. Dicho esto, el objetivo de este texto " -#~ "es proporcionar una base mínima para entender las rotaciones 2D y 3D de " -#~ "una manera general y arrojar luz sobre cosas prácticas como el bloqueo " -#~ "del cardán, los cuaterniones y SLERP utilizando un lenguaje accesible " -#~ "para los programadores, y no la integridad o el rigor matemático." - -#~ msgid "A crash course in Lie groups and algebras for programmers" -#~ msgstr "Un curso intensivo en grupos de Lie y álgebra para programadores" - -#~ msgid "" -#~ "Lie groups is a branch of mathematics which deals with rotations in a " -#~ "systematic way. While it is a extensive subject and most programmers " -#~ "haven't even heard of it, it is relevant in game development, because it " -#~ "provides a coherent and unified view of 3D rotations." -#~ msgstr "" -#~ "Los grupos de Lie son una rama de las matemáticas que se ocupa de las " -#~ "rotaciones de manera sistemática. Aunque es un tema extenso y la mayoría " -#~ "de los programadores ni siquiera han oído hablar de él, es relevante en " -#~ "el desarrollo de juegos, porque proporciona una visión coherente y " -#~ "unificada de las rotaciones 3D." - -#~ msgid "" -#~ "So let's start with small steps. Suppose that you want to make a tiny " -#~ "rotation around some axis. For, concreteness let's say around :math:`z`-" -#~ "axis by an infinitesimal angle :math:`\\delta\\theta`. For small angles, " -#~ "as illustrated in the figure, the rotation operator can be written as :" -#~ "math:`R_z(\\delta\\theta) = I + \\delta \\theta \\boldsymbol e_z \\times` " -#~ "(neglecting higher order terms :math:`\\mathcal O(\\delta\\theta^2)` ) " -#~ "where :math:`I` is identity operator and :math:`\\boldsymbol e_z` is a " -#~ "unit vector along the :math:`z`-axis, such that a vector :math:`" -#~ "\\boldsymbol v` becomes" -#~ msgstr "" -#~ "Así que empecemos con pequeños pasos. Imaginemos que queremos hacer una " -#~ "pequeña rotación alrededor de algún eje. Para concretar, digamos " -#~ "alrededor del eje :math:`z` por un ángulo infinitesimal `:math:`\\delta" -#~ "\\theta`. Para ángulos pequeños, como se ilustra en la figura, el " -#~ "operador de rotación puede escribirse como :math:`R_z(\\delta\\theta) = I " -#~ "+ \\delta \\theta \\boldsymbol e_z \\times`donde :math:`I` es operador de " -#~ "identidad y :math:`\\boldsymbol e_z` es un vector unitario a lo largo del " -#~ "eje :math:`z`, de manera que un vector :math:`\\boldsymbol v` se " -#~ "convierte en" - -#~ msgid "" -#~ "(If this isn't clear, you can verify this by looking at the figure: :math:" -#~ "`\\boldsymbol v` is rotated into :math:`\\boldsymbol v'` in the plane (so " -#~ "the rotation axis :math:`\\boldsymbol e_z` is pointing out of screen). " -#~ "The overlap of two vectors is :math:`\\boldsymbol v \\cdot \\boldsymbol " -#~ "v' = v^2\\cos\\delta\\theta \\approx v^2 + \\mathcal O(\\delta\\theta^2)` " -#~ "since the rotation is just a tiny amount, so the part of :math:`" -#~ "\\boldsymbol v'` parallel to :math:`\\boldsymbol v` is indeed :math:`" -#~ "\\boldsymbol v`. Here, :math:`v = |\\boldsymbol v|`. What about the " -#~ "perpendicular part, which must be :math:`\\boldsymbol v' - \\boldsymbol " -#~ "v`? Using the right-hand rule, the direction is :math:`\\boldsymbol e_z " -#~ "\\times \\boldsymbol v/v`, and to the first order in :math:`\\delta" -#~ "\\theta`, we can approximate the length of the difference vector by the " -#~ "arc length (blue arc in the figure) which is :math:`\\delta \\theta v`, " -#~ "so the perpendicular component :math:`\\delta \\theta \\boldsymbol e_z " -#~ "\\times \\boldsymbol v` also checks out.)" -#~ msgstr "" -#~ "(Si esto no está claro, puedes verificar esto mirando la figura: :math:`" -#~ "\\boldsymbol v` es rotado dentro de :math:`\\boldsymbol v'` en el plano " -#~ "(así que el eje de rotación :math:`\\boldsymbol e_z` está apuntando fuera " -#~ "de la pantalla). La superposición de dos vectores es :math:`\\boldsymbol " -#~ "v \\cdot \\boldsymbol v' = v^2\\cos\\delta\\theta \\approx v^2 + " -#~ "\\mathcal O(\\delta\\theta^2)` ya que la rotación es muy reducida, así " -#~ "que la parte de :math:`\\boldsymbol v'`paralela a :math:`\\boldsymbol v` " -#~ "es en realidad :math:`\\boldsymbol v`. Aquí,:math:`v = |\\boldsymbol v|`. " -#~ "¿Qué hay de la parte perpendicular, que debe ser :math:`\\boldsymbol v' - " -#~ "\\boldsymbol v`? Usando la regla de la mano derecha, la dirección es :" -#~ "math:`\\boldsymbol e_z \\times \\boldsymbol v/v`, y de primer orden en :" -#~ "math:`\\delta\\theta`, podemos aproximar la longitud del vector de " -#~ "diferencia por la longitud del arco (arco azul en la figura) que es :math:" -#~ "`\\delta \\theta v` así que el componente perpendicular :math:`\\delta " -#~ "\\theta \\boldsymbol e_z \\times \\boldsymbol v` también es comprobado.)" - -#~ msgid "" -#~ "Now, a practical way of representing operators is by using matrices (note " -#~ "that an `operator `_ is not a matrix, and there are different " -#~ "mathematical objects other than matrices which be used to represent " -#~ "operators, such as quaternions, a point which we will come back to later " -#~ "when we're discussing `representations `_ . In terms of real :math:`3 \\times 3` matrices, " -#~ "the identity operator :math:`I` simply corresponds to a :math:`3 \\times " -#~ "3` identity matrix, and the cross product :math:`\\boldsymbol e_z " -#~ "\\times` can be represented as" -#~ msgstr "" -#~ "Ahora, una forma práctica de representar operadores es usando matrices " -#~ "(note que un `operador `_ no es una matriz, y hay diferentes objetos " -#~ "matemáticos aparte de las matrices que se usan para representar " -#~ "operadores, tales como cuaterniones, un punto al cual volveremos más " -#~ "tarde cuando estemos discutiendo `representaciones ``_. En términos de matrices reales de :" -#~ "matemáticas:`3 \\por 3`, el operador de identidad :math:`I` simplemente " -#~ "corresponde a un :math:`3 \\times 3` matriz de identidad, y el producto " -#~ "cruzado :math:`\\boldsymbol e_z \\times` puede representarse como" - -#~ msgid "" -#~ "(If you're curious how you can find the matrix representation of an " -#~ "operator :math:`A` in some set of real basis :math:`\\{ \\boldsymbol e_i" -#~ "\\}`: the matrix element on :math:`i` th row :math:`j` th column is given " -#~ "by :math:`\\boldsymbol e_i \\cdot (A \\boldsymbol e_j)`; the basis we use " -#~ "here is :math:`\\{ \\boldsymbol e_x, \\boldsymbol e_y, \\boldsymbol e_z " -#~ "\\}`) It is no accident that :math:`J_z` rotates a vector in the :math:" -#~ "`xy` plane around the :math:`z`-axis by :math:`\\pi/2`; for an arbitrary " -#~ "axis :math:`\\boldsymbol n`, the operator :math:`J_n \\cong \\boldsymbol " -#~ "n \\times` is a rotation by :math:`\\pi/2` around that axis for vectors " -#~ "in the plane perpendicular to :math:`\\boldsymbol n`." -#~ msgstr "" -#~ "(Si tienes curiosidad por saber cómo encontrar la representación " -#~ "matricial de un operador :math:`A` en algún tipo de base real :math:`" -#~ "\\{ \\boldsymbol e_i\\}`: el elemento matriz en :math:`i` fila anterior :" -#~ "math:`j` esta columna viene dada por :math:`\\boldsymbol e_i \\cdot (A " -#~ "\\boldsymbol e_j)`; la base que usamos aquí es :math:`\\{ \\boldsymbol " -#~ "e_x, \\boldsymbol e_y, \\boldsymbol e_z \\}`) No es casualidad que :math:" -#~ "`J_z` rotará un vector en el plano :math:`xy` alrededor del eje :math:`z` " -#~ "por :math:`\\pi/2`; para un eje arbitrario :math:`\\boldsymbol n` el " -#~ "operador :math:`J_n \\cong \\boldsymbol n \\times` es rotado por :math:`" -#~ "\\pi/2` alrededor de ese eje para vectores en el plano perpendicular a :" -#~ "math:`\\boldsymbol n`." - -#~ msgid "" -#~ "In terms of :math:`J_z`, we can express the infinitesimal rotation " -#~ "operator around the :math:`z`-axis as" -#~ msgstr "" -#~ "En términos de :math:`J_z`, podemos expresar el operador de rotación " -#~ "infinitesimal alrededor del eje :math:`z` como" - -#~ msgid "" -#~ "So, how about finite rotations? We simply can apply this infinitesimal " -#~ "rotation operator :math:`N` times to obtain a finite rotation :math:`" -#~ "\\theta \\equiv N \\delta \\theta`:" -#~ msgstr "" -#~ "Entonces, ¿qué tal rotaciones finitas? Simplemente podemos aplicar este " -#~ "operador de rotación infinitesimal :math:`N` veces para obtener una " -#~ "rotación finita :math:`\\theta \\equiv N \\delta \\theta`:" - -#~ msgid "" -#~ "(If you're confused about seeing a matrix as an exponent: the meaning of " -#~ "an operator :math:`A` in `exponential map `_ is given by its series expansion as :math:" -#~ "`e^A = 1 + A + A^2/2! + \\ldots` ). This is arguably the most important " -#~ "relation in this write up, and lies at the heart of Lie groups, whose " -#~ "significance will be clarified in a moment. But first, let's take step " -#~ "back and observe the significance of this result: using a simple picture " -#~ "of an infinitesimal rotation, we derived a general expression for " -#~ "arbitrary rotations around the :math:`z`-axis. In fact, this gets even " -#~ "better. If we repeated the same analysis for rotations around :math:`x`- " -#~ "and :math:`y`-axes, we would have obtained similar results :math:" -#~ "`e^{\\theta J_x}` and :math:`e^{\\theta J_y}` respectively, where" -#~ msgstr "" -#~ "(Si estás confundido acerca de ver una matriz como un exponente: el " -#~ "significado de un operador :math:`A` en un `mapa exponencial `_ está dado por la " -#~ "expansión de su serie como :math:`e^A = 1 + A + A^2/2! + \\ldots` ). Esta " -#~ "es posiblemente la relación más importante en este artículo, y se sitúa " -#~ "en el corazón de los grupos de Mentiras, cuyo significado será aclarado " -#~ "próximamente. Pero primero, demos un paso atrás y observemos el " -#~ "significado de este resultado: usando una simple imagen de una rotación " -#~ "infinitesimal, derivamos una expresión general para rotaciones " -#~ "arbitrarias alrededor del eje :math:`z`. De hecho, esto se pone aún " -#~ "mejor. Si hubiéramos repetido el mismo análisis para rotaciones alrededor " -#~ "de los ejes :math:`x` y :math:`y`, habríamos obtenido resultados " -#~ "similares a :math:`e^{\\theta J_y}` y :math:`e^{\\theta J_y}` " -#~ "respectivamente, donde" - -#~ msgid "" -#~ "Or, if we did a rotation around an arbitrary axis :math:`\\boldsymbol n`, " -#~ "the result would have been" -#~ msgstr "" -#~ "O, si hubiéramos hecho una rotación alrededor de un eje arbitrario :math:`" -#~ "\\boldsymbol n`, el resultado habría sido" - -#~ msgid "" -#~ "where :math:`\\boldsymbol J = (J_x, J_y, J_z)`. Note how the rotation " -#~ "axis :math:`\\boldsymbol n` and rotation angle :math:`\\theta` plays a " -#~ "central role in the final expression. Axis-angle is *the* parametrization " -#~ "for *all* Lie groups, not just 3D rotations. (We will come back to this " -#~ "point later when we're discussing Euler angle parametrization, which is " -#~ "an unnatural and defective parametrization of rotations in 3D.)" -#~ msgstr "" -#~ "donde :math:`\\boldsymbol J = (J_x, J_y, J_z)`. Observa cómo el eje de " -#~ "rotación :math:`\\boldsymbol n` y el ángulo de rotación :math:`\\theta` " -#~ "juegan un papel central en la expresión final. Eje-ángulo es *la* " -#~ "parametrización para *todos* los grupos de Lie, no sólo las rotaciones " -#~ "3D. (Volveremos a este punto más adelante cuando discutamos la " -#~ "parametrización del ángulo de Euler, que es una parametrización " -#~ "antinatural y defectuosa de las rotaciones en 3D.)" - -#~ msgid "" -#~ "If you ever tried to derive the rotation matrix corresponding to a :math:`" -#~ "\\theta` rotation around :math:`\\boldsymbol n`, you can appreciate the " -#~ "simplicity and elegance of how we obtained this result. To be fair, we " -#~ "still need to figure out how to actually use an operator sitting on top " -#~ "of an exponent (by summing up the Taylor series), of course, but that's " -#~ "merely a \"programmatic\" labor and you just need to follow the finite " -#~ "multiplication table of :math:`J_i` operators. But this is much " -#~ "straightforward than trying to draw geometric diagrams and angles and " -#~ "figure out the rotation matrix. For the particular case of the algebra " -#~ "corresponding to rotations in 3D Euclidean space that we've been talking " -#~ "about so far, the exponent can simply be written as" -#~ msgstr "" -#~ "Si alguna vez has intentado derivar la matriz de rotación correspondiente " -#~ "a una rotación :math:`\\theta` alrededor de :math:`\\boldsymbol n`, " -#~ "puedes apreciar la simplicidad y elegancia de cómo obtuvimos este " -#~ "resultado. Para ser justos, todavía necesitamos averiguar cómo usar un " -#~ "operador situado encima de un exponente (resumiendo la serie de Taylor), " -#~ "por supuesto, pero eso es meramente una labor \"programática\" y sólo " -#~ "necesitamos seguir la tabla de multiplicación finita de operadores :math:" -#~ "`J_i`. Pero esto es mucho más sencillo que tratar de dibujar diagramas " -#~ "geométricos y ángulos y calcular la matriz de rotación. Para el caso " -#~ "particular del álgebra correspondiente a las rotaciones en el espacio " -#~ "Euclídeo 3D del que hemos estado hablando hasta ahora, el exponente puede " -#~ "escribirse simplemente como" - -#~ msgid "" -#~ "which is known as Rodrigues' rotation formula. Note that we only ended up " -#~ "with terms up to second order in :math:`\\boldsymbol n \\cdot " -#~ "\\boldsymbol J` when we summed the series expansion; the reason is higher " -#~ "powers can be reduced to 0th, 1st or 2nd order terms due to the relation :" -#~ "math:`(\\boldsymbol n \\cdot \\boldsymbol J)^3 = -\\boldsymbol n \\cdot " -#~ "\\boldsymbol J`, which makes summing up the series straightforward." -#~ msgstr "" -#~ "que se conoce como la fórmula de rotación de Rodrigues. Nótese que sólo " -#~ "terminamos con términos de segundo orden en :math:`\\boldsymbol n \\cdot " -#~ "\\boldsymbol J` cuando sumamos la expansión de la serie; la razón es que " -#~ "las potencias superiores pueden ser reducidas a términos de 0º, 1er o 2º " -#~ "orden debido a la relación :math:`(\\boldsymbol n \\cdot \\boldsymbol " -#~ "J)^3 = -\\boldsymbol n \\cdot \\boldsymbol J`, lo que hace que resumir la " -#~ "serie sea sencillo." - -#~ msgid "" -#~ "The thing that sits on top of :math:`e`, which is a linear combination :" -#~ "math:`J_i` operators (where :math:`i = x,y,z`), forms an algebra; in " -#~ "fact, it forms a vector space whose basis \"vectors\" are :math:`J_i`. " -#~ "Furthermore, the algebra is closed under the Lie bracket (which is " -#~ "essentially a commutator: :math:`[a,b] = a b - ba`, and is something like " -#~ "a cross-product in this vector space). In the particular case of 3D " -#~ "rotations, this \"multiplication table\" is :math:`[J_x, J_y] = J_z` and " -#~ "its cyclic permutations :math:`x\\to y, y\\to z, z\\to x`." -#~ msgstr "" -#~ "Lo que se encuentra encima de los operadores :math:`e`, que es una " -#~ "combinación lineal :math:`J_i` (donde :math:`i = x,y,z`), forma un " -#~ "álgebra; de hecho, forma un espacio vectorial cuyos \"vectores\" base " -#~ "son :math:`J_i`. Además, el álgebra se cierra bajo el corchete de Lie " -#~ "(que es esencialmente un conmutador: :math:`[a,b] = a b - ba`, y es algo " -#~ "así como un producto cruzado en este espacio vectorial). En el caso " -#~ "particular de las rotaciones 3D, esta \"tabla de multiplicación\" es :" -#~ "math:`[J_x, J_y] = J_z` and its cyclic permutations :math:`x\\to y, y\\to " -#~ "z, z\\to x`." - -#~ msgid "" -#~ "Rotations form what is called a `group `_: simply put, it means that if you combine two " -#~ "rotations, you get another rotation. And you can observe it here too: " -#~ "when you put an element of the Lie algebra (which are simply linear " -#~ "combinations of :math:`J_i` ) on top of :math:`e`, you get what is called " -#~ "a Lie group, and the Lie algebra is said to *generate* the Lie group. For " -#~ "example, the operator :math:`J_z \\equiv \\boldsymbol e_z \\times` is " -#~ "said to *generate* the rotations around the :math:`z`-axis. The group of " -#~ "rotations in the 3D Euclidean space is called SO(3)." -#~ msgstr "" -#~ "Las rotaciones forman lo que se llama un `grupo `_: en pocas palabras, significa que si " -#~ "combinas dos rotaciones, obtienes otra rotación. Y puedes observarlo aquí " -#~ "también: cuando pones un elemento del álgebra de Lie (que son simplemente " -#~ "combinaciones lineales de :math:`J_i`) encima de :math:`e`, obtienes lo " -#~ "que se llama un grupo de Lie, y se dice que el álgebra de Lie *genera* el " -#~ "grupo de Lie. Por ejemplo, se dice que el operador :math:`J_z \\equiv " -#~ "\\boldsymbol e_z \\times` *genera* las rotaciones alrededor del eje `z`. " -#~ "El grupo de rotaciones en el espacio euclídeo 3D se llama SO(3)." - -#~ msgid "" -#~ "The order of rotations in 2D don't matter: you can first rotate by :math:`" -#~ "\\pi` and rotate by :math:`\\pi/2`, or do it in reverse order, and either " -#~ "way, the result is a rotation by :math:`3 \\pi/2` in the plane. But the " -#~ "order of rotations in 3D do matter, in general, when different rotation " -#~ "axes are involved (see `this picture `_ for an example) (rotations around the same axes do commute, of " -#~ "course). When the ordering of group elements don't matter, that group is " -#~ "said to be Abelian, and non-Abelian otherwise. SO(2) is an Abelian group, " -#~ "and SO(3) is a non-Abelian group." -#~ msgstr "" -#~ "El orden de rotaciones en 2D no importa: primero puedes rotar por :math:`" -#~ "\\pi` y rotar por :math:`\\pi/2`, o hacerlo en orden inverso, y de " -#~ "cualquier manera, el resultado es una rotación por :math:`3 \\pi/2` en el " -#~ "plano. Pero el orden de las rotaciones en 3D importa, en general, cuando " -#~ "se trata de diferentes ejes de rotación (ver `esta imagen `_ para un ejemplo) (las rotaciones alrededor " -#~ "de los mismos ejes viajan, por supuesto). Cuando el orden de los " -#~ "elementos del grupo no importa, se dice que ese grupo es abeliano, y de " -#~ "otra manera no abeliano. SO(2) es un grupo abeliano, y SO(3) es un grupo " -#~ "no-abeliano." - -#~ msgid "" -#~ "Lie groups and algebras are *not* matrices. You can *represent* both by " -#~ "using object which emulate their \"multiplication\" rules: this can be " -#~ "real or complex matrices of varying dimensions, or something like " -#~ "quaternions. A single Lie group/algebra have infinitely many different " -#~ "representations in vector spaces in different dimensions (see `these " -#~ "`_ for example for SO(3)). " -#~ "Above, we use the 3D real representation of SO(3), which happens to be " -#~ "the fundamental representation, and accidentally coincides with the " -#~ "adjoint representation." -#~ msgstr "" -#~ "Los grupos de Lie y las algebras *no* son matrices. Se pueden " -#~ "*representar* ambos usando objetos que emulen sus reglas de " -#~ "\"multiplicación\": pueden ser matrices reales o complejas de dimensiones " -#~ "variables, o algo así como cuaterniones. Un solo grupo de Lie/álgebra " -#~ "tiene infinitamente muchas representaciones diferentes en espacios " -#~ "vectoriales de diferentes dimensiones (ver `esto `_ por ejemplo para " -#~ "SO(3)). Arriba, utilizamos la representación real 3D de SO(3), que " -#~ "resulta ser la representación fundamental, y coincide accidentalmente con " -#~ "la representación adjunta." - -#~ msgid "Some mathematical remarks (feel free to skip)" -#~ msgstr "Algunos comentarios matemáticos (siéntete libre de omitirlos)" - -#~ msgid "" -#~ "There are many different Lie groups, corresponding to different " -#~ "symmetries, and they all have different names. For example, the group " -#~ "which contains all rotations in :math:`n`-dimensional Euclidean space is " -#~ "called SO(:math:`n`), and has :math:`n (n-1)/2` linearly independent " -#~ "generators (yes, Lie groups can handle rotations is higher dimensions as-" -#~ "is, and even in non-Euclidean ones). This is called the *rank* of the Lie " -#~ "algebra. You can think of the generators as independent axes of " -#~ "rotations. For 2D, we can only rotate in the :math:`xy` plane meaning we " -#~ "have only 1 generator. For 3D, you can rotate around 3 different planes/" -#~ "axes." -#~ msgstr "" -#~ "Hay muchos grupos de Lie diferentes, que corresponden a diferentes " -#~ "simetrías, y todos tienen diferentes nombres. Por ejemplo, el grupo que " -#~ "contiene todas las rotaciones en el espacio euclidiano :math:`n`-" -#~ "dimensional se llama SO(:math:`n`), y tiene :math:`n (n-1)/2` generadores " -#~ "linealmente independientes (sí, los grupos de Lie pueden manejar " -#~ "rotaciones de dimensiones más altas tal cual, e incluso en los no " -#~ "euclidianos). Esto se llama el *rango* del álgebra de Lie. Se puede " -#~ "pensar en los generadores como ejes de rotación independientes. Para 2D, " -#~ "sólo podemos rotar en el plano :math:`xy` lo que significa que sólo " -#~ "tenemos 1 generador. Para 3D, se puede rotar alrededor de 3 planos/ejes " -#~ "diferentes." - -#~ msgid "" -#~ "Lie groups have deep connections with symmetries, and have played central " -#~ "role in theoretical physics since around mid 20th century." -#~ msgstr "" -#~ "Los grupos de Lie tienen profundas conexiones con las simetrías y han " -#~ "jugado un papel central en la física teórica desde mediados del siglo XX." - -#~ msgid "" -#~ "For example, if something is symmetric under 3D rotation, that something " -#~ "(in physics, it is typically Lagrangian, which leads to conservation laws " -#~ "through Noether's theorem) remains invariant under SO(3) transformations " -#~ "(we will cover transformations below)." -#~ msgstr "" -#~ "Por ejemplo, si algo es simétrico bajo rotación 3D, ese algo (en física, " -#~ "es típicamente lagrangiano, lo que lleva a las leyes de conservación a " -#~ "través del teorema de Noether) permanece invariable bajo las " -#~ "transformaciones SO(3) (cubriremos las transformaciones a continuación)." - -#~ msgid "" -#~ "In the context of Lie groups and group theory in general, some common " -#~ "words have specific meanings and a part of the math jargon: " -#~ "representation, generator, group, algebra, parametrization, operator are " -#~ "such words. You don't need to know their precise definitions to " -#~ "understand this write up; just be aware that they are special terms and " -#~ "may not mean what you think they mean. All of these terms a described in " -#~ "this write up in a colloquial language." -#~ msgstr "" -#~ "En el contexto de los grupos de Lie y la teoría de grupos en general, " -#~ "algunas palabras comunes tienen significados específicos y una parte de " -#~ "la jerga matemática: representación, generador, grupo, álgebra, " -#~ "parametrización, operador son tales palabras. No es necesario que " -#~ "conozcas sus definiciones precisas para entender esta redacción; sólo ten " -#~ "en cuenta que son términos especiales y pueden no significar lo que crees " -#~ "que significan. Todos estos términos se describen en este artículo en un " -#~ "lenguaje coloquial." - -#~ msgid "Representation of rotations" -#~ msgstr "Representación de rotaciones" - -#~ msgid "" -#~ "Representation of rotations is an independent concept from " -#~ "parametrization of rotations. These two concepts are commonly conflated, " -#~ "which leads to the current state of confusion among many programmers. " -#~ "People tend to associate Euler angles parametrization with matrices (or " -#~ "sometimes even vectors!), and axis-angle parametrization with quaternions." -#~ msgstr "" -#~ "La representación de rotaciones es un concepto independiente de la " -#~ "parametrización de rotaciones. Estos dos conceptos son comúnmente " -#~ "mezclados, lo que lleva al estado actual de confusión entre muchos " -#~ "programadores. La gente tiende a asociar la parametrización de los " -#~ "ángulos de Euler con matrices (¡o a veces incluso con vectores!), y la " -#~ "parametrización del eje-ángulo con cuaterniones." - -#~ msgid "" -#~ "In game engines, rotation operators are represented using either " -#~ "matrices, or quaternions. *As will be clear in what follows, you can use " -#~ "a matrix or a quaternion to represent a rotation parameterized using " -#~ "Euler angles, and same goes for axis-angle parametrization.* " -#~ "Unfortunately, even graphics programming books and documentations of " -#~ "expensive game engines often make a mistake here, and this causes " -#~ "programmers to start comparing Euler angles (a parametrization) to " -#~ "quaternions (a representation) and even discussing their trade-offs, " -#~ "which is \"not even wrong\"." -#~ msgstr "" -#~ "En los motores de juego, los operadores de rotación se representan " -#~ "utilizando matrices o cuaterniones. Desafortunadamente, incluso los " -#~ "libros de programación de gráficos y las documentaciones de motores de " -#~ "juego caros a menudo cometen un error aquí, y esto hace que los " -#~ "programadores comiencen a comparar los ángulos de Euler (una " -#~ "parametrización) con los cuaterniones (una representación) e incluso a " -#~ "discutir sus equilibrios, lo que \"ni siquiera es incorrecto\"." - -#~ msgid "" -#~ "`Representation `_ " -#~ "here refers to a technical term in group theory. So will many other " -#~ "things that will be mentioned in what follows. To gain a basic understand " -#~ "of these concepts, let's first go through simpler and better understood " -#~ "example of rotations in 2D first." -#~ msgstr "" -#~ "`Representación de grupo `_ aquí se refiere a un término técnico de la teoría de " -#~ "grupos. Así como muchas otras cosas que se mencionarán en lo que sigue. " -#~ "Para obtener una comprensión básica de estos conceptos, primero pasemos a " -#~ "través de ejemplos más simples y mejor entendidos de rotaciones en 2D." - -#~ msgid "Representation of rotations in 2D" -#~ msgstr "Representación de rotaciones en 2D" - -#~ msgid "" -#~ "Since there is only one possible axis of rotation in a two dimensional " -#~ "plane, there is no Euler angle parametrization for them (or if you like, " -#~ "there is only one Euler-angle). Rather, axis-angle parametrization is " -#~ "used, with the axis being fixed to z-axis, which leaves only the angle of " -#~ "rotation :math:`\\varphi` as a free parameter." -#~ msgstr "" -#~ "Dado que sólo hay un eje de rotación posible en un plano bidimensional, " -#~ "no hay parametrización del ángulo de Euler para ellos (o si lo prefieres, " -#~ "sólo hay un ángulo de Euler). En su lugar, se utiliza la parametrización " -#~ "eje-ángulo, fijando el eje al eje z, lo que deja sólo el ángulo de " -#~ "rotación :math:`\\varphi` como parámetro libre." - -#~ msgid "" -#~ "A point in the 2D Euclidean space can be represented by a pair of 2D real " -#~ "numbers as :math:`\\boldsymbol v = (x,y)` (called vector representation), " -#~ "or they can alternatively be represented by a complex number as :math:`v " -#~ "= x + \\imath y` where :math:`\\imath \\equiv \\sqrt{-1}` is the unit " -#~ "imaginary number. In the vector representation, we can rotate the point " -#~ "through a rotation matrix (an element of the Lie group SO(2), which can " -#~ "be represented by :math:`2 \\times 2` orthogonal matrices with " -#~ "determinant +1) as follows:" -#~ msgstr "" -#~ "Un punto en el espacio 2D euclidiano puede ser representado por un par de " -#~ "números reales 2D como :math:`\\boldsymbol v = (x,y)` (llamado " -#~ "representación vectorial), o alternativamente pueden ser representados " -#~ "por un número complejo como :math:`v = x + \\imath y` donde :math:`" -#~ "\\imath \\equiv \\sqrt{-1}` es un número imaginario de la unidad. En la " -#~ "representación vectorial, podemos rotar el punto a través de una matriz " -#~ "de rotación (un elemento del grupo Lie SO(2), el cual puede ser " -#~ "representado por matrices ortogonales :math:`2 \\times 2` con " -#~ "determinante +1) como sigue:" - -#~ msgid "" -#~ "So for example, when :math:`\\theta=\\pi/2`, we get :math:`R(\\pi/2) " -#~ "\\boldsymbol v = (-y,x)`." -#~ msgstr "" -#~ "Así, por ejemplo, cuando :math:`\\theta=\\pi/2`, obtenemos :math:" -#~ "`R(\\pi/2) \\boldsymbol v = (-y,x)`." - -#~ msgid "" -#~ "In the complex representation, a rotation is represented by a unit " -#~ "complex number :math:`e^{\\imath\\theta} = \\cos\\theta + \\imath \\sin" -#~ "\\theta`, where we used `Euler's formula `_, is an element of the Lie group U(1), which can be " -#~ "represented by complex numbers of unit norm. Again, for :math:`\\theta=" -#~ "\\pi/2`, you recover :math:`e^{\\imath\\pi/2}(x+\\imath y) = \\imath(x+" -#~ "\\imath y) = (-y) + \\imath x`." -#~ msgstr "" -#~ "En la representación compleja, una rotación está representada por un " -#~ "número complejo de unidades :math:`e^{\\imath\\theta} = \\cos\\theta + " -#~ "\\imath \\sin\\theta`, donde usamos la `fórmula de Euler `_, es un elemento del grupo de " -#~ "Lie U(1), que puede ser representado por números complejos de la norma " -#~ "unitaria. Una vez más, para :math:`\\theta=\\pi/2`, recuperas :math:" -#~ "`e^{\\imath\\pi/2}(x+\\imath y) = \\imath(x+\\imath y) = (-y) + \\imath " -#~ "x`." - -#~ msgid "" -#~ "Rotations in the complex number representation look simpler, but it's " -#~ "only an illusion: the complications of performing a matrix multiplication " -#~ "is absorbed by the introduction of something that lives outside of the " -#~ "realm of real numbers, which follows a rather \"odd\" algebra: :math:`" -#~ "\\imath^2 = -1`. The way complex numbers mimic 2D rotations can be made " -#~ "clearer if we rewrite the rotation matrix in terms of" -#~ msgstr "" -#~ "Las rotaciones en la representación de números complejos parecen más " -#~ "simples, pero es sólo una ilusión: las complicaciones de realizar una " -#~ "multiplicación matricial son absorbidas por la introducción de algo que " -#~ "vive fuera del reino de los números reales, que sigue a un álgebra " -#~ "bastante \"extraña\": :math:`\\imath^2 = -1`. La manera en que los " -#~ "números complejos imitan las rotaciones 2D puede ser más clara si " -#~ "reescribimos la matriz de rotación en términos de" - -#~ msgid "" -#~ "as :math:`R(\\theta) = I_2 \\cos\\theta + J_z \\sin\\theta`, which can " -#~ "then be compared to :math:`1 x + \\imath y` directly. Now we can see the " -#~ "equivalence (the technical term is `isomorphism `_ in this context) of the representations clearer " -#~ "through their multiplication table: :math:`I_2 I_2 = I_2, I_2 J_z = J_z, " -#~ "J_z I_2 = J_z, J_z J_z = -I_2` which behaves the same way as :math:`1 " -#~ "\\times 1 = 1, 1 \\times \\imath = \\imath, \\imath \\times 1 = \\imath, " -#~ "\\imath \\times \\imath = -1`. Also note that both :math:`\\imath` and :" -#~ "math:`J_z` represent a :math:`\\pi/2` rotation. And as it should be, :" -#~ "math:`\\imath` and :math:`J_z` behave the same under multiplication." -#~ msgstr "" -#~ "que puede ser comparada con :math:`R(\\theta) = I_2 \\cos\\theta + J_z " -#~ "\\sin\\theta`directamente. Ahora podemos ver la equivalencia (el término " -#~ "técnico es `isomorfismo `_ en este contexto) de las representaciones más claras " -#~ "a través de su tabla de multiplicación: :math:`I_2 I_2 = I_2, I_2 J_z = " -#~ "J_z, J_z I_2 = J_z, J_z J_z = -I_2` lo cual se comporta de la misma " -#~ "manera que :math:`1 \\times 1 = 1, 1 \\times \\imath = \\imath, \\imath " -#~ "\\times 1 = \\imath, \\imath \\times \\imath = -1`. También ten en cuenta " -#~ "que tanto :math:`\\imath` como :math:`J_z` representan una rotación de :" -#~ "math:`\\pi/2`. Y como debe ser, :math:`\\imath` and :math:`J_z` se " -#~ "comportan igual en la multiplicación." - -#~ msgid "" -#~ "Furthermore, by Taylor series expansion, it is straightforward to show " -#~ "that :math:`R(\\theta) = e^{J_z \\theta}`." -#~ msgstr "" -#~ "Además, mediante la expansión de la serie de Taylor, es sencillo mostrar " -#~ "que :math:`R(\\theta) = e^{J_z \\theta}`." - -#~ msgid "What" -#~ msgstr "Lo que" - -#~ msgid "Matrix representation of SO(2)" -#~ msgstr "Representación de la matriz de SO(2)" - -#~ msgid "Complex representation of U(1)" -#~ msgstr "Representación compleja de U(1)" - -#~ msgid ":math:`(x,y)`" -#~ msgstr ":math:`(x,y)`" - -#~ msgid ":math:`x+\\imath y`" -#~ msgstr ":math:`x+\\imath y`" - -#~ msgid "Generator" -#~ msgstr "Generador" - -#~ msgid ":math:`J_z \\cong \\begin{pmatrix} 0 & -1 \\\\ 1 & 0 \\end{pmatrix}`" -#~ msgstr "" -#~ ":math:`J_z \\cong \\begin{pmatrix} 0 & -1 \\\\ 1 & 0 \\end{pmatrix}`" - -#~ msgid ":math:`J_z \\cong \\imath`" -#~ msgstr ":math:`J_z \\cong \\imath`" - -#~ msgid "" -#~ ":math:`e^{J_z \\theta} \\equiv I_2 \\cos\\theta + J_z\\sin\\theta \\equiv " -#~ "\\begin{pmatrix}\\cos\\theta & -\\sin\\theta \\\\\\sin\\theta & \\cos" -#~ "\\theta \\end{pmatrix}`" -#~ msgstr "" -#~ ":math:`e^{J_z \\theta} \\equiv I_2 \\cos\\theta + J_z\\sin\\theta \\equiv " -#~ "\\begin{pmatrix}\\cos\\theta & -\\sin\\theta \\\\\\sin\\theta & \\cos" -#~ "\\theta \\end{pmatrix}`" - -#~ msgid "" -#~ ":math:`e^{J_z \\theta} \\equiv e^{\\imath\\theta} = 1 \\cos\\theta + " -#~ "\\imath \\sin\\theta`" -#~ msgstr "" -#~ ":math:`e^{J_z \\theta} \\equiv e^{\\imath\\theta} = 1 \\cos\\theta + " -#~ "\\imath \\sin\\theta`" - -#~ msgid "" -#~ "Clearly, introduction of the unit imaginary number is enough to capture " -#~ "the behavior of 2D rotation matrices. As a footnote remark, while the " -#~ "number :math:`e^{\\imath\\theta}` can only represent a rotation matrix, " -#~ "it can't of course represent an arbitrary :math:`2 \\times 2` matrix " -#~ "(meaning no scaling, no shearing, etc): after all, U(1) isn't isomorphic " -#~ "to :math:`\\text{GL}(2, \\mathbb R)`, the group of all (invertible) real :" -#~ "math:`2\\times 2` matrices." -#~ msgstr "" -#~ "Claramente, la introducción del número imaginario unitario es suficiente " -#~ "para capturar el comportamiento de las matrices de rotación 2D. Como nota " -#~ "al pie de página, mientras que el número :math:`e^{{imath{theta}` sólo " -#~ "puede representar una matriz de rotación, por supuesto no puede " -#~ "representar una matriz arbitraria :math:`2 \\times 2` (lo que significa " -#~ "que no hay escalado, roturas, etc): después de todo, U(1) no es isomorfo " -#~ "para `:math:`\\text{GL}(2, \\mathbb R)`, el grupo de todas las matrices " -#~ "reales (invertibles) de :math:`2\\times 2`." - -#~ msgid "" -#~ "The equivalence of these two seemingly different way of representing " -#~ "vectors and rotations in 2D lies in the `isomorphism between the Lie " -#~ "groups SO(2) and U(1) `_." -#~ msgstr "" -#~ "La equivalencia de estas dos formas aparentemente diferentes de " -#~ "representar vectores y rotaciones en 2D radica en el `isomorfismo entre " -#~ "los grupos de Lie SO(2) y U(1) `_." - -#~ msgid "" -#~ "Furthermore, in this representation, it is clear that you can do a " -#~ "\"smooth\" rotation by slowly changing :math:`\\theta`, which is the 2D " -#~ "analogue of SLERP (could as well be called Circular Linear " -#~ "Interpolation!). Note that if you linearly interpolate the *elements* of " -#~ "two rotation matrices (that is, linearly interpolating between :math:" -#~ "`R_{ij}` and :math:`R'_{ij}` ), you'll get a weird trajectory with jerky " -#~ "motion; to do SLERP with a matrix, you need to extract the angles from " -#~ "each matrix (which can only happen for matrices whose entries have to " -#~ "form given by :math:`R(\\theta)` above; that is, elements of SO(2)), " -#~ "interpolate between the angles linearly, and construct the intermediate " -#~ "matrix using that angle." -#~ msgstr "" -#~ "Además, en esta representación, está claro que se puede hacer una " -#~ "rotación \"suave\" cambiando lentamente :math:`\\theta`, que es el " -#~ "análogo 2D de SLERP (¡también podría llamarse Interpolación Lineal " -#~ "Circular!). Si se interpolan linealmente los *elementos* de dos matrices " -#~ "de rotación (es decir, interpolando linealmente entre :math:`R_{ij}` y :" -#~ "math:`R'_{ij}` ), se obtendrá una trayectoria extraña con un movimiento " -#~ "espasmódico; para hacer SLERP con una matriz, es necesario extraer los " -#~ "ángulos de cada matriz (lo que sólo puede ocurrir para matrices cuyas " -#~ "entradas tienen que formarse por :math:`R(\\theta)` arriba; es decir, " -#~ "elementos de SO(2)), interpolar entre los ángulos linealmente, y " -#~ "construir la matriz intermedia usando ese ángulo." - -#~ msgid "" -#~ "The take-aways of this short visit to the more understandable 2D land are:" -#~ msgstr "" -#~ "Las ventajas más comprensibles de esta breve visita a la tierra 2D son:" - -#~ msgid "" -#~ "There can be different (but \"equivalent\", of course) *representations* " -#~ "of rotations: like matrices and complex numbers." -#~ msgstr "" -#~ "Puede haber diferentes (pero \"equivalentes\", por supuesto) " -#~ "*representaciones* de rotaciones: como matrices y números complejos." - -#~ msgid "" -#~ "Despite the fact that you can use complex numbers to represent vectors " -#~ "and rotations in 2D, the *concept* of rotations in 2D doesn't require an " -#~ "understanding/knowledge of complex numbers or Euler's formula." -#~ msgstr "" -#~ "A pesar de que se pueden usar números complejos para representar vectores " -#~ "y rotaciones en 2D, el *concepto* de rotaciones en 2D no requiere un " -#~ "entendimiento/conocimiento de números complejos o de la fórmula de Euler." - -#~ msgid "" -#~ "The introduction of the imaginary :math:`\\imath` is not black magic: " -#~ "it's just something that mimics :math:`2 \\times 2` matrix :math:`J_z`: :" -#~ "math:`1` and :math:`\\imath` behave the same way as :math:`I_2` and :math:" -#~ "`J_z` under multiplication (see the group multiplication table given " -#~ "above)." -#~ msgstr "" -#~ "La introducción del imaginario :math:`\\imath` no es magia negra: es algo " -#~ "que se imita a la matriz de :math:`2 \\times 2` :math:`J_z`: `math:`1` y :" -#~ "math:`\\imath` se comportan de la misma manera que :math:`I_2` and :math:" -#~ "`J_z` en la multiplicación (ver la tabla de multiplicación de grupos " -#~ "mostrada más arriba)." - -#~ msgid "" -#~ "These are often sources of confusion in 3D: introducing a third dimension " -#~ "means we have new rotation axes (rotations around X and Y axes) giving " -#~ "rise to alternative parametrizations (such as Euler angles), and new " -#~ "generators :math:`J_x` and :math:`J_y`, which will be the generalization " -#~ "of :math:`J_z` above." -#~ msgstr "" -#~ "Éstas son a menudo fuentes de confusión en 3D: introducir una tercera " -#~ "dimensión significa que tenemos nuevos ejes de rotación (rotaciones " -#~ "alrededor de los ejes X e Y) dando lugar a parametrizaciones alternativas " -#~ "(como los ángulos de Euler), y nuevos generadores :math:`J_x` y `mateh:" -#~ "`J_y`, que será la generalización de :math:`J_z` arriba." - -#~ msgid "Some mathematical remarks (again, feel free to skip)" -#~ msgstr "" -#~ "Algunos comentarios matemáticos (de nuevo, siéntete libre de omitirlos)" - -#~ msgid "" -#~ "The fact that SO(3) has 3 generators is an accident: SO(:math:`n`) has :" -#~ "math:`n(n-1)/2` generators. Furthermore, the next step (after " -#~ "quaternions, which is `another accident `_) of `Cayley-Dickson construction " -#~ "`_ " -#~ "does *not* correspond to a Lie algebra, but rather a non-associative " -#~ "algebra called `octonions `_. " -#~ "Rather, in arbitrary dimensions, the \"complex\" representation can be " -#~ "written using the generators of Spin(:math:`n`), which is a double cover " -#~ "of SO(:math:`n`). Also, throughout this page, when we say representation " -#~ "of SO(2), U(1) or any other group, we are talking about the " -#~ "`*fundamental* `_ `irreducible representation `_, corresponding to a " -#~ "`Young diagram `_ with a " -#~ "single box." -#~ msgstr "" -#~ "El hecho de que SO(3) tenga 3 generadores es un accidente: SO(:math:`n`) " -#~ "tiene :math:`n(n-1)/2` generadores. Además, el siguiente paso (después de " -#~ "los cuaternios, que es `otro accidente `_) de `construcción de Cayley-Dickson " -#~ "`_ no " -#~ "corresponde a un álgebra Lie, sino a un álgebra no asociativa llamada " -#~ "`octonions `_. Más bien, en " -#~ "dimensiones arbitrarias, la representación \"compleja\" puede ser escrita " -#~ "usando los generadores de Spin(:math:`n`), que es una doble portada de " -#~ "SO(:math:`n`). Además, a lo largo de esta página, cuando decimos " -#~ "representación de SO(2), U(1) o cualquier otro grupo, estamos hablando de " -#~ "la `*fundamental* `_ `representación irreductible `_, correspondiente a un " -#~ "`Diagrama joven `_ con una " -#~ "sola casilla." - -#~ msgid "" -#~ "Let's first review how 3D rotations work using familiar vectors and " -#~ "matrices." -#~ msgstr "" -#~ "Primero repasemos cómo funcionan las rotaciones 3D usando vectores y " -#~ "matrices ya conocidos." - -#~ msgid "" -#~ "In 2D, we considered vectors lying in the :math:`xy` plane, and the only " -#~ "axis we could can rotate them was the :math:`z`-axis. In 3D, we can " -#~ "perform a rotation around any axis. And this doesn't just mean around :" -#~ "math:`x, y, z` axes, the rotation can also be around an axis which is a " -#~ "linear combination of those, where :math:`\\boldsymbol n` is the unit " -#~ "vector (meaning :math:`\\boldsymbol n \\cdot \\boldsymbol n = 1` ) " -#~ "aligned with the axis we want to perform the rotation." -#~ msgstr "" -#~ "En 2D, consideramos vectores que yacen en el plano :math:`xy`, y el único " -#~ "eje que podíamos rotarlos era el eje :math:`z`. En 3D, podemos realizar " -#~ "una rotación alrededor de cualquier eje. Y esto no sólo significa " -#~ "alrededor de los ejes `x, y, z`, la rotación también puede ser alrededor " -#~ "de un eje que es una combinación lineal de ellos, donde :math:`" -#~ "\\boldsymbol n` es el vector unitario (es decir, :math:`\\boldsymbol n " -#~ "\\cdot \\boldsymbol n = 1` ) alineado con el eje que queremos realizar la " -#~ "rotación." - -#~ msgid "" -#~ "Just like the 2D rotation matrix, the 3D rotation matrix can also be " -#~ "derived with some effort by drawing lots of arrows and angles and some " -#~ "linear algebra, but this would be opaque and won't give us much insight " -#~ "to what's going on. A less straightforward, but more rewarding way of " -#~ "deriving this matrix is to understand the rotation group SO(3)." -#~ msgstr "" -#~ "Al igual que la matriz de rotación 2D, la matriz de rotación 3D también " -#~ "puede ser derivada con un poco de esfuerzo dibujando muchas flechas y " -#~ "ángulos y algo de álgebra lineal, pero esto sería opaco y no nos dará " -#~ "mucha información de lo que está pasando. Una forma menos directa, pero " -#~ "más gratificante de derivar esta matriz es entender el grupo de rotación " -#~ "SO(3)." - -#~ msgid "" -#~ "SO(3) is the group of rotations in Euclidean 3D space (for which the " -#~ "`signature `_ is :math:" -#~ "`(+1,+1,+1)`), which preserve the magnitude and handedness of the vectors " -#~ "it acts on. The most typical way to represent its elements is to use :" -#~ "math:`3 \\times 3` real orthogonal matrices with determinant :math:`+1`. " -#~ "This :math:`\\text{Mat}(3, \\mathbb R)` representation is called the " -#~ "fundamental representation of SO(3)." -#~ msgstr "" -#~ "SO(3) es el grupo de rotaciones en el espacio 3D euclidiano (cuya `firma " -#~ "`_ es :math:`(+1,+1," -#~ "+1)`), que conservan la magnitud y procedencia de los vectores sobre los " -#~ "que actúa. La forma más típica de representar sus elementos es usar " -#~ "matrices ortogonales reales de :math:`3 \\times 3` con determinante :math:" -#~ "`+1`. Esta representación se llama la representación fundamental de SO(3)." - -#~ msgid "" -#~ "To recap what we discussed earlier, SO(3) has 3 generators, :math:`J_x, " -#~ "J_y, J_z` and we found that they can be represented using these :math:" -#~ "`3\\times 3` real matrices:" -#~ msgstr "" -#~ "Para recapitular lo que hablamos antes, SO(3) tiene 3 generadores, :math:" -#~ "`J_x, J_y, J_z` y encontramos que pueden ser representados usando las " -#~ "siguientes :math:`3\\times 3` matrices reales:" - -#~ msgid "" -#~ "These matrices have the same \"multiplication table\" as :math:`J_i` " -#~ "(they're isomorphic), so for all practical purposes, you can replace the " -#~ "operators with their matrix representations." -#~ msgstr "" -#~ "Estos matrices tienen la misma \"tabla de multiplicación\" que :math:" -#~ "`J_i` (son isomórficos), así que para todos los efectos prácticos, puede " -#~ "reemplazar los operadores con sus representaciones matriciales." - -#~ msgid "" -#~ "We also found that an element of SO(3), that is, a rotation operator is" -#~ msgstr "" -#~ "También encontramos que un elemento de SO(3), es decir, un operador de " -#~ "rotación es" - -#~ msgid "" -#~ "If you want, you can plug-in the matrix representations for :math:`J_i` " -#~ "and derive the complicated :math:`3\\times 3` rotation matrix which is" -#~ msgstr "" -#~ "Si quieres, puedes conectar las representaciones de la matriz para :math:" -#~ "`J_i` y derivar la complicada matriz de rotación :math:`3\\times 3 que es" - -#~ msgid "" -#~ "(Hint: you can use the relation :math:`(\\boldsymbol n \\cdot " -#~ "\\boldsymbol J)^2 = \\boldsymbol n \\otimes \\boldsymbol n-I` to quickly " -#~ "evaluate the last term in the Rodrigues' formula, where :math:`\\otimes` " -#~ "is the `Kronecker product `_ which is also called `outer product `_ for vectors. Using the `half-angle " -#~ "formulae `_ to rewrite :math:`" -#~ "\\sin\\varphi = 2 \\cos\\frac{\\varphi}{2} \\sin\\frac{\\varphi}{2}` " -#~ "and :math:`1-\\cos\\varphi = 2 \\sin^2\\frac{\\varphi}{2}` in Rodrigues' " -#~ "formula, you can use cosine and sine terms as a visual aid when comparing " -#~ "to the matrix form.)" -#~ msgstr "" -#~ "(Pista: puedes usar la relación :math:`(\\boldsymbol n \\cdot " -#~ "\\boldsymbol J)^2 = \\boldsymbol n \\otimes \\boldsymbol n-I` para " -#~ "evaluar rápidamente el último término de la fórmula de Rodrigues, donde :" -#~ "math:`\\otimes` es el `producto de Kronecker `_ que también se llama `producto exterior " -#~ "`_ para reescribir :math:`\\sin\\varphi = 2 \\cos" -#~ "\\frac{\\varphi}{2} \\sin\\frac{\\varphi}{2}` y :math:`1-\\cos\\varphi = " -#~ "2 \\sin^2\\frac{\\varphi}{2}` en la fórmula de Rodrigues, se pueden usar " -#~ "términos de coseno y seno como una ayuda visual cuando se compara con la " -#~ "forma de la matriz.)" - -#~ msgid "" -#~ "However, we don't *have to* use matrices to represent SO(3) generators :" -#~ "math:`J_i`. Remember how we used :math:`\\imath`, the imaginary unit to " -#~ "emulate :math:`J_z` rather than using a :math:`2 \\times 2` matrix? As it " -#~ "turns out we can do something similar here." -#~ msgstr "" -#~ "Sin embargo, no *tenemos que* usar matrices para representar generadores " -#~ "SO(3) :math:`J_i`. ¿Recuerdas cómo usamos :math:`\\imath`, la unidad " -#~ "imaginaria para emular :math:`J_z` en lugar de usar una matriz :math:`2 " -#~ "\\times 2`? Resulta que podemos hacer algo similar aquí." - -#~ msgid "" -#~ "`Hamilton `_ is " -#~ "mostly commonly known for the omnipresent `Hamiltonian `_ in physics. One of his less " -#~ "known contributions is essentially an alternative way of representing 3D " -#~ "cross product, which eventually gave in to popularity of usual vector " -#~ "`cross products `_. " -#~ "He essentially realized that there are three different non-commuting " -#~ "rotations in 3D, and gave a name to the generator for each. He identified " -#~ "the operators :math:`\\{\\boldsymbol e_x \\times, \\boldsymbol e_y " -#~ "\\times, \\boldsymbol e_z \\times\\}` as the elements of an algebra, " -#~ "naming them as :math:`\\{i,j,k\\}`." -#~ msgstr "" -#~ "`Hamilton `_ es " -#~ "comúnmente conocido por la omnipresente `mecánica Hamiltoniana `_ en física. Una de sus " -#~ "contribuciones menos conocidas es esencialmente una forma alternativa de " -#~ "representar el producto vectorial 3D, que finalmente cedió a la " -#~ "popularidad del vector habitual `productovectorial `_. Esencialmente se dio cuenta de que hay " -#~ "tres rotaciones diferentes no conmutadas en 3D, y le dio un nombre al " -#~ "generador para cada una. Identificó a los operadores :math:`" -#~ "\\{\\boldsymbol e_x \\times, \\boldsymbol e_y \\times, \\boldsymbol e_z " -#~ "\\times\\}` como los elementos de un álgebra, nombrándolos :math:`\\{i,j,k" -#~ "\\}`." - -#~ msgid "" -#~ "This may sound trivial at this point, because we're equipped with all the " -#~ "machinery of Lie groups and Lie algebras: apparently, quaternion units :" -#~ "math:`\\{i,j,k\\}` are just another representation of the SO(3) " -#~ "generators, which satisfy the Lie bracket. Well, no so fast. While the " -#~ "Lie *algebra* :math:`\\mathfrak{so}(3)`, whose elements are the linear " -#~ "combination of :math:`J_i` s are isomorphic to unit quaternions, but " -#~ "quaternions are :math:`1 w + x i + y j + z k` in general, so there's also " -#~ "an identity part, which isn't a vector that is a part of any Lie algebra. " -#~ "Quaternions look more like the *group* SO(3) (when they're normalized, " -#~ "because SO(3) preserves vector norms). But it actually isn't isomorphic " -#~ "to SO(3). It turns out that unit quaternions are isomorphic to the group " -#~ "SU(2) (which is isomorphic to Spin(3)), which in turn is a double cover " -#~ "of SO(3)." -#~ msgstr "" -#~ "Esto puede sonar trivial en este punto, porque estamos equipados con toda " -#~ "la maquinaria de los grupos y algebras de Lie: aparentemente, las " -#~ "unidades de cuaterniones :math:`\\{i,j,k\\}` son sólo otra representación " -#~ "de los generadores de SO(3), que satisfacen el soporte de Lie. Bueno, no " -#~ "tan rápido. Mientras que el *álgebra* de la Lie :math:`\\mathfrak{so}" -#~ "(3)`, cuyos elementos son la combinación lineal de :math:`J_i` s son " -#~ "isomórficos a los cuaterniones unitarios, pero los cuaterniones son :math:" -#~ "`1 w + x i + y j + z k` en general, así que también hay una parte de " -#~ "identidad, que no es un vector que es parte de cualquier álgebra de Lie. " -#~ "Las cuartniones se parecen más al *grupo* SO(3) (cuando están " -#~ "normalizados, porque el SO(3) preserva las normas vectoriales). Pero en " -#~ "realidad no es isomorfo al SO(3). Resulta que los cuaterniones unitarios " -#~ "son isomórficos al grupo SU(2) (que es isomórfico a Spin(3)), que a su " -#~ "vez es una doble cobertura de SO(3)." - -#~ msgid "" -#~ "SU(2) is essentially the group of unitary rotations with determinant +1 " -#~ "(called Special Unitary groups) which preserve the norm of complex " -#~ "vectors it acts on, generated by `Pauli spin matrices `_ :math:`\\sigma_i`, and :math:`i,j,k` " -#~ "correspond to :math:`\\sigma_x/\\imath\\ \\sigma_y/\\imath, \\sigma_z/" -#~ "\\imath`. To exemplify, :math:`R = e^{\\varphi \\boldsymbol n \\cdot " -#~ "\\boldsymbol J} \\in \\text{SO}(3)` rotates a real vector by :math:`R " -#~ "\\boldsymbol v` and the corresponding rotation :math:`U = e^{-\\imath" -#~ "\\varphi \\boldsymbol n \\cdot \\boldsymbol \\sigma/2} \\in \\text{SU}" -#~ "(2)` rotates the same vector through :math:`U (\\boldsymbol v \\cdot " -#~ "\\boldsymbol \\sigma) U^\\dagger`. Note that :math:`U \\to -U` achieves " -#~ "the same SO(3) rotation, SU(2) it's said to be a double cover of SO(3) " -#~ "(this is mapping gives the adjoint representation of SU(2) by the way). " -#~ "Here :math:`-\\imath\\boldsymbol \\sigma = -\\imath (\\sigma_x, " -#~ "\\sigma_y, \\sigma_z) \\cong (i,j,k)`." -#~ msgstr "" -#~ "SU(2) es esencialmente el grupo de rotaciones unitarias con determinante " -#~ "+1 (llamados grupos unitarios especiales) que preservan la norma de los " -#~ "vectores complejos sobre los que actúa, generados por `Matrices de Pauli " -#~ "`_ :math:`\\sigma_i` y :" -#~ "math:`i,j,k`corresponde a :math:`\\sigma_x/\\imath\\ \\sigma_y/\\imath, " -#~ "\\sigma_z/\\imath`. Para ejemplificar, :math:`R = e^{\\varphi " -#~ "\\boldsymbol n \\cdot \\boldsymbol J} \\in \\text{SO}(3)` rota un vector " -#~ "real por :math:`R \\boldsymbol v` y la rotación correspondiente :math:`U " -#~ "= e^{-\\imath\\varphi \\boldsymbol n \\cdot \\boldsymbol \\sigma/2} \\in " -#~ "\\text{SU}(2)` rota el mismo vector a través de :math:`U (\\boldsymbol v " -#~ "\\cdot \\boldsymbol \\sigma) U^\\dagger`. Hay que tener en cuenta que :" -#~ "math:`U \\to -U` logra la misma rotación de SO(3), SU(2) se dice que es " -#~ "una cubierta doble de SO(3) (este mapeo da la representación adjunta de " -#~ "SU(2)). Aquí :math:`-\\imath\\boldsymbol \\sigma = -\\imath (\\sigma_x, " -#~ "\\sigma_y, \\sigma_z) \\cong (i,j,k)`." - -#~ msgid "" -#~ "SU(2) and SO(3) look the same locally (their tangent spaces dictated by " -#~ "their Lie algebras are isomorphic), but they're different globally. While " -#~ "this sounds like just a technicality, this has topological implications, " -#~ "but we won't get into that much. The take away from this discussion is " -#~ "that unit quaternions *can* be used emulate SO(3) rotations." -#~ msgstr "" -#~ "SU(2) y SO(3) se ven iguales localmente (sus espacios tangenciales " -#~ "dictados por sus algebras de Lie son isomórficos), pero son diferentes " -#~ "globalmente. Aunque esto suena como un tecnicismo, tiene implicaciones " -#~ "topológicas, pero no vamos a entrar en detalles. La ventaja de esta " -#~ "discusión es que los cuaterniones de la unidad *pueden* utilizarse para " -#~ "emular las rotaciones SO(3)." - -#~ msgid "" -#~ "But taking a step back, why do we bother *emulating* SO(3) at all? For " -#~ "computational purposes, we already have something that works: the matrix " -#~ "representation. Why do we need to both with a weird group that isn't even " -#~ "exactly the same as SO(3)?" -#~ msgstr "" -#~ "Pero dando un paso atrás, ¿por qué nos molestamos en *emular* SO(3)? Para " -#~ "fines computacionales, ya tenemos algo que funciona: la representación " -#~ "matricial. ¿Por qué necesitamos ambos con un grupo raro que ni siquiera " -#~ "es exactamente lo mismo que SO(3)?" - -#~ msgid "" -#~ "The answer is the cost of computation, and this is two fold. First, you " -#~ "see, a rotation operator has only 3 degrees of freedom: two for the unit " -#~ "vector which is the rotation axis, and one for the rotation angle around " -#~ "that axis. A :math:`3\\times 3` matrix, on the other hand has 9 elements. " -#~ "It's an overkill. For example, whenever you multiply two rotations, you " -#~ "need to multiply two :math:`3\\times 3` matrices, summing and multiplying " -#~ "every single element. In terms of CPU cycles, this is wasted effort and " -#~ "we can be more optimal. Second part is precision errors. The errors are " -#~ "worse in matrix representation, because originally, we have only 3 " -#~ "degrees of freedom, which means we can have precision errors in axis and " -#~ "angle (only 3 errors) but it's still an element of SO(3), whereas with " -#~ "matrices, we can have errors in any one of the 9 elements in the matrix " -#~ "and so we can even have a matrix that isn't even an element of SO(3). " -#~ "These errors can quickly build up quickly especially if you're for " -#~ "example modifying the orientation of an object every frame by doing a " -#~ "smooth interpolation between an initial and a target orientation " -#~ "(discussed further in SLERP section)." -#~ msgstr "" -#~ "La respuesta es el costo de la computación, y esto es doble. Primero, un " -#~ "operador de rotación tiene sólo 3 grados de libertad: dos para el vector " -#~ "unitario que es el eje de rotación, y uno para el ángulo de rotación " -#~ "alrededor de ese eje. Una :math:`3\\times 3`, por otro lado tiene 9 " -#~ "elementos. Es una exageración. Por ejemplo, siempre que multipliques dos " -#~ "rotaciones, necesitas multiplicar dos matrices :math:`3\\times 3`, " -#~ "sumando y multiplicando cada elemento. En términos de ciclos de CPU, esto " -#~ "es un esfuerzo desperdiciado y podemos ser más óptimos. La segunda parte " -#~ "son los errores de precisión. Los errores son peores en la representación " -#~ "matricial, porque originalmente, sólo tenemos 3 grados de libertad, lo " -#~ "que significa que podemos tener errores de precisión en el eje y el " -#~ "ángulo (sólo 3 errores), pero sigue siendo un elemento de SO(3), mientras " -#~ "que con las matrices, podemos tener errores en cualquiera de los 9 " -#~ "elementos de la matriz y así incluso podemos tener una matriz que ni " -#~ "siquiera es un elemento de SO(3). Estos errores pueden acumularse " -#~ "rápidamente, especialmente si, por ejemplo, está modificando la " -#~ "orientación de un objeto en cada fotograma haciendo una interpolación " -#~ "suave entre una orientación inicial y una orientación objetivo (discutida " -#~ "más adelante en la sección SLERP)." - -#~ msgid "" -#~ "Sure, we know that elements of SO(3) can be represented by using " -#~ "orthogonal matrices with determinant +1 (hence the name Special " -#~ "Orthogonal) such that :math:`R R^T = I`; in plain language, this means " -#~ "the columns of :math:`R` form an orthonormal set of vectors, so we can " -#~ "eliminate the errors if we perform `Gram-Schmidt `_ orthonormalization once in a " -#~ "while, and force it back into SO(3), such that it's an actual rotation " -#~ "matrix (albeit still noisy in axis and angle). But this is expensive and " -#~ "still quite bad in terms of errors." -#~ msgstr "" -#~ "Claro, sabemos que los elementos de SO(3) pueden ser representados usando " -#~ "matrices ortogonales con determinante +1 (de ahí el nombre Ortogonal " -#~ "Especial) de tal manera que :math:`R R^T = I`; en lenguaje sencillo, " -#~ "esto significa que las columnas de :math:`R` forman un conjunto " -#~ "ortonormal de vectores, por lo que podemos eliminar los errores si " -#~ "realizamos `Gram-Schmidt `_ orthonormalization de " -#~ "vez en cuando, y forzarlo a volver a SO(3), de tal forma que sea una " -#~ "matriz de rotación real (aunque todavía muy ruidosa en el eje y el " -#~ "ángulo). Pero esto es costoso y bastante malo en términos de posibles " -#~ "errores." - -#~ msgid "" -#~ "So, what is the alternative then? Shall we go back to the Rodrigues' " -#~ "formula and hardcode the behavior of :math:`J_i` into our program? A " -#~ "nicer alternative is, we use SU(2) (which we know covers SO(3), twice in " -#~ "fact!), because the equivalent of the Rodrigues' formula is much simpler:" -#~ msgstr "" -#~ "Entonces, ¿cuál es la alternativa? ¿Volvemos a la fórmula de Rodrigues y " -#~ "codificamos el comportamiento de :math:`J_i` en nuestro programa? Una " -#~ "alternativa más agradable es, utilizar SU(2) (que sabemos cubre SO(3), " -#~ "¡dos veces de hecho!), porque el equivalente de la fórmula de Rodrigues " -#~ "es mucho más simple:" - -#~ msgid "" -#~ "owing to the nice relation :math:`(\\boldsymbol n \\cdot \\boldsymbol " -#~ "\\sigma)^2 = I` (something like this happens only at the third power with " -#~ "SO(3) generators, remember? and it doesn't give identity), or if you " -#~ "prefer quaternion version which is more commonly used to represent the " -#~ "isomorphic group Spin(3), this is" -#~ msgstr "" -#~ "gracias a la buena relación :math:`(\\boldsymbol n \\cdot \\boldsymbol " -#~ "\\sigma)^2 = I` (algo así ocurre sólo en la tercera potencia con " -#~ "generadores SO(3), ¿recuerdas? y no nos da la identidad), o si prefieres " -#~ "la versión de cuaternión que se usa más comúnmente para representar al " -#~ "grupo isomórfico Spin(3), ésta es" - -#~ msgid "" -#~ "In game engines, rather than storing the axis-angle :math:`(\\boldsymbol " -#~ "n(\\phi,\\theta), \\varphi )` pair where :math:`\\phi,\\theta` are the " -#~ "azimuthal and polar angles parametrizing the unit vector :math:`" -#~ "\\boldsymbol n`, people typically store :math:`\\boldsymbol q= (q_0, q_x, " -#~ "q_y, q_z) \\equiv (\\cos\\frac{\\varphi}{2}, \\sin\\frac{\\varphi}{2} " -#~ "n_x, \\sin\\frac{\\varphi}{2} n_y, \\sin\\frac{\\varphi}{2} n_z)` such " -#~ "that :math:`U = \\boldsymbol q \\cdot (1, i, j, k)`, and enforce the " -#~ "condition :math:`|\\boldsymbol q|=1` once in a while by renormalization " -#~ "(note that while you can see many people referring to :math:`\\boldsymbol " -#~ "q` as a quaternion, it's not; :math:`U` is the actual quaternion here " -#~ "and :math:`\\boldsymbol q` is just an artificial vector containing the " -#~ "coefficients in the expansion of the exponential map). Of course, if they " -#~ "store :math:`(\\varphi, \\phi, \\theta)`, there is no need for a " -#~ "renormalization because such parametrization guarantees the " -#~ "normalization, but this choice would come at the cost of calculating a " -#~ "bunch of sines and cosines whenever you use them, so this is a middle " -#~ "ground in terms of errors and speed." -#~ msgstr "" -#~ "En los motores de juego, en lugar de almacenar el ángulo del eje :math:" -#~ "`(\\boldsymbol n(\\phi,\\theta), \\varphi )`par donde :math:`\\phi," -#~ "\\theta`son los ángulos acimut y polar que parametrizan el vector " -#~ "unitario :math:`\\boldsymbol n`, la gente normalmente almacena :math:`" -#~ "\\boldsymbol q= (q_0, q_x, q_y, q_z) \\equiv (\\cos\\frac{\\varphi}{2}, " -#~ "\\sin\\frac{\\varphi}{2} n_x, \\sin\\frac{\\varphi}{2} n_y, \\sin" -#~ "\\frac{\\varphi}{2} n_z)` such that :math:`U = \\boldsymbol q \\cdot (1, " -#~ "i, j, k), para hacer cumplir la condición :math:`|\\boldsymbol q|=1` de " -#~ "vez en cuando por renormalización (nota que si bien puedes ver a muchas " -#~ "personas refiriéndose a :math:`\\boldsymbol q` como un cuaternión, no lo " -#~ "es; :math:`U` es el cuaternión real aquí y :math:`\\boldsymbol q` es sólo " -#~ "un vector artificial que contiene los coeficientes en la expansión del " -#~ "mapa exponencial). Por supuesto, si almacenan :math:`(\\varphi, \\phi, " -#~ "\\theta)`, no hay necesidad de una renormalización porque tal " -#~ "parametrización garantiza la normalización, pero esta elección vendría a " -#~ "costa de calcular un montón de senos y cosenos cada vez que se utilizan, " -#~ "por lo que este es un término medio en términos de errores y velocidad." - -#~ msgid "So, the take aways of this section are:" -#~ msgstr "Así que, las ventajas de esta sección son:" - -#~ msgid "" -#~ "Matrices can represent SO(3) just fine, but are a little too general and " -#~ "extravagant in terms of CPU cycles and behave bad in the presence of " -#~ "floating point errors, and errors can even lead to a matrix that doesn't " -#~ "correspond to a rotation matrix at all!" -#~ msgstr "" -#~ "Las matrices pueden representar SO(3) muy bien, pero son demasiado " -#~ "generales y extravagantes en términos de ciclos de CPU y se comportan mal " -#~ "en presencia de errores de coma flotante ¡y los errores pueden incluso " -#~ "llevar a una matriz que no corresponde en absoluto a una matriz de " -#~ "rotación!" - -#~ msgid "" -#~ "For all practical purposes, we can use an element of SU(2) to represent " -#~ "an SO(3) rotation. It's a double cover of SO(3), so we wouldn't be losing " -#~ "anything in doing so. The main reason for choosing one over another is " -#~ "the SO(3) Rodrigues' formula is a little nasty to work with whereas SU(2) " -#~ "expansion is neat, clean and simple to work with." -#~ msgstr "" -#~ "A todos los efectos prácticos, podemos utilizar un elemento de SU(2) para " -#~ "representar una rotación SO(3). Es una doble cobertura de SO(3), así que " -#~ "no estaríamos perdiendo nada al hacerlo. La razón principal para elegir " -#~ "uno sobre el otro es que la fórmula de Rodrigues SO(3) es un poco " -#~ "incómoda para trabajar, mientras que la expansión de SU(2) es clara, " -#~ "limpia y fácil de utilizar." - -#~ msgid "" -#~ "Using matrices, you can practically do everything you do with " -#~ "quaternions, vice versa. The real differences, as highlighted, are in " -#~ "computation trade-offs, not mathematics." -#~ msgstr "" -#~ "Usando matrices, prácticamente se puede hacer todo lo que se hace con los " -#~ "cuaterniones, y viceversa. Las diferencias reales, como se ha destacado, " -#~ "están en las compensaciones de cálculo, no en las matemáticas." - -#~ msgid "" -#~ "The relationship between quaternions and 3D rotation matrices is the " -#~ "roughly the same as the relation between the complex number :math:" -#~ "`e^{\\imath\\theta}` and a 2D rotation matrix. Just as the complex " -#~ "number :math:`\\imath \\cong J_z` rotates by :math:`\\pi/2` (which is, as " -#~ "we saw, what a *generator* does), :math:`i,j,k` (which are :math:`\\cong " -#~ "J_x, J_y, J_z`) rotate by :math:`\\pi/2` around :math:`x, y, z` axes; " -#~ "they don't commute with each other because in 3D, the order of rotations " -#~ "is important. Owing to this isomorphism between their generators, an " -#~ "SO(3) rotation :math:`e^{\\varphi \\boldsymbol n \\cdot \\boldsymbol J}` " -#~ "corresponds to the SU(2) rotation :math:`e^{\\varphi \\boldsymbol n " -#~ "\\cdot (i,j,k)/2}`. This is a helpful picture to gain an intuition on " -#~ "quaternions. While the SO(3) is familiar to many people, the " -#~ "\"Rodrigues' formula\" for the SU(2) one is much preferable graphics " -#~ "programming due to it's simplicity, and hence you see quaternions in game " -#~ "engines." -#~ msgstr "" -#~ "La relación entre los cuaterniones y las matrices de rotación 3D es " -#~ "aproximadamente la misma que la relación entre el número complejo :math:" -#~ "`e^{\\imath\\theta}` y una matriz de rotación 2D. Así como el complejo " -#~ "número :math:`\\imath \\cong J_z` rota por :math:`\\pi/2` (que es, como " -#~ "vimos, lo que hace un *generador*), :math:`i,j,k` (que son :math:`\\cong " -#~ "J_x, J_y, J_z`) rotar por :math:`\\pi/2` alrededor de los ejes :math:`x, " -#~ "y, z`; no se conmutan entre sí porque en 3D, el orden de las rotaciones " -#~ "es importante. Debido a este isomorfismo entre sus generadores, una " -#~ "rotación SO(3) :math:`e^{\\varphi \\boldsymbol n \\cdot \\boldsymbol J}` " -#~ "corresponde a la rotación SU(2) :math:`e^{\\varphi \\boldsymbol n \\cdot " -#~ "(i,j,k)/2}`. Esta es una imagen útil para tener una idea sobre los " -#~ "cuaterniones. Mientras que el SO(3) es familiar para mucha gente, la " -#~ "\"fórmula de Rodrigues\" para el SU(2) es mucho más recomendable para la " -#~ "programación de gráficos debido a su simplicidad, y por lo tanto se ven " -#~ "cuaterniones en los motores de juego." - -#~ msgid "" -#~ "This doesn't mean quaternions are a generalization of complex numbers in " -#~ "our construction when considering rotations in a strict sense; they're " -#~ "rather the 3D generalization of the 2D rotation generator in some loose " -#~ "sense (loose, because SO(3) and SU(2) are different groups). There *is* a " -#~ "construction which generalizes real numbers to complex numbers to " -#~ "quaternions, called `Cayley-Dickson construction `_, but it's next steps give " -#~ "off topic objects octonions and sedenions (setting exceptional Lie groups " -#~ "aside for octonions)." -#~ msgstr "" -#~ "Esto no significa que los cuaterniones son una generalización de números " -#~ "complejos en nuestra construcción cuando consideramos las rotaciones en " -#~ "un sentido estricto; son más bien la generalización 3D del generador de " -#~ "rotación 2D en un sentido suelto (suelto, porque SO(3) y SU(2) son grupos " -#~ "diferentes). Hay una construcción que generaliza números reales a números " -#~ "complejos a cuaterniones, llamada `Construcción de Cayley-Dickson " -#~ "`_, " -#~ "pero son los siguientes pasos los que producen los objetos tópicos " -#~ "octiones y sedeniones (reservando grupos de Lie excepcionales para " -#~ "octoniones)." - -#~ msgid "" -#~ "Note that we haven't said a word about Euler angles. In both matrix and " -#~ "quaternion *representations*, we sticked to the axis-angle " -#~ "*parametrization*. We will discuss different parametrizations in what " -#~ "follows." -#~ msgstr "" -#~ "Nota que no hemos dicho una sola palabra sobre los ángulos de Euler. " -#~ "Tanto en las *representaciones* de la matriz como en las de los " -#~ "cuaterniones, nos ceñimos a la *parametrización* del ángulo del eje. " -#~ "Analizaremos diferentes parametrizaciones más adelante." - -#~ msgid "Matrix representation of SO(3)" -#~ msgstr "Representación de la matriz de SO(3)" - -#~ msgid "Quaternion representation of SU(2)" -#~ msgstr "Representación por cuaterniones de SU(2)" - -#~ msgid ":math:`(x,y,z)`" -#~ msgstr ":math:`(x,y,z)`" - -#~ msgid "" -#~ ":math:`\\sqrt{r}(\\cos\\frac{\\theta}{2}, e^{\\imath \\phi} \\sin" -#~ "\\frac{\\theta}{2})`" -#~ msgstr "" -#~ ":math:`\\sqrt{r}(\\cos\\frac{\\theta}{2}, e^{\\imath \\phi} \\sin" -#~ "\\frac{\\theta}{2})`" - -#~ msgid "" -#~ "Matrices for :math:`J_x, J_y, J_z \\cong \\boldsymbol e_x \\times, " -#~ "\\boldsymbol e_y \\times, \\boldsymbol e_z \\times`" -#~ msgstr "" -#~ "Matrices para :math:`J_x, J_y, J_z \\cong \\boldsymbol e_x \\times, " -#~ "\\boldsymbol e_y \\times, \\boldsymbol e_z \\times`" - -#~ msgid ":math:`i,j,k`" -#~ msgstr ":math:`i,j,k`" - -#~ msgid "" -#~ ":math:`e^{\\varphi \\boldsymbol n \\cdot \\boldsymbol J}`, can expand " -#~ "with Rodrigues' formula" -#~ msgstr "" -#~ ":math:`e^{\\varphi \\boldsymbol n \\cdot \\boldsymbol J}`, puede " -#~ "expandirse con la fórmula de Rodrigues" - -#~ msgid "" -#~ ":math:`e^{\\varphi \\boldsymbol n \\cdot (i,j,k)/2}` can expand with " -#~ "SU(2) \"Rodrigues' formula\"" -#~ msgstr "" -#~ ":math:`e^{\\varphi \\boldsymbol n \\cdot (i,j,k)/2}` puede expandirse con " -#~ "la fórmula de Rodrigues SU(2)" - -#~ msgid "" -#~ "Above, :math:`r,\\theta,\\phi` are spherical coordinates corresponding " -#~ "to :math:`x,y,z`." -#~ msgstr "" -#~ "En el ejemplo anterior, :math:`r,\\theta,\\phi` son coordenadas esféricas " -#~ "correspondientes a :math:`x,y,z`." - -#~ msgid "A note about the SU(2) vector" -#~ msgstr "Una nota sobre el vector SU(2)" - -#~ msgid "" -#~ "We earlier mentioned that rotation of a real vector in SU(2) is done via :" -#~ "math:`(R \\boldsymbol v) \\cdot \\boldsymbol \\sigma = U (\\boldsymbol v " -#~ "\\cdot \\boldsymbol \\sigma) U^\\dagger`, and you may be wondering what " -#~ "the complex vector listed above :math:`|\\psi\\rangle = (\\cos" -#~ "\\frac{\\theta}{2}, e^{\\imath \\phi} \\sin\\frac{\\theta}{2})` has to do " -#~ "with that. The answer is, there vector :math:`|\\psi\\rangle` is the one " -#~ "a single :math:`U` acts on, and in terms of it, we can rewrite :math:`U " -#~ "(\\boldsymbol v \\cdot \\boldsymbol \\sigma) U^\\dagger` as :math:`r U (|" -#~ "\\psi\\rangle \\otimes \\langle \\psi|) U^\\dagger` up to some trivial " -#~ "identity term, where :math:`\\langle \\psi| = |\\psi\\rangle^\\dagger` " -#~ "(this is the way complex vectors are typically denoted in quantum " -#~ "mechanics and is called `bra-ket notation `_: bra is like the vector and ket is the " -#~ "`conjugate transpose `_, " -#~ "and people typically omit the :math:`\\otimes` in between because that's " -#~ "already implied when you multiply a ket with a bra, and likewise there is " -#~ "no :math:`\\cdot` when you multiply a bra with ket since that's also " -#~ "implied)." -#~ msgstr "" -#~ "Anteriormente mencionamos que la rotación de un vector real en SU(2) se " -#~ "realiza a través de :math:`(R \\boldsymbol v) \\cdot \\boldsymbol \\sigma " -#~ "= U (\\boldsymbol v \\cdot \\boldsymbol \\sigma) U^\\dagger`, y puede que " -#~ "te estés preguntando qué tiene que ver el vector complejo :math:`|\\psi" -#~ "\\rangle = (\\cos\\frac{\\theta}{2}, e^{\\imath \\phi} \\sin" -#~ "\\frac{\\theta}{2})` mencionado anteriormente con esto. La respuesta es, " -#~ "que hay un vector :math:`|\\psi\\rangle` is the one a single :math:`U` " -#~ "que actúa, y en términos de esto, podemos reescribir :math:`U " -#~ "(\\boldsymbol v \\cdot \\boldsymbol \\sigma) U^\\dagger` como :math:`r U " -#~ "(|\\psi\\rangle \\otimes \\langle \\psi|) U^\\dagger` hasta algún término " -#~ "de identidad trivial, donde :math:`\\langle \\psi| = |\\psi\\rangle^" -#~ "\\dagger` (esta es la forma en que los vectores complejos son típicamente " -#~ "denotados en la mecánica cuántica y se llama `Notación bra-ket `_: el bra es como el vector " -#~ "y el ket es el `operador adjunto `_, y la gente típicamente omite el :math:`\\otimes` " -#~ "entremedio porque eso ya está implícito cuando multiplicas un ket por un " -#~ "bra, y de la misma manera no hay :math:`\\cdot` cuando multiplicas un bra " -#~ "por un ket ya que eso también está implícito)." - -#~ msgid "" -#~ "So, notational concerns aside, long story short, the vector listed above " -#~ "is in a generalized sense \"half\" of what we are rotating:" -#~ msgstr "" -#~ "Por lo tanto, dejando a un lado las preocupaciones notacionales, " -#~ "resumiendo, el vector mencionado anteriormente es, en un sentido " -#~ "generalizado, \"la mitad\" de lo que estamos rotando:" - -#~ msgid "" -#~ "and each \"half\" goes to one of the :math:`U` s on each side of the " -#~ "modified/generalized relation" -#~ msgstr "" -#~ "y cada \"mitad\" va a una de las :math:`U` s a cada lado de la relación " -#~ "modificada/generalizada" - -#~ msgid "" -#~ "so everything is compatible, and :math:`|\\psi'\\rangle = U |" -#~ "\\psi(\\boldsymbol v)\\rangle = |\\psi(R \\boldsymbol v)\\rangle` is " -#~ "satisfied. This parametrization of an SU(2) vector is typically done in " -#~ "spherical coordinates :math:`\\theta,\\phi` (for :math:`r=1`, because " -#~ "state vectors are normalized in quantum mechanics), and the sphere is " -#~ "called `Bloch sphere `_)." -#~ msgstr "" -#~ "así que todo es compatible, y :math:`|\\psi'\\rangle = U |" -#~ "\\psi(\\boldsymbol v)\\rangle = |\\psi(R \\boldsymbol v)\\rangle` es " -#~ "satisfactorio. Esta parametrización de un vector SU(2) se hace " -#~ "típicamente en coordenadas esféricas :math:`\\theta,\\phi` (para :math:" -#~ "`r=1`, porque los vectores de estado están normalizados en la mecánica " -#~ "cuántica), y la esfera se llama `Esfera de Bloch `_)." - -#~ msgid "Parametrization of rotations" -#~ msgstr "Parametrización de rotaciones" - -#~ msgid "" -#~ "From general arguments of linear independence, it is clear that a general " -#~ "rotation in 3D requires 3 independent parameters, which is known as " -#~ "`Euler's rotation theorem `_. It is tempting to think rotations as three-" -#~ "dimensional vectors, but they are rather `linear operators `_ that transform vectors." -#~ msgstr "" -#~ "A partir de argumentos generales de independencia lineal, está claro que " -#~ "una rotación general en 3D requiere 3 parámetros independientes, lo que " -#~ "se conoce como `Teorema de rotación de Euler `_ que " -#~ "transforman los vectores." - -#~ msgid "" -#~ "There are `different ways of parametrizing rotations `_ in the `3D " -#~ "Euclidean space `_ using 3 " -#~ "parameters, and we will go through the two commonly used in game " -#~ "programming." -#~ msgstr "" -#~ "Hay `diferentes formas de parametrizar rotaciones `_ en el `espacio euclídeo 3D " -#~ "`_ usando 3 " -#~ "parámetros, y pasaremos por los dos más comunes en la programación de " -#~ "juegos." - -#~ msgid "Axis-angle parametrization: :math:`(\\phi, \\theta, \\varphi)`" -#~ msgstr "Parametrización del eje-ángulo: :math:`(\\phi, \\theta, \\varphi)`" - -#~ msgid "" -#~ "As we found out, this is the *de facto* parametrization of rotations in " -#~ "3D (or in fact, in any dimensions), which is also the direct " -#~ "generalization of rotations in 2D, is this: choose an axis in 3D space (a " -#~ "unit vector to specify a direction, which has two independent parameters, " -#~ "because its length is conventionally fixed to 1) and is typically " -#~ "parametrized using `polar and azimuthal angles `_ as :math:`\\boldsymbol n(\\phi," -#~ "\\theta) = (\\sin\\theta \\cos\\phi, \\sin\\theta \\sin\\phi,\\cos" -#~ "\\theta)` and specify the angle of rotation around that axis :math:`" -#~ "\\varphi` (which is the third parameter) whose sense of rotation is fixed " -#~ "by the `right-hand rule `_ " -#~ "(for a right-hand coordinate system). For (embedded) 2D rotations in the :" -#~ "math:`xy`-plane, the rotation axis is taken to be the z-axis, and we only " -#~ "need to specify the rotation angle. In 3D, the rotation axis can be " -#~ "pointing toward any direction (since the axis is a unit vector, you can " -#~ "think of it as a point on the unit sphere, if you like). This way of " -#~ "parametrizing rotations is called axis-angle parametrization, and is the " -#~ "easiest to picture intuitively." -#~ msgstr "" -#~ "Como hemos descubierto, se trata *de la* parametrización de las " -#~ "rotaciones en 3D (o de hecho, en cualquier dimensión), que es también la " -#~ "generalización directa de las rotaciones en 2D, es esto: elegir un eje en " -#~ "el espacio 3D (un vector unitario para especificar una dirección, que " -#~ "tiene dos parámetros independientes, ya que su longitud se fija " -#~ "convencionalmente a 1) y es típicamente parametrizada utilizando `polar " -#~ "and azimuthal angles `_ como :math:`\\boldsymbol n(\\phi,\\theta) " -#~ "= (\\sin\\theta \\cos\\phi, \\sin\\theta \\sin\\phi,\\cos\\theta)` y " -#~ "especificar el ángulo de rotación alrededor de ese eje :math:`\\varphi` " -#~ "(que es el tercer parámetro) cuyo sentido de rotación está fijado por la " -#~ "`regla de la mano derecha `_ (para un sistema de coordenadas a la " -#~ "derecha). Para rotaciones 2D (incrustadas) en el plano :math:`xy`, el eje " -#~ "de rotación se toma como el eje z, y sólo necesitamos especificar el " -#~ "ángulo de rotación. En 3D, el eje de rotación puede estar apuntando hacia " -#~ "cualquier dirección (ya que el eje es un vector unitario, puedes pensar " -#~ "en él como un punto en la esfera unitaria, si quieres). Esta forma de " -#~ "parametrizar las rotaciones se llama parametrización eje-ángulo, y es la " -#~ "más fácil de visualizar de forma intuitiva." - -#~ msgid "" -#~ "Another advantage of the axis angle parametrization is, it is easy to " -#~ "interpolate between two different rotations (let's call their parameters :" -#~ "math:`\\boldsymbol n_1, \\varphi_1` and :math:`\\boldsymbol n_2, " -#~ "\\varphi_2`), which is useful when you're changing the orientation of an " -#~ "object, starting from a given initial orientation and going toward a " -#~ "final one. A nice way of doing this is described in a later section where " -#~ "we describe SLERP. It results in a smooth motion, rather than a \"jerky\" " -#~ "motion which may start fast, go slow in the middle and go fast again etc. " -#~ "It turns out that if a mass is transported this way, it experiences the " -#~ "least amount of torque (compared to other possible trajectories). This " -#~ "way of linearly interpolating rotations in the axis-angle parametrization " -#~ "is called Spherical Linear Interpolation or SLERP, and is almost " -#~ "ubiquitously used in games." -#~ msgstr "" -#~ "Otra ventaja de la parametrización del ángulo del eje es que es fácil " -#~ "interpolar entre dos rotaciones diferentes (llamemos a sus parámetros :" -#~ "math:`\\boldsymbol n_1, \\varphi_1` y :math:`\\boldsymbol n_2, " -#~ "\\varphi_2`), lo cual es útil cuando se está cambiando la orientación de " -#~ "un objeto, comenzando desde una orientación inicial dada y yendo hacia " -#~ "una final. Una buena manera de hacer esto se describe en una sección " -#~ "posterior donde describimos SLERP. El resultado es un movimiento suave, " -#~ "en lugar de un movimiento \"brusco\" que puede empezar rápido, ir lento " -#~ "en el medio y volver a ir rápido, etc. Resulta que si una masa se " -#~ "transporta de esta manera, experimenta la menor cantidad de torsión (en " -#~ "comparación con otras trayectorias posibles). Esta forma de interpolar " -#~ "linealmente las rotaciones en la parametrización eje-ángulo se llama " -#~ "Interpolación Lineal Esférica o SLERP, y es casi omnipresente en los " -#~ "juegos." - -#~ msgid "" -#~ "Euler angles (and Tait-Bryan angles): :math:`(\\varphi_1, \\varphi_2, " -#~ "\\varphi_3 )`" -#~ msgstr "" -#~ "Ángulos de Euler (y ángulos Tait-Bryan): :math:`(\\varphi_1, \\varphi_2, " -#~ "\\varphi_3 )`" - -#~ msgid "" -#~ "Another way of parametrizing 3D rotations is by considering a sequence of " -#~ "at least 3 rotations around certain, fixed axes. This could be, for " -#~ "example \"rotate around the :math:`Z`-axis by :math:`\\varphi_1`, then " -#~ "rotate around the :math:`Y`-axis by :math:`\\varphi_2`, and finally " -#~ "rotate around the :math:`x`-axis by :math:`\\varphi_3`\". Of course, " -#~ "these axes don't have to be Z, then Y, then X. As long as two sequential " -#~ "rotations are not around the same axis (in which case they would combine " -#~ "into a single rotation, hence reducing the number of actually independent " -#~ "parameters by 1), they can be anything. They don't even need to be " -#~ "aligned with any \"named\" axis. Another thing important think to watch " -#~ "out is, if you imagine that there is a local coordinate system \"painted" -#~ "\" on the object, as you go through the 3-step rotation sequence, that " -#~ "local frame rotates with the object itself, while the global frame of " -#~ "course remains as-is. The rotation angles specified with respect to a " -#~ "global, fixed reference frame are sometimes called Tait-Bryan angles. So " -#~ "when we're specifying a general rotation in terms of 3 rotations around " -#~ "certain \"fixed\" axes, you need to specify whether those axes refer to " -#~ "the global (called extrinsic, usually written with an additional prime, :" -#~ "math:`X'` rather than :math:`X`, after each rotation ) or the local " -#~ "(called intrinsic) frame as well. Typically, extrinsic is used as it is " -#~ "relatively easier to picture, and axes are chosen to coincide with X,Y or " -#~ "Z. The 3 rotation angles used in such representation of rotations is " -#~ "called Euler angles." -#~ msgstr "" -#~ "Otra forma de parametrizar rotaciones 3D es considerando una secuencia de " -#~ "al menos 3 rotaciones alrededor de ciertos ejes fijos. Esto podría ser, " -#~ "por ejemplo, \"rotar alrededor del eje :math:`Z por `math:``varphi_1`, " -#~ "luego rotar alrededor del eje ``Y`` por `math:``varphi_2``, y finalmente " -#~ "rotar alrededor del eje :math:`x` por ``math:`\\varphi_3``\". Por " -#~ "supuesto, estos ejes no tienen que ser Z, luego Y, luego X. Mientras dos " -#~ "rotaciones secuenciales no estén alrededor del mismo eje (en cuyo caso se " -#~ "combinarían en una sola rotación, reduciendo así el número de parámetros " -#~ "realmente independientes en 1), pueden ser cualquier cosa. Ni siquiera " -#~ "necesitan estar alineados con ningún eje \"nominal\". Otra cosa " -#~ "importante que hay que tener en cuenta es, si se imagina que hay un " -#~ "sistema de coordenadas local \"pintado\" en el objeto, a medida que pasa " -#~ "por la secuencia de rotación de 3 pasos, que el marco local gira con el " -#~ "objeto en sí, mientras que el marco global, por supuesto, permanece como " -#~ "está. Los ángulos de rotación especificados con respecto a un marco de " -#~ "referencia global y fijo se denominan a veces ángulos de Tait-Bryan. Así " -#~ "que cuando estamos especificando una rotación general en términos de 3 " -#~ "rotaciones alrededor de ciertos ejes \"fijos\", necesitamos especificar " -#~ "si esos ejes se refieren al global (llamado extrínseco, usualmente " -#~ "escrito con un primo adicional, :math:`X'` en lugar de :math:`X`, después " -#~ "de cada rotación) o también al marco local (llamado intrínseco). " -#~ "Típicamente, se utiliza extrínseco, ya que es más fácil de visualizar, y " -#~ "los ejes se eligen para que coincidan con X, Y o Z. Los 3 ángulos de " -#~ "rotación utilizados en esta representación de las rotaciones se llaman " -#~ "ángulos de Euler." - -#~ msgid "" -#~ "Ancient mechanical devices called gimbal (which are long obsolete in this " -#~ "age) used to calculate realize 3D rotations in engineering applications " -#~ "in vehicles increased the popularity of Euler angles. Furthermore, since " -#~ "the :math:`3 \\times 3` rotation matrix around X,Y or Z axis is easier to " -#~ "write down, it is commonly said that Euler angles are easier to " -#~ "understand when compared to axis-angle representation (which is commonly, " -#~ "although not necessarily, implemented through quaternions). While this " -#~ "may be true if you're creating a linear algebra library from scratch, or " -#~ "filling in the elements of the transformation matrix on your own, this is " -#~ "not the case when writing games with game engines, such as Godot. The " -#~ "popularity of Euler angles endured despite the fact that they, in fact, " -#~ "can not represent a smooth transition between two different rotations by " -#~ "a smooth variation of the three angles. The reason behind this lies in " -#~ "the fact that Euler angles describe a chart on 3-torus, which is not a " -#~ "`covering map `_ of SO(3), " -#~ "three dimensional rotations (if this sounds too abstract, see the " -#~ "subsection about 3-torus and sphere below). As the mapping from Euler " -#~ "angles to SO(3) is ill-defined at certain points, during the smooth " -#~ "interpolation between two rotations, we may bump into such points, and as " -#~ "a result the rank may drop to 2 or even 1 (which mechanically corresponds " -#~ "to a situation in which two or three gimbals become aligned as they go " -#~ "around), which is known as the `gimbal-lock `_ problem. Thus, while it's OK to use Euler angles to " -#~ "represent a fixed rotation, they're not suitable for slowly changing the " -#~ "orientation of objects. You can still do that if you put some additional " -#~ "effort to avoid gimbal-lock, of course, but even if by some luck you " -#~ "don't bump into such bad points, a linear interpolation between two sets " -#~ "of Euler angles is going to result in a \"jerky\" motion." -#~ msgstr "" -#~ "Antiguos dispositivos mecánicos llamados cardanes (que son obsoletos " -#~ "desde hace mucho tiempo en esta era) utilizados para calcular las " -#~ "rotaciones 3D en aplicaciones de ingeniería en vehículos aumentaron la " -#~ "popularidad de los ángulos de Euler. Además, dado que la matriz de " -#~ "rotación de :math:`3 \\times 3` alrededor del eje X,Y o Z es más fácil de " -#~ "escribir, comúnmente se dice que los ángulos de Euler son más fáciles de " -#~ "entender cuando se comparan con la representación eje-ángulo (la cual es " -#~ "normalmente, aunque no necesariamente, implementada a través de " -#~ "cuaterniones). Si bien esto puede ser cierto si está creando una " -#~ "biblioteca de álgebra lineal desde cero, o si está rellenando los " -#~ "elementos de la matriz de transformación por su cuenta, este no es el " -#~ "caso cuando escribe juegos con motores de juego, como Godot. La " -#~ "popularidad de los ángulos de Euler perduró a pesar de que, de hecho, no " -#~ "pueden representar una transición suave entre dos rotaciones diferentes " -#~ "por una variación suave de los tres ángulos. La razón de esto radica en " -#~ "el hecho de que los ángulos de Euler describen una gráfica en 3-toroides, " -#~ "que no es un `espacio recubridor `_ de las rotaciones tridimensionales de SO(3), (si " -#~ "esto suena demasiado abstracto, ver la subsección sobre 3-toroides y " -#~ "esfera abajo). Como el mapeo de los ángulos de Euler a SO(3) está mal " -#~ "definido en ciertos puntos, durante la interpolación suave entre dos " -#~ "rotaciones, podemos toparnos con tales puntos, y como resultado el rango " -#~ "puede caer a 2 o incluso 1 (lo que mecánicamente corresponde a una " -#~ "situación en la que dos o tres balancines se alinean a medida que giran), " -#~ "lo que se conoce como el problema `bloqueo del cardán `_)." -#~ msgstr "" -#~ "Imagina una hormiga caminando sobre la superficie de la rosquilla que se " -#~ "muestra a continuación (imagen tomada de `aquí `_)." - -#~ msgid "" -#~ "If it keeps walking along either the red or the blue lines, it will " -#~ "eventually come back to where it started. At any time, we can use two " -#~ "angles to describe where the ant is: one angle (:math:`\\theta` which " -#~ "goes between :math:`0` and :math:`2\\pi`) describing it's position along " -#~ "the red line, and another one (:math:`\\phi`, again between :math:`0` " -#~ "and :math:`2\\pi`) for the blue line. And note that we have periodicity: :" -#~ "math:`(\\theta,\\phi)` and :math:`(\\theta + 2\\pi N,\\phi + 2\\pi N)` " -#~ "describe exactly the same point on the donut for an integer :math:`N`. We " -#~ "have two angles, of course, because we're talking about a two-dimensional " -#~ "surface. Now we're ready to talk about :math:`n`-dimensional surfaces." -#~ msgstr "" -#~ "Si continúa caminando a lo largo de las líneas rojas o azules, " -#~ "eventualmente regresará a donde comenzó. En cualquier momento, podemos " -#~ "usar dos ángulos para describir dónde está la hormiga: uno (:math:`" -#~ "\\theta` que va entre :math:`0` y :math:`2\\pi`) describiendo su posición " -#~ "a lo largo de la línea roja, y otro (:math:`\\phi`, otra vez entre :math:" -#~ "`0` y :math:`2\\pi`) para la línea azul. Y ten en cuenta que tenemos " -#~ "periodicidad: :math:`(\\theta,\\phi)` y :math:`(\\theta + 2\\pi N,\\phi + " -#~ "2\\pi N)` describen exactamente el mismo punto en la rosquilla para un " -#~ "entero `mateh:`N`. Tenemos dos ángulos, por supuesto, porque estamos " -#~ "hablando de una superficie bidimensional. Ahora estamos listos para " -#~ "hablar de :math:`n`-superficies dimensionales." - -#~ msgid "" -#~ "If you have a set of :math:`n` \"coordinates\" (or angles) which are " -#~ "periodic, just like :math:`\\theta` and :math:`\\phi` were (which is the " -#~ "case for the three Euler angles), then people say those coordinates " -#~ "describe a point on the surface of an :math:`n`-torus. (In the case that " -#~ "the period of a \"coordinate\" is different than :math:`2\\pi`, that " -#~ "coordinate can be scaled to make it so, such that it corresponds to an :" -#~ "math:`n`-torus)." -#~ msgstr "" -#~ "Si tenemos un conjunto de :math:`n` \"coordenadas\" (o ángulos) que son " -#~ "periódicas, igual que lo fueron :math:`\\theta` y :math:`\\phi` (que es " -#~ "el caso de los tres ángulos de Euler), entonces la gente dice que esas " -#~ "coordenadas describen un punto en la superficie de un toroide-:math:`n`. " -#~ "(En el caso de que el período de una \"coordenada\" sea diferente a :math:" -#~ "`2\\pi`, esa coordenada puede ser escalada para hacerla así, de tal forma " -#~ "que corresponda a un toroide-:math:`n`)." - -#~ msgid "" -#~ "Now, back to our original issue. The axis of the axis-angle " -#~ "parametrization (which is *the* natural way of parametrizing rotations, " -#~ "and is a one-to-one covering map of SO(3); in fact, this is true for all " -#~ "Lie groups, not just rotations in 3D) spans a sphere (every point in a " -#~ "ball of radius :math:`\\pi` corresponds to a rotation in SO(3) where the " -#~ "rotation amount is mapped to radius and rotation axis points is the " -#~ "direction from the origin; with the additional caveat that if you flip " -#~ "the sign of the axis and angle simultaneously, it maps to the same " -#~ "rotation), which is described using spherical coordinates, whereas Euler " -#~ "angles span the surface of a 3-torus (such that every point on the 3-" -#~ "torus corresponds to a rotation), which is described by the three Euler " -#~ "angles. The problem here is, a sphere is topologically different from a " -#~ "torus. In simple terms, this means that it's impossible to deform a " -#~ "sphere to a torus \"smoothly\": at some point, you have to punch a hole " -#~ "in it to make a donut from a ball (and you can never \"punch a hole\" or " -#~ "change the topology when you stick with a parametrization: if you use " -#~ "Euler angles, you're forever stuck walking the surface of a 3-donut, and " -#~ "if you use axis-angle, you're forever stuck flying inside the sphere)." -#~ msgstr "" -#~ "Ahora, volvamos a nuestro número original. El eje de la parametrización " -#~ "eje-ángulo (que es *la* forma natural de parametrizar las rotaciones, y " -#~ "es un mapa de cobertura uno a uno de SO(3); de hecho, esto es válido para " -#~ "todos los grupos de Lie, no sólo para las rotaciones en 3D) abarca una " -#~ "esfera (cada punto en una bola de radio :math:`\\pi` corresponde a una " -#~ "rotación en SO(3) en la que la cantidad de rotación se mapea al radio y " -#~ "los puntos del eje de rotación son la dirección desde el origen; con la " -#~ "advertencia adicional de que si volteas el signo del eje y el ángulo " -#~ "simultáneamente, se mapea a la misma rotación), que se describe usando " -#~ "coordenadas esféricas, mientras que los ángulos de Euler abarcan la " -#~ "superficie de 3-toroides (de tal forma que cada punto en los 3-toroides " -#~ "corresponde a una rotación), que se describe con los tres ángulos de " -#~ "Euler. El problema aquí es que una esfera es topológicamente diferente a " -#~ "un toroide. En términos simples, esto significa que es imposible deformar " -#~ "una esfera a un toroide \"suavemente\": en algún momento, tienes que " -#~ "hacer un agujero en ella para hacer una rosquilla de una bola (y nunca " -#~ "puedes \"perforar un agujero\" o cambiar la topología cuando te quedas " -#~ "con una parametrización: si usas los ángulos de Euler, estás siempre " -#~ "atascado caminando por la superficie de 3-rosquillas, y si usas un eje-" -#~ "ángulo, estás siempre atascado volando dentro de la esfera)." - -#~ msgid "" -#~ "Why is this a problem at all? Because it means that a smooth walk " -#~ "(flight?) inside the sphere doesn't always correspond to a smooth walk on " -#~ "the surface of the 3-torus, vice versa: a 3-torus and sphere are globally " -#~ "different, which is a fact you're bound to discover if you walk the " -#~ "parameter space by a smoothly rotating a body using these " -#~ "parametrizations. Axis-angle parametrization has singularities at the " -#~ "poles (where the azimuthal angle is ill-defined) but that's fine because " -#~ "that's exactly how SO(3) is, after all, axis-angle is how Lie groups are " -#~ "parametrized. Euler angle parametrization also has singularities " -#~ "corresponding to points where two gimbals are aligned, but those " -#~ "singularities are different from SO(3)'s poles." -#~ msgstr "" -#~ "¿Por qué es esto un problema? Porque significa que una caminata suave " -#~ "(¿vuelo?) dentro de la esfera no siempre corresponde a una caminata suave " -#~ "en la superficie de 3-toroides, viceversa: 3-toroides y una esfera son " -#~ "completamente diferentes, lo cual es un hecho que estás obligado a " -#~ "descubrir si caminas por el espacio de parámetros girando suavemente un " -#~ "cuerpo usando estas parametrizaciones. La parametrización eje-ángulo " -#~ "tiene singularidades en los polos (donde el ángulo acimutal está mal " -#~ "definido) pero eso está bien porque así es exactamente como está SO(3), " -#~ "después de todo, el eje-ángulo es como se parametrizan los grupos de Lie. " -#~ "La parametrización del ángulo de Euler también tiene singularidades " -#~ "correspondientes a puntos en los que se alinean dos cardanes, pero esas " -#~ "singularidades son diferentes de los polos de SO(3)." - -#~ msgid "" -#~ "Suppose that you're at a nice spot, a rotation that can be parametrized " -#~ "by both axis-angle and Euler angles uniquely. Sometimes, it can just " -#~ "happen that if you take a wrong step, you'll fall into a \"hole" -#~ "\" (meaning a singularity at which infinitely many parameters correspond " -#~ "to the same rotation, like at the poles, all choices for the azimuthal " -#~ "angle give the same rotation, or the similar situation with gimbal lock) " -#~ "in one parametrization, while you can continue a smooth journey in the " -#~ "other parametrization. When you fall a \"hole\" using Euler angles, it's " -#~ "called gimbal lock, and since there may not be a corresponding \"hole\" " -#~ "when you take the similar step in the sphere, this tells us that Euler " -#~ "angles is a defective parametrization of SO(3)." -#~ msgstr "" -#~ "Supón que estás en un buen punto, una rotación que puede ser " -#~ "parametrizada por ambos ángulos de eje y Euler únicamente. A veces, puede " -#~ "ocurrir que si das un paso equivocado, caigas en un \"agujero\" (es " -#~ "decir, una singularidad en la que infinitamente muchos parámetros " -#~ "corresponden a la misma rotación, como en los polos, todas las opciones " -#~ "para el ángulo acimutal dan la misma rotación, o la situación similar con " -#~ "el bloqueo del cardán) en una parametrización, mientras que puedes " -#~ "continuar un viaje suave en la otra parametrización. Cuando se cae un " -#~ "\"agujero\" usando los ángulos de Euler, se llama bloqueo de cardán, y " -#~ "como puede no haber un \"agujero\" correspondiente cuando se da un paso " -#~ "similar en la esfera, esto nos dice que los ángulos de Euler son una " -#~ "parametrización defectuosa de SO(3)." - -#~ msgid "" -#~ "The root of the problem isn't just the fact that Euler angle " -#~ "parametrization has singularties, just as axis-angle does which is fine " -#~ "on its own, but that those singularities don't match with SO(3)'s " -#~ "singularities." -#~ msgstr "" -#~ "La raíz del problema no es sólo el hecho de que la parametrización del " -#~ "ángulo de Euler tiene singularidades, como lo hace el eje-ángulo, que " -#~ "está bien por sí solo, sino que esas singularidades no coinciden con las " -#~ "singularidades de SO(3)." - -#~ msgid "This is the mathematical description of the gimbal-lock problem." -#~ msgstr "" -#~ "Esta es la descripción matemática del problema del bloqueo del cardán." - -#~ msgid "" -#~ "Here's an example of gimbal lock in Euler angle parametrization. Suppose " -#~ "that one of the rotations is :math:`\\pi/2`, let's say the middle one. By " -#~ "inserting an identity operator :math:`X(-\\pi/2) X(\\pi/2)` to the right " -#~ "side and rearranging terms, we can show that" -#~ msgstr "" -#~ "He aquí un ejemplo de bloqueo del cardán en la parametrización del ángulo " -#~ "de Euler. Supongamos que una de las rotaciones es :math:`\\pi/2`, digamos " -#~ "la del medio. Insertando un operador de identidad :math:`X(-\\pi/2) " -#~ "X(\\pi/2)` en el lado derecho y reorganizando los términos, podemos " -#~ "probar que" - -#~ msgid "" -#~ "(see the section about active transformation below about how a rotation " -#~ "matrix itself transforms, which also explains why and how a Z rotation " -#~ "turns into a Y rotation when surrounded by :math:`\\pi/2` and :math:`-" -#~ "\\pi/2` X rotations) which means we lost a degree of freedom: :math:`" -#~ "\\varphi_y-\\varphi_z` effectively became a single parameter determining " -#~ "the Y rotation and we completely lost the first Z rotation. You can " -#~ "follow similar steps to show that when *any* of the YXZ Euler angles " -#~ "become :math:`\\pm \\pi/2`, you get a gimbal lock." -#~ msgstr "" -#~ "(ver la sección sobre transformación activa más adelante sobre cómo se " -#~ "transforma una matriz de rotación, que también explica por qué y cómo una " -#~ "rotación Z se convierte en una rotación Y cuando está rodeada de :math:`" -#~ "\\pi/2` y :math:`-\\pi/2` X rotaciones) lo que significa que perdimos un " -#~ "grado de libertad: :math:`\\varphi_y-\\varphi_z` efectivamente se " -#~ "convirtió en un único parámetro determinante de la rotación Y y perdimos " -#~ "completamente la primera rotación Z. Puedes seguir pasos similares para " -#~ "mostrar que cuando *cualquiera* de los ángulos YXZ Euler se convierten " -#~ "en :math:`\\pm \\pi/2`, se obtiene un bloqueo de cardán." - -#~ msgid "" -#~ "This happens for :math:`\\pm \\pi/2` simply because in the YXZ " -#~ "convention, neighboring axes are related to each other by a :math:`\\pm " -#~ "\\pi/2` rotation around the axis given by the other neighbor. For XZX " -#~ "convention, the gimbal lock would happen at :math:`\\varphi_z = \\pm " -#~ "\\pi` for example." -#~ msgstr "" -#~ "Esto sucede para :math:`\\pm \\pi/2` simplemente porque en la convención " -#~ "YXZ, los ejes vecinos están relacionados entre sí por una rotación de :" -#~ "math:`\\pm \\pi/2` alrededor del eje dado por el otro vecino. Para la " -#~ "convención XZX, el bloqueo del cardán ocurriría por ejemplo en :math:`" -#~ "\\varphi_z = \\pm \\pi`." - -#~ msgid "Summary: representation versus parametrization" -#~ msgstr "Resumen: representación vs parametrización" - -#~ msgid "We can sum it up in a table:" -#~ msgstr "Podemos resumirlo en una tabla:" - -#~ msgid "Parametrization/Representation" -#~ msgstr "Parametrización/Representación" - -#~ msgid "Axis-angle" -#~ msgstr "Ejes-ángulo" - -#~ msgid ":math:`e^{\\varphi \\boldsymbol v \\cdot \\boldsymbol J}`" -#~ msgstr ":math:`e^{\\varphi \\boldsymbol v \\cdot \\boldsymbol J}`" - -#~ msgid ":math:`e^{\\varphi \\boldsymbol v \\cdot (i,j,k)/2}`" -#~ msgstr ":math:`e^{\\varphi \\boldsymbol v \\cdot (i,j,k)/2}`" - -#~ msgid "Euler-angles" -#~ msgstr "Ángulos de Euler" - -#~ msgid ":math:`e^{\\varphi_3 J_y} e^{\\varphi_2 J_x} e^{\\varphi_1 J_z}`" -#~ msgstr ":math:`e^{\\varphi_3 J_y} e^{\\varphi_2 J_x} e^{\\varphi_1 J_z}`" - -#~ msgid ":math:`e^{\\varphi_3 j/2} e^{\\varphi_2 i/2} e^{\\varphi_1 k/2}`" -#~ msgstr ":math:`e^{\\varphi_3 j/2} e^{\\varphi_2 i/2} e^{\\varphi_1 k/2}`" - -#~ msgid "" -#~ "where :math:`\\boldsymbol J` denotes the matrix representation of the :" -#~ "math:`\\boldsymbol J` operators (too lazy to introduce a new symbol for " -#~ "that). YXZ Euler angles is chosen for concreteness (as it is the default " -#~ "convention in Godot), and can be replaced by any three axes (as long as " -#~ "two neighboring axes aren't the same)." -#~ msgstr "" -#~ "donde :math:`\\boldsymbol J` denota la representación matricial de los " -#~ "operadores :math:`\\boldsymbol J` (demasiado perezosos para introducir un " -#~ "nuevo símbolo para eso). Los ángulos de Euler XYZ se eligen para " -#~ "concretar (ya que es la convención por defecto en Godot), y pueden ser " -#~ "reemplazados por tres ejes cualquiera (siempre y cuando dos ejes vecinos " -#~ "no sean iguales)." - -#~ msgid "" -#~ "In all cases listed in the above table, Rodrigues' formula (or it's " -#~ "analogue for quaternions) given above can be used for practical purposes." -#~ msgstr "" -#~ "En todos los casos enumerados en la tabla anterior, la fórmula de " -#~ "Rodrigues (o es análoga para los cuaterniones) indicada anteriormente " -#~ "puede utilizarse con fines prácticos." - -#~ msgid "" -#~ "In the context of 3D rotations, one representation isn't superior or " -#~ "inferior to another. Whatever representation you're using, you are " -#~ "representing exactly the same thing. A difference appears only when you " -#~ "implement it on a computer: different representations have trade offs " -#~ "when it comes to precision errors, CPU cycles and memory usage (for " -#~ "example, accessing to rotation axis-angle with quaternions is trivial but " -#~ "requires some algebra in matrix representation whereas the converse is " -#~ "true when accessing the basis vectors, SLERP, composition of rotations " -#~ "and orthonormalization is faster with quaternions but a conversion to " -#~ "matrix representation, which isn't free, is always required because " -#~ "that's the representation OpenGL uses and rotating a 3D vector is faster " -#~ "in matrix representation since they are written in the same basis), and " -#~ "they may have different characteristics when doing finite precision " -#~ "arithmetic with floating point numbers. In principle, you can do " -#~ "everything you do with quaternions using matrices, vice versa. The " -#~ "performance could be bad in one representation, but the point is, there " -#~ "is nothing in their mathematics that prevent you from doing that." -#~ msgstr "" -#~ "En el contexto de las rotaciones 3D, una representación no es superior o " -#~ "inferior a otra. Cualquiera que sea la representación que estés usando, " -#~ "estás representando exactamente lo mismo. Las diferencias sólo aparecen " -#~ "cuando se implementan en una computadora: diferentes representaciones " -#~ "tienen compensaciones cuando se trata de errores de precisión, ciclos de " -#~ "CPU y uso de memoria (por ejemplo, acceder al ángulo del eje de rotación " -#~ "con cuaterniones es trivial pero requiere algo de álgebra en la " -#~ "representación de la matriz mientras que lo contrario es aplicable cuando " -#~ "se accede a los vectores base, SLERP, la composición de rotaciones y " -#~ "ortonormalización es más rápida con cuaterniones, pero siempre se " -#~ "requiere una conversión a representación matricial, que no es libre, " -#~ "porque esa es la representación que utiliza OpenGL y girar un vector 3D " -#~ "es más rápido en la representación matricial ya que están escritos en la " -#~ "misma base), y pueden tener características diferentes cuando se hace " -#~ "aritmética de precisión finita con números de coma flotante. En " -#~ "principio, se puede hacer todo lo que se hace con los cuaterniones " -#~ "utilizando matrices, y viceversa. El desempeño podría ser malo en una " -#~ "representación, pero el punto es que no hay nada en sus matemáticas que " -#~ "le impida hacer eso." - -#~ msgid "" -#~ "Parametrizations, on the other hand, are vastly different. Axis-angle is " -#~ "the \"one true\" parametrization of rotations. Euler angles, despite " -#~ "being a defective parametrization of rotations, could be more intuitive " -#~ "for simple (involving only 1 or 2 angles) and *static* situations like " -#~ "orienting a body/vehicle in the editor, but should be avoided for " -#~ "rotational *dynamics* which would eventually lead to a gimbal lock." -#~ msgstr "" -#~ "Las parametrizaciones, por otro lado, son muy diferentes. El ángulo del " -#~ "eje es la \"única\" parametrización verdadera de las rotaciones. Los " -#~ "ángulos de Euler, a pesar de ser una parametrización defectuosa de las " -#~ "rotaciones, podrían ser más intuitivos para situaciones simples " -#~ "(involucrando sólo 1 o 2 ángulos) y *estáticas* como orientar una " -#~ "carrocería/vehículo en el editor, pero deberían ser evitados por la " -#~ "*dinámica* rotacional que eventualmente llevaría a un bloqueo del cardán." - -#~ msgid "" -#~ "In games, it's common problem to interpolate between two different " -#~ "orientation in a \"nice way\" which doesn't depend on arbitrary things " -#~ "like how the reference frame, and which doesn't result in a \"jerky\" " -#~ "motion (that is, a torque-free motion) such that the angular speed " -#~ "remains constant during the interpolation. These are the properties that " -#~ "we seek when we say \"nice\"." -#~ msgstr "" -#~ "En los juegos, es un problema común interpolar entre dos orientaciones " -#~ "diferentes de una manera \"agradable\" que no depende de cosas " -#~ "arbitrarias como el cuadro de referencia, y que no resulta en un " -#~ "movimiento \"brusco\" (es decir, un movimiento sin torsión) tal que la " -#~ "velocidad angular permanece constante durante la interpolación. Estas son " -#~ "las propiedades que buscamos cuando decimos \"agradable\"." - -#~ msgid "" -#~ "Formally, we'd like to interpolate between an initial rotation :math:`R_1 " -#~ "= e^{\\lambda \\varphi_1 \\boldsymbol n_1 \\cdot \\boldsymbol J }` and a " -#~ "final one :math:`R_2 = e^{\\varphi_2 \\boldsymbol n \\cdot \\boldsymbol " -#~ "J }` a function of time, and what we're seeking is something that " -#~ "transforms one into another smoothly, :math:`R(\\lambda)`, where :math:`" -#~ "\\lambda` is the normalized time which is 0 at the beginning and 1 at the " -#~ "end. Clearly, we must have :math:`R(\\lambda=0)=R_1` and :math:" -#~ "`R(\\lambda=1) = R_2`. Since we also know that rotations form a group, we " -#~ "can relate :math:`R(\\lambda)` to :math:`R_1` and :math:`R_2` using " -#~ "another rotation, such that we can for example write" -#~ msgstr "" -#~ "Nos gustaría interpolar formalmente entre una rotación inicial :math:`R_1 " -#~ "= e^{\\lambda \\varphi_1 \\boldsymbol n_1 \\cdot \\boldsymbol J }` y una " -#~ "final :math:`R_2 = e^{\\varphi_2 \\boldsymbol n \\cdot \\boldsymbol J }` " -#~ "una función de tiempo, y lo que estamos buscando es algo que se " -#~ "transforme el uno en el otro suavemente, :math:`R(\\lambda)`, donde :math:" -#~ "`\\lambda` es el tiempo normalizado, siendo 0 al principio y 1 al final. " -#~ "Claramente, debemos tener :math:`R(\\lambda=0)=R_1` y :math:" -#~ "`R(\\lambda=1) = R_2`. Como ya sabemos que las rotaciones forman un " -#~ "grupo, podemos relacionar :math:`R(\\lambda)` con :math:`R_1` and :math:" -#~ "`R_2` usando otra rotación, de manera que, por ejemplo, podamos escribir" - -#~ msgid "" -#~ "This form makes sense because for :math:`\\lambda=0`, the interpolation " -#~ "hasn't started and :math:`R(\\lambda)` automatically becomes :math:`R_1`. " -#~ "But why not pick a different form for the exponent as a function of :math:" -#~ "`\\lambda` which evaluates to 0 when :math:`\\lambda=0`? That's simply " -#~ "because we don't want to have a jerky motion, meaning :math:`\\boldsymbol " -#~ "\\omega \\cdot \\boldsymbol J = R^T(\\lambda) \\dot R(\\lambda)`, where :" -#~ "math:`\\boldsymbol \\omega` is the angular velocity vector, has to be a " -#~ "constant, which can only happen if the time derivative of the exponent is " -#~ "linear in time (in which case we obtain :math:`\\boldsymbol \\omega = " -#~ "\\varphi \\boldsymbol n`). Or equivalently, you can simply observe that a " -#~ "rotation around a fixed axis (fixed because otherwise if you tilt the " -#~ "rotation axis in time, you'll again get a \"jerky motion\" due to `Euler " -#~ "force `_) with constant " -#~ "angular speed is :math:`e^{\\boldsymbol \\omega t \\cdot \\boldsymbol J }" -#~ "` where the exponent is linear in time." -#~ msgstr "" -#~ "Esta forma tiene sentido porque para :math:`\\lambda=0`, la interpolación " -#~ "no ha comenzado y :math:`R(\\lambda)` se convierte automáticamente en :" -#~ "math:`R_1`. Pero, ¿por qué no elegir una forma diferente para el " -#~ "exponente en función de :math:`\\lambda` que se evalúa a 0 cuando :math:`" -#~ "\\lambda=0`? Eso es simplemente porque no queremos tener un movimiento " -#~ "brusco, lo que significa :math:`\\boldsymbol \\omega \\cdot \\boldsymbol " -#~ "J = R^T(\\lambda) \\dot R(\\lambda)`, dónde :math:`\\boldsymbol \\omega` " -#~ "es el vector de velocidad angular, tiene que ser una constante, lo que " -#~ "sólo puede ocurrir si la derivada temporal del exponente es lineal en el " -#~ "tiempo (en cuyo caso obtenemos :math:`\\boldsymbol \\omega = \\varphi " -#~ "\\boldsymbol n`). O su equivalente, simplemente se puede observar que una " -#~ "rotación alrededor de un eje fijo (fijo porque de lo contrario, si " -#~ "inclinas el eje de rotación en el tiempo, obtendrás de nuevo un " -#~ "\"movimiento brusco\" debido a la `Fuerza de Euler `_" msgstr "" - -#~ msgid "SRGB" -#~ msgstr "SRGB" - -#, fuzzy -#~ msgid "EditorInspectorPlugin" -#~ msgstr "تولید محتوا" - -#, fuzzy -#~ msgid "EditorProperty" -#~ msgstr "توسعه" - -#, fuzzy -#~ msgid "Windows (Visual Studio)" -#~ msgstr "(Windows (and UWP" - -#, fuzzy -#~ msgid "Windows (JetBrains Rider)" -#~ msgstr "(Windows (and UWP" - -#, fuzzy -#~ msgid "constants" -#~ msgstr "ثابت ها" - -#, fuzzy -#~ msgid "signals" -#~ msgstr "سیگنال‌ها" - -#~ msgid "" -#~ "FBX SDK has a `restrictive license `_, that is incompatible with the `open license " -#~ "`_ provided by Godot. That being " -#~ "said, FBX support could still be provided by third parties as a plugin. " -#~ "(See Plugins question below.)" -#~ msgstr "" -#~ "FBX SDK دارای مجوز محدود کننده ای است `_ ، که با\" مجوز باز \"ناسازگار است. ارائه شده " -#~ "توسط گودوت. گفته می شود ، پشتیبانی FBX هنوز هم می تواند توسط اشخاص ثالث " -#~ "به عنوان افزونه ارائه شود. (سؤال پلاگین ها را در زیر مشاهده کنید.)" diff --git a/weblate/docs/fi.po b/weblate/docs/fi.po index 3432b87e51..9edfa3f28f 100644 --- a/weblate/docs/fi.po +++ b/weblate/docs/fi.po @@ -100953,758 +100953,3 @@ msgid "" msgstr "" "`Zeef Godot Engine: Kuratoitu hakemisto resursseja Andre Schmitziltä " "`_" - -#~ msgid "" -#~ "If this is your first time encountering GDScript, please read :ref:" -#~ "`doc_scripting` before continuing." -#~ msgstr "" -#~ "Jos törmäät nyt ensi kertaa GDScriptiin, ole hyvä ja lue :ref:" -#~ "`doc_scripting` ennen kuin jatkat." - -#, fuzzy -#~ msgid "EditorInspectorPlugin" -#~ msgstr ":ref:`doc_inspector_plugins`" - -#, fuzzy -#~ msgid "EditorProperty" -#~ msgstr "Editorin kehitys" - -#~ msgid "" -#~ "Go to the `Android Studio download page `_. To save disk space, you don't want the full " -#~ "IDE, so don't download it." -#~ msgstr "" -#~ "Mene `Android Studion lataussivulle `_. Säästääksesi levytilaa, et halua koko IDE:ä, joten älä " -#~ "lataa sitä." - -#, fuzzy -#~ msgid "Your final directory structure should look like this :" -#~ msgstr "Skenepuusi pitäisi näyttää tältä:" - -#, fuzzy -#~ msgid "Generating the keystore" -#~ msgstr "Keystoren luonti" - -#~ msgid "Android SDK" -#~ msgstr "Android SDK" - -#~ msgid "" -#~ "If you upgrade Godot, you must download templates that match the new " -#~ "version or your exported projects may not work correctly." -#~ msgstr "" -#~ "Jos päivität Godotin, sinun täytyy ladata vientimallit, jotka vastaavat " -#~ "uutta versiota tai viedyt projektisi eivät välttämättä toimi kunnolla." - -#, fuzzy -#~ msgid "Windows (Visual Studio)" -#~ msgstr "Visual Studio Code" - -#, fuzzy -#~ msgid "Windows (JetBrains Rider)" -#~ msgstr "Windows (ja UWP)" - -#~ msgid "Why import?" -#~ msgstr "Miksi tuoda?" - -#, fuzzy -#~ msgid "Creating Android plugins (Godot 3.2.2+)" -#~ msgstr "Android-liitännäisten luonti" - -#, fuzzy -#~ msgid "Instance Properties" -#~ msgstr "Yleiset ominaisuudet" - -#~ msgid "Command line argument." -#~ msgstr "Komentoriviargumentit." - -#~ msgid "Language code." -#~ msgstr "Kielikoodi." - -#~ msgid "" -#~ "`Android NDK `_ r17 or " -#~ "later." -#~ msgstr "" -#~ "`Android NDK `_ r17 tai " -#~ "uudempi." - -#~ msgid "Type hints" -#~ msgstr "Tyyppivihjeet" - -#, fuzzy -#~ msgid "Render order" -#~ msgstr "Käsittelyjärjestys" - -#~ msgid "Godot scenes and scripts are classes" -#~ msgstr "Godotin skenet ja skriptit ovat luokkia" - -#~ msgid "constants" -#~ msgstr "vakiot" - -#~ msgid "signals" -#~ msgstr "signaalit" - -#~ msgid "Scenes and scripts are objects" -#~ msgstr "Skenet ja skriptit ovat objekteja" - -#, fuzzy -#~ msgid "In Godot:" -#~ msgstr "Godot 3.1 versiossa:" - -#, fuzzy -#~ msgid "There are two types of products - consumables and non-consumables:" -#~ msgstr "Siirtymiä on olemassa useita eri tyyppisiä:" - -#~ msgid "Testing" -#~ msgstr "Testaus" - -#~ msgid "" -#~ "Java JDK: http://www.oracle.com/technetwork/java/javase/downloads/index." -#~ "html" -#~ msgstr "" -#~ "Java JDK: http://www.oracle.com/technetwork/java/javase/downloads/index." -#~ "html" - -#~ msgid "Scheme setup" -#~ msgstr "Skeeman järjestely" - -#~ msgid "" -#~ "To begin, click the \"Add/Create a New Node\" button and add an :ref:" -#~ "`Area2D ` node to the scene." -#~ msgstr "" -#~ "Aloittaaksesi, napsauta \"Luo uusi solmu\" painiketta ja lisää :ref:" -#~ "`Area2D ` solmu skeneen." - -#~ msgid "" -#~ "Click \"Play Scene\" (``F6``) and confirm you can move the player around " -#~ "the screen in all directions. The console output that opens upon playing " -#~ "the scene can be closed by clicking ``Output`` (which should be " -#~ "highlighted in blue) in the lower left of the Bottom Panel." -#~ msgstr "" -#~ "Napsuta \"Pelaa skeneä\" (``F6``) ja varmista, että voit liikuttaa " -#~ "pelihahmoa ympäri ruutua kaikkiin suuntiin. Konsolitulosteen, joka aukeaa " -#~ "skeneä pelattaessa, voi sulkea napsauttamalla ``Tuloste`` (jonka pitäisi " -#~ "olla sinisellä korostettu) alapaneelin vasemmassa alakulmassa." - -#~ msgid "" -#~ "When connecting a signal, instead of having Godot create a function for " -#~ "you, you can also give the name of an existing function that you want to " -#~ "link the signal to." -#~ msgstr "" -#~ "Signaalia yhdistettäessä, sen sijaan että antaisit Godotin luoda sinulle " -#~ "funktion, voit myös nimetä olemassa olevan funktion, johon haluaisit " -#~ "signaalin kytkettävän." - -#~ msgid "The Mob scene will use the following nodes:" -#~ msgstr "Mob skene käyttää seuraavia solmuja:" - -#~ msgid "" -#~ "``fly`` should be set to 3 FPS, with ``swim`` and ``walk`` set to 4 FPS." -#~ msgstr "" -#~ "``fly`` pitäisi asettaa arvoon 3 FPS, ja ``swim`` sekä ``walk`` arvoon 4 " -#~ "FPS." - -#, fuzzy -#~ msgid "" -#~ "In the Node tab, connect the HUD's ``start_game`` signal to the " -#~ "``new_game()`` function of the Main node." -#~ msgstr "" -#~ "Solmu-välilehdellä, yhdistä HUD-solmun ``start_game`` signaali " -#~ "``new_game()`` funktioon." - -#~ msgid "" -#~ "We'll use the ``start_game`` signal that's already being emitted by the " -#~ "``HUD`` node to remove the remaining creeps. We can't use the editor to " -#~ "connect the signal to the mobs in the way we need because there are no " -#~ "``Mob`` nodes in the ``Main`` scene tree until we run the game. Instead " -#~ "we'll use code." -#~ msgstr "" -#~ "Me käytämme ``start_game``signaalia joka jo välitetään ``HUD`` solmun " -#~ "toimesta poistaaksemme jäljellä olevat creepsit. Me emme voi käyttää " -#~ "editoria signaalin yhdistämiseen, koska ``Main`` skenepuussa ei ole " -#~ "``Mob`` solmuja ennenkuin suoritamme pelin. Sen sijaan käytämme koodia." - -#~ msgid "" -#~ "Start by adding a new function to ``Mob.gd``. ``queue_free()`` will " -#~ "delete the current node at the end of the current frame." -#~ msgstr "" -#~ "Aloita lisäämällä uusi funktio ``Mob.gd`` tiedostoon. ``queue_free()`` " -#~ "poistaa kyseisen solmun seuraavan animaatioruudun aikana." - -#~ msgid "" -#~ "Then in ``Main.gd`` add a new line inside the ``_on_MobTimer_timeout()`` " -#~ "function, at the end." -#~ msgstr "" -#~ "Sitten ``Main.gd`` tiedostossa lisää uusi rivi ``_on_MobTimer_timeout()`` " -#~ "funktion loppuun." - -#~ msgid "" -#~ "This line tells the new Mob node (referenced by the ``mob`` variable) to " -#~ "respond to any ``start_game`` signal emitted by the ``HUD`` node by " -#~ "running its ``_on_start_game()`` function." -#~ msgstr "" -#~ "Tämä rivi kertoo Mob solmuille (viitattuna ``mob`` muuttujalla) vastata " -#~ "mihin tahansa ``start_game`` signaaliin mitä ``HUD`` solmu välittää itse " -#~ "suorittaessaan omaa ``_on_start_game()`` funktiota." - -#~ msgid "Collision Shapes" -#~ msgstr "Törmäysmuodot" - -#~ msgid "The object itself has only the following methods:" -#~ msgstr "Objektilla itsellään on vain seuraavat metodit:" - -#~ msgid "Locale." -#~ msgstr "Kielialue." - -#~ msgid "Name" -#~ msgstr "Nimi" - -#~ msgid "``CPUParticles2D``" -#~ msgstr "``CPUParticles2D``" - -#, fuzzy -#~ msgid "" -#~ "Welcome to Godot! With your project open, you should see the editor’s " -#~ "interface with empty docks on the right side." -#~ msgstr "" -#~ "Nyt sinun pitäisi nähdä tällainen käyttöliittymä, ja oikeassa laidassa " -#~ "tyhjiä telakoita." - -#~ msgid "Windows, macOS, Linux (unofficial and unsupported)" -#~ msgstr "Windows, macOS, Linux (epävirallinen ja tukematon)" - -#~ msgid "Future" -#~ msgstr "Tuleva" - -#~ msgid "" -#~ "Godot supports Collada via the `OpenCollada `_ exporter (Maya, " -#~ "3DSMax)." -#~ msgstr "" -#~ "Godot tukee Colladaa `OpenCollada `_ vientityökalun kautta (Maya, " -#~ "3DSMax)." - -#~ msgid "" -#~ "FBX SDK has a `restrictive license `_, that is incompatible with the `open license " -#~ "`_ provided by Godot. That being " -#~ "said, FBX support could still be provided by third parties as a plugin. " -#~ "(See Plugins question below.)" -#~ msgstr "" -#~ "FBX SDK:lla on `rajoittava lisenssi `_, joka on epäyhteensopiva Godotin `avoimen " -#~ "lisenssin `_ kanssa. Siitä " -#~ "huolimatta, FBX-tuki voidaan silti tarjota kolmansien osapuolien toimesta " -#~ "liitännäisenä. (Katso kysymys liitännäisistä yllä.)" - -#~ msgid "|image15|" -#~ msgstr "|image15|" - -#~ msgid "|image16|" -#~ msgstr "|image16|" - -#~ msgid "|image20|" -#~ msgstr "|image20|" - -#~ msgid "|image17|" -#~ msgstr "|image17|" - -#~ msgid "|image18|" -#~ msgstr "|image18|" - -#~ msgid "|image19|" -#~ msgstr "|image19|" - -#~ msgid "" -#~ "Let's make these abstract concepts more concrete with an example. " -#~ "Following a long tradition in tutorials, we'll start with a \"Hello World" -#~ "\" project. This will introduce us to using the editor." -#~ msgstr "" -#~ "Tehdäänpä näistä abstrakteista käsitteistä kouriintuntuvampia esimerkin " -#~ "avulla. Noudattaen pitkää perinnettä, aloitamme \"Hello World\" " -#~ "projektilla. Se esittelee meille editorin käyttöä." - -#~ msgid "" -#~ "If you run the Godot executable outside of a project, the Project Manager " -#~ "appears. This helps developers manage their projects." -#~ msgstr "" -#~ "Jos käynnistät Godotin projektin ulkopuolella, ilmestyy esiin " -#~ "Projektinhallinta. Se auttaa pelikehittäjiä hallitsemaan projektejaan." - -#, fuzzy -#~ msgid "" -#~ "To create a new project, click the \"New Project\" option. Choose and " -#~ "create a path for the project and specify the project name." -#~ msgstr "" -#~ "Luodaksesi uuden projektin, napsauta \"Uusi projekti\" valintaa. Valitse " -#~ "ja luo polku projektille, ja määrittele projektille nimi \"New Project\":" - -#~ msgid "" -#~ "Once you've created the \"New Project\", then open it. This will open the " -#~ "Godot editor:" -#~ msgstr "" -#~ "Kun olet luonut \"New Project\" projektin, avaa se. Tämä aukaisee Godotin " -#~ "editorin:" - -#~ msgid "Code structure" -#~ msgstr "Koodin rakenne" - -#~ msgid "" -#~ "In the bottom-left are the key things you need to create a connection: a " -#~ "node which implements the method you want to trigger (represented here as " -#~ "a NodePath) and the name of the method to trigger." -#~ msgstr "" -#~ "Vasemmalla alhaalla ovat olennaisimmat asiat, joita tarvitset kytkennän " -#~ "luomiseksi: solmu, joka toteuttaa metodin, jonka haluat kytkeä (kuvassa " -#~ "Path to Node) ja laukaistavan metodin nimi." - -#~ msgid "" -#~ "The top-left section displays a list of your scene's nodes with the " -#~ "emitting node's name highlighted in red. Select the \"Panel\" node here. " -#~ "When you select a node, the NodePath at the bottom will automatically " -#~ "update to point to a relative path from the emitting node to the selected " -#~ "node." -#~ msgstr "" -#~ "Ylhäällä vasemmalla oleva osio näyttää luettelon kaikista skenesi " -#~ "solmuista, lähettävän solmun nimi punaisella korostettuna. Valitse siitä " -#~ "\"Panel\" solmu. Kun valitset solmun, alhaalla oleva polku solmuun " -#~ "päivittyy automaattisesti osoittamaan suhteellista polkua lähettävästä " -#~ "solmusta valittuun solmuun." - -#~ msgid "" -#~ "By default, the method name will contain the emitting node's name " -#~ "(\"Button\" in this case), resulting in " -#~ "``_on_[EmitterNode]_[signal_name]``. If you do have the \"Make Function\" " -#~ "check button checked, then the editor will generate the function for you " -#~ "before setting up the connection." -#~ msgstr "" -#~ "Oletusarvoisesti metodin nimi sisältää lähettävän solmun nimen (tässä " -#~ "tapauksessa \"Button\"), tuloksena ollen " -#~ "``_on_[LähettäväSolmu]_[signaalin_nimi]``. Jos \"Tee funktio\" " -#~ "valintaruutu on päällä, editori luo funktion sinulle ennen kytkennän " -#~ "asettamista." - -#~ msgid "" -#~ "Now click on ``MobTimer`` in the scene window then head to inspector " -#~ "window, switch to node view then click on ``timeout()`` and connect the " -#~ "signal." -#~ msgstr "" -#~ "Napsauta nyt ``MobTimer`` solmua skeneikkunassa, suuntaa " -#~ "tarkasteluikkunaan, vaihda solmunäkymään ja napsauta sitten ``timeout()`` " -#~ "ja yhdistä signaali." - -#~ msgid "" -#~ "If a folder shouldn't be imported into Godot, an exception can be made " -#~ "with a .gdignore file." -#~ msgstr "" -#~ "Jos kansiota ei ole tarkoitus tuoda Godotiin, sille voidaan tehdä " -#~ "poikkeus .gdignore tiedostolla." - -#, fuzzy -#~ msgid "" -#~ "Firstly, open up ``Game.gd`` and add the following additional class " -#~ "variables:" -#~ msgstr "Lisää ``Mob`` solmulle skripti ja lisää seuraavat jäsenmuuttujat:" - -#~ msgid "" -#~ "To do this, press the \"New Node\" button (which looks like a plus " -#~ "symbol):" -#~ msgstr "" -#~ "Tehdäksessi niin, paina \"Uusi solmu\" painiketta (joka näyttää plus-" -#~ "merkiltä):" - -#~ msgid "*Clamping* a value means restricting it to a given range." -#~ msgstr "*Clamp* arvolle tarkoittaa sen rajoittamista tietylle välille." - -#, fuzzy -#~ msgid "Global constants" -#~ msgstr "Vakiot" - -#, fuzzy -#~ msgid "Step by step (Linux)" -#~ msgstr "Kohta kohdalta" - -#, fuzzy -#~ msgid "Step-by-step" -#~ msgstr "Kohta kohdalta" - -#~ msgid "" -#~ "Note that Godot editor allows you to dock each panel at the side of the " -#~ "scene editor you wish." -#~ msgstr "" -#~ "Huomaa, että Godotin editori sallii paneelien telakoimisen haluamallesi " -#~ "puolelle skene-editoria." - -#~ msgid "A path" -#~ msgstr "Polku (\"path\")" - -#~ msgid "An ID" -#~ msgstr "Tunnus (\"id\")" - -#~ msgid "An array of vertex position" -#~ msgstr "Taulukko kärkipisteiden sijainteja" - -#~ msgid "loop" -#~ msgstr "loop" - -#~ msgid "path" -#~ msgstr "path (polku)" - -#~ msgid "'method'" -#~ msgstr "'method' (metodi)" - -#~ msgid "" -#~ "This method will be called every time a frame is drawn, so it's fully " -#~ "dependent on how many frames per second (FPS) the application is running " -#~ "at:" -#~ msgstr "" -#~ "Tätä metodia kutsutaan aina kun ruutu piirretään, joten se riippuu täysin " -#~ "siitä kuinka monta ruutua sekunnissa (FPS) sovellus parhaillaan kykenee " -#~ "suorittamaan:" - -#, fuzzy -#~ msgid "" -#~ "And the second way is from code. One example would be to tag nodes which " -#~ "are enemies:" -#~ msgstr "" -#~ "Toinen tapa on tehdä se koodista käsin. Yksi esimerkki voisi olla merkata " -#~ "ne skenet, jotka edustavat vihollisia:" - -#~ msgid "" -#~ "Changing the canvas transform is useful because it is a lot more " -#~ "efficient than moving the root canvas item (and hence the whole scene). " -#~ "Canvas transform is a simple matrix that offsets the whole 2D drawing, so " -#~ "it's the most efficient way to do scrolling." -#~ msgstr "" -#~ "Canvas-muunnoksen muuttaminen on hyödyllistä, koska se on paljon " -#~ "tehokkaampaa kuin koko piirtoalueena toimivan pääsolmun (ja samalla koko " -#~ "skenen) siirtäminen. Canvas-muunnos on yksinkertainen matriisi, joka " -#~ "siirtää koko 2D-piirtoa tietyn poikkeaman verran, joten se on tehokkain " -#~ "tapa vierittää ruutua." - -#~ msgid "" -#~ "The first step is to open \"Project Settings\" and find the *Handheld* " -#~ "section. Enable the *Emulate Touchscreen* option. This lets you treat " -#~ "mouse click events the same as touch events, so you can test the game on " -#~ "a computer without a touchscreen. Also, make sure to select \"portrait\" " -#~ "under *Orientation*." -#~ msgstr "" -#~ "Ensimmäinen toimenpide on avata \"Projektin asetukset\" ja etsiä " -#~ "*Handheld* osio. Laita *Emulate Touchscreen* päälle. Tämä antaa sinun " -#~ "käyttää hiiren näpäytyksiä kuin ne olisivat kosketuksia, joten voit " -#~ "testata peliäsi tietokoneella ilman kosketusnäyttöä. Varmista myös että " -#~ "\"portrait\" on valittuna *Orientation* kohdassa." - -#, fuzzy -#~ msgid "" -#~ "This tutorial aims to propose a simple workflow on how to organize " -#~ "projects. Since Godot allows the programmer to use the filesystem as they " -#~ "please, figuring out a way to organize projects when starting to use the " -#~ "engine can be a little challenging. Because of this, the tutorial " -#~ "describes a simple workflow, which should work as a starting point, " -#~ "regardless of whether it is used." -#~ msgstr "" -#~ "Tämän oppaan tarkoitus on ehdottaa yksinkertaista työnkulkua projektien " -#~ "järjestämiseksi. Koska Godot antaa ohjelmoijan käyttää " -#~ "tiedostojärjestelmää kuinka he haluavat, sopivan tavan löytäminen " -#~ "projektien järjestämiseen saattaa olla hieman hankalaa pelimoottorin " -#~ "käyttöä aloitellessa. Tästä syystä esittelemme yksinkertaisen työnkulun, " -#~ "jota voi käyttää tai olla käyttämättä, mutta sen pitäisi ainakin tarjota " -#~ "lähtökohta." - -#, fuzzy -#~ msgid "" -#~ "Additionally, using version control can be challenging, so this " -#~ "proposition will include that too." -#~ msgstr "" -#~ "Lisäksi, versiohallinnan käyttö voi olla haastavaa, joten tämä ehdotus " -#~ "sisältää myös sen." - -#~ msgid "end" -#~ msgstr "end" - -#~ msgid "End" -#~ msgstr "End" - -#~ msgid "" -#~ "Don't scale the shape's outline! Only use the size handles (circled in " -#~ "red) to adjust the shape!" -#~ msgstr "" -#~ "Älä skaalaa muodon ääriviivoja! Käytä vain koon muokkaukseen " -#~ "tarkoitettuja kahvoja (ympyröity punaisella) säätämään muotoa!" - -#~ msgid "" -#~ "Disabling the area's collision shape means it won't detect collisions. By " -#~ "turning it off, we make sure we don't trigger the ``hit`` signal more " -#~ "than once." -#~ msgstr "" -#~ "Alueen törmäysmuodon kytkeminen pois päältä tarkoittaa ettei se tunnista " -#~ "törmäyksiä. Sammuttamalla sen pidämme huolen, ettei ``hit`` signaalia " -#~ "saada useammin kuin kerran." - -#~ msgid "``Layout``: \"Center Top\"" -#~ msgstr "``Layout``: \"Center Top\"" - -#~ msgid "Left: ``-25``" -#~ msgstr "Left: ``-25``" - -#~ msgid "Top: ``0``" -#~ msgstr "Top: ``0``" - -#~ msgid "Right: ``25``" -#~ msgstr "Right: ``25``" - -#~ msgid "Bottom: ``100``" -#~ msgstr "Bottom: ``100``" - -#~ msgid "Left: ``-200``" -#~ msgstr "Left: ``-200``" - -#~ msgid "Top: ``-150``" -#~ msgstr "Top: ``-150``" - -#~ msgid "Right: ``200``" -#~ msgstr "Right: ``200``" - -#~ msgid "Bottom: ``0``" -#~ msgstr "Bottom: ``0``" - -#~ msgid "Left: ``-100``" -#~ msgstr "Left: ``-100``" - -#~ msgid "Right: ``100``" -#~ msgstr "Right: ``100``" - -#~ msgid "" -#~ "For one last bit of visual appeal, let's add a trail effect to the " -#~ "player's movement. Choose your ``Player`` scene and add a :ref:" -#~ "`Particles2D ` node named ``Trail``." -#~ msgstr "" -#~ "Visuaalisen houkuttelevuuden viimeistä silausta varten, lisätään pelaajan " -#~ "liikkeeseen vanaefekti. Valitse ``Player`` skenesi ja lisää :ref:" -#~ "`Particles2D ` solmu nimeltä ``Trail``." - -#~ msgid "" -#~ "There are a large number of properties to choose from when configuring " -#~ "particles. Feel free to experiment and create different effects. For the " -#~ "effect in this example, use the following settings:" -#~ msgstr "" -#~ "Partikkeleita säätäessä valittavissa on suuri joukko ominaisuuksia. " -#~ "Kokeile vapaasti ja luo erilaisia efektejä. Tässä esimerkissä olevaa " -#~ "efektiä varten, käytä seuraavia asetuksia:" - -#~ msgid "" -#~ "You also need to create a ``Material`` by clicking on ```` and then " -#~ "\"New ParticlesMaterial\". The settings for that are below:" -#~ msgstr "" -#~ "Sinun tarvitsee luoda myös ``Material`` resurssi napsauttamalla " -#~ "```` valintaa ja sitten \"New ParticlesMaterial\". Asetukset sitä " -#~ "varten ovat alla:" - -#~ msgid "" -#~ "To make the gradient for the \"Color Ramp\" setting, we want a gradient " -#~ "taking the alpha (transparency) of the sprite from 0.5 (semi-transparent) " -#~ "to 0.0 (fully transparent)." -#~ msgstr "" -#~ "Gradientin tekemiseksi \"Color Ramp\" asetukselle, haluamme, että " -#~ "gradientti johtaa spriten alfan (läpinäkyvyyden) arvosta 0.5 (puoliksi " -#~ "läpinäkyvä) arvoon 0.0 (kokonaan läpinäkyvä)." - -#~ msgid "" -#~ "Click \"New GradientTexture\", then under \"Gradient\", click \"New " -#~ "Gradient\". You'll see a window like this:" -#~ msgstr "" -#~ "Napsauta \"New GradientTexture\", jonka jälkeen \"Gradient\"-kohdan alla, " -#~ "napsauta \"New Gradient\". Näet tällaisen ikkunan:" - -#~ msgid "" -#~ "The left and right boxes represent the start and end colors. Click on " -#~ "each and then click the large square on the right to choose the color. " -#~ "For the first color, set the ``A`` (alpha) value to around halfway. For " -#~ "the second, set it all the way to ``0``." -#~ msgstr "" -#~ "Vasen ja oikea laatikko edustavat alku- ja loppuväriä. Napsauta kummankin " -#~ "kohdalla ja napsauta sitten suurta ruutua oikealla valitaksesi värin. " -#~ "Aseta ensimmäisen värin ``A`` (alfa) arvo suurinpiirtein puoliväliin. " -#~ "Toiselle, aseta se ``0`` arvoon asti." - -#, fuzzy -#~ msgid "" -#~ "A more flexible alternative to prefabs you might know from Unity (and " -#~ "much more powerful given that instances can be nested)." -#~ msgstr "" -#~ "Joustavampi vaihtoehto prefabeille (ja paljon tehokkaampi, koska niitä " -#~ "voi laittaa sisäkkäin)." - -#, fuzzy -#~ msgid "" -#~ "If you're using C#, you need to restart Godot editor temporarily to see " -#~ "exported variables in the editor until it's fixed." -#~ msgstr "" -#~ "Jos käytät C#-kieltä, joudut tilapäisesti käynnistämään Godotin editorin " -#~ "uudelleen nähdäksesi viedyt muuttujat, kunnes editori on korjattu." - -#~ msgid "There is a few things to note here." -#~ msgstr "Muutama asia on otettava huomioon." - -#~ msgid "Mac OS X" -#~ msgstr "Mac OS X" - -#~ msgid "" -#~ "C# is usually the best choice for companies. The large amount of " -#~ "programmers familiar with it means less time can be spent learning Godot " -#~ "and more time can be spent programming with it." -#~ msgstr "" -#~ "C# on yleensä paras vaihtoehto yrityksille. Sen osaavien ohjelmoijien " -#~ "suuri määrä tarkoittaa, että Godotin oppimiseen voidaan käyttää vähemmän " -#~ "aikaa ja enemmän aikaa voidaan käyttää sillä ohjelmointiin." - -#~ msgid "Placing of AnimationPlayer" -#~ msgstr "Animaatiotoistimen sijoittaminen" - -#~ msgid "" -#~ "This means it is free as in \"free speech\" as well as in \"free beer\"." -#~ msgstr "" -#~ "Tämä tarkoittaa sen olevan yhtä vapaa kuin \"sananvapaus\" tai yhtä " -#~ "ilmainen kuin \"ilmainen kalja\"." - -#~ msgid "There are no usage restrictions on Godot" -#~ msgstr "Godotissa ei ole mitään käyttörajoituksia" - -#~ msgid "" -#~ "This means you can use it for any game or application, commercially or " -#~ "non-commercially, in any industry" -#~ msgstr "" -#~ "Tämä tarkoittaa, että voit käyttää sitä mihin tahansa peliin tai " -#~ "sovellukseen, kaupallisesti, tai epäkaupallisesti, millä tahansa " -#~ "teollisuudenalalla" - -#~ msgid "" -#~ "For more, see `here `_ or ask " -#~ "your lawyer of choice." -#~ msgstr "" -#~ "Nähdäksesi lisää, katso `tämä `_ tai kysy haluamaltasi lakimieheltä." - -#~ msgid "" -#~ "Note that C# and Visual Scripting support is comparatively young and " -#~ "GDScript still has some advantages as outlined below." -#~ msgstr "" -#~ "Huomioi, että C# ja Visual Scripting tuet ovat verrattain uusia ja " -#~ "GDScriptillä on edelleen joitakin etuja muihin kieliin nähden, kuten alla " -#~ "on kuvattu." - -#~ msgid "" -#~ "Support for new languages can be added by third parties using the " -#~ "GDNative / NativeScript / PluginScript facilities. (See question about " -#~ "plugins below.)" -#~ msgstr "" -#~ "Kolmannet osapuolet voivat lisätä tukia uusille ohjelmointikielille " -#~ "käyttämällä GDNative / NativeScript / PluginScript palveluita. (Katso " -#~ "kysymys lisäosista alla.)" - -#~ msgid "" -#~ "GDScript? Why use a custom scripting language instead of my language of " -#~ "choice?" -#~ msgstr "" -#~ "GDScript? Miksi käyttää räätälöityä skriptikieltä suosimani kielen sijaan?" - -#~ msgid "" -#~ "GDScript is designed to integrate from the ground to the way Godot works, " -#~ "more than any other language, and is simple and easy to learn. Takes at " -#~ "most a day or two to get comfortable and it's easy to see the benefits " -#~ "once you do. Please make the effort to learn GDScript, you will not " -#~ "regret it." -#~ msgstr "" -#~ "GDScript on suunniteltu alun alkaen toimimaan Godotin tapaan, enemmän " -#~ "kuin mikään muu kieli, ja se on yksinkertainen ja helppo oppia. Siihen " -#~ "tutustuminen ottaa vain päivän tai pari, jonka jälkeen sen hyödyt on " -#~ "helppo nähdä. Näe pikku vaiva ja opettele GDScriptiä, et tule katumaan " -#~ "sitä." - -#~ msgid "" -#~ "Godot C++ API is also efficient and easy to use (the entire Godot editor " -#~ "is made with this API), and an excellent tool to optimize parts of a " -#~ "project, but trying to use it instead of GDScript for an entire game is, " -#~ "in most cases, a waste of time." -#~ msgstr "" -#~ "Godotin C++-ohjelmointirajapinta on tehokas ja helppokäyttöinen (koko " -#~ "Godotin editori on tehty sillä), ja erinomainen väline peliprojektin " -#~ "joidenkin osien optimointiin, mutta koko pelin tekeminen sillä GDScriptin " -#~ "sijaan on useimmissa tapauksissa ajanhukkaa." - -#~ msgid "" -#~ "Yes, for more than a decade we tried in the past integrating several VMs " -#~ "(and even shipped games using them), such as Python, Squirrel and Lua (in " -#~ "fact we authored tolua++ in the past, one of the most popular C++ " -#~ "binders). None of them worked as well as GDScript does now." -#~ msgstr "" -#~ "Kyllä, yli vuosikymmenen ajan koetimme käyttää useita eri " -#~ "virtuaalikoneita (ja jopa julkaisimme pelejä niitä käyttäen), sellaisia " -#~ "kuten Python, Squirrel ja Lua (itse asiassa vastasimme ennen tolua++ " -#~ "projektista, yhdestä suosituimmista C++-liitoksista). Mikään niistä ei " -#~ "toiminut yhtä hyvin kuin GDScript toimii nyt." - -#~ msgid "For the more technically versed, proceed to the next item." -#~ msgstr "Teknisempää vastausta kaipaavat, siirtykää seuraavaan osioon." - -#~ msgid "" -#~ "I don't believe you. What are the technical reasons for the item above?" -#~ msgstr "En usko teitä. Mitkä ovat tekniset syyt ylläolevaan kohtaan?" - -#~ msgid "" -#~ "GDScript was designed to solve the issues above, and performs well in all " -#~ "the above scenarios. Please learn GDScript and enjoy a smooth integration " -#~ "of scripting with the game engine (yes, it's a rare but enjoyable " -#~ "situation when things just work). It's worth it, give it a try!" -#~ msgstr "" -#~ "GDScript on suunniteltu ratkaisemaan yllä mainitut ongelmat ja suoriutuu " -#~ "siitä hyvin. Opettele GDScript ja nauti sulavasta skriptauksen ja " -#~ "pelimoottorin integraatiosta (kyllä, tilanne jossa asiat vain toimivat on " -#~ "harvinainen ja nautinnollinen). Se on sen arvoista, kokeile!" - -#~ msgid "I want to extend Godot. What are my options for creating plugins?" -#~ msgstr "" -#~ "Haluan laajentaa Godotia. Mitkä ovat vaihtoehtoni liitännäisten luomiseen?" - -#~ msgid "" -#~ "Additional languages could be added via PluginScript or the more low-" -#~ "level NativeScript." -#~ msgstr "" -#~ "Ylimääräisiä kieliä voidaan lisätä PluginScriptin tai alemman tason " -#~ "NativeScriptin välityksellä." - -#~ msgid "" -#~ "If you want to add a certain native library, your best bet is GDNative " -#~ "and custom C++ modules." -#~ msgstr "" -#~ "Jos haluat lisätä tietyn natiivikirjaston, paras mahdollisuutesi on " -#~ "GDNative ja omatekoiset C++ moduulit." - -#~ msgid "Why is FBX not supported for import?" -#~ msgstr "Miksi FBX ei ole tuettu tuontia varten?" - -#~ msgid "Also, glTF support was added in Godot 3.0." -#~ msgstr "Myös glTF-formaatille on lisätty tuki Godot 3.0 versiossa." - -#~ msgid "" -#~ "FBX support could still be provided by third parties as a plugin. (See " -#~ "Plugins question above.)" -#~ msgstr "" -#~ "FBX-tuki voidaan silti toimittaa liitännäisenä kolmansien osapuolien " -#~ "toimesta. (Katso Liitännäiset-kysymys yllä.)" - -#~ msgid "" -#~ "No, the aim of Godot is to create a complete open source engine licensed " -#~ "under MIT, so you have complete control over every single piece of it. " -#~ "Open versions of functionality or features from such SDKs may be " -#~ "eventually added though." -#~ msgstr "" -#~ "Ei, Godotin tavoite on luoda täysin avoimen lähdekoodin pelimoottori MIT-" -#~ "lisenssillä, jotta sinulla olisi täysi kontrolli sen jokaisesta " -#~ "palasesta. Avoimen version toiminnallisuuksia tai ominaisuuksia " -#~ "sellaisista ympäristöistä voidaan kuitenkin aikanaan lisätä." - -#~ msgid "External Resources" -#~ msgstr "Ulkoiset resurssit" diff --git a/weblate/docs/fr.po b/weblate/docs/fr.po index 8373e4c38e..939944bcce 100644 --- a/weblate/docs/fr.po +++ b/weblate/docs/fr.po @@ -131576,8673 +131576,3 @@ msgid "" msgstr "" "`Zeef Godot Engine : Un répertoire de ressources créé par Andre Schmitz " "`_" - -#~ msgid "``python -m pip3 install scons``" -#~ msgstr "``python -m pip3 install scons``" - -#~ msgid "Formats" -#~ msgstr "Formats" - -#~ msgid "" -#~ "|partial| Only critical, security and platform support fixes (last " -#~ "update: 3.1.2)." -#~ msgstr "" -#~ "|partial| Uniquement les correctifs critiques, de sécurité et de support " -#~ "de plate-forme (dernière version : 3.1.2)." - -#~ msgid "" -#~ "|partial| Only critical, security and platform support fixes (last " -#~ "update: 2.1.6)." -#~ msgstr "" -#~ "|partial| Uniquement les correctifs critiques, de sécurité et de support " -#~ "de plate-forme (dernière version : 2.1.6)." - -#~ msgid "" -#~ "If this is your first time encountering GDScript, please read :ref:" -#~ "`doc_scripting` before continuing." -#~ msgstr "" -#~ "Si c'est la première fois que vous rencontrez GDScript, veuillez lire :" -#~ "ref:`doc_scripting` avant de continuer." - -#~ msgid "" -#~ "Ignoring a folder will also automatically hide it from the FileSystem " -#~ "dock, which can be useful to reduce clutter." -#~ msgstr "" -#~ "Ignorer un dossier le cachera aussi automatiquement du dock FileSystem, " -#~ "ce qui peut être utile pour réduire l'encombrement." - -#~ msgid "WebP (``.webp``)" -#~ msgstr "WebP (``.webp``)" - -#~ msgid "Stored as PNG" -#~ msgstr "Stocké en PNG" - -#~ msgid "SRGB" -#~ msgstr "SRGB" - -#~ msgid "" -#~ "Godot does not support loading PCK files larger than 2 GB yet. If your " -#~ "exported project data is larger than 2 GB, you will need to split it into " -#~ "several PCK files by :ref:`exporting additional PCKs " -#~ "` and loading them at run-time." -#~ msgstr "" -#~ "Godot ne permet pas encore le chargement de fichiers PCK de plus de 2 Go. " -#~ "Si vos données de projet exportées sont supérieures à 2 Go, vous devrez " -#~ "les diviser en plusieurs fichiers PCK en :ref:`exportant des PCK " -#~ "supplémentaires ` et en les chargeant au moment de " -#~ "l'exécution." - -#~ msgid "``_input()`` : NOTIFICATION_INPUT" -#~ msgstr "``_input()`` : NOTIFICATION_INPUT" - -#~ msgid "``_unhandled_input()`` : NOTIFICATION_UNHANDLED_INPUT" -#~ msgstr "``_unhandled_input()`` : NOTIFICATION_UNHANDLED_INPUT" - -#~ msgid "Why?" -#~ msgstr "Pourquoi ?" - -#~ msgid "But..." -#~ msgstr "Mais..." - -#~ msgid "OK, how?" -#~ msgstr "D'accord, comment ?" - -#~ msgid "Oh, beautiful GUI!" -#~ msgstr "Oh, magnifique GUI !" - -#~ msgid "" -#~ "This tutorial is about advanced skinning of a user interface. Most games " -#~ "generally don't need this, as they end up just relying on :ref:`Label " -#~ "`, :ref:`TextureRect `, :ref:" -#~ "`TextureButton ` and :ref:`TextureProgress " -#~ "`." -#~ msgstr "" -#~ "Ce tutoriel concerne le skinning avancé d'une interface utilisateur. La " -#~ "plupart des jeux n'ont généralement pas besoin de cela, car ils " -#~ "s'appuient simplement sur des nœuds de type :ref:`Label `, :" -#~ "ref:`TextureRect `, :ref:`TextureButton " -#~ "` et :ref:`TextureProgress `." - -#~ msgid "" -#~ "However, many types of games often need complex user interfaces, like " -#~ "MMOs, traditional RPGs, Simulators, Strategy, etc. These kinds of " -#~ "interface are also common in some games that include editors to create " -#~ "content, or interfaces for network connectivity." -#~ msgstr "" -#~ "Cependant, de nombreux types de jeux nécessitent souvent des interfaces " -#~ "utilisateur complexes, comme les MMO, les RPG traditionnels, les " -#~ "simulateurs, les jeux de stratégie, etc. Ces types d'interface sont " -#~ "également courants dans certains jeux qui incluent des éditeurs pour " -#~ "créer du contenu, ou des interfaces pour la connectivité réseau." - -#~ msgid "" -#~ "Godot's user interface uses these kinds of control with the default " -#~ "theme, but they can be skinned to resemble pretty much any kind of user " -#~ "interface." -#~ msgstr "" -#~ "L'interface utilisateur de Godot utilise ces types de contrôle avec le " -#~ "thème par défaut, mais ils peuvent être personnalisés pour ressembler à " -#~ "peu près à n'importe quel type d'interface utilisateur." - -#~ msgid "Theme" -#~ msgstr "Thème" - -#~ msgid "" -#~ "The GUI is skinned through the :ref:`Theme ` resource. Theme " -#~ "contains all the information required to change the entire visual styling " -#~ "of all controls. Theme options are named, so it's not obvious which name " -#~ "changes what (especially from code), but several tools are provided. The " -#~ "ultimate place to look at what each theme option is for each control, " -#~ "which will always be more up to date than any documentation, is the file " -#~ "`scene/resources/default_theme/default_theme.cpp `__. The rest of this document will explain the different tools used " -#~ "to customize the theme." -#~ msgstr "" -#~ "L'interface graphique est personnalisée via la ressource :ref:`Theme " -#~ "`. Le thème contient toutes les informations nécessaires " -#~ "pour modifier l'intégralité du style visuel de tous les contrôles. Les " -#~ "options de thème sont nommées, il n'est donc pas évident de savoir quel " -#~ "nom change quoi (en particulier à partir du code), mais plusieurs outils " -#~ "sont fournis. L'endroit ultime pour voir quelle est chaque option de " -#~ "thème pour chaque contrôle, qui sera toujours plus à jour que toute " -#~ "documentation, est le fichier `scene/resources/default_theme/" -#~ "default_theme.cpp `__. Le reste de ce document " -#~ "explique les différents outils utilisés pour personnaliser le thème." - -#~ msgid "" -#~ "A Theme can be applied to any control in the scene. As a result, all " -#~ "children and grand-children controls will use that same theme, too " -#~ "(unless another theme is specified further down the tree). If a value is " -#~ "not found in a theme, it will be searched in themes higher up in the " -#~ "hierarchy, towards the root. If nothing was found, the default theme is " -#~ "used. This system allows for flexible overriding of themes in complex " -#~ "user interfaces." -#~ msgstr "" -#~ "Un thème peut être appliqué à n'importe quel control de la scène. Par " -#~ "conséquent, tous les controls enfants et petits-enfants utiliseront " -#~ "également ce même thème (à moins qu'un autre thème ne soit spécifié plus " -#~ "bas dans l'arbre). Si une valeur n'est pas trouvée dans un thème, elle " -#~ "sera recherchée dans les thèmes plus haut dans la hiérarchie, vers la " -#~ "racine. Si rien n'a été trouvé, le thème par défaut est utilisé. Ce " -#~ "système permet une superposition flexible de thèmes dans des interfaces " -#~ "utilisateur complexes." - -#~ msgid "" -#~ "Don't use the custom theme option in the Project Settings, as there are " -#~ "known bugs with theme propagation. Instead, apply your theme to the root " -#~ "Control node's Theme property. It will propagate to instanced scenes " -#~ "automatically. To get correct theming in the editor for instanced scenes, " -#~ "you can apply the theme resource to the instanced scene's root node as " -#~ "well." -#~ msgstr "" -#~ "N'utilisez pas l'option de thème personnalisé dans les paramètres du " -#~ "projet, car il existe des bogues connus de propagation des thèmes. " -#~ "Appliquez plutôt votre thème à la propriété Theme du nœud de contrôle " -#~ "racine. Il se propagera automatiquement aux scènes instanciées. Pour " -#~ "obtenir une thématisation correcte dans l'éditeur pour les scènes " -#~ "instanciées, vous pouvez également appliquer la ressource de thème au " -#~ "nœud racine de la scèneinstanciée." - -#~ msgid "Each kind of option in a theme can be:" -#~ msgstr "Chaque type d'option dans un thème peut être :" - -#~ msgid "" -#~ "**An integer constant**: A single numerical constant. Generally used to " -#~ "define spacing between components or alignment." -#~ msgstr "" -#~ "**Une constante entière** : Une seule constante numérique. Généralement " -#~ "utilisé pour définir l'espacement entre les composants ou l'alignement." - -#~ msgid "" -#~ "**A Color**: A single color, with or without transparency. Colors are " -#~ "usually applied to fonts and icons." -#~ msgstr "" -#~ "**Une Couleur** : Une seule couleur, avec ou sans transparence. Les " -#~ "couleurs sont généralement appliquées aux polices et aux icônes." - -#~ msgid "" -#~ "**A Texture**: A single image. Textures are not often used, but when they " -#~ "are, they represent handles to pick or icons in a complex control (such " -#~ "as a file dialog)." -#~ msgstr "" -#~ "**Une texture** : Une seule image. Les textures ne sont pas souvent " -#~ "utilisées, mais lorsqu'elles le sont, elles représentent des poignées à " -#~ "sélectionner ou des icônes dans un contrôle complexe (comme une boîte de " -#~ "dialogue de fichier)." - -#~ msgid "" -#~ "**A Font**: Every control that uses text can be assigned the fonts used " -#~ "to draw strings." -#~ msgstr "" -#~ "**Une Police** : Chaque control qui utilise du texte peut se voir " -#~ "attribuer les polices utilisées pour dessiner les chaînes de caractères." - -#~ msgid "" -#~ "**A StyleBox**: Stylebox is a resource that defines how to draw a panel " -#~ "in varying sizes (more information on them later)." -#~ msgstr "" -#~ "**Un StyleBox** : Stylebox est une ressource qui définit comment dessiner " -#~ "un panneau de différentes tailles (plus d'informations à ce sujet plus " -#~ "tard)." - -#~ msgid "Every option is associated with:" -#~ msgstr "Chaque option est associée à :" - -#~ msgid "A name (the name of the option)" -#~ msgstr "Un nom (le nom de l'option)" - -#~ msgid "A Control (the name of the control)" -#~ msgstr "Un Control (le nom du control)" - -#~ msgid "An example usage:" -#~ msgstr "Un exemple d'utilisation :" - -#~ msgid "" -#~ "In the example above, a new theme is created. The \"font_color\" option " -#~ "is changed and then applied to a label. Therefore, the label's text (and " -#~ "all children and grandchildren labels) will be red." -#~ msgstr "" -#~ "Dans l'exemple ci-dessus, un nouveau thème est créé. L'option \"font_color" -#~ "\" est modifiée puis appliquée à un label. Par conséquent, le label (et " -#~ "touts les labels enfants et petits-enfants) utilisera cette couleur." - -#~ msgid "" -#~ "It is possible to override those options without using the theme " -#~ "directly, and only for a specific control, by using the override API in :" -#~ "ref:`Control.add_color_override() " -#~ "`:" -#~ msgstr "" -#~ "Il est possible de surcharger ces options sans utiliser directement le " -#~ "thème, et seulement pour un control spécifique, en utilisant l'API de " -#~ "surchargement dans :ref:`Control.add_color_override() " -#~ "` :" - -#~ msgid "" -#~ "In the inline help of Godot (in the Script tab), you can check which " -#~ "theme options are overridable, or check the :ref:`Control " -#~ "` class reference." -#~ msgstr "" -#~ "Dans l'aide en ligne de Godot (dans l'onglet script), vous pouvez " -#~ "vérifier quelles options du thème sont surchargeables, ou vérifier la " -#~ "référence de la classe :ref:`Control `." - -#~ msgid "" -#~ "If only a few controls need to be skinned, it is often not necessary to " -#~ "create a new theme. Controls offer their theme options as special kinds " -#~ "of properties. If checked, overriding will take place:" -#~ msgstr "" -#~ "Si seuls quelques contrôles doivent être personnalisés, il n'est souvent " -#~ "pas nécessaire de créer un nouveau thème. Les contrôles offrent leurs " -#~ "propres options de thème sous forme propriétés d'un type spécial. " -#~ "Lorsqu'elles sont cochées, le remplacement aura lieu :" - -#~ msgid "" -#~ "As can be seen in the image above, theme options have little check boxes. " -#~ "If checked, they can be used to override the value of the theme just for " -#~ "that control." -#~ msgstr "" -#~ "Comme on peut le voir dans l'image ci-dessus, les options du thème ont de " -#~ "petites cases à cocher. Si elles sont cochées, elles peuvent être " -#~ "utilisées pour remplacer la valeur du thème juste pour ce control." - -#~ msgid "" -#~ "The simplest way to create a theme is to edit a theme resource. Create a " -#~ "Theme from the resource menu; the editor will appear immediately. After " -#~ "that, save it (for example, with the name mytheme.theme):" -#~ msgstr "" -#~ "La façon la plus simple de créer un thème est d'éditer une ressource " -#~ "thème. Créez un Theme à partir du menu des ressources ; l'éditeur " -#~ "apparaîtra immédiatement. Après cela, enregistrez-le (par exemple, avec " -#~ "le nom mytheme.theme) :" - -#~ msgid "" -#~ "This will create an empty theme that can later be loaded and assigned to " -#~ "controls." -#~ msgstr "" -#~ "Cela créera un thème vide qui pourra être chargé et assigné aux controls " -#~ "par la suite." - -#~ msgid "Example: theming a button" -#~ msgstr "Exemple : thème d'un bouton" - -#~ msgid "" -#~ "Download these assets (:download:`skin_assets.zip `) and add them to your project. Open the theme editor, click on " -#~ "\"Edit Theme\" and select \"Add Class Items\":" -#~ msgstr "" -#~ "Téléchargez ces assets (:download:`skin_assets.zip `) et ajoutez les à votre projet. Ouvrez l'éditeur de thème, cliquez " -#~ "sur \"Modifier le thème\" (\"Edit Theme\" en anglais) et sélectionnez " -#~ "\"Ajouter des objets de classe\" (\"Add Class Items\") :" - -#~ msgid "" -#~ "A menu will appear prompting the type of control to create. Select " -#~ "\"Button\":" -#~ msgstr "" -#~ "Un menu apparaîtra alors vous demendant le type de contrôle à créer. " -#~ "Sélectionnez \"Bouton\" (\"Button\") :" - -#~ msgid "" -#~ "Immediately, all button theme options will appear in the property editor, " -#~ "where they can be edited:" -#~ msgstr "" -#~ "Immédiatement, toutes les options de thème du bouton apparaissent dans " -#~ "l'éditeur de propriétés, où elles peuvent être éditées :" - -#~ msgid "" -#~ "From ``Styles``, open the \"Normal\" drop-down menu next to where it " -#~ "probably says \"null\" and create a \"New StyleBoxTexture\", then edit " -#~ "it. A texture stylebox contains a texture and the size of the margins " -#~ "that will not stretch when the texture is stretched. This is called nine-" -#~ "patch or \"3x3\" stretching:" -#~ msgstr "" -#~ "A partir de ``Styles``, ouvrez le menu déroulant \"Normal\" à côté de " -#~ "l'endroit où il est probablement écrit \"null\" et créez un \"New " -#~ "StyleBoxTexture\", puis éditez-le. Une stylebox de texture contient " -#~ "essentiellement une texture et la taille des marges qui ne s'étireront " -#~ "pas lorsque la texture est étirée. Cela s'appelle nine-patch ou étirement " -#~ "\"3x3\" :" - -#~ msgid "" -#~ "Repeat the steps and add the other assets. There is no hover or disabled " -#~ "image in the example files, so use the same stylebox as in normal. Set " -#~ "the supplied font as the button font and change the font color to black. " -#~ "Soon, your button will look different and retro:" -#~ msgstr "" -#~ "Répétez les étapes et ajoutez les autres assets. Il n'y a pas de survol " -#~ "ou d'image désactivée dans les fichiers d'exemple, donc utilisez la même " -#~ "stylebox que dans la version normale. Définissez la police fournie comme " -#~ "police de bouton et changez la couleur de la police en noir. Bientôt, " -#~ "votre bouton aura un aspect différent et rétro :" - -#~ msgid "" -#~ "Save this theme to the .theme file. Go to the 2D editor and create a few " -#~ "buttons:" -#~ msgstr "" -#~ "Enregistrez ce thème dans le fichier .theme. Allez dans l'éditeur 2D et " -#~ "créez quelques boutons :" - -#~ msgid "" -#~ "Now, go to the root node of the scene and locate the \"theme\" property, " -#~ "replace it with the theme that was just created. It should look like this:" -#~ msgstr "" -#~ "Maintenant, allez au nœud racine de la scène et localisez la propriété " -#~ "\"theme\", remplacez-la par le thème qui vient d'être créé. Ça devrait " -#~ "ressembler à cela :" - -#~ msgid "Congratulations! You have created a reusable GUI Theme!" -#~ msgstr "Félicitations ! Vous avez créé un thème GUI réutilisable !" - -#~ msgid "Show {url} as such, underline it and make it clickable." -#~ msgstr "Afficher {url} comme tel, la souligner et la rendre cliquable." - -#~ msgid "Makes {text} reference (underlined and clickable)." -#~ msgstr "Fait pointer le {texte} vers l’ (souligné et cliquable)." - -#~ msgid "" -#~ "The inspector dock supports custom plugins to create your own widgets for " -#~ "editing properties. This tutorial explains how to use the :ref:" -#~ "`class_EditorInspectorPlugin` and :ref:`class_EditorProperty` classes to " -#~ "write such plugins with the example of creating a custom value editor." -#~ msgstr "" -#~ "Le dock inspecteur prend en charge des plugins personnalisés pour créer " -#~ "vos propres widgets pour modifier les propriétés. Ce tutoriel explique " -#~ "comment utiliser les classes :ref:`class_EditorInspectorPlugin` et :ref:" -#~ "`class_EditorProperty` pour écrire de tels plugins avec l'exemple de la " -#~ "création d'un éditeur de valeur personnalisé." - -#~ msgid "" -#~ "Just like :ref:`doc_making_plugins`, we start out by making a new plugin, " -#~ "getting a ``plugin.cfg`` file created, and start with our :ref:" -#~ "`class_EditorPlugin`. However, instead of using ``add_custom_node`` or " -#~ "``add_control_to_dock`` we'll use ``add_inspector_plugin``." -#~ msgstr "" -#~ "Tout comme :ref:`doc_making_plugins`, nous commençons par créer un " -#~ "nouveau plugin, en créant un fichier ``plugin.cfg``, et nous commençons " -#~ "avec notre :ref:`class_EditorPlugin`. Cependant, au lieu d'utiliser " -#~ "``add_custom_node`` ou ``add_control_to_dock``, nous utiliserons " -#~ "``add_inspector_plugin``." - -#~ msgid "EditorInspectorPlugin" -#~ msgstr "EditorInspectorPlugin" - -#~ msgid "" -#~ "To actually connect into the Inspector, we create a :ref:" -#~ "`class_EditorInspectorPlugin` class. This script provides the \"hooks\" " -#~ "to the inspector. Thanks to this class, the editor will call the " -#~ "functions within the EditorInspectorPlugin while it goes through the " -#~ "process of building the UI for the inspector. The script is used to check " -#~ "if we should enable ourselves for any :ref:`class_Object` that is " -#~ "currently in the inspector (including any :ref:`class_Resource` that is " -#~ "embedded!)." -#~ msgstr "" -#~ "Pour se connecter réellement à l'inspecteur, nous créons une classe :ref:" -#~ "`class_EditorInspectorPlugin`. Ce script fournit les \"hooks\" à " -#~ "l'inspecteur. Grâce à cette classe, l'éditeur appellera les fonctions de " -#~ "l'EditorInspectorPlugin pendant qu'il construira l'interface utilisateur " -#~ "de l'inspecteur. Le script est utilisé pour vérifier si nous devons nous " -#~ "activer pour tout :ref:`class_Object` qui se trouve actuellement dans " -#~ "l'inspecteur (y compris tout :ref:`class_Resource` qui est intégré !)." - -#~ msgid "" -#~ "Once enabled, EditorInspectorPlugin has methods that allow for adding :" -#~ "ref:`class_EditorProperty` nodes or just custom :ref:`class_Control` " -#~ "nodes to the beginning and end of the inspector for that :ref:" -#~ "`class_Object`, or for overriding or changing existing property editors." -#~ msgstr "" -#~ "Une fois activé, EditorInspectorPlugin a des méthodes qui permettent " -#~ "d'ajouter des nœuds :ref:`class_EditorProperty` ou simplement de " -#~ "personnaliser les nœuds :ref:`class_Control` au début et à la fin de " -#~ "l'inspecteur pour ce :ref:`class_Object`, ou pour remplacer ou modifier " -#~ "des éditeurs de propriétés existants." - -#~ msgid "EditorProperty" -#~ msgstr "EditorProperty" - -#~ msgid "" -#~ "Next, we define the actual :ref:`class_EditorProperty` custom value " -#~ "editor that we want instantiated to edit integers. This is a custom :ref:" -#~ "`class_Control` and we can add any kinds of additional nodes to make " -#~ "advanced widgets to embed in the inspector." -#~ msgstr "" -#~ "Ensuite, nous définissons l'éditeur de valeurs personnalisées :ref:" -#~ "`class_EditorProperty` que nous voulons instancier pour éditer les " -#~ "entiers. C'est un :ref:`class_Control` personnalisé et nous pouvons " -#~ "ajouter toutes sortes de nœuds supplémentaires pour créer des widgets " -#~ "avancés à intégrer dans l'inspecteur." - -#~ msgid "``Error purchase(Variant p_params);``" -#~ msgstr "``Error purchase(Variant p_params);``" - -#~ msgid "``Error request_product_info(Variant p_params);``" -#~ msgstr "``Error request_product_info(Variant p_params);``" - -#~ msgid "``Error restore_purchases();``" -#~ msgstr "``Error restore_purchases();``" - -#~ msgid "Purchases a product id through the Store Kit API." -#~ msgstr "" -#~ "Achète un identifiant de produit par l'intermédiaire de l'API du kit de " -#~ "magasin." - -#~ msgid "``Error authenticate();``" -#~ msgstr "``Error authenticate();``" - -#~ msgid "``bool is_authenticated();``" -#~ msgstr "``bool is_authenticated();``" - -#~ msgid "``Error post_score(Variant p_score);``" -#~ msgstr "``Error post_score(Variant p_score);``" - -#~ msgid "``Error award_achievement(Variant p_params);``" -#~ msgstr "``Error award_achievement(Variant p_params);``" - -#~ msgid "``void reset_achievements();``" -#~ msgstr "``void reset_achievements();``" - -#~ msgid "``void request_achievements();``" -#~ msgstr "``void request_achievements();``" - -#~ msgid "``void request_achievement_descriptions();``" -#~ msgstr "``void request_achievement_descriptions();``" - -#~ msgid "``Error show_game_center(Variant p_params);``" -#~ msgstr "``Error show_game_center(Variant p_params);``" - -#~ msgid "``Error request_identity_verification_signature();``" -#~ msgstr "``Error request_identity_verification_signature();``" - -#~ msgid "plus the standard pending event interface." -#~ msgstr "plus l'interface standard d'événement en attente." - -#~ msgid "" -#~ "Godot currently does not officially support consoles. The reasons for " -#~ "this are:" -#~ msgstr "" -#~ "Actuellement, Godot ne supporte pas officiellement les consoles. Les " -#~ "raisons en sont les suivantes :" - -#~ msgid "" -#~ "If you don't add custom normals yourself, you can add them using " -#~ "``generate_normals()``. The same goes for tangents." -#~ msgstr "" -#~ "Si vous n'ajoutez pas de normales personnalisées vous-même, vous pouvez " -#~ "les ajouter en utilisant ``generate_normals()``. Il en va de même pour " -#~ "les tangentes." - -#~ msgid "" -#~ "One way we can potentially reduce the amount to be rendered is to take " -#~ "advantage of occlusion. As of Godot 3.3, there is no built in support for " -#~ "occlusion in Godot. However, with careful design you can still get many " -#~ "of the advantages." -#~ msgstr "" -#~ "Une façon de réduire potentiellement la quantité à rendre est de tirer " -#~ "profit de l'occlusion. À partir de Godot 3.3, il n'y a plus de support " -#~ "intégré pour l'occlusion dans Godot. Cependant, avec une conception " -#~ "soignée vous pouvez encore obtenir de nombreux avantages." - -#~ msgid "" -#~ "*Optional* - `yasm `_ (for WebM SIMD " -#~ "optimizations)" -#~ msgstr "" -#~ "*Facultatif* - `yasm `_ (pour les " -#~ "optimisations de WebM SIMD)" - -#~ msgid "JDK 9 or later are not currently supported." -#~ msgstr "JDK 9 ou plus ne sont pas pris en charge actuellement." - -#~ msgid "#7: Solutions must be local" -#~ msgstr "#N°7 : Les solutions doivent être locales" - -#~ msgid "WebGL 2" -#~ msgstr "WebGL 2" - -#~ msgid "" -#~ "Until the *OpenGL ES 3* renderer is removed from Godot in favor of " -#~ "*Vulkan*, HTML5 export uses *WebGL 2* when the *GLES3* option is selected." -#~ msgstr "" -#~ "Jusqu'à ce que le moteur de rendu *OpenGL ES 3* soit supprimé de Godot en " -#~ "faveur de *Vulkan*, l'exportation HTML5 utilise *WebGL 2* lorsque " -#~ "l'option *GLES3* est sélectionnée." - -#~ msgid "" -#~ "Using WebGL 2 is not recommended due to its expected removal from Godot " -#~ "without replacement." -#~ msgstr "" -#~ "L'utilisation de WebGL 2 n'est pas recommandée en raison de son retrait " -#~ "prévu de Godot sans remplacement." - -#~ msgid "" -#~ "WebGL 2 is not supported in all browsers. **Firefox** and **Chromium** " -#~ "(Chrome, Opera) are the most popular supported browsers, **Safari** and " -#~ "**Edge** do not work. On **iOS**, all browsers are based on WebKit (i.e. " -#~ "Safari), so they will also not work." -#~ msgstr "" -#~ "WebGL 2 n'est pas supporté dans tous les navigateurs. **Firefox** et " -#~ "**Chromium** (Chrome, Opera) sont les navigateurs les plus populaires, " -#~ "**Safari** et **Edge** ne fonctionnent pas. Sous **iOS**, tous les " -#~ "navigateurs sont basés sur WebKit (i.e. Safari), donc ils ne " -#~ "fonctionneront pas non plus." - -#~ msgid "" -#~ "Godot's WebGL 2 renderer has issues with 3D and is no longer maintained." -#~ msgstr "" -#~ "Le moteur de rendu WebGL 2 de Godot a des problèmes avec la 3D et n'est " -#~ "plus maintenu." - -#~ msgid "en_CU" -#~ msgstr "en_CU" - -#~ msgid "**xbuild_fallback**\\ =yes | **no**" -#~ msgstr "**xbuild_fallback**\\ =yes | **no**" - -#~ msgid "Whether to fallback to xbuild if MSBuild is not available." -#~ msgstr "S'il faut se rabattre sur xbuild si MSBuild n'est pas disponible." - -#~ msgid "" -#~ "On Linux distributions, you may need to write ``pip3`` instead of ``pip`` " -#~ "because you generally have both Python 2 and 3 installed on your system. " -#~ "Alternatively, you can explicitly ask Python 3 to execute its version of " -#~ "pip as a module like so: ``python3 -m pip``." -#~ msgstr "" -#~ "Sur les distributions Linux, vous devrez peut-être écrire ``pip3`` au " -#~ "lieu de ``pip`` parce que vous avez généralement les deux Python 2 et 3 " -#~ "installés sur votre système. Alternativement, vous pouvez demander " -#~ "explicitement à Python 3 d'exécuter sa version de pip en tant que module " -#~ "comme ceci : ``python3 -m pip``." - -#~ msgid ":kbd:`Shift + F1`" -#~ msgstr ":kbd:`Shift + F1`" - -#~ msgid "Sounds good, what is it?" -#~ msgstr "Ça a l'air bien, qu'est-ce que c'est ?" - -#~ msgid "Configure target platform." -#~ msgstr "Configurer la plate-forme cible." - -#~ msgid "" -#~ "Configure device (make sure it's in developer mode, likes the computer, " -#~ "USB cable is plugged, USB is recognized, etc.)." -#~ msgstr "" -#~ "Configurez l'appareil (assurez-vous qu'il est en mode développeur, qu'il " -#~ "aime l'ordinateur, que le câble USB est branché, que l'USB est reconnu, " -#~ "etc.)." - -#~ msgid "Connect the device..." -#~ msgstr "Connecter l'appareil..." - -#~ msgid "And voilà!" -#~ msgstr "Et voilà !" - -#~ msgid "Click once... and deploy!" -#~ msgstr "Cliquez une fois... et déployez !" - -#~ msgid "" -#~ "As they are baked, they have fewer problems than ``GIProbe`` regarding " -#~ "light bleeding, and indirect light can look better if using Raytrace mode " -#~ "on high quality setting (but baking can take a while)." -#~ msgstr "" -#~ "Comme elles sont préparées, elles ont moins de problèmes que ``GIProbe`` " -#~ "en ce qui concerne le saignement de la lumière, et la lumière indirecte " -#~ "peut sembler meilleure si on utilise le mode Raytrace sur un réglage de " -#~ "haute qualité (mais la préparation peut prendre un certain temps)." - -#~ msgid "" -#~ "**Indirect:** This is the default mode. Only indirect lighting will be " -#~ "baked." -#~ msgstr "" -#~ "**Indirect :** Ceci est le mode par défaut. Seul l'éclairage indirect " -#~ "sera \"baked\"." - -#~ msgid "" -#~ "**All:** Both indirect and direct lighting will be baked. If you don't " -#~ "want the light to appear twice (dynamically and statically), simply hide " -#~ "it." -#~ msgstr "" -#~ "**All :** Les éclairages directs et indirects seront \"baked\". Si vous " -#~ "ne voulez pas que la lumière apparaisse deux fois (dynamiquement et " -#~ "statiquement), masquez-la simplement." - -#~ msgid "Baking quality" -#~ msgstr "Qualité de \"Baking\"" - -#~ msgid "" -#~ "``BakedLightmap`` uses, for simplicity, a voxelized version of the scene " -#~ "to compute lighting. Voxel size can be adjusted with the **Bake Subdiv** " -#~ "parameter. More subdivision results in more detail, but also takes more " -#~ "time to bake." -#~ msgstr "" -#~ "``BakedLightmap`` utilise par simplicité une version voxelisée de la " -#~ "scène afin de calculer l'éclairage. La taille de Voxel peut-être ajustée " -#~ "via le paramètre **Bake Subdiv**. Un plus grand nombre de sous-divisions " -#~ "apportera plus de détail, mais augmentera également le temps requis du " -#~ "\"baking\"." - -#~ msgid "" -#~ "In general, the defaults are good enough. There is also a **Capture " -#~ "Subdivision** (that must always be equal to or less than the main " -#~ "subdivision), which is used for capturing light in dynamic objects (more " -#~ "on that later). Its default value is also good enough for most cases." -#~ msgstr "" -#~ "En général, les paramètres par défaut suffisent. Si vous souhaitez " -#~ "capturer la lumière d'objets dynamiques (plus d'infos là dessus plus " -#~ "tard), vous pouvez également utiliser **Capture Subdivision** (doit " -#~ "toujours être inférieur ou égal au nombre de sous-divisions principal). " -#~ "La valeur par défaut pour ce paramètre est également suffisante dans la " -#~ "plupart des cas." - -#~ msgid "" -#~ "Besides the capture size, quality can be modified by setting the **Bake " -#~ "Mode**. Two modes of capturing indirect are provided:" -#~ msgstr "" -#~ "Outre la taille de la capture, la qualité peut être modifiée en réglant " -#~ "le **Bake Mode**. Deux modes de capture indirecte sont proposés :" - -#~ msgid "" -#~ "**Voxel Cone**: Trace: Is the default one; it's less precise, but faster. " -#~ "Looks similar to (but slightly better than) ``GIProbe``." -#~ msgstr "" -#~ "**Voxel Cone** : Trace : est la valeur par défaut ; C'est moins précis, " -#~ "mais plus rapide. Similaire à (mais un peu mieux que) ``GIProbe``." - -#~ msgid "" -#~ "**Ray Tracing**: This method is more precise, but can take considerably " -#~ "longer to bake. If used in low or medium quality, some scenes may produce " -#~ "grain." -#~ msgstr "" -#~ "**Ray Tracing** : Cette méthode est plus précise, mais peut avoir un " -#~ "temps de rendu considérable. Si la qualité basse ou médium est utilisé, " -#~ "certaine scènes peuvent produire du grain." - -#~ msgid "" -#~ "**Bake Subdiv**: The Godot lightmapper uses a grid to transfer light " -#~ "information around; the default value is fine and should work for most " -#~ "cases. Increase it in case you want better lighting on small details or " -#~ "your scene is large." -#~ msgstr "" -#~ "**Sous-division des pré-calculs** : Dans le système de cartographie de " -#~ "lumière utilisée par Godot, une grille est utilisée pour le transfert de " -#~ "l'information lumineuse. Augmenter la densité de la grille pour améliorer " -#~ "les détails lumineux." - -#~ msgid "" -#~ "**Capture Subdiv**: This is the grid used for real-time capture " -#~ "information (lighting dynamic objects). Default value is generally OK, " -#~ "it's usually smaller than Bake Subdiv and can't be larger than it." -#~ msgstr "" -#~ "**Sous-division de capture** : il s'agit d'une grille utilisée pour la " -#~ "capture temps-réel d'information lumineuse (produit par des objets " -#~ "dynamiques). La valeur par défaut est généralement correcte. Elle doit " -#~ "être plus petite que la grille de sous-division utilisée pour les pré-" -#~ "calculs." - -#~ msgid "" -#~ "**Bake Quality**: Three bake quality modes are provided, Low, Medium and " -#~ "High. Higher quality takes more time." -#~ msgstr "" -#~ "**Qualité des pré-calculs** : Trois sont disponibles. Basse, Moyenne et " -#~ "Haute. Impact la durée des pré-calculs." - -#~ msgid "" -#~ "**Bake Mode**: The baker can use two different techniques: *Voxel Cone " -#~ "Tracing* (fast, but approximate), or *RayTracing* (slow, but accurate)." -#~ msgstr "" -#~ "**Mode de pré-calcul** : Deux techniques sont proposées : *Voxel Cone " -#~ "Tracing* (rapide, mais approximatif), et *Lancé de rayons* (lent, mais " -#~ "précis)." - -#~ msgid "" -#~ "**Propagation**: Used for the *Voxel Cone Trace* mode. Works just like in " -#~ "``GIProbe``." -#~ msgstr "" -#~ "**Propagation** : Utilisé par le mode *Voxel Cone Trace*. Fonctionne " -#~ "comme le ``GIProbe``." - -#~ msgid "" -#~ "**HDR**: If disabled, lightmaps are smaller, but can't capture any light " -#~ "over white (1.0)." -#~ msgstr "" -#~ "**HDR** : Si désactivée, les \"lightmaps\" seront plus petites, mais ne " -#~ "pourront capturer aucunes lumières au-dessus du blanc (1.0)." - -#~ msgid "" -#~ "**Image Path**: Where lightmaps will be saved. By default, on the same " -#~ "directory as the scene (\".\"), but can be tweaked." -#~ msgstr "" -#~ "**Chemin de l'image** : Où les lightmaps seront sauvegardées. Par défaut, " -#~ "sur le même répertoire que la scène (\".\"), mais il peut être modifié." - -#~ msgid "**Extents**: Size of the area affected (can be edited visually)" -#~ msgstr "" -#~ "**Extensions** : Taille de la zone affectée (peut être modifiée " -#~ "visuellement)" - -#~ msgid "" -#~ "Adding animated nodes as children to the AnimationPlayer node is not " -#~ "required, but it is a nice way of distinguishing animated nodes from non-" -#~ "animated nodes in the Scene Tree." -#~ msgstr "" -#~ "Il n'est pas nécessaire d'ajouter les nœuds animés en tant qu'enfants au " -#~ "nœud AnimationPlayer, mais c'est un bon moyen de distinguer les nœuds " -#~ "animés des nœuds non animés dans l'arbre des scènes." - -#~ msgid "" -#~ "Create a new class in the plugin module and make sure it extends ``org." -#~ "godotengine.godot.plugin.GodotPlugin``. At runtime, it will be used to " -#~ "instantiate a singleton object that will be used by the Godot engine to " -#~ "load, initialize and run the plugin." -#~ msgstr "" -#~ "Créez une nouvelle classe dans le module de plugin et assurez-vous " -#~ "qu'elle étend ``org.godotengine.godot.plugin.GodotPlugin``. Au moment de " -#~ "l'exécution, elle sera utilisée pour instancier un objet singleton qui " -#~ "sera utilisé par le moteur Godot pour charger, initialiser et exécuter le " -#~ "plugin." - -#~ msgid "" -#~ "**remote**: contains a list of remote binary gradle dependencies for the " -#~ "plugin." -#~ msgstr "" -#~ "**remote** : contient une liste de dépendances de remote binary gradle " -#~ "pour le plugin." - -#~ msgid "" -#~ "`Godot Oculus Mobile plugin `_" -#~ msgstr "" -#~ "`Godot Oculus Mobile plugin `_" - -#~ msgid "" -#~ "2D batching is currently only supported when using the GLES2 renderer." -#~ msgstr "" -#~ "Le batching 2D n’est actuellement pris en charge que lors de " -#~ "l’utilisation du rendu GLES2." - -#~ msgid "" -#~ "The example module will be called \"summator\", and is placed inside the " -#~ "Godot source tree (``C:\\godot`` refers to wherever the Godot sources are " -#~ "located):" -#~ msgstr "" -#~ "Le module d'exemple sera appelé \"summator\", et est placé à l'intérieur " -#~ "de l'arbre des sources Godot (``C:\\godot`` fait référence à l'endroit où " -#~ "les sources Godot sont situées) :" - -#~ msgid "Inside we will create a simple summator class:" -#~ msgstr "À l'intérieur, nous allons créer une classe simple de summator :" - -#~ msgid "" -#~ "`Jeremy Bullock `_ (2D and 3D, GDScript, VisualScript and C#)." -#~ msgstr "" -#~ "`Jeremy Bullock `_ (2D et 3D, GDScript, VisualScript et C#)." - -#~ msgid "Audio input to record microphones." -#~ msgstr "Entrée audio pour enregistrer avec des microphones." - -#~ msgid "" -#~ "|partial| Only critical, security and platform support fixes (last " -#~ "update: 3.2.3)." -#~ msgstr "" -#~ "|partial| Uniquement les correctifs critiques, de sécurité et de support " -#~ "de plate-forme (dernière version : 3.2.3)." - -#~ msgid ":kbd:`F2`" -#~ msgstr ":kbd:`F2`" - -#~ msgid "" -#~ "Install the `godot-tools `__ extension." -#~ msgstr "" -#~ "Installez l'extension `godot-tools `__." - -#~ msgid "" -#~ "Next, follow the instructions found in the :ref:" -#~ "`doc_c_sharp_configuring_vs_code_for_debugging` section below." -#~ msgstr "" -#~ "Ensuite, suivez les instructions de la section :ref:" -#~ "`doc_c_sharp_configuring_vs_code_for_debugging` ci-dessous." - -#~ msgid "" -#~ "Next, follow the instructions found in the :ref:" -#~ "`doc_c_sharp_configuring_vs_2019_for_debugging` section below." -#~ msgstr "" -#~ "Ensuite, suivez les instructions de la section :ref:" -#~ "`doc_c_sharp_configuring_vs_2019_for_debugging` ci-dessous." - -#~ msgid "" -#~ "By default, tools like NuGet put ``Version`` as an attribute of the " -#~ "```PackageReference``` Node. **You must manually create a Version node as " -#~ "shown above.** This is because the version of MSBuild used requires " -#~ "this. (This will be fixed in Godot 4.0.)" -#~ msgstr "" -#~ "Par défaut, les outils tel que NuGet ajoutent un attribut ``Version`` au " -#~ "nœud ```PackageReference```. **Vous devez manuellement créer une Version " -#~ "de nœud, comme montré ci-dessus.** La version de MSBuild utilisée le " -#~ "requiert. (Cela sera corrigé dans Godot 4.0.)" - -#~ msgid "" -#~ "Whenever packages are added or modified, run ``nuget restore`` (*not* " -#~ "``dotnet restore``) in the root of the project directory. To ensure that " -#~ "NuGet packages will be available for msbuild to use, run:" -#~ msgstr "" -#~ "Chaque fois que des packages sont ajoutés ou modifiés, exécutez ``nuget " -#~ "restore`` (*pas* ``dotnet restore``) à la racine du répertoire du projet. " -#~ "Afin de vous assurer que les packages NuGet seront disponibles pour " -#~ "msbuild, exécutez :" - -#~ msgid "Configuring VS 2019 for debugging" -#~ msgstr "Configuration de VS 2019 pour le débogage" - -#~ msgid "" -#~ "Godot has built-in support for workflows involving several popular C# " -#~ "IDEs. Built-in support for Visual Studio will be including in future " -#~ "versions, but in the meantime, the steps below can let you configure VS " -#~ "2019 for use with Godot C# projects." -#~ msgstr "" -#~ "Godot a un support intégré pour les flux de travail impliquant plusieurs " -#~ "IDE C# populaires. La prise en charge intégrée de Visual Studio sera " -#~ "incluse dans les prochaines versions, mais en attendant, les étapes ci-" -#~ "dessous peuvent vous permettre de configurer VS 2019 pour une utilisation " -#~ "avec les projets Godot C#." - -#~ msgid "" -#~ "Install VS 2019 with ``.NET desktop development`` and ``Desktop " -#~ "development with C++`` workloads selected." -#~ msgstr "" -#~ "Installez VS 2019 avec ``.NET desktop development`` et ``Desktop " -#~ "development with C++`` sélectionnées." - -#~ msgid "" -#~ "**Ensure that you do not have Xamarin installed.** Do not choose the " -#~ "``Mobile development with .NET`` workload. Xamarin changes the DLLs used " -#~ "by MonoDebugger, which breaks debugging." -#~ msgstr "" -#~ "**Assurez-vous que Xamarin n'est pas installé** Ne choisissez pas le " -#~ "``Mobile development with .NET``. Xamarin modifie les DLL utilisées par " -#~ "MonoDebugger, ce qui interrompt le débogage." - -#~ msgid "" -#~ "Install the `VSMonoDebugger extension `_." -#~ msgstr "" -#~ "Installez l'extension `VSMonoDebugger `_." - -#~ msgid "In VS 2019 --> Extensions --> Mono --> Settings:" -#~ msgstr "Dans VS 2019 --> Extensions --> Mono --> Settings :" - -#~ msgid "Select ``Debug/Deploy to local Windows``." -#~ msgstr "Sélectionnez ``Debug/Deploy to local Windows``." - -#~ msgid "Leave ``Local Deploy Path`` blank." -#~ msgstr "Laissez ``Local Deploy Path`` vide." - -#~ msgid "" -#~ "Set the ``Mono Debug Port`` to the port in Godot --> Project --> Project " -#~ "Settings --> Mono --> Debugger Agent." -#~ msgstr "" -#~ "Définissez le ``Mono Debug Port`` sur le port dans Godot --> Project --> " -#~ "Project Settings --> Mono --> Debugger Agent." - -#~ msgid "" -#~ "Also select ``Wait for Debugger`` in the Godot Mono options. `This Godot " -#~ "Addon `_ may be helpful." -#~ msgstr "" -#~ "Sélectionnez également ``Wait for Debugger`` dans les options de Mono " -#~ "Godot. `Cet addon Godot `_ peut être utile." - -#~ msgid "" -#~ "Run the game in Godot. It should hang at the Godot splash screen while it " -#~ "waits for your debugger to attach." -#~ msgstr "" -#~ "Exécutez le jeu dans Godot. Il devrait se bloquer sur l'écran de " -#~ "démarrage Godot pendant qu'il attend que votre débogueur se connecte." - -#~ msgid "" -#~ "In VS 2019, open your project and choose Extensions --> Mono --> Attach " -#~ "to Mono Debugger." -#~ msgstr "" -#~ "Dans VS 2019, ouvrez votre projet et choisissez Extensions --> Mono --> " -#~ "Attach to Mono Debugger." - -#~ msgid "Configuring Visual Studio Code for debugging" -#~ msgstr "Configuration de Visual Studio Code pour le débogage" - -#~ msgid "" -#~ "Configuring the custom build is a more or less straightforward process, " -#~ "but it may take a while to get used to how the Android SDK works." -#~ msgstr "" -#~ "La configuration de la compilation personnalisée est un processus plus ou " -#~ "moins simple, mais cela peut prendre un certain temps pour s'habituer au " -#~ "fonctionnement du SDK Android." - -#~ msgid "" -#~ "Instructions will be provided as detailed as possible to do this process." -#~ msgstr "" -#~ "Des instructions aussi détaillées que possible vous seront fournies pour " -#~ "effectuer ce processus." - -#~ msgid "Install the Android SDK (command-line version)" -#~ msgstr "Installer le SDK Android (version en ligne de commande)" - -#~ msgid "" -#~ "These are the steps for installing the Android SDK using command line. " -#~ "The advantage of this approach is the simplicity and small download/" -#~ "install size. It can be more challenging though. The Android Studio " -#~ "approach is easier, but it requires downloading and installing Android " -#~ "Studio (which may require more than 1 GB of storage)." -#~ msgstr "" -#~ "Voici les étapes pour installer le SDK Android en utilisant la ligne de " -#~ "commande. L'avantage de cette approche est la simplicité et la petite " -#~ "taille de téléchargement / installation. Cela peut être un peu plus " -#~ "difficile, cependant. L'approche d'Android Studio est plus simple mais " -#~ "nécessite le téléchargement et l'installation d'Android Studio (qui peut " -#~ "nécessiter plus de 1 Go de stockage)." - -#~ msgid "Install a JDK" -#~ msgstr "Installer un kit de développement Java (JDK)" - -#~ msgid "" -#~ "The Android SDK doesn't come with Java, so it needs to be installed " -#~ "manually. You need to install a Java SDK (**not** just the runtime or " -#~ "JRE). `OpenJDK 8 `__ is required, " -#~ "newer versions won't work." -#~ msgstr "" -#~ "Le SDK Android n'est pas fourni avec Java, il doit donc être installé " -#~ "manuellement. Vous devez installer un SDK Java (**pas** seulement le " -#~ "runtime ou JRE). `OpenJDK 8 `__ est " -#~ "requis, les versions ultérieures ne fonctionneront pas." - -#~ msgid "" -#~ "On Windows, make sure that you enable \"Set ``JAVA_HOME`` variable\" in " -#~ "the *Custom Setup* view of the installer. You have to restart Godot after " -#~ "this, otherwise Godot can't find the ``JAVA_HOME`` variable." -#~ msgstr "" -#~ "Sous Windows, assurez-vous que vous activez \"Set ``JAVA_HOME`` variable" -#~ "\" dans la vue *Custom Setup* de l'installeur. Vous devez redémarrer " -#~ "Godot après cela, sinon Godot ne pourra pas trouver la variable " -#~ "``JAVA_HOME``." - -#~ msgid "Download the command-line tools" -#~ msgstr "Télécharger les outils de ligne de commande" - -#~ msgid "" -#~ "Go to the `Android Studio download page `_. To save disk space, you don't want the full " -#~ "IDE, so don't download it." -#~ msgstr "" -#~ "Allez sur la page de téléchargement `Android Studio `_. Pour économiser de l'espace disque, " -#~ "vous ne voulez pas de l'IDE complet, alors ne le téléchargez pas." - -#~ msgid "" -#~ "If you do want Android Studio, read further down for instructions for " -#~ "doing the same using Android Studio." -#~ msgstr "" -#~ "Si vous voulez Android Studio, lisez plus loin dans la documentation pour " -#~ "faire la même chose avec Android Studio." - -#~ msgid "" -#~ "Look on that page for the *Command line tools only* section. Currently, " -#~ "they are listed under *Download Options*. Scroll down a bit until you see " -#~ "them and download the ZIP file for your platform." -#~ msgstr "" -#~ "Cherchez dans cette page les *Command line tools only*. Actuellement, ils " -#~ "sont listés sous *Download Options*. Faites défiler un peu vers le bas " -#~ "jusqu'à ce que vous les voyiez et téléchargez le fichier ZIP pour votre " -#~ "plate-forme." - -#~ msgid "" -#~ "This may appear a little confusing, but be sure to follow these " -#~ "instructions carefully:" -#~ msgstr "" -#~ "Cela peut sembler un peu déroutant, mais assurez-vous de suivre " -#~ "attentivement ces instructions :" - -#~ msgid "" -#~ "Create a new folder anywhere you want named ``android-sdk`` (it **must** " -#~ "be an empty directory). On Windows, the following path is usually good " -#~ "enough:" -#~ msgstr "" -#~ "Créez un nouveau dossier nommé ``android-sdk`` (il **doit** être un " -#~ "répertoire vide). Sous Windows, le chemin suivant est généralement " -#~ "suffisant :" - -#~ msgid "" -#~ "Create an empty folder named ``cmdline-tools`` inside of the ``android-" -#~ "sdk`` folder. Then unzip the Android SDK ZIP file into the ``android-sdk/" -#~ "cmdline-tools`` folder." -#~ msgstr "" -#~ "Créez un dossier vide nommé ``cmdline-tools`` à l'intérieur du dossier " -#~ "``android-sdk``. Ensuite, décompressez le fichier ZIP du SDK Android dans " -#~ "le dossier ``android-sdk/cmdline-tools``." - -#~ msgid "" -#~ "If you're on Windows, you must not extract the ZIP archive with the " -#~ "default Windows extractor (e.g. Windows Explorer). You have to use " -#~ "another tool like 7zip, WinRAR or the Powershell ``Expand-Archive`` " -#~ "command. If you extract the archive with the default Windows extractor, " -#~ "the files are not extracted correctly and you will run into errors later " -#~ "on!" -#~ msgstr "" -#~ "Si vous êtes sous Windows, vous ne devez pas extraire l'archive ZIP avec " -#~ "l'extracteur par défaut de Windows (par exemple, l'Explorateur Windows). " -#~ "Vous devez utiliser un autre outil comme 7zip, WinRAR ou la commande " -#~ "Powershell ``Expand-Archive``. Si vous extrayez l'archive avec " -#~ "l'extracteur Windows par défaut, les fichiers ne sont pas extraits " -#~ "correctement et vous rencontrerez des erreurs par la suite !" - -#~ msgid "" -#~ "The ``cmdline-tools`` folder should now contain the unzipped folder " -#~ "called ``tools``. Finally, rename the ``tools`` folder to ``latest``." -#~ msgstr "" -#~ "Le dossier ``cmdline-tools`` devrait maintenant contenir le dossier " -#~ "dézippé appelé ``tools``. Enfin, renommez le dossier ``tools`` en " -#~ "``latest``." - -#~ msgid "Your final directory structure should look like this :" -#~ msgstr "La structure finale de votre répertoire devrait ressembler à ceci :" - -#~ msgid "" -#~ "We need to setup the directory structure this way for the sdkmanager " -#~ "(inside the bin folder) to work." -#~ msgstr "" -#~ "Nous devons configurer la structure des répertoires de cette façon pour " -#~ "que le sdkmanager (à l'intérieur du dossier bin) fonctionne." - -#~ msgid "" -#~ "To be able to use the Android SDK tools, Google requires you to accept " -#~ "its licenses." -#~ msgstr "" -#~ "Pour pouvoir utiliser les outils du SDK Android, Google vous demande " -#~ "d'accepter ses licences." - -#~ msgid "" -#~ "To do this, the ``sdkmanager`` must be executed from the command line " -#~ "with a special argument. Navigate to the ``tools/bin`` directory inside " -#~ "the SDK folder (instructions provided for Windows users, as Linux and " -#~ "macOS users are expected to understand how command line navigation works):" -#~ msgstr "" -#~ "Pour ce faire, le ``sdkmanager`` doit être exécuté depuis la ligne de " -#~ "commande avec un argument spécial. Naviguez jusqu'au répertoire ``tools/" -#~ "bin`` à l'intérieur du dossier SDK (instructions fournies pour les " -#~ "utilisateurs de Windows, car les utilisateurs de Linux et de MacOS " -#~ "doivent comprendre comment fonctionne la navigation en ligne de " -#~ "commande) :" - -#~ msgid "Then open a command line window:" -#~ msgstr "Ouvrez ensuite une fenêtre de ligne de commande :" - -#~ msgid "In there, run ``sdkmanager --licenses``:" -#~ msgstr "Là-dedans, lancez ``sdkmanager --licenses`` :" - -#~ msgid "" -#~ "This will ask you to accept several licenses, just write ``y`` and press :" -#~ "kbd:`Enter` on every of them until it's done." -#~ msgstr "" -#~ "Ceci vous demandera d'accepter plusieurs licences, écrivez simplement " -#~ "``y`` et appuyez sur :kbd:`Enter` sur chacune d'elles." - -#~ msgid "" -#~ "Afterwards, install the platform tools (this is required to install " -#~ "``adb``):" -#~ msgstr "" -#~ "Ensuite, installez les outils de la plate-forme (ceci est nécessaire pour " -#~ "installer ``adb``) :" - -#~ msgid "" -#~ "If you get an error saying ``Warning: Could not create settings``, try " -#~ "``./sdkmanager --sdk_root=../../ --licenses`` or ``./sdkmanager --" -#~ "sdk_root=../../ platform-tools``. These must be executed inside the ``/" -#~ "tools/bin/`` folder because the path for ``--sdk_root`` is relative." -#~ msgstr "" -#~ "Si vous obtenez une erreur disant ``Warning: Could not create settings``, " -#~ "essayez ``./sdkmanager --sdk_root=../../ --licenses`` ou ``./sdkmanager --" -#~ "sdk_root=../../ platform-tools``. Ceux-ci doivent être exécutés dans le " -#~ "dossier ``/tools/bin/`` car le chemin pour ``--sdk_root`` est relatif." - -#~ msgid "Generating the keystore" -#~ msgstr "Génération du keystore" - -#~ msgid "" -#~ "Once the *platform tools* are installed, the last step is to generate a " -#~ "debug keystore (this is needed to build). Go up two folders by writing:" -#~ msgstr "" -#~ "Une fois les *outils de la plate-forme* installés, la dernière étape " -#~ "consiste à générer un keystore de débogage (nécessaire pour générer). " -#~ "Remontez deux dossiers en écrivant :" - -#~ msgid "(or open a new shell in the ``android-sdk`` folder)." -#~ msgstr "(ou ouvrez un nouveau shell dans le dossier ``android-sdk``)." - -#~ msgid "" -#~ "And you need to input the following line (This should work out of the " -#~ "box. However, if you haven't set the ``JAVA_HOME`` variable on Windows, " -#~ "there are further instructions below):" -#~ msgstr "" -#~ "Et vous devez entrer la ligne suivante (Cela devrait fonctionner de base. " -#~ "Cependant, si vous n'avez pas défini la variable ``JAVA_HOME`` sous " -#~ "Windows, vous trouverez des instructions supplémentaires ci-dessous) :" - -#~ msgid "" -#~ "On Windows, if you did not install the ``JAVA_HOME`` variable, the full " -#~ "path to Java should be provided. You need to add ``&`` at the beginning " -#~ "of the line if you use PowerShell; it's not needed for the regular ``cmd." -#~ "exe`` console." -#~ msgstr "" -#~ "Sous Windows, si vous n'avez pas installé la variable ``JAVA_HOME``, le " -#~ "chemin complet vers Java doit être fourni. Vous devez ajouter ``&`` au " -#~ "début de la ligne si vous utilisez PowerShell ; ce n'est pas nécessaire " -#~ "pour la console régulière ``cmd.exe``." - -#~ msgid "" -#~ "To make it clearer, here is an capture of a line that works on PowerShell " -#~ "(by adding ``&`` and the full Java path before ``keytool.exe``). Again, " -#~ "keep in mind that you need Java installed:" -#~ msgstr "" -#~ "Pour plus de clarté, voici une capture d'une ligne qui fonctionne sur " -#~ "PowerShell (en ajoutant ``&`` et le chemin Java complet avant ``keytool." -#~ "exe``). Encore une fois, n'oubliez pas que vous devez avoir installé " -#~ "Java :" - -#~ msgid "" -#~ "(right-click and open the image in a new tab if this appears too small)" -#~ msgstr "" -#~ "(cliquez avec le bouton droit de la souris et ouvrez l'image dans un " -#~ "nouvel onglet si celle-ci apparaît trop petite)" - -#~ msgid "" -#~ "Go to the **Editor Settings** and set up a few fields in **Export > " -#~ "Android**. Make sure they look like the following:" -#~ msgstr "" -#~ "Allez dans **Editor Settings** et configurez quelques champs dans " -#~ "**Export > Android**. Assurez-vous qu'ils ressemblent à ce qui suit :" - -#~ msgid "" -#~ "As it can be seen, most paths are inside either the ``android-sdk`` " -#~ "folder you originally created, or inside the Java install. For Linux and " -#~ "macOS users, ``jarsigner`` is often located in ``/usr/bin``." -#~ msgstr "" -#~ "Comme on peut le voir, la plupart des chemins se trouvent soit dans le " -#~ "dossier ``android-sdk`` que vous avez créé à l'origine, soit dans " -#~ "l'installation Java. Pour les utilisateurs de Linux et de MacOS, " -#~ "``jarsigner`` est souvent situé dans ``/usr/bin``." - -#~ msgid "With this, you should be all set." -#~ msgstr "Avec ça, vous devriez être prêts." - -#~ msgid "Install the Android SDK (Android Studio)" -#~ msgstr "Installer le SDK Android (Android Studio)" - -#~ msgid "" -#~ "If you just finished installing the SDK via the command-line tools, feel " -#~ "free to skip this section entirely. The Android Studio path is easier, " -#~ "but it takes up more disk space. It's also useful if you plan to develop " -#~ "Godot for Android (modify the Java source code) or if you plan to develop " -#~ "add-ons." -#~ msgstr "" -#~ "Si vous venez de terminer l'installation du SDK via les outils en ligne " -#~ "de commande, n'hésitez pas à sauter entièrement cette section. Le chemin " -#~ "Android Studio est plus facile, mais il prend plus d'espace disque. C'est " -#~ "également utile si vous prévoyez de développer Godot pour Android " -#~ "(modifier le code source Java) ou si vous prévoyez de développer des add-" -#~ "ons." - -#~ msgid "Download and install Android Studio" -#~ msgstr "Télécharger et installer Android Studio" - -#~ msgid "" -#~ "Download the latest version of Android Studio. When installing, pay " -#~ "attention to where the *android-sdk* directory is created." -#~ msgstr "" -#~ "Téléchargez la dernière version d'Android Studio. Lors de l'installation, " -#~ "faites attention à l'endroit où le répertoire *android-sdk* est créé." - -#~ msgid "" -#~ "This is funny, the path it proposes by default contains whitespace (and " -#~ "complains about it). It must be changed." -#~ msgstr "" -#~ "C'est drôle, le chemin qu'il propose par défaut contient des espaces " -#~ "blancs (et il s'en plaint). Il faut la changer." - -#~ msgid "" -#~ "In any case, it's better to select a different path inside your user " -#~ "folders. The recommended one is usually:" -#~ msgstr "" -#~ "Dans tous les cas, il est préférable de sélectionner un chemin différent " -#~ "dans vos dossiers utilisateur. La plus recommandée est habituellement :" - -#~ msgid "" -#~ "Replace *yourusername* by your actual user name. Once it's correct, " -#~ "select from the list above in the same screen:" -#~ msgstr "" -#~ "Remplacez *votre nom d'utilisateur* par votre nom d'utilisateur actuel. " -#~ "Une fois que c'est correct, sélectionnez dans la liste ci-dessus dans le " -#~ "même écran :" - -#~ msgid "Android SDK" -#~ msgstr "SDK Android" - -#~ msgid "Android SDK Platform" -#~ msgstr "Plate-forme Android SDK" - -#~ msgid "" -#~ "The rest are not needed, because the build system will fetch them itself. " -#~ "After selecting them, go on with the installation." -#~ msgstr "" -#~ "Le reste n'est pas nécessaire, car le système de génération les " -#~ "récupérera lui-même. Après les avoir sélectionnées, poursuivez " -#~ "l'installation." - -#~ msgid "" -#~ "Go to the folder where you installed ``android-sdk`` in the previous " -#~ "step, use File Explorer and open a command line tool there:" -#~ msgstr "" -#~ "Allez dans le dossier où vous avez installé ``android-sdk`` à l'étape " -#~ "précédente, utilisez l'explorateur de fichiers et ouvrez un outil en " -#~ "ligne de commande :" - -#~ msgid "" -#~ "The actual command line to type is the following. On Linux and macOS, it " -#~ "should work out of the box, but on Windows, it needs additional details " -#~ "(keep reading afterwards)." -#~ msgstr "" -#~ "La ligne de commande à taper est la suivante. Sous Linux et macOS, il " -#~ "devrait fonctionner immédiatement, mais sous Windows, il a besoin de " -#~ "détails supplémentaires (continuez à lire par la suite)." - -#~ msgid "" -#~ "On Windows, the full path to Java should be provided (and ``&`` needs to " -#~ "be added at the beginning on the line if you use PowerShell, it's not " -#~ "needed for the regular ``cmd.exe`` console). Don't worry, at least by " -#~ "using Android Studio on Windows, Java comes bundled with it." -#~ msgstr "" -#~ "Sous Windows, le chemin complet vers Java doit être fourni (et ``&`` doit " -#~ "être ajouté au début de la ligne si vous utilisez PowerShell, ce n'est " -#~ "pas nécessaire pour la console ``cmd.exe`` régulière). Ne vous inquiétez " -#~ "pas, au moins en utilisant Android Studio sous Windows, Java est livré " -#~ "avec." - -#~ msgid "" -#~ "To make it clearer, here is a screen capture of a line that works on " -#~ "PowerShell (by adding ``&`` and the full Java Path to ``keytool.exe``; " -#~ "remove ``&`` if you use ``cmd.exe``). It uses a path to the Java version " -#~ "that comes with Android Studio:" -#~ msgstr "" -#~ "Pour plus de clarté, voici une capture d'écran d'une ligne qui fonctionne " -#~ "sur PowerShell (en ajoutant ``&`` et le chemin Java complet à ``keytool." -#~ "exe`` ; supprimez ``&`` si vous utilisez ``cmd.exe``). Il utilise un " -#~ "chemin vers la version Java fournie avec Android Studio :" - -#~ msgid "" -#~ "Many browsers, including Firefox and Chromium-based browsers, will not " -#~ "load exported projects when **opened locally** per ``file://`` protocol. " -#~ "To get around this, use a local server." -#~ msgstr "" -#~ "De nombreux navigateurs, y compris les navigateurs Firefox et Chromium, " -#~ "ne chargent pas les projets exportés lorsqu'ils sont **ouverts " -#~ "localement** par le protocole ``file://``. Pour contourner ce problème, " -#~ "utilisez un serveur local." - -#~ msgid "" -#~ "Python offers an easy method to start a local server. Use ``python -m " -#~ "http.server 8000 --bind 127.0.0.1`` with Python 3 to serve the current " -#~ "working directory at ``http://localhost:8000``. `Refer to MDN for " -#~ "additional information `__." -#~ msgstr "" -#~ "Python offre une méthode facile pour démarrer un serveur local. Utilisez " -#~ "``python -m http.server 8000 --bind 127.0.0.1`` avec Python 3 pour servir " -#~ "le répertoire de travail actuel à ``http://localhost:8000``. `Référez-" -#~ "vous au MDN pour des informations supplémentaires `__." - -#~ msgid "" -#~ "If you use Linux, due to `poor Firefox WebGL performance `__, it's recommended to " -#~ "play the exported project using a Chromium-based browser instead of " -#~ "Firefox." -#~ msgstr "" -#~ "Si vous utilisez Linux, en raison des `mauvaises performances WebGL de " -#~ "Firefox `__, il est " -#~ "recommandé de lire le projet exporté en utilisant un navigateur basé sur " -#~ "Chromium au lieu de Firefox." - -#~ msgid "Audio autoplay" -#~ msgstr "Lecture audio automatique" - -#~ msgid "Exported ``.html`` file must not be reused" -#~ msgstr "Le fichier exporté ``.html`` ne doit pas être réutilisé" - -#~ msgid "Unimplemented functionality" -#~ msgstr "Fonctionnalité non implémentée" - -#~ msgid "" -#~ "The following functionality is currently unavailable on the HTML5 " -#~ "platform:" -#~ msgstr "" -#~ "La fonctionnalité suivante est actuellement indisponible sur la plate-" -#~ "forme HTML5 :" - -#~ msgid "Clipboard synchronization between engine and operating system" -#~ msgstr "" -#~ "Synchronisation du presse-papiers entre moteur et système d'exploitation" - -#~ msgid "" -#~ "Networking other than :ref:`class_HTTPClient` and :ref:" -#~ "`class_WebSocketClient`" -#~ msgstr "" -#~ "Réseaux autres que :ref:`class_HTTPClient` et :ref:`class_WebSocketClient`" - -#, fuzzy -#~ msgid "" -#~ "At the time of writing, 3.0 is the stable release version. The 3.1 " -#~ "development branch contains many changes to the animation system, so the " -#~ "animations in the demo will not be covered here. See :ref:" -#~ "`doc_introduction_animation` for more information." -#~ msgstr "" -#~ "Au moment de la rédaction, 3.0 est la version stable. La branche de " -#~ "développement 3.1 contient de nombreuses modifications du système " -#~ "d’animation, dès lors les animations de la démo ne seront pas traitées " -#~ "ici. Voir :ref:`doc_introduction_2d_animation` pour plus d'informations." - -#~ msgid "" -#~ "There are several ways to alleviate banding. Here are a few examples:" -#~ msgstr "" -#~ "Il y a plusieurs façons d'atténuer le phénomène de bande. En voici " -#~ "quelques exemples :" - -#~ msgid "" -#~ "Bake some noise into your textures. This is mainly effective in 2D, e.g. " -#~ "for vignetting effects." -#~ msgstr "" -#~ "Préparer du bruit dans vos textures. Cela est surtout efficace en 2D, par " -#~ "exemple pour les effets de vignettage." - -#~ msgid "" -#~ "Implement a debanding shader as a :ref:`screen-reading shader `. Godot currently doesn't provide a built-in debanding " -#~ "shader, but this may be added in a future release." -#~ msgstr "" -#~ "Implémenter un shader de débandage sous la forme :ref:`shader de lecture " -#~ "d'écran `. Godot ne fournit pas actuellement " -#~ "de shader de débandage intégré, mais cela pourrait être ajouté dans une " -#~ "prochaine version." - -#~ msgid "" -#~ "**Cull Mask**: Objects that are in the selected layers below will be " -#~ "affected by this light." -#~ msgstr "" -#~ "**Cull Mask** : Les objets qui se trouvent dans les calques sélectionnés " -#~ "ci-dessous seront affectés par cette lumière." - -#~ msgid "GI Probes" -#~ msgstr "GI Probes" - -#~ msgid "Using gridmaps" -#~ msgstr "Utilisation de gridmaps" - -#~ msgid "RigidBody" -#~ msgstr "RigidBody" - -#~ msgid "" -#~ "It is recommended to use developer tools provided by browser vendors to " -#~ "debug exported projects. Output generated by the engine may be limited " -#~ "and does not include WebGL errors." -#~ msgstr "" -#~ "Il est recommandé d'utiliser les outils développeurs fournit par le " -#~ "navigateur web pour déboguer le projet exporté. Les données générés en " -#~ "sortie par Godot peuvent en effet être limitées et n'incluent par les " -#~ "erreurs WebGL." - -#~ msgid "" -#~ "As evident by the default HTML page, it is mostly a regular HTML " -#~ "document. To work with Godot projects it needs to be fully realized, to " -#~ "have a control code that calls the :js:class:`Engine` class, and to " -#~ "provide places for several placeholders, which are replaced with their " -#~ "actual values during export." -#~ msgstr "" -#~ "Comme le montre la page HTML par défaut, il s'agit pour l'essentiel d'un " -#~ "document HTML ordinaire. Pour travailler avec les projets Godot, il doit " -#~ "être pleinement réalisé, avoir un code de contrôle qui appelle la classe :" -#~ "js:class:`Engine`, et fournir des places pour plusieurs espaces réservés, " -#~ "qui sont remplacés par leurs valeurs réelles lors de l'exportation." - -#~ msgid "" -#~ "``$GODOT_BASENAME``: The base name from the *Export Path*, as set up in " -#~ "the export options; suffixes are omitted (e.g. ``game.html`` becomes " -#~ "``game``). This variable can be used to generate a path to the main " -#~ "JavaScript file ``$GODOT_BASENAME.js``, which provides the :js:class:" -#~ "`Engine` class. A splash image shown during the booting process can be " -#~ "accessed using this variable as well: ``$GODOT_BASENAME.png``." -#~ msgstr "" -#~ "``$GODOT_BASENAME`` : Le nom de base pour le *Chemin d'export* ( *Export " -#~ "Path* ), tel que configuré dans les options d'exports ; les suffixes sont " -#~ "omis (e.g. ``game.html`` devient ``game``). Cette variable peut être " -#~ "utilisé pour générer un chemin vers le fichier JavaScript principal. ``" -#~ "$GODOT_BASENAME.js``, qui fournit la classe :js:class:`Engine` . Une " -#~ "image splash montré pendant le démarrage peut être accédé en utilisant " -#~ "cette variable à nouveau : ``$GODOT_BASENAME.png``." - -#~ msgid "" -#~ "``$GODOT_DEBUG_ENABLED``: A flag that tells if this is a debug build, or " -#~ "not. This variable is substituted by strings ``true`` and ``false``, and " -#~ "can be used to disable debug branches within your control code." -#~ msgstr "" -#~ "``$GODOT_DEBUG_ENABLED`` : Un drapeau qui indique s'il s'agit d'une " -#~ "version de débogage, ou non. Cette variable est substituée par les " -#~ "strings ``true`` et ``false``, et peut être utilisée pour désactiver les " -#~ "branches de débogage dans votre contrôleur de code." - -#~ msgid "" -#~ "In case your project needs to have special arguments passed to it by the " -#~ "start-up script, :js:meth:`engine.startGame` can be replaced by :js:meth:" -#~ "`engine.start`. This method takes an arbitrary list of string arguments. " -#~ "As it does not have a defined list of arguments, :js:meth:`engine.start` " -#~ "cannot automatically load the engine." -#~ msgstr "" -#~ "Si dans votre cas, votre projet à besoin qu'un argument spécial lui soit " -#~ "passé au début du script d'initialisation, remplacez la méthode :js:meth:" -#~ "`engine.startGame` par :js:meth:`engine.start`. Cette deuxième méthode " -#~ "peut en effet accepter une liste arbitrairement longue de chaîne de " -#~ "caractère. Comme elle ne possède pas une liste définie d'arguments, elle " -#~ "ne peut pas automatiquement charger le moteur." - -#~ msgid "" -#~ "To correctly load the engine on some hosting providers and network " -#~ "configurations you may need to change the default filename extension by " -#~ "using :js:meth:`Engine.setWebAssemblyFilenameExtension`. By default, the " -#~ "extension is assumed to be ``wasm``. If your hosting provider blocks this " -#~ "extension, this static method can be used to change it to something that " -#~ "is supported." -#~ msgstr "" -#~ "Pour charger le moteur correctement sur certains hôtes fournisseurs et " -#~ "certaines configurations réseaux, vous aurez peut être besoin de changer " -#~ "l'extension de fichier par défaut en utilisant la méthode :js:meth:" -#~ "`Engine.setWebAssemblyFilenameExtension`. Par défaut, l'extension est " -#~ "``wasm``. Si votre hôte fournisseur bloque cette extension, utilisé cette " -#~ "méthode pour le changer à une autre extension supporté par votre hôte." - -#~ msgid "" -#~ "If a different filename extension is used, some web servers may " -#~ "automatically set the MIME-type of the file to something other than :" -#~ "mimetype:`application/wasm`. In that case some start-up optimizations may " -#~ "be skipped." -#~ msgstr "" -#~ "Si une extension de nom de fichier différente est utilisée, certains " -#~ "serveurs web risque de régler automatiquement le MIME-type des fichiers à " -#~ "quelque chose de différent de :mimetype:`application/wasm`, les " -#~ "conséquences sont l’absence de certaines optimisation au démarrage." - -#~ msgid "" -#~ "If your project requires some files to be available the moment it is " -#~ "loaded, you can preload them by calling the :js:meth:`engine.preloadFile` " -#~ "method with a path to a file or by providing it with an ``ArrayBuffer`` " -#~ "object. In case of the ``ArrayBuffer``, or one of its views, a second " -#~ "argument must be specified to define an internal path for the loaded " -#~ "resource." -#~ msgstr "" -#~ "Si votre projet requiert la disponibilité de quelques fichiers au moment " -#~ "de son chargement, vous pouvez les précharger en appelant la méthode :js:" -#~ "meth:`engine.preloadFile` avec comme argument le chemin vers un fichier " -#~ "ou un objet ``ArrayBuffer`` ( auquel cas un deuxième argument devra être " -#~ "spécifié pour définir un chemin interne pour la ressource chargé." - -#~ msgid "" -#~ "If the width and height of this canvas element differ from values set in " -#~ "the project settings, it will be resized on the project start. This " -#~ "behavior can be disabled by calling the :js:meth:`engine." -#~ "setCanvasResizedOnStart` method." -#~ msgstr "" -#~ "Si la largeur et la hauteur de cet élément du canvas diffèrent des " -#~ "valeurs définies dans les paramètres du projet, il sera redimensionné au " -#~ "début du projet. Ce comportement peut être désactivé en appelant la " -#~ "méthode :js:meth:`engine.setCanvasResizedOnStart`." - -#~ msgid "" -#~ "Use the :js:meth:`engine.setStdoutFunc` method to set a callback function " -#~ "for the output stream. Default behavior is similar to this:" -#~ msgstr "" -#~ "Utilisez la méthode :js:meth:`engine.setStdoutFunc` pour définir une " -#~ "fonction de rappel pour le flux de sortie. Le comportement par défaut est " -#~ "similaire à celui-ci :" - -#~ msgid "" -#~ "Use the :js:meth:`engine.setStderrFunc` method to set a callback function " -#~ "for the error stream. Default behavior is similar to this:" -#~ msgstr "" -#~ "Utilisez la méthode :js:meth:`engine.setStderrFunc` pour définir une " -#~ "fonction de rappel pour le flux d'erreurs. Le comportement par défaut est " -#~ "similaire à celui-ci :" - -#~ msgid "" -#~ "Further debugging options and a low level access to the execution " -#~ "environment are available in a form of Emscripten's ``Module`` object. It " -#~ "can be accessed using the :js:attr:`engine.rtenv` property on the engine " -#~ "instance." -#~ msgstr "" -#~ "D'autres options de débogage et un accès de bas niveau à l'environnement " -#~ "d'exécution sont disponibles sous la forme d'un objet ``Module`` de " -#~ "Emscripten. On peut y accéder en utilisant la propriété :js:attr:`engine." -#~ "rtenv` sur l'instance du moteur." - -#~ msgid "" -#~ "Before starting, confirm that the Emscripten configuration file exists " -#~ "and specifies all settings correctly. This file is available as ``~/." -#~ "emscripten`` on UNIX-like systems and ``%USERPROFILE%\\.emscripten`` on " -#~ "Windows. It's usually written by the Emscripten SDK, e.g. when invoking " -#~ "``emsdk activate latest``, or by your package manager. It's also created " -#~ "when starting Emscripten's ``emcc`` program if the file doesn't exist." -#~ msgstr "" -#~ "Avant de commencer, confirmez que le fichier de configuration Emscripten " -#~ "existe et spécifiez correctement tous les paramètres. Ce fichier est " -#~ "disponible sous la forme ``~/.emscripten`` sur les systèmes de type UNIX " -#~ "et ``%USERPROFILE%\\.emscripten`` sur Windows. Il est généralement écrit " -#~ "par le SDK Emscripten, par exemple lorsque vous invoquez ``emsdk activate " -#~ "latest``, ou par votre gestionnaire de paquets. Il est également créé " -#~ "lors du démarrage du programme ``emcc`` d'Emscripten si le fichier " -#~ "n'existe pas." - -#~ msgid "" -#~ "On Windows, make sure to escape backslashes of paths within the " -#~ "Emscripten configuration file as double backslashes ``\\\\`` or use Unix-" -#~ "style paths with a single forward slash ``/``." -#~ msgstr "" -#~ "Sous Windows, assurez-vous d'échapper les antislashs des chemins dans le " -#~ "fichier de configuration Emscripten sous la forme de doubles antislashes " -#~ "``\\\\`` ou utilisez des chemins de style Unix avec un seul slash ``/``." - -#~ msgid "Building per asm.js translation or LLVM backend" -#~ msgstr "Construction par traduction asm.js ou backend LLVM" - -#~ msgid "" -#~ "WebAssembly can be compiled in two ways: The default is to first compile " -#~ "to asm.js, a highly optimizable subset of JavaScript, using Emscripten's " -#~ "*fastcomp* fork of LLVM. This code is then translated to WebAssembly " -#~ "using a tool called ``asm2wasm``. Emscripten automatically takes care of " -#~ "both processes, we simply run SCons." -#~ msgstr "" -#~ "WebAssembly peut être compilé de deux façons : La première consiste à " -#~ "compiler par défaut vers asm.js, un sous-ensemble hautement optimisable " -#~ "de JavaScript, en utilisant le fork *fastcomp* d'Emscripten de LLVM. Ce " -#~ "code est ensuite traduit en WebAssembly à l'aide d'un outil appelé " -#~ "``asm2wasm``. Emscripten s'occupe automatiquement des deux processus, " -#~ "nous exécutons simplement SCons." - -#~ msgid "" -#~ "The other method uses LLVM's WebAssembly backend. This backend is " -#~ "available starting with LLVM 8 or in development builds. Emscripten " -#~ "manages this process as well, so we just invoke SCons." -#~ msgstr "" -#~ "L'autre méthode utilise le backend WebAssembly de LLVM. Ce backend est " -#~ "disponible à partir de LLVM 8 ou dans les versions de développement. " -#~ "Emscripten gère également ce processus, de sorte que nous invoquons " -#~ "simplement SCons." - -#~ msgid "" -#~ "In order to choose one of the two methods, the ``LLVM_ROOT`` variable in " -#~ "the Emscripten configuration file is used. If it points to a directory " -#~ "containing binaries of Emscripten's *fastcomp* fork of clang, " -#~ "``asm2wasm`` is used. This is the default in a normal Emscripten " -#~ "installation. Otherwise, LLVM binaries built with the WebAssembly backend " -#~ "will be expected and the LLVM's WebAssembly backend is used." -#~ msgstr "" -#~ "Pour choisir l'une des deux méthodes, on utilise la variable " -#~ "``LLVM_ROOT`` du fichier de configuration Emscripten. Si elle pointe vers " -#~ "un répertoire contenant des binaires du fork *fastcomp* de clang de " -#~ "Emscripten, ``asm2wasm`` est utilisée. C'est la valeur par défaut dans " -#~ "une installation normale d'Emscripten. Sinon, des binaires LLVM " -#~ "construits avec le backend WebAssembly seront attendus et le backend " -#~ "WebAssembly de LLVM sera utilisé." - -#~ msgid "" -#~ "Godot uses ``major.minor.patch`` version numbering. However, it does not " -#~ "strictly follow `Semantic Versioning `__. This means " -#~ "that releases considered \"semver-minor\" by that standard (such as 3.1 -" -#~ "> 3.2) will most likely introduce breaking changes. Still, there won't be " -#~ "as many breaking changes as a \"semver-major\" version bump such as 3.2 -" -#~ "> 4.0." -#~ msgstr "" -#~ "Godot utilise la numérotation de version ``major.minor.patch``. " -#~ "Cependant, il ne suit pas strictement le `versionnage sémantique `__. Cela signifie que les versions considérées comme " -#~ "\"semver-minor\" par cette norme (comme 3.1 -> 3.2) introduiront très " -#~ "probablement des modifications impliquant des ruptures. Cependant, il n'y " -#~ "aura pas autant de modifications impliquant des ruptures qu'un changement " -#~ "de version \"semver-major\" comme 3.2 -> 4.0." - -#~ msgid "" -#~ "In the interest of stability and usability, patch releases may " -#~ "occasionally introduce small breaking changes as well. When repackaging " -#~ "Godot projects (e.g. in a Flatpak), make sure to always use the same " -#~ "patch version as the one used to initially export the project." -#~ msgstr "" -#~ "Dans l'intérêt de la stabilité et de l'utilisabilité, les versions de " -#~ "patchs peuvent occasionnellement introduire de petites modifications de " -#~ "impliquant des ruptures également. Lorsque vous reconditionnez des " -#~ "projets Godot (par exemple dans un Flatpak), veillez à toujours utiliser " -#~ "la même version de patch que celle utilisée pour exporter le projet " -#~ "initialement." - -#~ msgid "" -#~ "The first release in a major/minor release series doesn't end with a " -#~ "trailing zero. For example, the first release in the 3.2 series is " -#~ "``3.2``, not ``3.2.0``." -#~ msgstr "" -#~ "La première version d'une série de versions majeures/mineures ne se " -#~ "termine pas par un zéro de fin. Par exemple, la première version de la " -#~ "série 3.2 est ``3.2``, pas ``3.2.0``." - -#~ msgid "" -#~ "Godot versions are supported for a certain amount of time. While these " -#~ "durations are not set in stone, here's a table with the expected level of " -#~ "support for each Godot version:" -#~ msgstr "" -#~ "Les versions de Godot sont supportées pendant un certain temps. Bien que " -#~ "ces durées ne soient pas figées, voici un tableau indiquant le niveau de " -#~ "support attendu pour chaque version de Godot :" - -#~ msgid "" -#~ "|supported| Backwards-compatible new features (backported from the " -#~ "``master`` branch) as well as bug, security, and platform support fixes." -#~ msgstr "" -#~ "|supported| Nouvelles fonctionnalités rétrocompatibles (rétroportées " -#~ "depuis la branche ``master``) ainsi que des correctifs de bogues, de " -#~ "sécurité et de support de plate-forme." - -#~ msgid "" -#~ "Patch releases are made available more frequently, typically every 2-6 " -#~ "months while a release is fully supported. Partially supported releases " -#~ "will only have new patch releases once an important security or platform " -#~ "support fix has been merged." -#~ msgstr "" -#~ "Les correctifs sont disponibles plus fréquemment, généralement tous les 2 " -#~ "à 6 mois, pendant qu'une version est entièrement prise en charge. Les " -#~ "versions partiellement prises en charge n'auront de nouvelles versions de " -#~ "correctifs qu'une fois qu'un correctif important de sécurité ou de prise " -#~ "en charge de plate-forme aura été mergé." - -#~ msgid "" -#~ "If you upgrade Godot, you must download templates that match the new " -#~ "version or your exported projects may not work correctly." -#~ msgstr "" -#~ "Si vous mettez à jour Godot, vous devez télécharger les modèles qui " -#~ "correspondent à la nouvelle version ou vos projets exportés risquent de " -#~ "ne pas fonctionner correctement." - -#~ msgid "" -#~ "You have many container nodes at your disposal that scale and place UI " -#~ "elements for you. They take control over their children." -#~ msgstr "" -#~ "Vous avez de nombreux nœuds conteneurs à votre disposition qui mettent à " -#~ "l'échelle et placent des éléments de l'interface utilisateur pour vous. " -#~ "Ils prennent le contrôle de leurs enfants." - -#~ msgid "" -#~ "The platform names recognized by the ``--export`` switch are the same as " -#~ "displayed in the export wizard of the editor. To get a list of supported " -#~ "platforms from the command line, try exporting to a non-recognized " -#~ "platform and the full listing of platforms your configuration supports " -#~ "will be shown." -#~ msgstr "" -#~ "Les noms de plates-formes reconnus par le commutateur ``--export`` sont " -#~ "les mêmes que ceux affichés dans l'assistant d'exportation de l'éditeur. " -#~ "Pour obtenir une liste des plates-formes prises en charge à partir de la " -#~ "ligne de commande, essayez d'exporter vers une plate-forme non reconnue " -#~ "et la liste complète des plates-formes prises en charge par votre " -#~ "configuration sera affichée." - -#~ msgid "::" -#~ msgstr "::" - -#~ msgid "var health := 0 # The compiler will use the int type." -#~ msgstr "var health := 0 # Le compilateur utilisera le type int." - -#~ msgid "Windows (Visual Studio)" -#~ msgstr "Windows (Visual Studio)" - -#~ msgid "" -#~ "Download and install the latest version of `Visual Studio `_ (*not* Visual Studio Code), " -#~ "which contains utilities required to use C# in Godot. If you don't plan " -#~ "on using the Visual Studio IDE, you can download just the `Visual Studio " -#~ "Build Tools `_ instead. Make sure you at least " -#~ "have the .NET Framework 4.5 targeting pack installed, you can get it " -#~ "using any of the installers mentioned above inside the \"Individual " -#~ "components\" tab." -#~ msgstr "" -#~ "Téléchargez et installez la dernière version de `Visual Studio `_ (*pas* Visual Studio Code), qui " -#~ "contient les utilitaires requis pour utiliser C# dans Godot. Si vous ne " -#~ "prévoyez pas d'utiliser l'EDI Visual Studio, vous pouvez télécharger " -#~ "uniquement les outils de création de `Visual Studio Build Tools `_ à la place. Assurez-vous d'avoir au moins le " -#~ "paquet de ciblage .NET Framework 4.5 installé, vous pouvez l'obtenir en " -#~ "utilisant n'importe lequel des installateurs mentionnés ci-dessus dans " -#~ "l'onglet \"Composants individuels\"." - -#~ msgid "Windows (JetBrains Rider)" -#~ msgstr "Windows (JetBrains Rider)" - -#~ msgid "" -#~ "JetBrains Rider comes with bundled MSBuild, so nothing extra is required. " -#~ "Make sure to set the following preferences:" -#~ msgstr "" -#~ "JetBrains Rider est livré avec MSBuild, aucune autre dépendance n'est " -#~ "requise. Assurez-vous de définir les préférences suivantes de cette " -#~ "manière :" - -#~ msgid "macOS and Linux" -#~ msgstr "macOS et Linux" - -#~ msgid "" -#~ "Download and install the latest version of the `Mono SDK `_. As of Godot 3.1 beta 3, the version number " -#~ "doesn't matter since Godot bundles its own Mono 5.18 installation. We " -#~ "only need the Mono installation for NuGet and MSBuild which are required " -#~ "to use C# in Godot." -#~ msgstr "" -#~ "Téléchargez et installez le dernière version de `Mono SDK `_. A partir de Godot 3.1 beta 3, la version " -#~ "n'est plus importante, Godot apportant sa propre installation de Mono " -#~ "5.18. Nous avons seulement besoin de l'installation de Mono pour NuGet et " -#~ "MSBuild, qui sont requit pour utiliser C# dans Godot." - -#~ msgid "" -#~ "To download Mono on macOS, use the \"Stable Channel\" link from the `Mono " -#~ "Downloads Page `_. The Visual " -#~ "Studio channel is an earlier version of Mono and will not work." -#~ msgstr "" -#~ "Pour télécharger Mono sur macOS, utilisez le lien \"Stable Channel\" dans " -#~ "la page `téléchargements de Mono `_. Le channel Visual Studio est une version antérieure de Mono et ne " -#~ "fonctionnera pas." - -#~ msgid "" -#~ "If you are using Visual Studio Code, ensure you download and install the " -#~ "`C# extension `_ to enable features like syntax highlighting and " -#~ "IntelliSense." -#~ msgstr "" -#~ "Si vous utilisez Visual Studio Code, assurez-vous bien que vous " -#~ "téléchargiez et installiez l'`extension C# `_ pour permettre des " -#~ "fonctionnalités telles que IntelliSense et la surbrillance du code." - -#~ msgid "Why import?" -#~ msgstr "Pourquoi importer ?" - -#~ msgid "Services for iOS" -#~ msgstr "Services pour iOS" - -#~ msgid "" -#~ "Here is a comparison of the two file types to help you choose the one " -#~ "that fits your use case best:" -#~ msgstr "" -#~ "Voici une comparaison des deux types de fichiers pour vous aider à " -#~ "choisir celui qui convient le mieux à votre cas d'utilisation :" - -#~ msgid "" -#~ "WAV files are quite large, but use little CPU power to play back. " -#~ "Hundreds of them can be played simultaneously with little impact on " -#~ "performance. This format is usually best for short sound effects." -#~ msgstr "" -#~ "Les fichiers WAV sont assez volumineux, mais utilisent peu de puissance " -#~ "CPU pour les lire. Des centaines d'entre eux peuvent être joués " -#~ "simultanément avec peu d'impact sur les performances. Ce format est " -#~ "généralement préférable pour les effets sonores courts." - -#~ msgid "" -#~ "Ogg Vorbis files are much smaller, but use considerably more CPU power to " -#~ "play back, so only a few can be played back at once (especially on " -#~ "mobile). This format works well for music, long sound effect sequences, " -#~ "and voice at relatively low bitrates." -#~ msgstr "" -#~ "Les fichiers Ogg Vorbis sont beaucoup plus petits, mais utilisent " -#~ "beaucoup plus de puissance CPU pour les lire, de sorte que seuls quelques-" -#~ "uns peuvent être lus en même temps (surtout sur mobile). Ce format " -#~ "convient bien à la musique, aux longues séquences d'effets sonores et à " -#~ "la voix à des débits binaires relativement faibles." - -#~ msgid "" -#~ "Keep in mind that while WAV files may contain looping information in " -#~ "their metadata, Ogg Vorbis files do not. If looping an Ogg Vorbis file is " -#~ "desired, it must be set up using the import options:" -#~ msgstr "" -#~ "Gardez à l'esprit que si les fichiers WAV peuvent contenir des " -#~ "informations de boucle dans leurs métadonnées, les fichiers Ogg Vorbis " -#~ "n'en contiennent pas. Si vous souhaitez boucler un fichier Ogg Vorbis, " -#~ "vous devez le configurer à l'aide des options d'importation :" - -#~ msgid "Encrypting save games" -#~ msgstr "Cryptage des sauvegardes de jeu" - -#~ msgid "" -#~ "Because the world today is not the world of yesterday. A capitalist " -#~ "oligarchy runs the world and forces us to consume in order to keep the " -#~ "gears of this rotten society on track. As such, the biggest market for " -#~ "video game consumption today is the mobile one. It is a market of poor " -#~ "souls forced to compulsively consume digital content in order to forget " -#~ "the misery of their everyday life, commute, or just any other brief free " -#~ "moment they have that they are not using to produce goods or services for " -#~ "the ruling class. These individuals need to keep focusing on their video " -#~ "games (because not doing so will fill them with tremendous existential " -#~ "angst), so they go as far as spending money on them to extend their " -#~ "experience, and their preferred way of doing so is through in-app " -#~ "purchases and virtual currency." -#~ msgstr "" -#~ "Parce que le monde d'aujourd'hui n'est pas le monde d'hier. Une " -#~ "oligarchie capitaliste dirige le monde et nous oblige à consommer pour " -#~ "maintenir les rouages de cette société pourrie sur les rails. Ainsi, le " -#~ "plus grand marché pour la consommation de jeux vidéo aujourd'hui est " -#~ "celui du mobile. C'est un marché de pauvres âmes forcées de consommer " -#~ "compulsivement du contenu numérique afin d'oublier la misère de leur vie " -#~ "quotidienne, de faire la navette ou tout autre bref moment de liberté " -#~ "qu'elles ont et qu'elles n'utilisent pas pour produire des biens ou des " -#~ "services pour la classe dirigeante. Ces personnes doivent continuer à se " -#~ "concentrer sur leurs jeux vidéo (car ne pas le faire les remplira d'une " -#~ "énorme angoisse existentielle), alors elles vont jusqu'à dépenser de " -#~ "l'argent afin de prolonger leur expérience, et leurs moyens préférés de " -#~ "le faire sont les achats dans l'application et la monnaie virtuelle." - -#~ msgid "" -#~ "But what if someone were to find a way to edit the saved games and assign " -#~ "the items and currency without effort? That would be terrible, because it " -#~ "would help players consume the content much faster, and therefore run out " -#~ "of it sooner than expected. If that happens, they will have nothing that " -#~ "prevents them from thinking, and the tremendous agony of realizing their " -#~ "own irrelevance would again take over their life." -#~ msgstr "" -#~ "Mais que se passerait-il si quelqu'un trouvait un moyen d'éditer les " -#~ "parties sauvegardées et d'attribuer les objets et la monnaie sans " -#~ "effort ? Ce serait terrible, car cela aiderait les joueurs à consommer le " -#~ "contenu beaucoup plus rapidement, et donc l'épuiser plus tôt que prévu. " -#~ "Si cela se produisait, ils n'auraient rien pour les empêcher de penser, " -#~ "et l'agonie énorme de réaliser leur propre inutilité prendrait de nouveau " -#~ "le dessus." - -#~ msgid "" -#~ "No, we definitely do not want that to happen, so let's see how to encrypt " -#~ "savegames and protect the world order." -#~ msgstr "" -#~ "Non, nous ne voulons définitivement pas que cela se produise, alors " -#~ "regardons comment encrypter nos sauvegardes et protéger l'ordre mondial." - -#~ msgid "How?" -#~ msgstr "Comment ?" - -#~ msgid "" -#~ "The class :ref:`File ` can open a file at a location and read/" -#~ "write data (integers, strings and variants). It also supports encryption. " -#~ "To create an encrypted file, a passphrase must be provided, like this:" -#~ msgstr "" -#~ "La classe :ref:`Fichier ` peut ouvrir un fichier à un " -#~ "emplacement et lire/écrire des données (entiers, chaînes de caractères et " -#~ "variantes). Il supporte également le cryptage. Pour créer un fichier " -#~ "crypté, une passphrase doit être fournie, comme ceci :" - -#~ msgid "" -#~ "This will make the file unreadable to users, but will still not prevent " -#~ "them from sharing savefiles. To solve this, use the device unique id or " -#~ "some unique user identifier, for example:" -#~ msgstr "" -#~ "Cela rendra le fichier illisible pour les utilisateurs, mais ne les " -#~ "empêchera pas de partager les fichiers de sauvegarde. Pour résoudre ce " -#~ "problème, utilisez l'identifiant unique de l'appareil ou un identifiant " -#~ "utilisateur unique, par exemple :" - -#~ msgid "Note that ``OS.get_unique_id()`` does not work on UWP or HTML5." -#~ msgstr "Notez que ``OS.get_unique_id()`` ne fonctionne pas en UWP ou HTML5." - -#~ msgid "That is all! Thank you for your cooperation, citizen." -#~ msgstr "C'est tout ! Merci pour votre coopération, citoyen." - -#~ msgid "" -#~ "This method cannot really prevent players from editing their savegames " -#~ "locally because, since the encryption key is stored inside the game, the " -#~ "player can still decrypt and edit the file themselves. The only way to " -#~ "prevent this from being possible is to store the save data on a remote " -#~ "server, where players can only make authorized changes to their save " -#~ "data. If your game deals with real money, you need to be doing this " -#~ "anyway." -#~ msgstr "" -#~ "Cette méthode ne peut pas vraiment empêcher les joueurs d'éditer leurs " -#~ "sauvegardes localement car, puisque la clé de cryptage est stockée à " -#~ "l'intérieur du jeu, le joueur peut toujours décrypter et éditer le " -#~ "fichier lui-même. La seule façon d'empêcher cela est de stocker les " -#~ "données de sauvegarde sur un serveur distant, où les joueurs ne peuvent " -#~ "apporter que des modifications autorisées à leurs données de sauvegarde. " -#~ "Si votre jeu traite de l'argent réel, vous devez le faire de toute façon." - -#~ msgid "" -#~ "You can also access the AssetLib directly from Godot. It is available " -#~ "from two places - in the Project Manager's Templates tab, and inside of a " -#~ "project, from the workspaces list." -#~ msgstr "" -#~ "Vous pouvez également accéder à l'AssetLib directement depuis Godot. Elle " -#~ "est disponible à deux endroits : dans l'onglet Modèles du gestionnaire de " -#~ "projet, et à l'intérieur d'un projet, dans la liste des espaces de " -#~ "travail." - -#~ msgid "Creating Android plugins (Godot 3.2.2+)" -#~ msgstr "Creating Android plugins (Godot 3.2.2+)" - -#~ msgid "Implemented in ``platform/iphone/in_app_store.mm``." -#~ msgstr "Implémenté dans ``platform/iphone/in_app_store.mm``." - -#~ msgid "Implemented in ``platform/iphone/game_center.mm``." -#~ msgstr "Implémenté dans ``platform/iphone/game_center.mm``." - -#~ msgid "" -#~ "`Engine.setWebAssemblyFilenameExtension <#Engine." -#~ "setWebAssemblyFilenameExtension>`__ **(** string extension **)**" -#~ msgstr "" -#~ "`Engine.setWebAssemblyFilenameExtension <#Engine." -#~ "setWebAssemblyFilenameExtension>`__ **(** string extension **)**" - -#~ msgid "Instance Properties" -#~ msgstr "Propriétés d'instance" - -#~ msgid "Emscripten ``Module``" -#~ msgstr "Emscripten ``Module``." - -#~ msgid "`engine.rtenv <#engine.rtenv>`__" -#~ msgstr "`engine.rtenv <#engine.rtenv>`__" - -#~ msgid "`Engine <#Engine>`__ **(** **)**" -#~ msgstr "`Engine <#Engine>`__ **(** **)**" - -#~ msgid "" -#~ "`engine.start <#engine.start>`__ **(** *[ string arg1, string arg2, … ]* " -#~ "**)**" -#~ msgstr "" -#~ "`engine.start <#engine.start>`__ **(** *[ string arg1, string arg2, … ]* " -#~ "**)**" - -#~ msgid "" -#~ "`engine.startGame <#engine.startGame>`__ **(** string execName, string " -#~ "mainPack **)**" -#~ msgstr "" -#~ "`engine.startGame <#engine.startGame>`__ **(** string execName, string " -#~ "mainPack **)**" - -#~ msgid "" -#~ "`engine.setUnloadAfterInit <#engine.setUnloadAfterInit>`__ **(** boolean " -#~ "enabled **)**" -#~ msgstr "" -#~ "`engine.setUnloadAfterInit <#engine.setUnloadAfterInit>`__ **(** boolean " -#~ "enabled **)**" - -#~ msgid "" -#~ "`engine.setCanvas <#engine.setCanvas>`__ **(** HTMLCanvasElement " -#~ "canvasElem **)**" -#~ msgstr "" -#~ "`engine.setCanvas <#engine.setCanvas>`__ **(** HTMLCanvasElement " -#~ "canvasElem **)**" - -#~ msgid "" -#~ "`engine.setCanvasResizedOnStart <#engine.setCanvasResizedOnStart>`__ " -#~ "**(** boolean enabled **)**" -#~ msgstr "" -#~ "`engine.setCanvasResizedOnStart <#engine.setCanvasResizedOnStart>`__ " -#~ "**(** boolean enabled **)**" - -#~ msgid "`engine.setLocale <#engine.setLocale>`__ **(** string locale **)**" -#~ msgstr "`engine.setLocale <#engine.setLocale>`__ **(** string locale **)**" - -#~ msgid "" -#~ "`engine.setExecutableName <#engine.setExecutableName>`__ **(** string " -#~ "execName **)**" -#~ msgstr "" -#~ "`engine.setExecutableName <#engine.setExecutableName>`__ **(** string " -#~ "execName **)**" - -#~ msgid "" -#~ "`engine.setProgressFunc <#engine.setProgressFunc>`__ **(** function " -#~ "callback **)**" -#~ msgstr "" -#~ "`engine.setProgressFunc <#engine.setProgressFunc>`__ **(** function " -#~ "callback **)**" - -#~ msgid "" -#~ "`engine.setStdoutFunc <#engine.setStdoutFunc>`__ **(** function callback " -#~ "**)**" -#~ msgstr "" -#~ "`engine.setStdoutFunc <#engine.setStdoutFunc>`__ **(** function callback " -#~ "**)**" - -#~ msgid "" -#~ "`engine.setStderrFunc <#engine.setStderrFunc>`__ **(** function callback " -#~ "**)**" -#~ msgstr "" -#~ "`engine.setStderrFunc <#engine.setStderrFunc>`__ **(** function callback " -#~ "**)**" - -#~ msgid "Static Method Descriptions" -#~ msgstr "Descriptions des méthodes statiques" - -#~ msgid "Promise which resolves once the engine is loaded." -#~ msgstr "Promesse qui est résolue une fois le moteur chargé." - -#~ msgid "" -#~ "Set an alternative filename extension for the WebAssembly module. By " -#~ "default it is assumed to be ``wasm``." -#~ msgstr "" -#~ "Définissez une extension alternative de nom de fichier pour le module " -#~ "WebAssembly. Par défaut, on suppose qu'il s'agit de ``wasm``." - -#~ msgid "Filename extension without preceding dot." -#~ msgstr "Extension de nom de fichier sans point la précédent." - -#~ msgid "" -#~ "The runtime environment provided by Emscripten's ``Module``. For more " -#~ "information refer to the `official documentation `__ on Emscripten." -#~ msgstr "" -#~ "L’environnement d’exécution fourni par le ``Module`` d’Emscripten. Pour " -#~ "plus d’informations, consultez `documentation officielle `__ sur Emscripten." - -#~ msgid "Instance Method Descriptions" -#~ msgstr "Descriptions des méthodes d'instance" - -#~ msgid "Command line argument." -#~ msgstr "Arguments de ligne de commande." - -#~ msgid "Executable name in a form of URL, omitting filename extension." -#~ msgstr "" -#~ "Nom de l'exécutable sous la forme d'une URL, sans l'extension du nom de " -#~ "fichier." - -#~ msgid "URL of the main pack to start the game." -#~ msgstr "URL du pack principal pour démarrer le jeu." - -#~ msgid "" -#~ "``true`` if the engine shall be unloaded after initializing, ``false`` " -#~ "otherwise." -#~ msgstr "" -#~ "\"true\" si le moteur doit être déchargé après l'initialisation, \"false" -#~ "\" sinon." - -#~ msgid "" -#~ "Specify a canvas HTML element to use. By default, the first canvas " -#~ "element on the page is used for rendering." -#~ msgstr "" -#~ "Spécifiez un élément HTML de type canvas à utiliser. Par défaut, le " -#~ "premier élément canvas de la page est utilisé pour le rendu." - -#~ msgid "" -#~ "Specifies whether the canvas will be resized to the width and height " -#~ "specified in the project settings on start. Enabled by default." -#~ msgstr "" -#~ "Spécifie si le canvas sera redimensionnée à la largeur et à la hauteur " -#~ "spécifiées dans les paramètres du projet au démarrage. Activé par défaut." - -#~ msgid "" -#~ "``true`` if the canvas shall be resized on start, ``false`` otherwise." -#~ msgstr "" -#~ "\"true\" si le canevas doit être redimensionnée au départ, \"false\" " -#~ "sinon." - -#~ msgid "Language code." -#~ msgstr "Code de langue." - -#~ msgid "" -#~ "Specify the virtual filename of the executable. By default, the base name " -#~ "of the loaded engine files is used." -#~ msgstr "" -#~ "Précisez le nom de fichier virtuel de l'exécutable. Par défaut, le nom de " -#~ "base des fichiers du moteur chargés est utilisé." - -#~ msgid "" -#~ "This affects the output of :ref:`OS.get_executable_path() " -#~ "` and sets the automatically started " -#~ "main pack to :file:`{ExecutableName}.pck`." -#~ msgstr "" -#~ "Cela affecte la sortie de :ref:`OS.get_executable_path() " -#~ "` et définit le paquet principal " -#~ "lancé automatiquement à :file:`{ExecutableName}.pck`." - -#~ msgid "Executable name." -#~ msgstr "Le nom de l'exécutable." - -#~ msgid "" -#~ "The callback function must accept two numeric arguments: the amount of " -#~ "bytes loaded so far, and the total number of bytes to load." -#~ msgstr "" -#~ "La fonction de rappel doit accepter deux arguments numériques : la " -#~ "quantité d'octets chargés jusqu'à présent et le nombre total d'octets à " -#~ "charger." - -#~ msgid "" -#~ "The callback function must accept one string argument: the message to " -#~ "print." -#~ msgstr "" -#~ "La fonction de rappel doit accepter un argument : une chaîne de " -#~ "caractères , le message à imprimer." - -#~ msgid "MBedTLS is Copyright (C) 2013-2019 ARM" -#~ msgstr "MBedTLS is Copyright (C) 2013-2019 ARM" - -#~ msgid "" -#~ "`Android NDK `_ r17 or " -#~ "later." -#~ msgstr "" -#~ "`Android NDK `_ r17 ou " -#~ "ultérieur." - -#~ msgid "" -#~ "Set the environment variable ``ANDROID_HOME`` to point to the Android " -#~ "SDK. If you downloaded the Android command-line tools, this would be the " -#~ "folder where you extracted the contents of the ZIP archive. Later on, " -#~ "``gradlew`` will install necessary SDK components in this folder. " -#~ "However, you need to accept the SDK component licenses before they can be " -#~ "downloaded by Gradle. This can be done by running the following command " -#~ "from the root of the SDK directory, then answering all the prompts with " -#~ "``y``:" -#~ msgstr "" -#~ "Réglez la variable d'environnement ``ANDROID_HOME`` pour qu'elle pointe " -#~ "vers le SDK Android. Si vous avez téléchargé les outils en ligne de " -#~ "commande d'Android, ce sera le dossier où vous avez extrait le contenu de " -#~ "l'archive ZIP. Plus tard, ``gradlew`` installera les composants " -#~ "nécessaires du SDK dans ce dossier. Cependant, vous devez accepter les " -#~ "licences des composants SDK avant qu'ils puissent être téléchargés par " -#~ "Gradle. Cela peut être fait en exécutant la commande suivante à partir de " -#~ "la racine du répertoire SDK, puis en répondant à toutes les questions " -#~ "avec ``y`` :" - -#~ msgid "" -#~ "Set the environment variable ``ANDROID_NDK_ROOT`` to point to the Android " -#~ "NDK. You also might need to set the variable ``ANDROID_NDK_HOME`` to the " -#~ "same path, especially if you are using custom Android modules, since some " -#~ "Gradle plugins rely on the NDK and use this variable to determine its " -#~ "location." -#~ msgstr "" -#~ "Définissez la variable d'environnement ``ANDROID_NDK_ROOT`` pour qu'elle " -#~ "pointe vers le NDK d'Android. Vous pouvez aussi avoir besoin de mettre la " -#~ "variable ``ANDROID_NDK_HOME`` au même chemin, surtout si vous utilisez " -#~ "des modules Android personnalisés, puisque certains plugins Gradle " -#~ "s'appuient sur le NDK et utilisent cette variable pour déterminer son " -#~ "emplacement." - -#~ msgid "" -#~ "Brazilian Portuguese: `Godot Brasil (Discord) `_" -#~ msgstr "" -#~ "Portugais du Brésil : `Godot Brasil (Discord) `_" - -#~ msgid "" -#~ "French: `Godot Francophone Officiel (Discord) `_" -#~ msgstr "" -#~ "Français : `Godot Francophone Officiel (Discord) `_" - -#~ msgid "French: `SoloCode Godot (Discord) `_" -#~ msgstr "Français : `SoloCode Godot (Discord) `_" - -#~ msgid "" -#~ "German: `Deutsche Godot Community (Discord) `_" -#~ msgstr "" -#~ "Allemand : `Communauté allemande de Godot (Discord) `_" - -#~ msgid "" -#~ "Swedish: `Swedish Godot Community (Discord) `_" -#~ msgstr "" -#~ "Suédois : `Communauté suédoise de Godot (Discord) `_" - -#~ msgid "" -#~ "If you install Android Studio, you need to run it once to complete the " -#~ "SDK setup." -#~ msgstr "" -#~ "Si vous installez Android Studio, vous devez le lancer une fois afin de " -#~ "compléter la configuration du SDK." - -#~ msgid "Make sure you have adb" -#~ msgstr "Assurez-vous d'avoir adb" - -#~ msgid "" -#~ "Android Debug Bridge (``adb``) is the command line tool used to " -#~ "communicate with Android devices. It's installed with the SDK, but you " -#~ "may need to install one (any) of the Android API levels for it to be " -#~ "installed in the SDK directory." -#~ msgstr "" -#~ "Android Debug Bridge (``adb``) est l'outil en ligne de commande utilisé " -#~ "pour communiquer avec les appareils Android. Il est installé avec le SDK, " -#~ "mais vous devrez peut-être installer un (n'importe lequel) des niveaux de " -#~ "l'API Android pour qu'il soit installé dans le répertoire SDK." - -#~ msgid "" -#~ "The ``adb`` executable (``adb.exe`` on Windows) - It can usually be found " -#~ "at ``%LOCALAPPDATA%\\Android\\Sdk\\platform-tools\\adb.exe``." -#~ msgstr "" -#~ "L'exécutable ``adb`` (``adb.exe`` sous Windows) - Il peut généralement " -#~ "être trouvé à ``%LOCALAPPDATA%\\Android\\Sdk\\platform-tools\\adb.exe``." - -#~ msgid "" -#~ "The ``jarsigner`` executable (from JDK 6 or 8) - On Windows, OpenJDK " -#~ "installs to a directory like ``%PROGRAMFILES%\\AdoptOpenJDK" -#~ "\\jdk-8.0.252.09-hotspot\\bin``. On Linux, it typically installs to a " -#~ "directory like ``/usr/bin/jarsigner``. The exact path may vary depending " -#~ "on the OpenJDK update you've installed and your machine's operating " -#~ "system." -#~ msgstr "" -#~ "L'exécutable ``jarsigner`` (de JDK 6 ou 8) - Sous Windows, OpenJDK " -#~ "s'installe dans un répertoire comme ``%PROGRAMFILES%\\AdoptOpenJDK" -#~ "\\jdk-8.0.252.09-hotspot\\bin``. Sous Linux, il s'installe généralement " -#~ "dans un répertoire comme ``/usr/bin/jarsigner``. Le chemin exact peut " -#~ "varier en fonction de la mise à jour d'OpenJDK que vous avez installée et " -#~ "du système d'exploitation de votre machine." - -#~ msgid "" -#~ "There are known issues with 2D skeletons on mobile and web platforms with " -#~ "the GLES2 renderer. We recommend using the GLES3 renderer if your project " -#~ "relies on Skeleton2D for now." -#~ msgstr "" -#~ "Il existe des problèmes connus avec les squelettes 2D sur les plateformes " -#~ "mobiles et web avec le moteur de rendu GLES2. Nous vous recommandons " -#~ "d'utiliser le moteur de rendu GLES3 pour l'instant si votre projet repose " -#~ "sur Skeleton2D." - -#~ msgid "" -#~ "Global time, in seconds. It's subject to the rollover setting (which is " -#~ "3,600 -1 hour- by default)." -#~ msgstr "" -#~ "Temps global, en secondes. Il est soumis au paramètre de roulement (qui " -#~ "est de 3 600 -1 heure par défaut)." - -#~ msgid "" -#~ "Constants are similar to variables, but must be constants or constant " -#~ "expressions and must be assigned on initialization." -#~ msgstr "" -#~ "Les constantes sont similaires aux variables, mais doivent être " -#~ "constantes ou des expressions constantes et doivent être assignées à " -#~ "l'initialisation." - -#~ msgid "Type hints" -#~ msgstr "Indices de types" - -#~ msgid "" -#~ "Place the colon right after the variable's name, without a space, and let " -#~ "the GDScript compiler infer the variable's type when possible." -#~ msgstr "" -#~ "Ajoutez deux-points après le nom d'une variable, sans espace, et le " -#~ "compilateur GDScript en déduira le type de la variable quand cela est " -#~ "possible." - -#~ msgid "" -#~ "Add a space on either sides of the return type arrow when defining " -#~ "functions." -#~ msgstr "" -#~ "Ajoutez un espace de chaque côté de la flèche indiquant le type de retour " -#~ "dans l'en-tête de vos fonctions." - -#~ msgid "" -#~ "Download the ZIP file for your platform, there will be a single ``tools`` " -#~ "folder inside:" -#~ msgstr "" -#~ "Téléchargez le fichier ZIP pour votre plateforme, il y aura un seul " -#~ "dossier ``tools`` à l'intérieur :" - -#~ msgid "" -#~ "If you already have an android-sdk folder, normally located in ``" -#~ "%LOCALAPPDATA%\\Android\\Sdk``, then use this folder instead of creating " -#~ "an empty ``android-sdk`` folder." -#~ msgstr "" -#~ "Si vous avez déjà un dossier android-sdk, normalement situé dans ``" -#~ "%LOCALAPPDATA%\\Android\\Sdk``, alors utilisez ce dossier au lieu de " -#~ "créer un dossier ``android-sdk`` vide." - -#~ msgid "" -#~ "Unzip the Android SDK ZIP file into the ``android-sdk`` folder. This " -#~ "folder should now contain the unzipped folder called ``tools``. Rename " -#~ "``tools`` to ``latest``. Finally, create an empty folder named ``cmdline-" -#~ "tools`` and place ``latest`` into it. Your final directory structure " -#~ "should look like this :" -#~ msgstr "" -#~ "Décompressez le fichier ZIP du SDK Android dans le dossier ``android-" -#~ "sdk``. Ce dossier devrait maintenant contenir le dossier dézippé appelé " -#~ "``tools``. Renommez ``tools`` en ``latest``. Enfin, créez un dossier vide " -#~ "nommé ``cmdline-tools`` et placez-y ``latest``. La structure finale de " -#~ "votre répertoire devrait ressembler à ceci :" - -#~ msgid "The 4 corner bits work the same as in 2x2 mode." -#~ msgstr "Les 4 coins fonctionnent de la même manière qu'en mode 2x2." - -#~ msgid "The center bit should be \"on\" for any tile you wish to use." -#~ msgstr "" -#~ "Le bit central doit être \"on\" pour toute tuile que vous souhaitez " -#~ "utiliser." - -#~ msgid "en_MT" -#~ msgstr "en_MT" - -#~ msgid "English (Malta)" -#~ msgstr "Anglais (Malte)" - -#~ msgid "no" -#~ msgstr "no" - -#~ msgid "no_NO" -#~ msgstr "no_NO" - -#~ msgid "Norwegian (Norway)" -#~ msgstr "Norvégien (Norvège)" - -#~ msgid "sr_BA" -#~ msgstr "sr_BA" - -#~ msgid "Serbian (Bosnia and Herzegovina)" -#~ msgstr "Serbe (Bosnie-Herzégovine)" - -#~ msgid "Serbian (Serbia and Montenegro)" -#~ msgstr "Serbe (Serbie et Monténégro)" - -#~ msgid "th_TH_TH" -#~ msgstr "th_TH_TH" - -#~ msgid "Thai (Thailand, TH)" -#~ msgstr "Thaï (Thaïlande, TH)" - -#~ msgid "Makes {text} monospace." -#~ msgstr "Passe le {texte} en monospace." - -#~ msgid "Show {url} as such." -#~ msgstr "Affiche l’{url} en tant que telle." - -#~ msgid "" -#~ "The license needs to be correct. The license listed on the asset library " -#~ "must match the license in the repository." -#~ msgstr "" -#~ "La licence doit être correcte. La licence affichée dans la librairie " -#~ "d’assets doit coïncider avec celle du dépôt." - -#~ msgid "Using GPU profilers / debuggers" -#~ msgstr "Utilisation de profileurs / débogueurs GPU" - -#~ msgid "You may not be able to profile e.g. a mobile phone" -#~ msgstr "" -#~ "Il se peut que vous ne puissiez pas profiler, par exemple pour un " -#~ "téléphone portable" - -#~ msgid "Donald Knuth:" -#~ msgstr "Donald Knuth :" - -#~ msgid "" -#~ "You can use a number of third party profilers to do this including " -#~ "Valgrind, VerySleepy, Visual Studio and Intel VTune." -#~ msgstr "" -#~ "Pour ce faire, vous pouvez utiliser un certain nombre de profileurs " -#~ "tiers, notamment Valgrind, VerySleepy, Visual Studio et Intel VTune." - -#~ msgid "" -#~ "You may want to consider using other functions for time if another time " -#~ "unit is more suitable, for example :ref:`OS.get_system_time_secs " -#~ "` if the function will take many " -#~ "seconds." -#~ msgstr "" -#~ "Vous pouvez envisager d'utiliser d'autres fonctions pour le temps si une " -#~ "autre unité de temps est plus appropriée, par exemple :ref:`OS." -#~ "get_system_time_secs ` si la " -#~ "fonction prendra plusieurs secondes." - -#~ msgid "" -#~ "C# is popular and has first class support in Godot. It offers a good " -#~ "compromise between speed and ease of use." -#~ msgstr "" -#~ "Le C# est populaire et bénéficie d'un soutien de premier ordre dans " -#~ "Godot. Il offre un bon compromis entre vitesse et facilité d'utilisation." - -#~ msgid "Consider shipping simpler shaders for mobile." -#~ msgstr "Envisagez d'utiliser des shaders plus simples pour les mobiles." - -#~ msgid "" -#~ "Reducing the size of shadow maps can increase performance, both in terms " -#~ "of writing, and reading the maps." -#~ msgstr "" -#~ "La réduction de la taille des cartes des ombres peut améliorer les " -#~ "performances, tant en termes d'écriture que de lecture des cartes." - -#~ msgid "" -#~ "Batching will be broken by (amongst other things): * Change of texture * " -#~ "Change of material * Change of primitive type (say going from rectangles " -#~ "to lines)" -#~ msgstr "" -#~ "Le traitement par lots sera cassé par (entre autres) : * Changement de " -#~ "texture * Changement de matériau * Changement de type primitif (par " -#~ "exemple, passer de rectangles à des lignes)" - -#~ msgid "Render order" -#~ msgstr "Ordre de rendu" - -#~ msgid "" -#~ "In Godot this back to front order is determined by: * The order of " -#~ "objects in the scene tree * The Z index of objects * The canvas layer * Y " -#~ "sort nodes" -#~ msgstr "" -#~ "Dans Godot, cet ordre de l'arrière vers l'avant est déterminé par : " -#~ "*L'ordre des objets dans l'arbre de la scène* L'indice Z des objets *La " -#~ "couche de canvas* Les nœuds Y sort" - -#~ msgid "" -#~ ":ref:`use_batching_in_editor `" -#~ msgstr "" -#~ ":ref:`use_batching_in_editor `" - -#~ msgid "Try changing parameters" -#~ msgstr "Essayez de modifier les paramètres" - -#~ msgid "Try steps to increase batching given above" -#~ msgstr "" -#~ "Essayez les mesures d'augmentation de lu traitement par lots indiquées ci-" -#~ "dessus" - -#~ msgid "The power of 0.25 is the opposite of power of 4)." -#~ msgstr "La puissance de 0,25 est l'opposé de la puissance de 4)." - -#~ msgid "Using UPX to compress binaries" -#~ msgstr "Utiliser UPX pour compresser les binaires" - -#~ msgid "" -#~ "If you are targeting desktop platforms, the `UPX `_ compressor can be used. This can reduce binary size considerably." -#~ msgstr "" -#~ "Si vous ciblez les plates-formes de bureau, le compresseur `UPX `_ peut être utilisé. Cela peut réduire considérablement " -#~ "la taille des binaires." - -#~ msgid "You cannot use embedded PCK files with UPX compression." -#~ msgstr "" -#~ "Vous ne pouvez pas utiliser de fichiers PCK intégrés avec une compression " -#~ "UPX." - -#~ msgid "" -#~ "However, keep in mind that some antivirus programs may detect UPX-packed " -#~ "binaries as a virus. Therefore, if you are releasing a commercial game, " -#~ "make sure to sign your binaries or use a platform that will distribute " -#~ "them." -#~ msgstr "" -#~ "Cependant, gardez à l'esprit que certains programmes antivirus peuvent " -#~ "détecter les binaires compressés UPX comme des virus. Par conséquent, si " -#~ "vous publiez un jeu commercial, assurez-vous de signer vos binaires ou " -#~ "d'utiliser une plate-forme qui les distribuera." - -#~ msgid "Dozens of effects included." -#~ msgstr "Des dizaines d'effets inclus." - -#~ msgid "This allows changing all the import parameters transparently." -#~ msgstr "" -#~ "Ceci permet de changer tous les paramètres d’importation de façon " -#~ "transparente." - -#~ msgid "Why import them?" -#~ msgstr "Pourquoi les importer ?" - -#~ msgid "" -#~ "In Godot 3+, image files are no longer native resources and they must be " -#~ "imported. The reason behind this is the large amount of configuration " -#~ "parameters that image files can be imported with." -#~ msgstr "" -#~ "Dans Godot 3+, les fichiers image ne sont plus des ressources natives et " -#~ "doivent être importés. La raison derrière cela est la grande quantité de " -#~ "paramètres de configurations avec lesquels les fichiers image peuvent " -#~ "être importés." - -#~ msgid "" -#~ "This small tutorial will explain what these parameters are and how to " -#~ "best make use of them." -#~ msgstr "" -#~ "Ce petit tutoriel expliquera quels sont ces paramètres et comment les " -#~ "utiliser au mieux." - -#~ msgid "This is also the icon that gets displayed in the Godot project list." -#~ msgstr "" -#~ "C'est aussi cette icône qui apparait dans la liste des projets Godot." - -#~ msgid "" -#~ "You can use software such as GIMP to export an ICO image. For more " -#~ "information, please refer to `this tutorial `_." -#~ msgstr "" -#~ "Pour exporter une image au format ICO, vous pouvez utiliser GIMP. Pour " -#~ "plus de détails, référez-vous à ce `tutoriel `_." - -#~ msgid "ICO file requirements" -#~ msgstr "Exigences des fichiers icônes (ICO)" - -#~ msgid "" -#~ "Regardless of which program you use to create your `ICO file `_, there are some requirements to " -#~ "ensure the icon (and your executable) works on Windows." -#~ msgstr "" -#~ "Quelque soit le programme que vous utilisez pour créer votre `fichier ICO " -#~ "`_, il y a quelques " -#~ "prérequis permettant de s'assurer que l'icône (et l'exécutable) " -#~ "fonctionnent sur Windows." - -#~ msgid "" -#~ "This is a bit tricky, as can be seen in the following Stack Overflow " -#~ "threads: `one `_, `two `_." -#~ msgstr "" -#~ "C'est assez difficile, comme on peut le voir dans ces questions sur " -#~ "StackOverflow : `un `_, `deux " -#~ "`_." - -#~ msgid "" -#~ "Your ICO file should at least contain icons in the following resolutions: " -#~ "16×16, 48×48 and 256×256." -#~ msgstr "" -#~ "Votre fichier ICO doit au moins contenir des icônes dans les résolutions " -#~ "suivantes : 16 × 16, 48 × 48 et 256 × 256." - -#~ msgid "" -#~ "If you want to fully support high-DPI screens, this is the full list of " -#~ "supported icon sizes on Windows 10: 16, 20, 24, 28, 30, 31, 32, 40, 42, " -#~ "47, 48, 56, 60, 63, 84 and one larger than 255 pixels (such as 256, 512 " -#~ "or 1024)." -#~ msgstr "" -#~ "Si vous voulez supporter les écrans à haut-DPI, voici la liste exhaustive " -#~ "des tailles d'icônes supportées sur Windows 10 : 16, 20, 24, 28, 30, 31, " -#~ "32, 40, 42, 47, 48, 56, 60, 63, 84 et une plus grande que 255 pixels " -#~ "(ex : 256, 512 ou 1024)." - -#~ msgid "Godot scenes and scripts are classes" -#~ msgstr "Les scènes de Godot et les scripts sont des classes" - -#~ msgid "" -#~ "In Godot, scripts and scenes can both be the equivalent of classes in an " -#~ "Object-Oriented programming language. The main difference is that scenes " -#~ "are `declarative code `_, while scripts can contain `imperative code " -#~ "`_." -#~ msgstr "" -#~ "Dans Godot, les scripts et les scènes sont l'équivalent des classes dans " -#~ "les langages de programmation Orientés Objet. La principale différence " -#~ "étant que les scènes contiennent du `code déclaratif `_, alors que les " -#~ "scripts peuvent contenir du `code impératif `_." - -#~ msgid "" -#~ "As a result, many best practices in Godot boil down to applying Object-" -#~ "Oriented design principles to the scenes, nodes, or scripts that make up " -#~ "your game." -#~ msgstr "" -#~ "De ce fait, beaucoup de bonnes pratiques de Godot se résument à appliquer " -#~ "des principes de design Orienté Objet dans les scènes, nœuds ou scripts " -#~ "qui composent votre jeu." - -#~ msgid "Making sense of classes in Godot" -#~ msgstr "Donner un sens aux classes dans Godot" - -#~ msgid "constants" -#~ msgstr "les constantes" - -#~ msgid "signals" -#~ msgstr "les signaux" - -#~ msgid "" -#~ "On the engine's side, every class defines a static ``_bind_methods()`` " -#~ "function that describes what C++ content it registers to the database and " -#~ "how. When you use the engine, you can extend the methods, properties, and " -#~ "signals available from the ``ClassDB`` by attaching a :ref:`Script " -#~ "` to your node." -#~ msgstr "" -#~ "Côté moteur, chaque classe définit une fonction statique " -#~ "``_bind_methods()`` qui décrit le contenu C++ qu'elle enregistre dans la " -#~ "base et comment. Lorsque vous utilisez le moteur, vous pouvez étendre les " -#~ "méthodes, propriétés et signaux disponibles depuis la ``ClassDB`` en " -#~ "attachant un :ref:`Script ` à votre nœud." - -#~ msgid "" -#~ "Objects check their attached script before the database. This is why " -#~ "scripts can override built-in methods. If a script defines a " -#~ "``_get_property_list()`` method, Godot appends that data to the list of " -#~ "properties the Object fetches from the ClassDB. The same is true for " -#~ "other declarative code." -#~ msgstr "" -#~ "Les objets vérifient leur script attaché avant la base de données. C'est " -#~ "pourquoi les scripts peuvent remplacer les méthodes intégrées. Si un " -#~ "script définit une méthode ``_get_property_list()``, Godot ajoute ces " -#~ "données à la liste des propriétés que l'objet récupère depuis la ClassDB. " -#~ "Il en va de même pour les autres codes déclaratifs." - -#~ msgid "" -#~ "As a result, you can instance scripts without the ``extends`` keyword " -#~ "from code, but you cannot attach them to a :ref:`Node `" -#~ msgstr "" -#~ "Par conséquent, vous pouvez instancier un script sans le mot clé " -#~ "``extends`` dans le code, cependant vous ne pouvez pas l'attacher a une :" -#~ "ref:`Node `" - -#~ msgid "Scenes and scripts are objects" -#~ msgstr "Scenes et scripts sont des objets" - -#~ msgid "" -#~ "Many Object-Oriented principles which apply to written code *also* apply " -#~ "to scenes." -#~ msgstr "" -#~ "Beaucoup de principe du paradigme de code Orienté-Objet qui s'appliquent " -#~ "au code écrit s'appliquent aussi aux scènes." - -#~ msgid "Light transport in game engines" -#~ msgstr "Transport de lumière dans les moteurs de jeu" - -#~ msgid "CSG" -#~ msgstr "CSG" - -#~ msgid "UV." -#~ msgstr "UV." - -#~ msgid "" -#~ "For those, we follow the `PEP-8 style guide `__, this is however not as strongly enforced as for the C+" -#~ "+ code. If you are so inclined, you can check and format your Python " -#~ "changes using `autopep8 `__." -#~ msgstr "" -#~ "Pour ces derniers, nous suivons le guide de style `PEP-8 `__, qui n'est cependant pas aussi " -#~ "fortement appliqué que pour le code C++. Si vous le souhaitez, vous " -#~ "pouvez vérifier et formater vos modifications Python en utilisant " -#~ "`autopep8 `__." - -#~ msgid "" -#~ "When you need to highlight an area of the editor to show something, like " -#~ "a button or option, use a 2 pixel thick outline without a bevel." -#~ msgstr "" -#~ "Lorsque vous devez mettre en évidence une zone de l'éditeur pour afficher " -#~ "quelque chose, comme un bouton ou une option, utilisez un contour de 2 " -#~ "pixels d'épaisseur sans biseau." - -#~ msgid "In Godot:" -#~ msgstr "Dans Godot :" - -#~ msgid "" -#~ "Option \"-col\" will work only for Mesh nodes. If it is detected, a child " -#~ "static collision node will be added, using the same geometry as the mesh." -#~ msgstr "" -#~ "L'option \"-col\" ne fonctionnera que pour les nœuds Mesh. Si elle est " -#~ "détectée, un nœud de collision statique enfant sera ajouté, utilisant la " -#~ "même géométrie que le maillage." - -#~ msgid "" -#~ "Option \"-convcol\" will create a :ref:`class_convexpolygonshape` instead " -#~ "of a :ref:`class_concavepolygonshape`." -#~ msgstr "" -#~ "L'option \"-convcol\" créera une :ref:`class_convexpolygonshape` au lieu " -#~ "d'une :ref:`class_concavepolygonshape`." - -#~ msgid "Creates a rigid body from this mesh." -#~ msgstr "Crée un corps rigide à partir de ce maillage." - -#~ msgid "Lights and shadows" -#~ msgstr "Lumières et Ombres" - -#~ msgid "" -#~ "If they do, the bomb calls ``exploded`` on it. However, the ``exploded`` " -#~ "method in the player has a ``master`` keyword. This means that only the " -#~ "player who is master for that instance will actually get the function." -#~ msgstr "" -#~ "Si oui, la bombe appelle ``exploded`` sur eux. Mais la méthode " -#~ "``exploded`` du joueur a le mot-clé ``master``. Cela signifie que seul le " -#~ "joueur qui est maître pour cette instance recevra vraiment la fonction." - -#~ msgid "" -#~ "This instance, then, calls the ``stun`` method in the same instances of " -#~ "that same player (but in different peers), and only those which are set " -#~ "as puppet, making the player look stunned in all the peers (as well as " -#~ "the current, master one)." -#~ msgstr "" -#~ "Cette instance appelle à son tour la méthode ``stun`` chez les mêmes " -#~ "instances de ce même joueur (mais chez des pairs différents), et seuls " -#~ "ceux qui sont définis comme pantins, le joueur est donc assommé chez tous " -#~ "les pairs (ainsi le maître actuel)." - -#~ msgid "" -#~ "There are several methods of measuring performance, including : * Putting " -#~ "a start / stop timer around code of interest * Using the Godot profiler * " -#~ "Using external third party profilers * Using GPU profilers / debuggers * " -#~ "Checking the frame rate (with vsync disabled)" -#~ msgstr "" -#~ "Il existe plusieurs méthodes de mesure des performances, notamment : * " -#~ "Mettre un timer de démarrage/arrêt autour du code ciblé * Utiliser le " -#~ "profileur Godot * Utiliser des profileurs tiers externes * Utiliser des " -#~ "profileurs / débogueurs GPU * Vérifier la fréquence d'images (avec vsync " -#~ "désactivé)" - -#, fuzzy -#~ msgid "Measuring Performance" -#~ msgstr "Performance" - -#~ msgid "" -#~ "Restricting the flags to a certain number of named flags is also " -#~ "possible. The syntax is similar to the enumeration syntax::" -#~ msgstr "" -#~ "Limiter les flags à un certain nombre de flags nommés est également " -#~ "possible. La syntaxe est très similaire à la syntaxe d'énumération :" - -#~ msgid "" -#~ "Exporting arrays works, but with an important caveat: while regular " -#~ "arrays are created local to every class instance, exported arrays are " -#~ "*shared* between all instances. This means that editing them in one " -#~ "instance will cause them to change in all other instances. Exported " -#~ "arrays can have initializers, but they must be constant expressions." -#~ msgstr "" -#~ "L'exportation des tableaux fonctionne mais avec une mise en garde " -#~ "importante : alors que les tableaux normaux sont créés en local pour " -#~ "chaque instance de classe, les tableaux exportés sont *partagés* entre " -#~ "toutes les instances. Cela signifie que le fait de les éditer dans une " -#~ "instance les fera changer dans toutes les autres instances. Les tableaux " -#~ "exportés peuvent avoir des initialisateurs, mais ceux-ci doivent être des " -#~ "expressions constantes." - -#~ msgid "" -#~ "To configure Visual Studio Code for debugging open up a project in Godot. " -#~ "Click on Project and open the project settings. Scroll down and click on " -#~ "Debugger Agent under the Mono category. Then turn on the setting \"wait " -#~ "for debugger.\" Next, copy the port number and open up Visual Studio Code." -#~ msgstr "" -#~ "Pour configurer Visual Studio Code pour le débogage, ouvrez un projet " -#~ "Godot. Cliquez sur Projet et ouvrez les paramètres du projet. Faites " -#~ "défiler vers le bas et cliquez sur \"Debugger Agent\" sous la catégorie " -#~ "\"Mono\". Activez ensuite le paramètre \"wait for debugger\". Ensuite, " -#~ "copiez le numéro de port et ouvrez Visual Studio Code." - -#~ msgid "" -#~ "You need to download the Mono Debug extension from Microsoft. Then open " -#~ "the Godot project folder. Go to the run tab and click on create a launch." -#~ "json file. Select C# Mono from the dropdown menu. When the launch.json " -#~ "file is automatically opened, change the port number to the number you " -#~ "copied previously and save the file. On the run tab, switch the run " -#~ "setting from launch to attach. Whenever you want to debug, make sure Wait " -#~ "for Debugger is turned on in Godot, run the project, and run the debugger " -#~ "in Visual Studio Code." -#~ msgstr "" -#~ "Vous devez télécharger l'extension Mono Debug de Microsoft. Ensuite, " -#~ "ouvrez le dossier du projet Godot. Allez dans l'onglet run et cliquez sur " -#~ "\"create a launch.json file\". Sélectionnez C# Mono dans le menu " -#~ "déroulant. Lorsque le fichier \"launch.json\" est automatiquement ouvert, " -#~ "changez le numéro de port pour celui que vous avez copié précédemment et " -#~ "enregistrez le fichier. Dans l'onglet run, changez le paramètre \"run\" " -#~ "de \"launch\" à \"attach\". Chaque fois que vous voulez déboguer, assurez-" -#~ "vous que l'option \"Wait for Debugger\" est activée dans Godot, exécutez " -#~ "le projet et lancez le débogueur dans Visual Studio Code." - -#~ msgid "" -#~ "The **Export With Debug** checkbox in the file dialog has no bearing on " -#~ "the final PCK file, so you can leave it as-is." -#~ msgstr "" -#~ "La case à cocher **Export With Debug** dans la boîte de dialogue du " -#~ "fichier n'a aucune incidence sur le fichier PCK final, vous pouvez donc " -#~ "la laisser tel quel." - -#~ msgid "" -#~ "3D rendering is one of the most difficult areas to get performance from, " -#~ "so this section will have a list of tips." -#~ msgstr "" -#~ "Le rendu 3D est l'un des domaines les plus difficiles pour obtenir des " -#~ "performances, c'est pourquoi cette section contient une liste de conseils." - -#~ msgid "" -#~ "An extra situation where vertex cost must be considered is objects that " -#~ "have extra processing per vertex, such as:" -#~ msgstr "" -#~ "Une situation supplémentaire où le coût du sommet doit être pris en " -#~ "compte est celle des objets qui ont un traitement supplémentaire par " -#~ "sommet, tels que :" - -#~ msgid "" -#~ "As also mentioned before, using objects with fewer vertices can improve " -#~ "performance in some cases. Godot has a simple system to change level of " -#~ "detail, :ref:`GeometryInstance ` based objects " -#~ "have a visibility range that can be defined. Having several " -#~ "GeometryInstance objects in different ranges works as LOD." -#~ msgstr "" -#~ "Comme mentionné précédemment, l'utilisation d'objets avec moins de " -#~ "sommets peut améliorer les performances dans certains cas. Godot a un " -#~ "système simple pour changer le niveau de détail, :ref:`GeometryInstance " -#~ "` les objets basés ont " -#~ "une plage de visibilité qui peut être définie. Avoir plusieurs objets " -#~ "GeometryInstance dans différentes plages fonctionne comme LOD." - -#~ msgid "" -#~ "If working on mobile, baking to texture is recommended, since this method " -#~ "is even faster." -#~ msgstr "" -#~ "Si vous travaillez sur mobile, il est recommandé de préparer la texture, " -#~ "car cette méthode est encore plus rapide." - -#~ msgid "" -#~ "A \\cdot B = \\left \\| A \\right \\|\\left \\| B \\right \\|\\cos \\Theta" -#~ msgstr "" -#~ "A \\cdot B = \\left \\| A \\right \\|\\left \\| B \\right \\|\\cos \\Theta" - -#~ msgid "A \\cdot B = A_{x}B_{x} + A_{y}B_{y}" -#~ msgstr "A \\cdot B = A_{x}B_{x} + A_{y}B_{y}" - -#~ msgid "" -#~ "\\left \\|a \\times b \\right \\| = \\left \\| a \\right \\|\\left \\| b " -#~ "\\right \\|\\ |\\sin(a,b)|" -#~ msgstr "" -#~ "\\left \\|a \\times b \\right \\| = \\left \\| a \\right \\|\\left \\| b " -#~ "\\right \\|\\ |\\sin(a,b)|" - -#~ msgid "Cross croduct" -#~ msgstr "Produit vectoriel" - -#~ msgid "Signed, 64-bit Integer" -#~ msgstr "Entier 64 bits signé" - -#~ msgid "X Size" -#~ msgstr "Taille X" - -#~ msgid "Y Size" -#~ msgstr "Taille Y" - -#~ msgid "Z Size" -#~ msgstr "Taille Z" - -#~ msgid "Red (0..1)" -#~ msgstr "Rouge (0..1)" - -#~ msgid "Green (0..1)" -#~ msgstr "Vert (0..1)" - -#~ msgid "Blue (0..1)" -#~ msgstr "Bleu (0..1)" - -#~ msgid "`Discord Server `_" -#~ msgstr "`Serveur Discord `_" - -#~ msgid "" -#~ "The reason it starts with 1000 records, and the reason it forces large " -#~ "gaps of unused memory interspersed in the table is to minimize hash " -#~ "collisions and maintain the speed of the accesses." -#~ msgstr "" -#~ "La raison pour laquelle il commence avec 1000 donnés, et la raison pour " -#~ "laquelle il force de grands espaces de mémoire inutilisés intercalés dans " -#~ "le tableau est de minimiser les collisions de hachage et de maintenir la " -#~ "vitesse des accès." - -#~ msgid "" -#~ "Check that the methods used in the Java singleton only use simple Java " -#~ "datatypes. More complex datatypes are not supported." -#~ msgstr "" -#~ "Vérifiez que les méthodes utilisées dans le singleton Java utilisent " -#~ "uniquement des types de données Java simples. car les types de données " -#~ "plus complexes ne sont pas pris en charge." - -#~ msgid "" -#~ "Open the ``Ball`` scene and add a ``PhysicsMaterial`` by opening the " -#~ "\"Physics Material Override\" dropdown in the Inspector dock and " -#~ "selecting \"New PhysicsMaterial\"." -#~ msgstr "" -#~ "Ouvrez la scène ``Ball`` et ajoutez un ``PhysicsMaterial`` en ouvrant le " -#~ "menu déroulant \"Physics Material Override\" dans le dock Inspecteur et " -#~ "en sélectionnant \"Nouveau PhysicsMaterial\"." - -#~ msgid "" -#~ "Note that currently, there are some issues where Godot and the C# project " -#~ "don't stay in sync; if you delete, rename or move a C# script, the change " -#~ "may not be reflected in the C# project file. In cases like this, you will " -#~ "have to edit the C# project file manually." -#~ msgstr "" -#~ "Notez qu'il y a actuellement des problèmes où le projet Godot et le " -#~ "projet C# ne restent pas synchronisés ; si vous supprimez, renommez ou " -#~ "déplacez des choses comme des scripts ou des nœuds, il se peut qu'ils ne " -#~ "correspondent plus dans le fichier du projet C#. Dans ce cas, il peut " -#~ "être utile d'éditer manuellement le fichier de projet C#." - -#~ msgid "" -#~ "For example, if you created a script (e.g. ``Test.cs``) and delete it in " -#~ "Godot, compilation will fail because the missing file is still expected " -#~ "to be there by the C# project file. For now, you can simply open up the " -#~ "``.csproj`` file and look for the ``ItemGroup``, there should be a line " -#~ "included like the following:" -#~ msgstr "" -#~ "Exemple : Si vous avez créé un script (par exemple ``Test.cs``) et que " -#~ "vous le supprimez dans Godot, la compilation échouera parce que le " -#~ "fichier manquant est toujours attendu par le fichier de projet C#. Vous " -#~ "pouvez pour l'instant simplement ouvrir le ``.csproj`` et chercher " -#~ "``ItemGroup``, il devrait y avoir une ligne incluse comme ce qui suit :" - -#~ msgid "" -#~ "Simply remove that line and your project should build correctly again. " -#~ "Same for renaming and moving things, simply rename and move them in the " -#~ "project file if needed." -#~ msgstr "" -#~ "Enlevez simplement cette ligne et votre projet devrait à nouveau compiler " -#~ "correctement. De même pour renommer et déplacer des choses, il suffit de " -#~ "les renommer et de les déplacer dans le fichier projet si nécessaire." - -#~ msgid "" -#~ "As explained above, the C# project isn't always kept in sync " -#~ "automatically when things are deleted, renamed or moved in Godot (`#12917 " -#~ "`_)." -#~ msgstr "" -#~ "Comme expliqué ci-dessus, le projet C# n'est pas toujours synchronisé " -#~ "automatiquement lorsque des choses sont supprimées, renommées ou " -#~ "déplacées dans Godot (`#12917 `_)." - -#~ msgid "Export only resources (+ custom filter), this is the default." -#~ msgstr "" -#~ "Exporter uniquement les ressources (+ filtre personnalisé), c'est le mode " -#~ "par défaut." - -#~ msgid "" -#~ "**Export every single file** - This mode exports every single file in the " -#~ "project. This is good to test if something is being forgotten, but " -#~ "developers often have a lot of unrelated stuff around in the project " -#~ "directory, which makes it a bad idea." -#~ msgstr "" -#~ "**Exporter tous les fichiers** - Ce mode exporte tous les fichiers du " -#~ "projet. Ceci est bien pour tester si quelque chose a été oublié, mais les " -#~ "développeurs ont souvent beaucoup de choses sans rapport dans le " -#~ "répertoire de dev, ce qui en fait une mauvaise idée." - -#~ msgid "" -#~ "**Export only resources** - Only resources are exported. For most " -#~ "projects, this is enough. However many developers like to use custom " -#~ "datafiles in their games. To compensate for this, filters can be added " -#~ "for extra extensions (for instance, ``*.txt,*.csv``)." -#~ msgstr "" -#~ "**Exporter seulement les ressources** - Seules les ressources sont " -#~ "exportées. Pour la plupart des projets, c'est suffisant. Cependant, de " -#~ "nombreux développeurs aiment utiliser des fichiers de données " -#~ "personnalisés dans leurs jeux. Pour compenser cela, des filtres peuvent " -#~ "être ajoutés pour des extensions supplémentaires (comme *.txt,*.csv, " -#~ "etc.)." - -#~ msgid "" -#~ "**Export only selected resources** - Only select resources from a list " -#~ "are exported. This is probably overkill for most projects, but in some " -#~ "cases it is justified (usually huge projects). This mode offers total " -#~ "control of what is exported. Individual resources can be selected and " -#~ "dependency detection is performed to ensure that everything needed is " -#~ "added." -#~ msgstr "" -#~ "**Exporter uniquement les ressources sélectionnées** - Seules les " -#~ "ressources sélectionnées dans une liste sont exportées. C'est " -#~ "probablement exagéré pour la plupart des projets, mais dans certains cas, " -#~ "c'est justifié (généralement des projets de grande envergure). Ce mode " -#~ "offre un contrôle total de ce qui est exporté. Les ressources " -#~ "individuelles peuvent être sélectionnées et la détection des dépendances " -#~ "est effectuée pour s'assurer que tout ce qui est nécessaire est ajouté." - -#~ msgid "Install OpenJDK or Oracle JDK" -#~ msgstr "Installer OpenJDK ou Oracle JDK" - -#~ msgid "" -#~ "Download and install `OpenJDK `__ or `Oracle JDK `__. Versions below JDK 8 may not work; some " -#~ "users have reported issues with the jarsigner (used to sign the APKs) in " -#~ "JDK 7." -#~ msgstr "" -#~ "Téléchargez et installez `OpenJDK `__ ou `Oracle JDK `__. Les versions inférieures à JDK 8 peuvent " -#~ "ne pas fonctionner, certains utilisateurs ayant signalé des problèmes " -#~ "avec le jarsigner (utilisé pour signer les APK) dans JDK 7." - -#~ msgid "" -#~ "If you install OpenJDK, choose ``1.8``. Don't choose the ``openjdk-jre`` " -#~ "files as that only contains the JRE, not the JDK which is required here." -#~ msgstr "" -#~ "Si vous installez OpenJDK, choisissez ``1.8``. Ne choisissez pas le " -#~ "fichier ``openjdk-jre`` qui ne contient que le JRE et non le JDK, qui est " -#~ "requis ici." - -#~ msgid "" -#~ "In 3D, this is unavoidable because copying happens when opaque rendering " -#~ "completes." -#~ msgstr "" -#~ "En 3D, c'est inévitable car la copie se produit lorsque le rendu opaque " -#~ "se termine." - -#~ msgid "" -#~ "Godot Engine has integrated GooglePaymentsV3 module with which we can " -#~ "implement in-app purchases in our game." -#~ msgstr "" -#~ "Le moteur Godot a intégré le module GooglePaymentsV3 avec lequel nous " -#~ "pouvons mettre en place des achats in-app dans notre jeu." - -#~ msgid "" -#~ "The `Godot demo projects repository `__ has an `android_iap `__ example project. It " -#~ "includes a GDScript interface for Android IAPs." -#~ msgstr "" -#~ "Le `dépôt de projets de démonstration de Godot `__ a un projet d'exemple `android_iap " -#~ "`__. Il comprend une interface GDScript pour les IAP Android." - -#~ msgid "Find the ``iap.gd`` script in:" -#~ msgstr "Trouvez le script ``iap.gd`` dans :" - -#~ msgid "" -#~ "Copy it to your project, then open the Project Settings, add it to the " -#~ "AutoLoad list and name it as IAP so that we can reference it anywhere in " -#~ "the game." -#~ msgstr "" -#~ "Copiez-le dans votre projet, puis ouvrez les paramètres du projet, " -#~ "ajoutez-le à la liste AutoLoad et nommez-le IAP afin que nous puissions " -#~ "le référencer partout dans le jeu." - -#~ msgid "Getting the product details" -#~ msgstr "Obtenir les détails du produit" - -#~ msgid "" -#~ "When starting our game, we will need to get the item details from Google " -#~ "such as the product price, description, localized price string, etc." -#~ msgstr "" -#~ "Au début de notre jeu, nous devrons obtenir de Google les détails des " -#~ "articles, tels que le prix du produit, la description et la chaîne de " -#~ "caractère de prix localisée, etc." - -#~ msgid "" -#~ "We can use the IAP details to display the title, price and/or description " -#~ "on our shop scene." -#~ msgstr "" -#~ "Nous pouvons utiliser les détails du IAP pour afficher le titre, le prix " -#~ "et/ou la description sur notre scène de magasin." - -#~ msgid "" -#~ "When starting our game, we can check if the user has purchased any " -#~ "product. **You should do this only after 2/3 seconds after your game is " -#~ "loaded.** If we do this as the first thing when the game is launched, " -#~ "IAPs might not be initialized and our game will crash on start." -#~ msgstr "" -#~ "Lors du démarrage de notre jeu, nous pouvons vérifier si l'utilisateur a " -#~ "acheté un produit. **Vous ne devez le faire qu'après 2/3 secondes après " -#~ "le chargement de votre jeu.** Si nous le faisons en premier lors du " -#~ "lancement du jeu, les IAP peuvent ne pas être initialisés et notre jeu se " -#~ "bloquera au démarrage." - -#~ msgid "" -#~ "The Google IAP policy says the game should restore the user's purchases " -#~ "if the user replaces their phone or reinstalls the same app. We can use " -#~ "the above code to check what products the user has purchased and we can " -#~ "make our game respond accordingly." -#~ msgstr "" -#~ "La politique Google IAP stipule que le jeu doit restaurer les achats de " -#~ "l'utilisateur si l'utilisateur remplace son téléphone ou réinstalle la " -#~ "même application. Nous pouvons utiliser le code ci-dessus pour vérifier " -#~ "quels produits l'utilisateur a achetés et nous pouvons faire réagir notre " -#~ "jeu en conséquence." - -#~ msgid "Simple Purchase" -#~ msgstr "Achat simple" - -#~ msgid "We can put this purchase logic on a product's buy button." -#~ msgstr "" -#~ "On peut mettre cette logique d'achat sur le bouton d'achat d'un produit." - -#~ msgid "" -#~ "We can also implement other signals for the purchase flow and improve the " -#~ "user experience as you needed." -#~ msgstr "" -#~ "Nous pouvons également mettre en place d'autres signaux pour le flux " -#~ "d'achat et améliorer l'expérience de l'utilisateur selon vos besoins." - -#~ msgid "``purchase_fail``: When the purchase is failed due to any reason." -#~ msgstr "" -#~ "``purchase_fail`` : Lorsque l'achat échoue pour une raison quelconque." - -#~ msgid "``purchase_cancel``: When the user cancels the purchase." -#~ msgstr "``purchase_cancel`` : Lorsque l'utilisateur annule l'achat." - -#~ msgid "" -#~ "``purchase_owned``: When the user already bought the product earlier." -#~ msgstr "" -#~ "``purchase_owned`` : Lorsque l'utilisateur a déjà acheté le produit " -#~ "auparavant." - -#~ msgid "Consumables and Non-Consumables" -#~ msgstr "Consommables et non-consommables" - -#~ msgid "There are two types of products - consumables and non-consumables:" -#~ msgstr "" -#~ "Il existe deux types de produits - consommables et non consommables :" - -#~ msgid "" -#~ "**Consumables** are purchased and used, for example, healing potions " -#~ "which can be purchased again and again." -#~ msgstr "" -#~ "Les **Consumables** sont achetés et utilisés, par exemple, les potions de " -#~ "soins qui peuvent être achetées à plusieurs reprises." - -#~ msgid "" -#~ "**Non-consumables** are one time purchases, for example, level packs." -#~ msgstr "" -#~ "Les **non-consumables** sont des achats ponctuels, par exemple des packs " -#~ "de niveau." - -#~ msgid "" -#~ "Google doesn't have this separation in their dashboard. If our product is " -#~ "a consumable, and if a user has purchased it, it will not be available " -#~ "for purchase until it is consumed. So we should call the consume method " -#~ "for our consumables and don't call consume for your non-consumables." -#~ msgstr "" -#~ "Google n'a pas cette séparation dans son tableau de bord. Si notre " -#~ "produit est un consommable, et si un utilisateur l'a acheté, il ne sera " -#~ "pas disponible à l'achat tant qu'il n'aura pas été consommé. Nous " -#~ "devrions donc appeler la méthode de consommation pour nos produits " -#~ "consommables et ne pas appeler la méthode de consommation pour vos " -#~ "produits non consommables." - -#~ msgid "" -#~ "If our game has only consumables, we don't have to do this. We can set it " -#~ "to consume the item automatically after a purchase." -#~ msgstr "" -#~ "Si notre jeu n'a que des consommables, nous n'avons pas à le faire. Nous " -#~ "pouvons le paramétrer pour qu'il consomme automatiquement l'article après " -#~ "un achat." - -#~ msgid "If our game has only non-consumables, we can" -#~ msgstr "Si notre jeu n'a que des non-consommables, nous pouvons" - -#~ msgid "We should set the auto consume value only once when the game starts." -#~ msgstr "" -#~ "Nous devrions fixer la valeur de consommation automatique une seule fois " -#~ "au début du jeu." - -#~ msgid "Testing" -#~ msgstr "En période de test" - -#~ msgid "" -#~ "If we add a Gmail ID as a tester in the Google Play dashboard, that " -#~ "tester can purchase items and they will not be charged. Another way to " -#~ "test IAP is using redeem codes generated by us for our game because the " -#~ "purchase flow is the same." -#~ msgstr "" -#~ "Si nous ajoutons un identifiant Gmail comme testeur dans le tableau de " -#~ "bord de Google Play, ce testeur peut acheter des articles et ils ne " -#~ "seront pas facturés. Une autre façon de tester IAP consiste à utiliser " -#~ "les codes de rachat générés par nous pour notre jeu, car le flux d'achat " -#~ "est le même." - -#~ msgid "" -#~ "Third way of testing is in development side. If we put the product ids as " -#~ "shown below, we will get a static fixed response according to the product " -#~ "ID. This is a quick way of testing things before going to the dashboard." -#~ msgstr "" -#~ "La troisième façon de tester se situe du côté du développement. Si nous " -#~ "mettons les identifiants des produits comme indiqué ci-dessous, nous " -#~ "obtiendrons une réponse statique fixe en fonction de l'identifiant du " -#~ "produit. C'est une façon rapide de tester les choses avant d'aller sur le " -#~ "tableau de bord." - -#~ msgid "android.test.purchased" -#~ msgstr "android.test.purchased" - -#~ msgid "android.test.canceled" -#~ msgstr "android.test.canceled" - -#~ msgid "android.test.refunded" -#~ msgstr "android.test.refunded" - -#~ msgid "android.test.item_unavailable" -#~ msgstr "android.test.item_unavailable" - -#~ msgid "Debugging tools" -#~ msgstr "Outils de débogage" - -#~ msgid "Video Memory" -#~ msgstr "Mémoire Vidéo" - -#~ msgid "" -#~ "The **Video Mem** tab lists the video memory usage of the running game " -#~ "and the resources using it." -#~ msgstr "" -#~ "L'onglet **Video Mem** indique l'utilisation de la mémoire vidéo du jeu " -#~ "en cours et les ressources qui l'utilisent." - -#~ msgid "With the following contents:" -#~ msgstr "Avec les éléments suivants :" - -#~ msgid "Create a main menu screen" -#~ msgstr "Créer un écran de menu principal" - -#~ msgid "Create a game user interface" -#~ msgstr "Créer une interface utilisateur de jeu" - -#~ msgid "" -#~ "The last two arguments are constants from the ``Tween`` class. " -#~ "``TRANS_LINEAR`` means the animation should be linear. ``EASE_IN`` " -#~ "doesn't do anything with a linear transition, but we must provide this " -#~ "last argument or we'll get an error." -#~ msgstr "" -#~ "Les deux derniers arguments sont des constantes de la classe ``Tween``. " -#~ "``TRANS_LINEAR`` nous donnera une animation linéaire et ``EASE_IN`` n'a " -#~ "pas d'action sur une animation linéaire, mais on doit donner un dernier " -#~ "argument sinon on aura une erreur." - -#~ msgid "" -#~ "This should be fairly common sense, assuming that you read and understood " -#~ "the vector tutorial, but let's work through an example. Again, we'll " -#~ "start with the identity transform, but this time we'll also keep track of " -#~ "the origin vector:" -#~ msgstr "" -#~ "Cela devrait être assez logique, en supposant que vous ayez lu et compris " -#~ "le tutoriel sur les vecteurs, mais prenons un exemple. Encore une fois, " -#~ "nous commencerons par la transformation de l'identité, mais cette fois-" -#~ "ci, nous suivrons également le vecteur d'origine :" - -#~ msgid "Download the Godot engine library (godot-lib.x.y.aar)" -#~ msgstr "Télécharger la bibliothèque du moteur Godot (godot-lib.x.y.aar)" - -#~ msgid "pkg-config" -#~ msgstr "pkg-config" - -#~ msgid "" -#~ "Java JDK: http://www.oracle.com/technetwork/java/javase/downloads/index." -#~ "html" -#~ msgstr "" -#~ "Java JDK : http://www.oracle.com/technetwork/java/javase/downloads/index." -#~ "html" - -#~ msgid "" -#~ "``TargetFrameworkVersion`` in ``csproj`` should match the installed .NET " -#~ "Framework Developer Pack." -#~ msgstr "" -#~ "``TargetFrameworkVersion`` dans ``csproj`` doit correspondre au .NET " -#~ "Framework Developer Pack installé." - -#~ msgid "Signing the package" -#~ msgstr "Signer le paquet" - -#~ msgid "" -#~ "Finally, use ``SignTool.exe`` from the Windows SDK or Visual Studio::" -#~ msgstr "" -#~ "Enfin, utilisez ``SignTool.exe`` depuis le SDK de Windows ou Visual " -#~ "Studio :" - -#~ msgid "" -#~ "Thirdly, we check whether ``current_state`` is set. If ``current_state`` " -#~ "is *not* currently set, then we set ``current_state`` to the passed in " -#~ "animation name and tell :ref:`AnimationPlayer ` to " -#~ "start playing the animation with a blend time of ``-1`` at the speed set " -#~ "in ``animation_speeds`` and then we return ``true``." -#~ msgstr "" -#~ "Troisièmement, nous vérifions si ``current_state`` est défini. Si " -#~ "``current_state`` *n'est pas* actuellement défini, alors nous définissons " -#~ "``current_state`` au nom passé dans l'animation et nous indiquons :ref:" -#~ "`AnimationPlayer ` pour commencer l'animation avec " -#~ "un mélange de ``-1`` à la vitesse définie dans``animation_speeds`` et " -#~ "ensuite nous retournons ``true``." - -#~ msgid "" -#~ "If you've already opened another project, choose **File > Open** at the " -#~ "top of the CLion window. Otherwise, choose the option to import an " -#~ "existing project in the Welcome window." -#~ msgstr "" -#~ "Si vous avez déjà ouvert un autre projet, choisissez **File > Open** en " -#~ "haut de la fenêtre CLion. Sinon, choisissez l'option pour importer un " -#~ "projet existant dans la fenêtre de bienvenue." - -#~ msgid "Choose the directory where you cloned Godot." -#~ msgstr "Choisissez le dossier où vous avez cloné Godot." - -#~ msgid "" -#~ "Now that the project has been imported, open the project configuration." -#~ msgstr "" -#~ "Maintenant que le projet a été importé, ouvrez la configuration du projet." - -#~ msgid "Add the following includes/imports:" -#~ msgstr "Ajouter les includes/imports suivants :" - -#~ msgid "" -#~ "Switch to the **Custom Build System** tab. Add a build configuration and " -#~ "keep the build directory blank. Enable build tools and add ``scons`` as " -#~ "the executable then add ``platform=linuxbsd target=debug`` " -#~ "(``platform=osx`` if you're on macOS) as the arguments." -#~ msgstr "" -#~ "Passez à l'onglet **Custom Build System**. Ajoutez une configuration de " -#~ "compilation et gardez le répertoire de compilation vide. Activez les " -#~ "outils de compilation et ajoutez ``scons`` comme exécutable puis ajoutez " -#~ "``platform=linuxbsd target=debug`` (``platform=osx`` si vous êtes sous " -#~ "macOS) comme argument." - -#~ msgid "" -#~ "Next, we need to tell KDevelop where to find the binary. From the **Run** " -#~ "menu, choose **Configure Launches**." -#~ msgstr "" -#~ "Ensuite, nous devons dire à KDevelop où trouver le binaire. Dans le menu " -#~ "**Run**, choisissez **Configure Launches**." - -#~ msgid "" -#~ "Click **Add** if no launcher exists. Then add the path to your executable " -#~ "in the executable section. Your executable should be located in the ``bin/" -#~ "`` subdirectory and should be named something like ``godot.linuxbsd." -#~ "tools.64`` (the name could be different depending on your platform and " -#~ "build options)." -#~ msgstr "" -#~ "Cliquez sur **Add** si aucun lanceur n'existe. Ajoutez ensuite le chemin " -#~ "d'accès à votre exécutable dans la section des exécutables. Votre " -#~ "exécutable doit être situé dans le sous-répertoire ``bin/`` et doit être " -#~ "nommé quelque chose comme ``godot.linuxbsd.tools.64`` (le nom peut être " -#~ "différent selon votre plate-forme et selon vos options de compilation)." - -#~ msgid "Qt Creator is a free, open source IDE for all desktop platforms." -#~ msgstr "" -#~ "Qt Creator est un IDE gratuit et open source pour toutes les plateformes " -#~ "de bureau." - -#~ msgid "" -#~ "Set the path to your Godot root directory and enter the project name." -#~ msgstr "" -#~ "Définissez le chemin pour votre répertoire racine de Godot et entre le " -#~ "nom du projet." - -#~ msgid "Click **Finish**." -#~ msgstr "Cliquez sur **Finish**." - -#~ msgid "" -#~ "Add a line containing ``.`` to ``project_name.includes`` to get working " -#~ "code completion." -#~ msgstr "" -#~ "Ajoutez une ligne au contenant ``.`` à ``project_name.includes`` pour " -#~ "faire fonctionner l'auto-complétion de code." - -#~ msgid "Build and run" -#~ msgstr "Construire et exécuter" - -#~ msgid "Build configuration:" -#~ msgstr "Configuration de construction :" - -#~ msgid "" -#~ "Fill the **Arguments** field with your compilation options (e.g.: " -#~ "``p=linuxbsd target=debug -j 4``)." -#~ msgstr "" -#~ "Remplissez le champ **Arguments** avec vos options de compilation. (e." -#~ "g. : ``p=linuxbsd target=debug -j 4``)." - -#~ msgid "Open the **Run** tab." -#~ msgstr "Ouvrez l'onglet **Run**." - -#~ msgid "" -#~ "Point the **Executable** to your compiled Godot binary (e.g: ``" -#~ "%{buildDir}/bin/godot.linuxbsd.opt.tools.64``)." -#~ msgstr "" -#~ "Pointez l'**Executable** vers votre binaire Godot compilé (par exemple : " -#~ "``%{buildDir}/bin/godot.linuxbsd.opt.tools.64``)." - -#~ msgid "Updating sources after pulling latest commits" -#~ msgstr "Mise à jour des sources après pull les derniers commits" - -#~ msgid "" -#~ "As a developer, you usually want to frequently pull the latest commits " -#~ "from the upstream Git repository or a specific fork. However, this brings " -#~ "a problem with it: as the development continues, source files (and " -#~ "folders) are added or removed. These changes need to be reflected in your " -#~ "project files for Qt Creator too, so you continue to have a nice " -#~ "programming experience. A simple way to check is to right click at your " -#~ "root folder in the **Projects View** and click on **Edit files...**." -#~ msgstr "" -#~ "En tant que développeur, vous souhaitez généralement pull fréquemment les " -#~ "derniers commits du dépôt Git en amont ou d'un fork spécifique, etc. " -#~ "Cependant, cela pose un petit problème : au fur et à mesure que le " -#~ "développement se poursuit, les fichiers (et dossiers) sources sont " -#~ "ajoutés ou supprimés. Ces changements doivent également être reflétés " -#~ "dans les fichiers de votre projet pour Qt Creator, afin que vous " -#~ "continuiez à avoir une bonne expérience de code. Une façon simple de " -#~ "vérifier est de faire un clic droit sur votre dossier racine dans la " -#~ "**Projects View** et de cliquer sur **Edit files...**." - -#~ msgid "" -#~ "Now a new dialog should appear that is similar in functionality to the " -#~ "one in the third step of the *Importing the project* section above. Here, " -#~ "you can check whether you want to add/remove specific files and/or " -#~ "folders. You can choose by clicking with your mouse or just simply by " -#~ "clicking the **Apply Filter** button. Click on **OK** and you're ready to " -#~ "continue working." -#~ msgstr "" -#~ "Un nouveau dialogue devrait maintenant apparaître, dont les " -#~ "fonctionnalités sont similaires à celles de la troisième étape de la " -#~ "section *Importing the project* au-dessus. Ici vous pouvez, si vous le " -#~ "souhaitez ajouter/supprimer des fichiers et/ou des dossiers spécifiques. " -#~ "Vous pouvez choisir en cliquant avec votre souris ou simplement en " -#~ "cliquant sur le bouton **Apply Filter**. Un simple clic sur **OK** et " -#~ "vous êtes prêt à continuer votre travail." - -#~ msgid "To start developing with Visual Studio, follow these steps:" -#~ msgstr "Pour commencer à développer avec Visual Studio, suivez ces étapes :" - -#~ msgid "Open the Visual Studio Installer and install the C++ package:" -#~ msgstr "Ouvrez l'installeur Visual Studio et installez le paquet C++ :" - -#~ msgid "" -#~ "Open a Command Prompt or PowerShell window, use ``cd`` to reach the Godot " -#~ "source directory and run ``scons platform=windows vsproj=yes``." -#~ msgstr "" -#~ "Ouvrez une invite de commande ou une fenêtre PowerShell et utilisez la " -#~ "commande ``cd`` pour atteindre le répertoire source de Godot et lancer la " -#~ "commande ``scons platform=windows vsproj=yes``." - -#~ msgid "" -#~ "Now open the Godot folder by clicking **Open a project or solution** and " -#~ "choose ``godot.sln``. - You can also double-click the ``godot.sln`` file " -#~ "in Explorer." -#~ msgstr "" -#~ "Maintenant, ouvrez le dossier Godot en cliquant sur **Ouvrir un projet ou " -#~ "une solution** et choisissez ``godot.sln``. - Vous pouvez également " -#~ "double-cliquer sur le fichier ``godot.sln`` dans l'explorateur." - -#~ msgid "You can now start developing with Visual Studio." -#~ msgstr "Vous pouvez maintenant commencer à développer avec Visual Studio." - -#~ msgid "" -#~ "Debugging the Godot Engine inside the editor will require an extra setup " -#~ "step." -#~ msgstr "" -#~ "Le déboguer Godot dans l'éditeur nécessitera une étape de configuration " -#~ "supplémentaire." - -#~ msgid "" -#~ "Because opening Godot opens the Project Manager at first instead of the " -#~ "project you're working on, the debugger will detach as soon as you open a " -#~ "project. This means that the debugger will stop, even though Godot is " -#~ "still running in another process." -#~ msgstr "" -#~ "Comme l'ouverture de Godot ouvre d'abord le gestionnaire de projet au " -#~ "lieu du projet sur lequel vous travaillez, le débogueur se détache dès " -#~ "que vous ouvrez un projet. Cela signifie que le débogueur s'arrêtera, " -#~ "même si Godot est encore en cours d'exécution dans un autre processus." - -#~ msgid "" -#~ "To overcome this, you need to edit the debugging command line arguments " -#~ "in VS. In your project, click **Project > Project Properties**:" -#~ msgstr "" -#~ "Pour modifier ce comportement, vous devez modifier les arguments de la " -#~ "ligne de commande de débogage dans VisualStudio. Dans votre projet, " -#~ "cliquez sur **Projet > Propriétés du projet** :" - -#~ msgid "Then add this to the command arguments:" -#~ msgstr "Ensuite, ajoutez ceci aux arguments de la commande :" - -#~ msgid "" -#~ "The ``-e`` flag is for entering the editor directly (which skips the " -#~ "Project Manager)." -#~ msgstr "" -#~ "Le drapeau ``-e`` permet d'entrer directement dans l'éditeur (sans passer " -#~ "par le manager de projet)." - -#~ msgid "" -#~ "The ``--path`` argument should be an *absolute* path to a project " -#~ "directory (not a `project.godot` file)." -#~ msgstr "" -#~ "L'argument ``--path`` doit être un chemin *absolu* vers un répertoire du " -#~ "projet (et non un fichier `project.godot`)." - -#~ msgid "" -#~ "Visual Studio Code is a free cross-platform IDE (not to be confused with :" -#~ "ref:`doc_configuring_an_ide_vs`). You can get it `from Microsoft `__." -#~ msgstr "" -#~ "Visual Studio Code est un IDE multi-plateforme gratuit (à ne pas " -#~ "confondre avec :ref:`doc_configuring_an_ide_vs`). Vous pouvez l'obtenir " -#~ "`de Microsoft `__." - -#~ msgid "" -#~ "Open the **Debug** view by pressing :kbd:`Ctrl + Shift + D` and select " -#~ "the cogwheel with an orange dot:" -#~ msgstr "" -#~ "Ouvrez la vue **Debug** en appuyant sur :kbd:`Ctrl + Shift + D` et " -#~ "sélectionnez la roue dentée avec un point orange :" - -#~ msgid "" -#~ "Select **C++ (GDB/LLDB)** (it might be named differently on macOS or " -#~ "Windows)." -#~ msgstr "" -#~ "Sélectionnez **C++ (GDB/LLDB)** (il peut être nommé différemment sous " -#~ "MacOS ou Windows)." - -#~ msgid "Update ``launch.json`` to match:" -#~ msgstr "Mettez à jour ``launch.json`` pour qu'il corresponde :" - -#~ msgid "" -#~ "If you're following this guide on macOS or Windows, you will have to " -#~ "adjust ``godot.linuxbsd.tools.64`` accordingly." -#~ msgstr "" -#~ "Si vous suivez ce guide sous MacOS ou Windows, vous devrez ajuster " -#~ "``godot.linuxbsd.tools.64`` en conséquence." - -#~ msgid "" -#~ "Create a ``tasks.json`` file by starting the Debug process with :kbd:" -#~ "`F5`. Visual Studio Code will show a dialog with a **Configure Task** " -#~ "button. Choose it and select **Create tasks.json file from template**, " -#~ "then select **Others**." -#~ msgstr "" -#~ "Créez ``tasks.json`` en démarrant le processus de débogage avec :kbd:" -#~ "`F5`. Visual Studio Code affichera un dialogue avec un bouton **Configure " -#~ "Task**. Pressez le bouton et sélectionnez **Create tasks.json file from " -#~ "template**, puis sélectionnez **Others**." - -#~ msgid "Update ``tasks.json`` to match:" -#~ msgstr "Mettez à jour ``tasks.json`` pour qu'il corresponde :" - -#~ msgid "" -#~ "If you're following this guide on macOS or Windows, you will have to " -#~ "adjust ``platform=linuxbsd`` accordingly." -#~ msgstr "" -#~ "Si vous suivez ce guide sous MacOS ou Windows, vous devrez ajuster " -#~ "``platform=linuxbsd`` en conséquence." - -#~ msgid "" -#~ "You can now start the Debug process again to test that everything works." -#~ msgstr "" -#~ "Vous pouvez maintenant relancer le processus de débogage pour vérifier " -#~ "que tout fonctionne." - -#~ msgid "" -#~ "If the build phase fails, check the console for hints. On Linux, it's " -#~ "most likely due to missing dependencies. Check :ref:" -#~ "`doc_compiling_for_linuxbsd`." -#~ msgstr "" -#~ "En cas d'échec de la phase de compilation, consultez la console pour " -#~ "obtenir des conseils. Sous Linux, il est très probable que certaines " -#~ "dépendances manquent. Consultez :ref:`doc_compiling_for_linuxbsd`." - -#~ msgid "Create an Xcode external build project anywhere." -#~ msgstr "Créer un projet de compilation externe Xcode n'importe où." - -#~ msgid "Go to the build target's **Info** tab, then:" -#~ msgstr "Allez ensuite dans l'onglet **Info** de la cible de compilation :" - -#~ msgid "Set **Build Tool** to the full path to SCons." -#~ msgstr "Réglez le **Build Tool** au le chemin complet vers SCons." - -#~ msgid "" -#~ "Set **Arguments** to something like ``platform=osx tools=yes bits=64 " -#~ "target=debug``." -#~ msgstr "" -#~ "Définissez **Arguments** comme suit ``platform=osx tools=yes bits=64 " -#~ "target=debug``." - -#~ msgid "You may uncheck **Pass build settings in environment**." -#~ msgstr "Vous pouvez décocher **Pass build settings in environment**." - -#~ msgid "" -#~ "In Xcode's menu, choose **File > New > Target...** and add a new Xcode " -#~ "command line tool target." -#~ msgstr "" -#~ "Dans le menu d'Xcode, choisissez **File > New > Target...** et ajoutez " -#~ "une nouvelle cible d'outil en ligne de commande Xcode." - -#~ msgid "" -#~ "Set **Header Search Paths** to the absolute path to Godot's source folder." -#~ msgstr "" -#~ "Définir **Header Search Paths** à un chemin absolu vers le dossier source " -#~ "de Godot." - -#~ msgid "Add the Godot source to the project:" -#~ msgstr "Ajouter la source Godot au projet :" - -#~ msgid "Click **Next**." -#~ msgstr "Cliquez sur **Next**." - -#~ msgid "Scheme setup" -#~ msgstr "Configuration du schéma" - -#~ msgid "Expand the **Build** menu." -#~ msgstr "Développez le menu **Build**." - -#~ msgid "" -#~ "Add a new script run action, select your project in **Provide build " -#~ "settings from** as this allows you to use the``${PROJECT_DIR}`` variable." -#~ msgstr "" -#~ "Ajoutez une nouvelle action d'exécution de script, sélectionnez votre " -#~ "projet dans **Provide build settings from** cela vous permet d'utiliser " -#~ "la variable ``${PROJECT_DIR}``." - -#~ msgid "" -#~ "Write a script that gives the binary a name that Xcode will recognize, " -#~ "such as: ``ln -f ${PROJECT_DIR}/godot/bin/godot.osx.tools.64 " -#~ "${PROJECT_DIR}/godot/bin/godot``" -#~ msgstr "" -#~ "Écrivez un script qui donne au binaire un nom que Xcode reconnaîtra, par " -#~ "exemple : ``ln -f ${PROJECT_DIR}/godot/bin/godot.osx.tools.64 " -#~ "${PROJECT_DIR}/godot/bin/godot``" - -#~ msgid "Edit the external build target's Run scheme:" -#~ msgstr "Modifiez le schéma Run de la cible de compilation externe :" - -#~ msgid "Click **Run**." -#~ msgstr "Cliquez sur **Run**." - -#~ msgid "" -#~ "You can go to **Arguments** tab and specify the full path to a ``project." -#~ "godot`` file to debug the editor instead of the project manager. " -#~ "Alternatively, use ``--path`` to point to a project *folder* which will " -#~ "be run directly (instead of opening the editor)." -#~ msgstr "" -#~ "Vous pouvez aller dans l'onglet **Arguments** et spécifier le chemin " -#~ "complet d'un fichier ``project.godot`` pour déboguer l'éditeur au lieu du " -#~ "gestionnaire de projet. Vous pouvez également utiliser ``--path`` pour " -#~ "pointer vers un *répertoire* du projet qui sera exécuté directement (au " -#~ "lieu d'ouvrir l'éditeur)." - -#~ msgid "Test the Run scheme:" -#~ msgstr "Testez le schéma d'exécution :" - -#~ msgid "Set a breakpoint in ``platform/osx/godot_main_osx.mm``." -#~ msgstr "Définissez un breakpoint dans ``platform/osx/godot_main_osx.mm``." - -#~ msgid "If all goes well, it should break at the specified breakpoint." -#~ msgstr "Si tout va bien, il devrait break au breakpoint spécifié." - -#~ msgid "" -#~ "To begin, click the \"Add/Create a New Node\" button and add an :ref:" -#~ "`Area2D ` node to the scene." -#~ msgstr "" -#~ "Pour commencer, cliquez sur le bouton \"Ajouter un noeud enfant/Ajouter " -#~ "un nouveau nœud\" et ajoutez un nœud :ref:`Area2D ` à la " -#~ "scène." - -#~ msgid "" -#~ "Click \"Play Scene\" (``F6``) and confirm you can move the player around " -#~ "the screen in all directions. The console output that opens upon playing " -#~ "the scene can be closed by clicking ``Output`` (which should be " -#~ "highlighted in blue) in the lower left of the Bottom Panel." -#~ msgstr "" -#~ "Cliquez sur \"Lancer la scène\" (``F6``) et confirmez que vous pouvez " -#~ "déplacer le joueur à travers l'écran dans toutes les directions. La " -#~ "sortie de la console qui s'ouvre lors de la lecture de la scène peut être " -#~ "fermée en cliquant sur ``Sortie`` (qui devrait être surligné en bleu) " -#~ "dans le coin inférieur gauche du panneau inférieur." - -#~ msgid "" -#~ "When connecting a signal, instead of having Godot create a function for " -#~ "you, you can also give the name of an existing function that you want to " -#~ "link the signal to." -#~ msgstr "" -#~ "Lorsque vous connectez un signal, au lieu de demander à Godot de créer " -#~ "une fonction pour vous, vous pouvez également donner le nom d'une " -#~ "fonction existante à laquelle vous voulez relier le signal." - -#~ msgid "Add this code to the function:" -#~ msgstr "Ajoutez ce code à la fonction :" - -#~ msgid "The Mob scene will use the following nodes:" -#~ msgstr "La scène Mob utilisera les nœuds suivants :" - -#~ msgid "" -#~ "``fly`` should be set to 3 FPS, with ``swim`` and ``walk`` set to 4 FPS." -#~ msgstr "" -#~ "``fly`` devrait être réglé à 3 FPS, et ``swim`` et ``walk`` à 4 FPS." - -#~ msgid "" -#~ "In the Node tab, connect the HUD's ``start_game`` signal to the " -#~ "``new_game()`` function of the Main node." -#~ msgstr "" -#~ "Dans l'onglet Nœud, connectez le signal ``start_game`` du HUD à la " -#~ "fonction ``new_game()`` du nœud Main." - -#~ msgid "" -#~ "We'll use the ``start_game`` signal that's already being emitted by the " -#~ "``HUD`` node to remove the remaining creeps. We can't use the editor to " -#~ "connect the signal to the mobs in the way we need because there are no " -#~ "``Mob`` nodes in the ``Main`` scene tree until we run the game. Instead " -#~ "we'll use code." -#~ msgstr "" -#~ "Nous utiliserons le signal ``start_game`` qui est déjà émis par le nœud " -#~ "``HUD`` pour enlever creeps restant. Nous ne pouvons pas utiliser " -#~ "l'éditeur pour connecter le signal aux mobs de la manière dont nous en " -#~ "avons besoin parce qu'il n'y a pas de nœuds \"Mob\" dans l'arbre de scène " -#~ "\"Main\" jusqu'à ce que le jeu soit lancé. Au lieu de cela, nous " -#~ "utiliserons du code." - -#~ msgid "" -#~ "Start by adding a new function to ``Mob.gd``. ``queue_free()`` will " -#~ "delete the current node at the end of the current frame." -#~ msgstr "" -#~ "Commencez par ajouter une nouvelle fonction à ``Mob.gd```. " -#~ "``queue_free()`` supprimera le nœud courant à la fin de l'image(frame) " -#~ "courante." - -#~ msgid "" -#~ "Then in ``Main.gd`` add a new line inside the ``_on_MobTimer_timeout()`` " -#~ "function, at the end." -#~ msgstr "" -#~ "Enfin, dans le script \"Main.gd\", ajoutez une nouvelle ligne à la fin de " -#~ "la fonction \"_on_MobTimer_timeout()\"." - -#~ msgid "" -#~ "This line tells the new Mob node (referenced by the ``mob`` variable) to " -#~ "respond to any ``start_game`` signal emitted by the ``HUD`` node by " -#~ "running its ``_on_start_game()`` function." -#~ msgstr "" -#~ "Cette ligne indique au nouveau nœud Mob (référencé par la variable " -#~ "``mob``) de répondre à tout signal ``start_game`` émis par le nœud " -#~ "``HUD`` en exécutant sa fonction ``_on_start_game()``." - -#~ msgid "" -#~ "Resources and Dictionaries are both passed by reference, but only " -#~ "Resources are reference-counted. This means that if a Dictionary is " -#~ "passed between objects and the first object is deleted, all other " -#~ "objects' references to the Dictionary will be invalidated. Conversely, " -#~ "Resources will not be freed from memory until *all* the objects are " -#~ "deleted." -#~ msgstr "" -#~ "Les Dictionary et les Resource sont passés en référence, mais seules les " -#~ "Resource ont un compteur de références. Cela signifie que la durée de vie " -#~ "d'un Dictonary dépend de l'objet qui l'a créé. Même si le Dictionary est " -#~ "partagé entre plusieurs objets, si l'objet qui a créé le Dictionary est " -#~ "supprimé alors le Dictionary est aussi supprimé. Puis toutes les " -#~ "références vers le Dictionary vont être invalidées. A contrario, l'objet " -#~ "Resource lui ne sera pas effacé tant qu'il y aura des objets qui s'en " -#~ "serviront." - -#~ msgid "" -#~ "Unzip the Android SDK ZIP file you just downloaded there. The only thing " -#~ "in the directory you created in the previous step should be the ``tools`` " -#~ "folder with its contents inside, like this:" -#~ msgstr "" -#~ "Décompressez le fichier Android SDK ZIP que vous venez de télécharger. La " -#~ "seule chose dans le répertoire que vous avez créé à l'étape précédente " -#~ "devrait être le dossier ``tools`` avec son contenu, comme ceci :" - -#~ msgid "Global time in seconds." -#~ msgstr "Temps global en secondes." - -#~ msgid "" -#~ "Asset's average rating, displayed in stars. (This is currently " -#~ "unimplemented.)" -#~ msgstr "" -#~ "La note moyenne de l'asset, affiché en nombre d'étoiles. (Actuellement " -#~ "non implémenté.)" - -#~ msgid "A SHA-256 hash of the asset, for download validation purposes." -#~ msgstr "" -#~ "Un hachage SHA-256 de l'asset, pour la validation du téléchargement." - -#~ msgid "" -#~ "Do not set the download commit to \"master\". The asset library validates " -#~ "all assets with a SHA256 hash, so the version hosted on GitHub needs to " -#~ "be *exactly* the same. Instead of \"master\", either specify a commit " -#~ "hash, or tag versions and specify a version number." -#~ msgstr "" -#~ "Ne réglez pas le commit à télécharger sur \"master\". La bibliothèque de " -#~ "ressources valide toutes les ressources avec un hach SHA256, donc la " -#~ "version hébergée sur GitHub doit être *exactement* la même. Au lieu de " -#~ "\"master\", spécifiez soit un hach de commit, soit une étiquette de " -#~ "versions et indiquez un numéro de version." - -#~ msgid "HDR support will be available for VR in Godot 3.2." -#~ msgstr "Le soutien du HDR sera disponible pour la VR dans Godot 3.2." - -#~ msgid "" -#~ "Making modifications to the Android export template is another use-case " -#~ "since using a plugin for that task allows the project to remain " -#~ "compatible with newer Godot versions." -#~ msgstr "" -#~ "La modification du modèle d'exportation d'Android est un autre cas " -#~ "d'utilisation, car l'utilisation d'un plugin pour cette tâche permet au " -#~ "projet de rester compatible avec les nouvelles versions de Godot." - -#~ msgid "" -#~ "While introduced in Godot 3.2.0, the Android plugin system got a " -#~ "significant architecture update starting with Godot 3.2.2. In Godot 4.0, " -#~ "the new architecture became the default, rendering plugins for Godot " -#~ "3.2.0 incompatible with Godot 4.0." -#~ msgstr "" -#~ "Bien qu'il ait été introduit dans Godot 3.2.0, le système de plugins " -#~ "Android a bénéficié d'une mise à jour importante de son architecture à " -#~ "partir de Godot 3.2.2. Dans Godot 4.0, la nouvelle architecture est " -#~ "devenue la version par défaut, rendant les plugins pour Godot 3.2.0 " -#~ "incompatibles avec Godot 4.0." - -#~ msgid "" -#~ "**When exporting the project**, you need to add the plugin's name to the " -#~ "``Custom Template`` -> ``Plugins`` section. If trying to add multiple " -#~ "plugins, separate their names by a comma (``,``)." -#~ msgstr "" -#~ "**Lors de l'exportation du projet**, vous devez ajouter le nom du plugin " -#~ "dans la section ``Custom Template`` -> ``Plugins``. Si vous essayez " -#~ "d'ajouter plusieurs plugins, séparez leurs noms par une virgule (``,``)." - -#~ msgid "" -#~ "The Godot engine demo project repository has an android-iap example " -#~ "project. It includes a gdscript interface for android IAP." -#~ msgstr "" -#~ "Il y a un exemple de projet android-iap dans le dépôt des projets démos " -#~ "du Godot Engine. Il contient une interface GDScript pour les achats " -#~ "intégrés Android." - -#~ msgid "" -#~ "Check the repository here https://github.com/godotengine/godot-demo-" -#~ "projects" -#~ msgstr "" -#~ "Retrouvez le dépôt ici : https://github.com/godotengine/godot-demo-" -#~ "projects" - -#~ msgid "" -#~ "There are two types of products - consumables and non-consumables. " -#~ "**Consumables** are purchased and used, for eg: healing potions which can " -#~ "be purchased again and again. **Non-consumables** are one time purchases, " -#~ "for eg: Level packs." -#~ msgstr "" -#~ "Il existe deux types de produits : les produits consommables et les " -#~ "produits non consommables. **Les produits consommables** sont achetés et " -#~ "utilisés, par exemple les potions de soins qui peuvent être achetées à " -#~ "plusieurs reprises. Les **non-consommables** sont des achats uniques, par " -#~ "exemple : les packs de niveaux." - -#~ msgid "" -#~ "Modifying a unique resource from multiple threads is not supported, but " -#~ "loading them on threads or handling a reference is perfectly supported. " -#~ "Scenes, textures, meshes, etc. Can be loaded and manipulated on threads, " -#~ "then added to the active scene in the main thread." -#~ msgstr "" -#~ "La modification d'une ressource unique à partir de plusieurs threads " -#~ "n'est pas prise en charge, mais leur chargement dans des threads ou la " -#~ "gestion d'une référence est parfaitement pris en charge. Scènes, " -#~ "textures, maillages, etc. Peuvent être chargées et manipulées dans les " -#~ "threads, puis ajoutées à la scène active dans le thread principal." - -#~ msgid "" -#~ ":ref:`Qt Creator ` (all desktop " -#~ "platforms)" -#~ msgstr "" -#~ ":ref:`Qt Creator ` (toutes les plate-" -#~ "formes de bureau)" - -#~ msgid "" -#~ ":ref:`Kdevelop ` (all desktop platforms)" -#~ msgstr "" -#~ ":ref:`Kdevelop ` (toutes les plate-" -#~ "formes de bureau)" - -#~ msgid ":ref:`Xcode ` (macOS)" -#~ msgstr ":ref:`Xcode ` (macOS)" - -#~ msgid ":ref:`Visual Studio ` (Windows)" -#~ msgstr ":ref:`Visual Studio ` (Windows)" - -#~ msgid "" -#~ ":ref:`Visual Studio Code` (all desktop " -#~ "platforms)" -#~ msgstr "" -#~ ":ref:`Visual Studio Code` (toutes les " -#~ "plate-formes de bureau)" - -#~ msgid "" -#~ ":ref:`Android Studio` (all desktop " -#~ "platforms)" -#~ msgstr "" -#~ ":ref:`Android Studio` (toutes les " -#~ "plate-formes de bureau)" - -#~ msgid ":ref:`CLion` (all desktop platforms)" -#~ msgstr "" -#~ ":ref:`CLion` (toutes les plate-formes de " -#~ "bureau)" - -#~ msgid "" -#~ "You can find a video tutorial `here `_. Or you may follow this text version tutorial." -#~ msgstr "" -#~ "Vous pourrez trouver un tutoriel vidéo `ici `_. Ou vous pouvez suivre la version manuscrite du " -#~ "tutoriel." - -#~ msgid "That's it! Now you should be good to go :)" -#~ msgstr "C'est tout ! Maintenant, vous devriez être prêt :)" - -#~ msgid "Modify Build Target's Xcode Info Tab:" -#~ msgstr "Modifiez dans l'onglet Info de Xcode la cible de construction :" - -#~ msgid "" -#~ "Set *Directory* to the path to Godot's source folder. Keep it blank if " -#~ "project is already there." -#~ msgstr "" -#~ "Réglez *Directory* au chemin au dossier source de Godot. Laissez le vide " -#~ "si le projet s'y trouve déjà." - -#~ msgid "Add a Command Line Target:" -#~ msgstr "Ajouter une cible de ligne de commandement :" - -#~ msgid "e.g. ``GodotXcodeIndex``" -#~ msgstr "par exemple ``GodotXcodeIndex``" - -#~ msgid "e.g. ``/Users/me/repos/godot-source/\\**``" -#~ msgstr "exemple : ``/Users/me/repos/godot-source/\\**``" - -#~ msgid "Grab a cup of coffee... Maybe make something to eat, too" -#~ msgstr "" -#~ "Prenez une tasse de café... Faites peut-être quelque chose à manger aussi" - -#~ msgid "Edit Build Scheme of External Build Target:" -#~ msgstr "" -#~ "Modifier le schéma de compilation (Build Scheme ) de la cible de " -#~ "compilation externe :" - -#~ msgid "Edit Run Scheme of External Build Target:" -#~ msgstr "Éditez le Schéma d'Exécution de la Cible de Construction Externe :" - -#~ msgid "" -#~ "You can go to *Arguments* tab and add an -e and a -path to a project to " -#~ "debug the editor not the project selection screen" -#~ msgstr "" -#~ "Vous pouvez aller dans l'onglet *Arguments* et ajouter un -e et un -path " -#~ "à un projet pour déboguer l'éditeur mais pas l'écran de sélection de " -#~ "projet" - -#~ msgid "Test it:" -#~ msgstr "Essaye-le :" - -#~ msgid "" -#~ "(Note that *godot.x11.tools.64* in \"program\" value might be named " -#~ "differently on macOS or Windows)" -#~ msgstr "" -#~ "(Notez que *godot.x11.tools.64* dans la valeur \"program\" peut être " -#~ "nommé différemment sous MacOS ou Windows)" - -#~ msgid "(Note that *platform=x11* will be different for macOX and Windows)" -#~ msgstr "(Notez que *platform=x11* sera différent pour macOX et Windows)" - -#~ msgid "Choose *File* -> *Open*." -#~ msgstr "Choisissez *Fichier* -> *Ouvrir*." - -#~ msgid "Append the following code snippet to ``config.py``:" -#~ msgstr "Ajoutez le code suivant à ``config.py`` :" - -#~ msgid "" -#~ "The ``get_doc_classes()`` method is necessary for the build system to " -#~ "know which documentation classes of the module must be merged, since the " -#~ "module may contain several classes. Replace ``ClassName`` with the name " -#~ "of the class you want to write documentation for. If you need docs for " -#~ "more than one class, append those as well." -#~ msgstr "" -#~ "La méthode ``get_doc_classes()`` est nécessaire pour que le système de " -#~ "compilation sache quelles classes de documentation du module doivent être " -#~ "fusionnées, puisque le module peut contenir plusieurs classes. Remplacez " -#~ "``ClassName`` par le nom de la classe pour laquelle vous voulez écrire la " -#~ "documentation. Si vous avez besoin de documentation pour plus d'une " -#~ "classe, ajoutez-les également." - -#~ msgid "" -#~ "This will dump the engine API reference to the given ```` in XML " -#~ "format. Notice that you'll need to configure your ``PATH`` to locate " -#~ "Godot's executable, and make sure that you have write access rights. If " -#~ "not, you might encounter an error similar to the following:" -#~ msgstr "" -#~ "Cela permettra de vider la référence API du moteur vers le chemin d'accès " -#~ "donné au format XML. Notez que vous devrez configurer votre ``PATH`` pour " -#~ "localiser l'exécutable de Godot, et vous assurer que vous avez les droits " -#~ "d'accès en écriture. Si ce n'est pas le cas, vous pourriez rencontrer une " -#~ "erreur similaire à ce qui suit :" - -#~ msgid "Get generated doc file from ``godot/doc/classes/ClassName.xml``" -#~ msgstr "" -#~ "Récupérez le fichier doc généré à partir de ``godot/doc/classes/ClassName." -#~ "xml``" - -#~ msgid "" -#~ "Copy this file to ``doc_classes``, optionally edit it, then compile the " -#~ "engine." -#~ msgstr "" -#~ "Copiez ce fichier dans ``doc_classes``, éditez-le éventuellement, puis " -#~ "compilez le moteur." - -#~ msgid "" -#~ "As the engine is constantly evolving and new features are being added, it " -#~ "is important to familiarize yourself with the editor and tools " -#~ "development in C++. Without the editor, some of the engine's internal " -#~ "functionality would become unaccessible and make the development not " -#~ "intuitive." -#~ msgstr "" -#~ "Comme le moteur est en constante évolution et que de nouvelles " -#~ "fonctionnalités sont ajoutées, il est important de se familiariser avec " -#~ "l'éditeur et le développement d'outils en C++. Sans l'éditeur, certaines " -#~ "des fonctionnalités internes du moteur deviendraient inaccessibles et " -#~ "rendraient le développement non intuitif." - -#~ msgid "Add them to the ``engine/icons/svg`` folder." -#~ msgstr "Ajoutez-les dans le dossier ``engine/icons/svg``." - -#~ msgid "" -#~ "Run the ``optimize.py`` script. You must have the ``scour`` package " -#~ "installed:" -#~ msgstr "" -#~ "Exécutez le script ``optimize.py``. Vous devez avoir installé le paquet " -#~ "``scour`` :" - -#~ msgid "" -#~ "The optimized icons will be generated in the ``engine/icons/optimized`` " -#~ "folder." -#~ msgstr "" -#~ "Les icônes optimisées seront générées dans le dossier ``engine/icons/" -#~ "optimized``." - -#~ msgid "" -#~ "However, if you had local commits, this method will create a so-called " -#~ "\"merge commit\", and you will soon hear from fellow contributors that " -#~ "those are not wanted in PRs. To update the branch without creating a " -#~ "merge commit, you will have to use the ``--rebase`` option, so that your " -#~ "local commits are replayed on top of the updated upstream ``master`` " -#~ "branch. It will effectively modify the Git history of your branch, but " -#~ "that is for the greater good." -#~ msgstr "" -#~ "Cependant, si vous avez des commits locaux, cette méthode créera un " -#~ "\"merge commit\" comme on l'appelle, et vous entendrez bientôt par " -#~ "d'autres collègues contributeurs que ces commits ne sont pas souhaités " -#~ "dans les Pull Requests. Pour mettre à jour votre branche sans créer de " -#~ "merge commit, vous allez devoir utiliser l'option ``--rebase``, afin que " -#~ "vos commit locaux soient ré-effectués par-dessus la mise à jour de la " -#~ "branche ``master`` du dépôt upstream. Cela va effectivement modifier " -#~ "l'historique Git de votre branche, mais c'est pour l'intérêt général." - -#~ msgid "Therefore, the command that you should (almost) always use is:" -#~ msgstr "" -#~ "Par conséquent, la commande que vous devriez (presque) toujours utiliser " -#~ "est :" - -#~ msgid "" -#~ "Once you have done this, you may run ``--rebase`` to merge master " -#~ "correctly." -#~ msgstr "" -#~ "Une fois que vous avez fait cela, vous pouvez exécuter ``--rebase`` pour " -#~ "fusionner la branche master correctement." - -#~ msgid "" -#~ "If you have already pushed the wrong commits to your remote branch, you " -#~ "will have to force push by using ``git push --force``." -#~ msgstr "" -#~ "Si vous avez déjà poussé les mauvais commits sur votre branche distante, " -#~ "vous allez devoir forcer le push en utilisant ``git push --force``." - -#~ msgid "" -#~ "``git reset --hard`` can be a dangerous operation, especially if you have " -#~ "untracked or uncommitted changes. However, if you have committed changes " -#~ "that you reset using ``git reset --hard``, you may still be able to " -#~ "recover them by resetting to a commit ID found with the ``git reflog`` " -#~ "command." -#~ msgstr "" -#~ "La commande ``git reset --hard`` peut être une opération dangereuse, " -#~ "surtout si vous avez des modifications non enregistrées ou non engagées. " -#~ "Cependant, si vous avez commis des modifications que vous réinitialisez " -#~ "en utilisant ``git reset --hard``, vous pouvez toujours les récupérer en " -#~ "réinitialisant un commit ID trouvé avec la commande ``git reflog``." - -#~ msgid "That should do the trick, but..." -#~ msgstr "Cela devrait faire l'affaire, mais..." - -#~ msgid "Mastering the PR workflow: the rebase" -#~ msgstr "Maîtriser le flux de travail des PR : le rebase" - -#~ msgid "" -#~ "On the situation outlined above, your fellow contributors who are " -#~ "particularly pedantic regarding the Git history might ask your to " -#~ "*rebase* your branch to *squash* or *meld* the last two commits together " -#~ "(i.e. the two related to the project manager), as the second commit " -#~ "basically fixes an issue in the first one." -#~ msgstr "" -#~ "Dans la situation décrite ci-dessus, vos collègues contributeurs qui sont " -#~ "particulièrement pointillieux en ce qui concerne l'historique Git " -#~ "pourraient vous demander de *rebaser* votre branche pour *écraser* ou " -#~ "*fusionner* les deux derniers commit ensemble (c'est-à-dire les deux liés " -#~ "au manager de projet), car le second commit corrige essentiellement un " -#~ "problème dans le premier." - -#~ msgid "" -#~ "Once the PR is merged, it is not relevant for a changelog reader that the " -#~ "PR author made mistakes; instead, we want to keep only commits that bring " -#~ "from one working state to another working state." -#~ msgstr "" -#~ "Une fois que le PR est fusionné, il n'est pas pertinent pour un lecteur " -#~ "de journal des changement que l'auteur du PR ait fait des erreurs ; au " -#~ "contraire, nous voulons garder uniquement les engagements qui font passer " -#~ "d'un état de fonctionnement à un autre état de fonctionnement." - -#~ msgid "This will open a text editor with:" -#~ msgstr "Cela ouvrira un éditeur de texte avec :" - -#~ msgid "" -#~ "You could have avoided this rebase by using ``git commit --amend`` when " -#~ "fixing the typo. This command will write the staged changes directly into " -#~ "the *last* commit (``HEAD``), instead of creating a new commit like we " -#~ "did in this example. So it is equivalent to what we did with a new commit " -#~ "and then a rebase to mark it as \"fixup\"." -#~ msgstr "" -#~ "Vous auriez pu éviter ce changement de base en utilisant ``git commit --" -#~ "amend`` pour corriger la faute de frappe. Cette commande va écrire les " -#~ "changements échelonnés directement dans le *dernier* commit (``HEAD``), " -#~ "au lieu de créer un nouveau commit comme nous l'avons fait dans cet " -#~ "exemple. C'est donc équivalent à ce que nous avons fait avec un nouveau " -#~ "commit et ensuite un rebase pour le marquer comme \"fixup\"." - -#~ msgid "BMP (``.bmp``)" -#~ msgstr "BMP (``.bmp``)" - -#~ msgid "" -#~ "This approach has the disadvantage that in Godot the running game can't " -#~ "be explored from different angles (though this may be supported in the " -#~ "future and displaying collision gizmos in the running game is already " -#~ "possible), but in exchange has several advantages:" -#~ msgstr "" -#~ "L’inconvénient de cette approche est que le jeu en cours d'exécution ne " -#~ "peut pas être vu sous différents angles (bien que cela puisse être " -#~ "supporté à l’avenir et que l’affichage des gadgets de collision dans le " -#~ "jeu en cours d'exécution soit déjà possible). En contre-partie cela amène " -#~ "plusieurs avantages :" - -#~ msgid "" -#~ "The last third party scripting language that was used for shipped games " -#~ "was `Squirrel `__, but it was dropped as well. " -#~ "At that point, it became evident that a custom scripting language could " -#~ "more optimally make use of Godot's particular architecture:" -#~ msgstr "" -#~ "Le dernier langage de script tiers qui était utilisé pour créer des jeux " -#~ "était `Squirrel `__, mais celui-ci fut aussi " -#~ "abandonné. Dès lors, il devint évident qu'un langage de script " -#~ "personnalisé pourrait faire usage de l'architecture particulière de Godot " -#~ "de façon plus optimale :" - -#~ msgid "" -#~ "Godot embeds scripts in nodes. Most languages are not designed with this " -#~ "in mind." -#~ msgstr "" -#~ "Godot intègre les scripts dans les nœuds. La plupart des langages ne sont " -#~ "pas conçus avec cela à l'esprit." - -#~ msgid "" -#~ "Godot uses several built-in data types for 2D and 3D math. Script " -#~ "languages do not provide this, and binding them is inefficient." -#~ msgstr "" -#~ "Godot utilise plusieurs types de données intégrés pour les opérations " -#~ "mathématiques en 2D et 3D. Les scripts de language ne fournissent pas " -#~ "cela. Et lier ceux-ci et inefficaces." - -#~ msgid "" -#~ "Godot uses threads heavily for lifting and initializing data from the net " -#~ "or disk. Script interpreters for common languages are not friendly to " -#~ "this." -#~ msgstr "" -#~ "Godot utilise très largement les threads pour récupérer et initialiser " -#~ "les données à distance ou du disque. Les interpréteurs de script pour les " -#~ "langages courants ne sont pas adaptés pour ça." - -#~ msgid "" -#~ "Godot already has a memory management model for resources, most script " -#~ "languages provide their own, which results in duplicate effort and bugs." -#~ msgstr "" -#~ "Godot possède déjà un modèle de gestion de la mémoire pour les " -#~ "ressources. La grande majorité des langages de script viennent avec leur " -#~ "propre modèle, ce qui résulte en un effort redondant et des bugs." - -#~ msgid "" -#~ "Binding code is always messy and results in several failure points, " -#~ "unexpected bugs and generally low maintainability." -#~ msgstr "" -#~ "Lier du code est toujours très compliqué et cela résulte en des " -#~ "défaillances diverses, des bugs inattendus et généralement une " -#~ "maintenabilité difficile." - -#~ msgid "" -#~ "The result of these considerations is *GDScript*. The language and " -#~ "interpreter for GDScript ended up being smaller than the binding code " -#~ "itself for Lua and Squirrel, while having equal functionality. With time, " -#~ "having a built-in language has proven to be a huge advantage." -#~ msgstr "" -#~ "Le résultat de ces considérations est *GDScript*. Le langage et " -#~ "l’interpréteur pour GDScript sont, au final, plus compacts que le code de " -#~ "liaison pour Lua et Squirrel, tout en ayant des fonctionnalités " -#~ "équivalentes. Au fil du temps, avoir un langage intégré s'est avéré être " -#~ "un énorme avantage." - -#~ msgid "Safe vs Unsafe Line" -#~ msgstr "Lignes sécurisées contre lignes non-sécurisées" - -#~ msgid "" -#~ "It is possible to specify multiple animations from a single timeline as " -#~ "clips. Specify from which frame to which frame each clip must be taken " -#~ "(and, of course, don't forget to specify the FPS option above)." -#~ msgstr "" -#~ "Il est possible de spécifier plusieurs animations à partir d'une seule " -#~ "ligne de temps en tant que clips. Il suffit de spécifier à partir de " -#~ "quelle image jusqu'à quelle image chaque clip doit être pris (et, bien " -#~ "sûr, n'oubliez pas de spécifier l'option IPS ci-dessus)." - -#~ msgid "Collision Shapes" -#~ msgstr "Formes de collisions" - -#~ msgid "" -#~ "Because this is such a common operation, ``Vector2`` and ``Vector3`` " -#~ "provide a method for normalizing:" -#~ msgstr "" -#~ "Comme il s'agit d'une opération très courante, ``Vector2`` et ``Vector3`` " -#~ "fournissent une méthode de normalisation :" - -#~ msgid "Structs" -#~ msgstr "Structs" - -#~ msgid "" -#~ "Structs are compound types which can be used for better abstaction of " -#~ "shader code. You can declare them at the global scope like:" -#~ msgstr "" -#~ "Les structures sont des types composés qui peuvent être utilisés pour une " -#~ "meilleure abstraction du code de shader. Vous pouvez les déclarer à " -#~ "portée globale comme :" - -#~ msgid "After declaration, you can instantiate and initialize them like:" -#~ msgstr "" -#~ "Après la déclaration, vous pouvez les instancier et les initialiser " -#~ "comme :" - -#~ msgid "Or use struct constructor for same purpose:" -#~ msgstr "Ou utiliser le constructeur de structure dans le même but :" - -#~ msgid "" -#~ "Structs may contain other struct or array, you can also instance them as " -#~ "global constant:" -#~ msgstr "" -#~ "Les structures peuvent contenir d'autres structures ou tableaux, vous " -#~ "pouvez également les instancier en tant que constantes globales :" - -#~ msgid "bit-wise and" -#~ msgstr "bit-wise et" - -#~ msgid "Arc-Sine" -#~ msgstr "Arc sinus" - -#~ msgid "Hyperbolic-Sine" -#~ msgstr "Sinus hyperbolique" - -#~ msgid "Inverse-Hyperbolic-Sine" -#~ msgstr "Sinus hyperbolique inverse" - -#~ msgid "Power" -#~ msgstr "Pouvoir" - -#~ msgid "Dot Product" -#~ msgstr "Produit Scalaire" - -#~ msgid "Cross Product" -#~ msgstr "Produit Vectoriel" - -#~ msgid "Perform a 2D texture read with projection/lod" -#~ msgstr "Effectuer une lecture de texture 2D avec projection/lod" - -#~ msgid "Perform a 3D texture read with projection/lod" -#~ msgstr "Effectuer une lecture de texture 3D avec projection/lod" - -#~ msgid "Creating a main screen plugin" -#~ msgstr "Création d'un plugin pour l'écran principal" - -#~ msgid "" -#~ "Linking the main screen to another plugin GUI element (such as a Tab " -#~ "panel, similar to the Inspector tab)" -#~ msgstr "" -#~ "Lier l'écran principal à un autre élément de l'interface graphique du " -#~ "plugin (comme un panneau d'onglets, similaire à l'onglet Inspecteur)" - -#~ msgid "" -#~ "For the sake of simplicity, the two GUI elements of our main screen " -#~ "plugin will both consist in a Label and a Button. Pressing one element's " -#~ "button will display some text on the other's label node." -#~ msgstr "" -#~ "Par souci de simplicité, les deux éléments de l'interface graphique de " -#~ "notre plugin pour l'écran principal seront tous deux constitués d'un " -#~ "Label et un Button. En appuyant sur le Button d'un élément, on peut " -#~ "afficher du texte sur le nœud Label de l'autre élément." - -#~ msgid "" -#~ "The plugin itself is a Godot project. It is best to set its contents in " -#~ "an ``addons/my_plugin_name/`` structure. The only files that lie in the " -#~ "root folder are the project.godot file, and the project icon." -#~ msgstr "" -#~ "Le plugin lui-même est un projet Godot. Il est préférable de définir son " -#~ "contenu dans une structure ``addons/my_plugin_name/``. Les seuls fichiers " -#~ "qui se trouvent dans le dossier racine sont le fichier project.godot, et " -#~ "l'icône du projet." - -#~ msgid "" -#~ "In the ``addons/my_plugin_name/`` folder, we create the ``plugin.cfg`` " -#~ "file as described in the :ref:`doc_making_plugins` page." -#~ msgstr "" -#~ "Dans le dossier ``addons/my_plugin_name/``, nous créons le fichier " -#~ "``plugin.cfg`` comme décris dans la page :ref:`doc_making_plugins`." - -#~ msgid "" -#~ "We also initialize the file targeted by the ``script=`` property of the " -#~ "``.cfg`` file. In our example, ``main_screen_plugin.gd``." -#~ msgstr "" -#~ "Nous initialisons le fichier spécifié par la propriétés ``script=`` du " -#~ "fichier ``.cfg``. Dans notre cas, ``main_screen_plugin.gd``." - -#~ msgid "" -#~ "The ``main_screen_plugin.gd`` file will be responsible for each of our " -#~ "plugin's UI element instantiation, and it will also manage the " -#~ "communication between them." -#~ msgstr "" -#~ "Le fichier ``main_screen_plugin.gd`` sera responsable de l'instanciation " -#~ "de chacun des éléments de l'interface utilisateur de notre plugin, et il " -#~ "gérera également la communication entre eux." - -#~ msgid "" -#~ "As a matter of fact, we wish to design each UI element in their own " -#~ "scene. Different scenes are not aware of each other unless they are both " -#~ "children of a parent scene, yet they will then require ``get_node(\"../" -#~ "sibling\")`` accessors. Such practice is more likely to produce errors at " -#~ "runtime, especially if these scenes do not share the same parent node. " -#~ "This is why, they should only be allowed to access their children." -#~ msgstr "" -#~ "En fait, nous souhaitons concevoir chaque élément d'interface utilisateur " -#~ "dans leur propre scène. Différentes scènes ne se connaissent pas sauf si " -#~ "elles sont toutes les deux enfants d'une scène parent, mais elles auront " -#~ "alors besoin des accesseurs ``get_node(\"../frère\")``. Une telle " -#~ "pratique est plus susceptible de produire des erreurs lors de " -#~ "l'exécution, surtout si ces scènes ne partagent pas le même nœud parent. " -#~ "C'est pourquoi, elles ne devraient autorisées a avoir accès qu'à leurs " -#~ "enfants." - -#~ msgid "" -#~ "So, in order to communicate information to another scene, the best design " -#~ "is to define signals. If a user action in a UI scene #1 has to trigger " -#~ "something in another UI scene #2, then this user action has to emit a " -#~ "signal from scene #1, and scene #2 will be connected to that signal. " -#~ "Since all of our UI scenes will be instanced by ``main_screen_plugin.gd`` " -#~ "script, this one script will also connect each of them to the required " -#~ "signals." -#~ msgstr "" -#~ "Ainsi, afin de communiquer des informations à une autre scène, la " -#~ "meilleure conception est de définir des signaux. Si une action " -#~ "utilisateur dans une scène d'interface utilisateur #1 doit déclencher " -#~ "quelque chose dans une autre scène d'interface utilisateur #2, cette " -#~ "action utilisateur doit émettre un signal à partir de la scène #1, et la " -#~ "scène #2 sera connectée à ce signal. Étant donné que toutes nos scènes " -#~ "d'interface utilisateur seront instanciées par le script " -#~ "``main_screen_plugin.gd``, ce script connectera également chacune d'entre " -#~ "elles aux signaux requis." - -#~ msgid "" -#~ "If the ``main_screen_plugin.gd`` instantiates the UI scenes, won't they " -#~ "be sibling nodes then?" -#~ msgstr "" -#~ "Si le ``main_screen_plugin.gd`` instancie les scènes de l'interface " -#~ "utilisateur, ne seront-elles pas des nœuds frères ?" - -#~ msgid "" -#~ "Not necessarily: this script may add all UI scenes as children of the " -#~ "same node of the editor's scene tree - but maybe it won't. And the " -#~ "``main_screen_plugin.gd`` script will *not* be the parent node of any " -#~ "instantiated scene because it is a script, not a node! This script will " -#~ "only hold references to instantiated scenes." -#~ msgstr "" -#~ "Pas nécessairement : ce script peut ajouter toutes les scènes de " -#~ "l'interface utilisateur en tant qu'enfants du même nœud de l'arbre des " -#~ "scènes de l'éditeur - mais peut-être pas. Et le script " -#~ "``main_screen_plugin.gd`` ne sera *pas* le noeud parent d'une scène " -#~ "instanciée parce que c'est un script, pas un noeud ! Ce script ne " -#~ "contiendra que des références à des scènes instanciées." - -#~ msgid "" -#~ "We then add 2 children to this Panel node: first a ``Button`` node. Place " -#~ "it anywhere on the Panel. Then add a ``Label`` node." -#~ msgstr "" -#~ "Nous ajoutons ensuite 2 enfants à ce nœud Panel : d'abord un nœud " -#~ "``Button``. Placez-le n'importe où sur le Panel. Ensuite, ajoutez un " -#~ "noeud ``Label``." - -#~ msgid "" -#~ "Now we need to define a behaviour when this button is pressed. This is " -#~ "covered by the :ref:`Handling a signal ` " -#~ "page, so this part will not be described in details in this tutorial. " -#~ "Select the Button node and click the ``Node`` side dock. Select the " -#~ "``pressed()`` signal and click the ``Connect`` button (you can also " -#~ "double-click the ``pressed()`` signal instead). In the window that " -#~ "opened, select the Panel node (we will centralize all behaviors in its " -#~ "attached script). Keep the default function name, make sure that the " -#~ "``Make function`` toggle is ON and hit ``Connect``. This creates an " -#~ "``_on_Button_pressed()`` function in the ``main_panel.gd`` script, that " -#~ "will be called every time the button is pressed." -#~ msgstr "" -#~ "Nous devons maintenant définir un comportement lorsque ce bouton est " -#~ "pressé. Ceci est couvert par la page :ref:`Handling a signal " -#~ "`, cette partie ne sera donc pas décrite " -#~ "en détail dans ce tutoriel. Sélectionnez le nœud Button et cliquez sur le " -#~ "dock latéral ``Node``. Sélectionnez le signal ``pressed()`` et cliquez " -#~ "sur le bouton ``Connect`` (vous pouvez également double-cliquer sur le " -#~ "signal ``pressed()`` à la place). Dans la fenêtre qui s'est ouverte, " -#~ "sélectionnez le nœud Panel (nous centraliserons tous les comportements " -#~ "dans son script). Conservez le nom de la fonction par défaut, assurez-" -#~ "vous que le bouton ``Make function`` est sur ON et appuyez sur " -#~ "``Connect``. Cela crée une fonction ``_on_Button_pressed()`` dans le " -#~ "script ``main_panel.gd``, qui sera appelée à chaque fois que le bouton " -#~ "est pressé." - -#~ msgid "" -#~ "As the button gets pressed, we want the side-panel's ``Label`` node to " -#~ "show a specific text. As explained above, we cannot directly access the " -#~ "target scene, so we'll emit a signal instead. The ``main_screen_plugin." -#~ "gd`` script will then connect this signal to the target scene. Let's " -#~ "continue in the ``main_panel.gd`` script:" -#~ msgstr "" -#~ "Lorsque le bouton est pressé, nous voulons que le nœud``Label`` du " -#~ "panneau latéral affiche un texte spécifique. Comme expliqué ci-dessus, " -#~ "nous ne pouvons pas accéder directement à la scène cible, nous allons " -#~ "donc émettre un signal à la place. Le script ``main_screen_plugin.gd`` va " -#~ "alors connecter ce signal à la scène cible. Continuons dans le script " -#~ "``main_panel.gd`` :" - -#~ msgid "" -#~ "In the same way, this main scene's Label node has to show a value when it " -#~ "receives a specific signal. Let's create a new " -#~ "``_on_side_button_pressed(text_to_show)`` function for this purpose:" -#~ msgstr "" -#~ "De la même manière, le nœud Label de cette scène principale doit afficher " -#~ "une valeur lorsqu'il reçoit un signal spécifique. Créons une nouvelle " -#~ "fonction ``on_side_button_pressed(text_to_show)`` à cet effet :" - -#~ msgid "Tabbed panel scene" -#~ msgstr "Scène de panneau à onglets" - -#~ msgid "" -#~ "The tabbed panel scene is almost identical to the main panel scene. You " -#~ "can either duplicate the ``main_panel.tscn`` file and name the new file " -#~ "``side_panel.tscn``, or re-create it from a new scene by following the " -#~ "previous section again. However, you will have to create a new script and " -#~ "attach it to the Panel root node. Save it as ``side_panel.gd``. Its " -#~ "content is slightly different, as the signal emitted and the target " -#~ "function have different names. Here is the script's full content:" -#~ msgstr "" -#~ "La scène du panneau à onglets est presque identique à la scène du panneau " -#~ "principal. Vous pouvez soit dupliquer le fichier ``main_panel.tscn`` et " -#~ "nommer le nouveau fichier ``side_panel.tscn``, soit le recréer à partir " -#~ "d'une nouvelle scène en suivant à nouveau la section précédente. " -#~ "Cependant, vous devrez créer un nouveau script et l'attacher au nœud " -#~ "racine Panel. Enregistrez-le sous le nom de ``side_panel.gd``. Son " -#~ "contenu est légèrement différent, car le signal émis et la fonction cible " -#~ "portent des noms différents. Voici le contenu complet du script :" - -#~ msgid "Connecting the two scenes in the plugin script" -#~ msgstr "Connecter les deux scènes dans le script du plugin" - -#~ msgid "" -#~ "A couple of specific lines were added. First, we defined the constants " -#~ "that contain our 2 GUI packed scenes (``MainPanel`` and ``SidePanel``). " -#~ "We will use these resources to instance both scenes." -#~ msgstr "" -#~ "Quelques lignes spécifiques ont été ajoutées. Tout d'abord, nous avons " -#~ "défini les constantes qui contiennent nos deux scènes d'interface " -#~ "graphique (``MainPanel`` et ``SidePanel``). Nous utiliserons ces " -#~ "ressources pour instancier les deux scènes." - -#~ msgid "" -#~ "The ``_enter_tree()`` function is called before ``_ready()``. This is " -#~ "where we actually instance the 2 GUI scenes, and add them as children of " -#~ "specific parts of the editor. The side panel case is similar to the " -#~ "example shown in :ref:`doc_making_plugins` page: we add the scene in an " -#~ "editor dock. We specified it will be placed in the left-side dock, upper-" -#~ "left tab." -#~ msgstr "" -#~ "La fonction ``_enter_tree()`` est appelée avant ``_ready()``. C'est là " -#~ "que nous avons intégré les deux scènes d'interface graphique et que nous " -#~ "les avons ajoutées en tant qu'enfants de certaines parties de l'éditeur. " -#~ "Le cas du panneau latéral est similaire à l'exemple présenté dans la " -#~ "page :ref:`doc_making_plugins` : nous ajoutons la scène dans un dock de " -#~ "l'éditeur. Nous avons précisé qu'il serait placé dans le dock de gauche, " -#~ "onglet en haut à gauche." - -#~ msgid "" -#~ "The ``_exit_tree()`` is pretty straightforward. It is automatically " -#~ "called when the plugin is deactivated. It is then important to " -#~ "``queue_free()`` the elements previously instanced to preserve memory. If " -#~ "you don't, the elements will effectively be invisible in the editor, but " -#~ "they will remain present in the memory. Multiple de-activations/re-" -#~ "activations will then increase memory usage without any way to free it, " -#~ "which is not good." -#~ msgstr "" -#~ "L'``_exit_tree()`` est assez simple. Il est automatiquement appelé " -#~ "lorsque le plugin est désactivé. Il est alors important de " -#~ "``queue_free()`` les éléments précédemment instanciés pour préserver la " -#~ "mémoire. Si vous ne le faites pas, les éléments seront effectivement " -#~ "invisibles dans l'éditeur, mais ils resteront présents dans la mémoire. " -#~ "Les désactivations/réactivations multiples augmenteront alors " -#~ "l'utilisation de la mémoire sans aucun moyen de la libérer, ce qui n'est " -#~ "pas bon." - -#~ msgid "Customizing the Web export HTML page" -#~ msgstr "Personnalisation de la page HTML d'exportation Web" - -#~ msgid "" -#~ "Rather than the default HTML page that comes with the export templates, " -#~ "it is also possible to use a custom HTML page. This allows drastic " -#~ "customization of the final web presentation and behavior. The path to the " -#~ "custom HTML page is specified in the export options as ``Html/Custom Html " -#~ "Shell``." -#~ msgstr "" -#~ "Plutôt que la page HTML par défaut qui vient avec les modèles " -#~ "d'exportation, il est également possible d'utiliser une page HTML " -#~ "personnalisée. Cela permet une personnalisation totale de la présentation " -#~ "web finale et du comportement. Le chemin d'accès à la page HTML " -#~ "personnalisée est spécifié dans les options d'exportation ``Html/Custom " -#~ "Html Shell``." - -#~ msgid "" -#~ "Another sample HTML page is available at `/misc/dist/html/fixed-size.html " -#~ "`__. This page uses a fixed size canvas with an output widget " -#~ "below. However, the F12 browser console should be preferred as it can " -#~ "display additional information, such as WebGL errors." -#~ msgstr "" -#~ "Un autre exemple de page HTML est disponible à l'adresse `/misc/dist/html/" -#~ "fixed-size.html `__.Cette page utilise un canevas de taille " -#~ "fixe avec un widget de sortie ci-dessous. Cependant, la console de " -#~ "navigation F12 doit être préférée car elle peut afficher des informations " -#~ "supplémentaires, telles que des erreurs WebGL." - -#~ msgid "Placeholder substitution" -#~ msgstr "Substitution de caractères génériques" - -#~ msgid "" -#~ "When exporting the game, several placeholders in the HTML page are " -#~ "replaced with values depending on the export:" -#~ msgstr "" -#~ "Lors de l'exportation du jeu, plusieurs chaînes caractères substituables " -#~ "de la page HTML sont remplacées par des valeurs dépendantes de " -#~ "l'exportation :" - -#~ msgid "Substituted by" -#~ msgstr "Remplacé par" - -#~ msgid "``$GODOT_BASENAME``" -#~ msgstr "``$GODOT_BASENAME``" - -#~ msgid "" -#~ "Basename of exported files without suffixes, e.g. ``game`` when exporting " -#~ "``game.html``" -#~ msgstr "" -#~ "Nom de base des fichiers exportés sans suffixes, par exemple ``jeu`` lors " -#~ "de l'exportation de ``jeu.html``" - -#~ msgid "``$GODOT_DEBUG_ENABLED``" -#~ msgstr "``$GODOT_DEBUG_ENABLED``" - -#~ msgid "``true`` if debugging, ``false`` otherwise" -#~ msgstr "``true`` si en débogage, ``false`` sinon" - -#~ msgid "``$GODOT_HEAD_INCLUDE``" -#~ msgstr "``$GODOT_HEAD_INCLUDE``" - -#~ msgid "" -#~ "Custom string to include just before the end of the HTML ```` " -#~ "element" -#~ msgstr "" -#~ "Chaîne personnalisée à inclure juste avant la fin de l'élément HTML " -#~ "````" - -#~ msgid "" -#~ "The HTML file must evaluate the JavaScript file ``$GODOT_BASENAME.js``. " -#~ "This file defines a global ``Engine`` object used to start the engine, :" -#~ "ref:`see below ` for details." -#~ msgstr "" -#~ "Le fichier HTML doit évaluer le fichier JavaScript ``$GODOT_BASENAME." -#~ "js``. Ce fichier définit un objet global ``Engine`` utilisé pour démarrer " -#~ "le moteur, :ref:`voir ci-dessous ` pour " -#~ "plus de détails." - -#~ msgid "" -#~ "The boot splash image is exported as ``$GODOT_BASENAME.png`` and can be " -#~ "used e.g. in ```` elements." -#~ msgstr "" -#~ "L'image de démarrage est exportée en tant que ``$GODOT_BASENAME.png`` et " -#~ "peut être utilisée par exemple dans des éléments ````." - -#~ msgid "" -#~ "``$GODOT_DEBUG_ENABLED`` can be useful to optionally display e.g. an " -#~ "output console or other debug tools." -#~ msgstr "" -#~ "``$GODOT_DEBUG_ENABLED`` peut être utile pour afficher facultativement " -#~ "par exemple une console de sortie ou d'autres outils de débogage." - -#~ msgid "" -#~ "``$GODOT_HEAD_INCLUDE`` is replaced with the string specified by the " -#~ "export option ``Html/Head Include``." -#~ msgstr "" -#~ "``$GODOT_HEAD_INCLUDE`` est substitué par la chaîne de caractères " -#~ "spécifiée par l'option d'exportation ``Html/Head Include``." - -#~ msgid "" -#~ "The JavaScript global object ``Engine`` is defined by ``$GODOT_BASENAME." -#~ "js`` and serves as an interface to the engine start-up process." -#~ msgstr "" -#~ "L'objet global JavaScript ``Engine`` est défini par ``$GODOT_BASENAME." -#~ "js`` et sert d'interface pour le processus de démarrage du moteur." - -#~ msgid "The object itself has only the following methods:" -#~ msgstr "L'objet lui-même n'a que les méthodes suivantes :" - -#~ msgid "Check whether WebGL is available." -#~ msgstr "Vérifiez si WebGL est disponible." - -#~ msgid "" -#~ "This is useful for outdated hosts that only accept uploads of files with " -#~ "certain filename extensions." -#~ msgstr "" -#~ "Cela est utile pour les hôtes obsolètes qui n'acceptent que les " -#~ "téléchargements de fichiers ayant certaines extensions de nom de fichier." - -#~ msgid "" -#~ "Depending on the host, using an alternate filename extension can prevent " -#~ "some start-up optimizations. This occurs when the file is delivered with " -#~ "a MIME-type other than :mimetype:`application/wasm`." -#~ msgstr "" -#~ "Selon l'hôte, l'utilisation d'une extension alternative de nom de fichier " -#~ "peut empêcher certaines optimisations de démarrage. Cela se produit " -#~ "lorsque le fichier est livré avec un type MIME autre que :mimetype:" -#~ "`application/wasm`." - -#~ msgid "Starting an ``Engine`` instance" -#~ msgstr "Démarrage d'une instance ``Engine``" - -#~ msgid ":js:class:`Engine` also acts a class:" -#~ msgstr ":js:class:`Engine` agit aussi comme une classe :" - -#~ msgid "An instance of the engine that can be started, usually a game." -#~ msgstr "Une instance du moteur qui peut être démarrée, généralement un jeu." - -#~ msgid "Instantiate the class using the ``new`` operator:" -#~ msgstr "Instanciez la classe en utilisant l'opérateur ``new`` :" - -#~ msgid "" -#~ "This yields an :js:class:`Engine` instance, referred to as ``engine`` " -#~ "with a lower-case ``e`` from here." -#~ msgstr "" -#~ "Cela donne une instance :js:class:`Engine`, appelée ``engine`` avec un " -#~ "``e`` minuscule à partir de là." - -#~ msgid "" -#~ "To start such an instance, the global ``Engine`` object must be loaded, " -#~ "then the ``engine`` instance must be initialized and finally started." -#~ msgstr "" -#~ "Pour démarrer une telle instance, l'objet global ``Engine`` doit être " -#~ "chargé, puis l'instance ``engine`` doit être initialisée et enfin lancée." - -#~ msgid "" -#~ "Initialize the instance. The instance can then be started with one of the " -#~ "``start`` functions, usually :js:func:`engine.startGame`." -#~ msgstr "" -#~ "Initialisez l'instance. L'instance peut alors être lancée avec l'une des " -#~ "fonctions ``start``, généralement :js:func:`engine.startGame`." - -#~ msgid "" -#~ "The base path to the engine, same as in :js:func:`Engine.load`. Must be " -#~ "passed only if the engine hasn't been loaded yet." -#~ msgstr "" -#~ "Le chemin de base vers le moteur, comme dans :js:func:`Engine.load`. Ne " -#~ "doit être passé que si le moteur n'a pas encore été chargé." - -#~ msgid "" -#~ "If the instance has not yet been initialized with :js:func:`engine.init`, " -#~ "it will be." -#~ msgstr "" -#~ "Si l'instance n'a pas encore été initialisée avec :js:func:`engine.init`, " -#~ "elle le sera." - -#~ msgid "The engine must be loaded beforehand." -#~ msgstr "Le moteur doit être chargé au préalable." - -#~ msgid "" -#~ "Requires that the engine has been loaded, and that a canvas can be found " -#~ "on the page." -#~ msgstr "" -#~ "Nécessite que le moteur ait été chargé et qu'un canevas se trouve sur la " -#~ "page." - -#~ msgid "" -#~ "Initializes the engine if not yet initialized, loads the executable, and " -#~ "starts the game with the main pack loaded from the passed URL." -#~ msgstr "" -#~ "Initialise le moteur s'il n'est pas encore initialisé, charge " -#~ "l'exécutable, et démarre le jeu avec le pack principal chargé à partir de " -#~ "l'URL passée." - -#~ msgid "" -#~ "Executable's name (URL) to start. Also used as base path to load the " -#~ "engine if not loaded already. Should not contain the file's extension." -#~ msgstr "" -#~ "Nom de l'exécutable (URL) à lancer. Utilisé également comme chemin de " -#~ "base pour charger le moteur s'il n'est pas déjà chargé. Ne doit pas " -#~ "contenir l'extension du fichier." - -#~ msgid "Configuring start-up behaviour" -#~ msgstr "Configuration du comportement de démarrage" - -#~ msgid "" -#~ "Beside starting the engine, other methods of the engine instance allow " -#~ "configuring the behavior:" -#~ msgstr "" -#~ "Outre le démarrage du moteur, d'autres méthodes de l'instance du moteur " -#~ "permettent de configurer le comportement :" - -#~ msgid "" -#~ "This frees browser memory by unloading files that are no longer needed " -#~ "once the instance is initialized. However, if more instances of the " -#~ "engine will be started, the Engine will have to be loaded again." -#~ msgstr "" -#~ "Cela libère la mémoire du navigateur en déchargeant les fichiers qui ne " -#~ "sont plus nécessaires une fois l'instance initialisée. Cependant, si " -#~ "d'autres instances du moteur doivent être démarrées, le moteur devra être " -#~ "à nouveau chargé." - -#~ msgid "Enabled by default." -#~ msgstr "Activé par défaut." - -#~ msgid "Specify a canvas to use." -#~ msgstr "Spécifier un canevas à utiliser." - -#~ msgid "" -#~ "By default, the engine will try to guess the locale to use from the " -#~ "JavaScript environment. It is usually preferable to use a server-side " -#~ "user-specified locale, or at least use the locale requested in the HTTP " -#~ "``Accept-Language`` header. This method allows specifying such a custom " -#~ "locale string." -#~ msgstr "" -#~ "Par défaut, le moteur essaiera de deviner quelle version de langue " -#~ "utiliser à partir de l'environnement JavaScript. Il est généralement " -#~ "préférable d'utiliser une version de langue spécifiée par l'utilisateur " -#~ "côté serveur, ou du moins d'utiliser la version de langue demandée dans " -#~ "l'en-tête HTTP ``Accept-Language``. Cette méthode permet de spécifier une " -#~ "telle version personnalisée." - -#~ msgid "For example, with PHP:" -#~ msgstr "Par exemple, avec PHP :" - -#~ msgid "Locale." -#~ msgstr "Locale." - -#~ msgid "" -#~ "A real executable file doesn't exist for the HTML5 platform. However, a " -#~ "virtual filename is stored by the engine for compatibility with other " -#~ "platforms." -#~ msgstr "" -#~ "Un vrai fichier exécutable n'existe pas pour la plateforme HTML5. " -#~ "Cependant, un nom de fichier virtuel est stocké par le moteur pour la " -#~ "compatibilité avec d'autres plateformes." - -#~ msgid "" -#~ "By default, the base name of the loaded engine files is used. This method " -#~ "allows specifying another name." -#~ msgstr "" -#~ "Par défaut, le nom de base des fichiers moteur chargés est utilisé. Cette " -#~ "méthode permet de spécifier un autre nom." - -#~ msgid "" -#~ "If the total is 0, it couldn't be calculated. Possible reasons include:" -#~ msgstr "" -#~ "Si le total est 0, il ne pouvait pas être calculé. Les raisons possibles " -#~ "sont :" - -#~ msgid "Specify the standard output stream callback." -#~ msgstr "Spécifiez le rappel de flux de sortie standard." - -#~ msgid "" -#~ "This method should usually only be used in debug pages. The ``" -#~ "$GODOT_DEBUG_ENABLED`` placeholder can be used to check for this." -#~ msgstr "" -#~ "Cette méthode ne devrait généralement être utilisée que dans les pages de " -#~ "débogage. Le conteneur ``$GODOT_DEBUG_ENABLED``` peut être utilisé pour " -#~ "vérifier cela." - -#~ msgid "Specify the standard error stream callback." -#~ msgstr "Spécifiez le rappel de flux d'erreur standard." - -#~ msgid "By default, ``console.warn()`` is used." -#~ msgstr "Par défaut, ``console.warn()``` est utilisé." - -#~ msgid "" -#~ "If you know what you're doing, you can access the runtime environment " -#~ "(Emscripten's ``Module``) as ``engine.rtenv``. Check the official " -#~ "Emscripten documentation for information on how to use it: https://" -#~ "kripken.github.io/emscripten-site/docs/api_reference/module.html" -#~ msgstr "" -#~ "Si vous savez ce que vous faites, vous pouvez accéder à l’environnement " -#~ "d'exécution (le ``Module`` d'Emscripten) avec ``engine.rtenv``. Consultez " -#~ "la documentation d'Emscripten pour plus d'information sur son " -#~ "utilisation : https://kripken.github.io/emscripten-site/docs/" -#~ "api_reference/module.html" - -#~ msgid "" -#~ "Following this is the actual packet contents, which varies for each type " -#~ "of packet:" -#~ msgstr "" -#~ "Voici le contenu réel du paquet, qui varie pour chaque type de paquet :" - -#~ msgid "3: :ref:`float`/real" -#~ msgstr "3 : :ref:`float`/real" - -#~ msgid "[0][0]" -#~ msgstr "[0][0]" - -#~ msgid "[0][1]" -#~ msgstr "[0][1]" - -#~ msgid "[1][0]" -#~ msgstr "[1][0]" - -#~ msgid "[1][1]" -#~ msgstr "[1][1]" - -#~ msgid "[2][0]" -#~ msgstr "[2][0]" - -#~ msgid "[2][1]" -#~ msgstr "[2][1]" - -#~ msgid "[0][2]" -#~ msgstr "[0][2]" - -#~ msgid "[1][2]" -#~ msgstr "[1][2]" - -#~ msgid "[2][2]" -#~ msgstr "[2][2]" - -#~ msgid "[3][0]" -#~ msgstr "[3][0]" - -#~ msgid "[3][1]" -#~ msgstr "[3][1]" - -#~ msgid "[3][2]" -#~ msgstr "[3][2]" - -#~ msgid "" -#~ "`Python 3.5+ (recommended) or Python 2.7+. `_" -#~ msgstr "" -#~ "`Python 3.5+ (recommandé) ou Python 2.7+. `_" - -#~ msgid "" -#~ "By default, SCons will build a binary matching your CPU architecture, but " -#~ "this can be overridden using ``bits=64`` or ``bits=32``." -#~ msgstr "" -#~ "Par défaut, SCons va construire un binaire correspondant à l'architecture " -#~ "de votre CPU, mais cela peut-être modifié en utilisant ``bits=64`` ou " -#~ "``bits=32``." - -#~ msgid "SCons build system (3.0 or later for Python 3)" -#~ msgstr "Système de construction SCons (3.0 ou plus récent pour Python 3)" - -#~ msgid "Python 3.5+ (recommended) or Python 2.7+." -#~ msgstr "Python 3.5+ (recommandé) ou Python 2.7+." - -#~ msgid "" -#~ "`Emscripten 1.38.27+ `__: If " -#~ "the version available per package manager is not recent enough, the best " -#~ "alternative is to install using the `Emscripten SDK `__" -#~ msgstr "" -#~ "`Emscripten 1.38.27+ `__ : Si " -#~ "la version disponible par gestionnaire de paquets n'est pas assez " -#~ "récente, la meilleure alternative est de l'installer en utilisant le 'SDK " -#~ "Emscripten `__" - -#~ msgid "Customizing module types initialization" -#~ msgstr "Personnalisation de l'initialisation des types de modules" - -#~ msgid "" -#~ "Modules can interact with other built-in engine classes during runtime " -#~ "and even affect the way core types are initialized. So far, we've been " -#~ "using ``register_summator_types`` as a way to bring in module classes to " -#~ "be available within the engine." -#~ msgstr "" -#~ "Les modules peuvent interagir avec d'autres classes intégrées au moteurs " -#~ "intégrés pendant l'exécution et même affecter la façon dont les types " -#~ "core sont initialisés. Jusqu'à présent, nous avons utilisé les " -#~ "``register_summator_types`` comme moyen de rendre les classes de modules " -#~ "disponibles au sein du moteur." - -#~ msgid "" -#~ "A crude order of the engine setup can be summarized as a list of the " -#~ "following type registration methods:" -#~ msgstr "" -#~ "Un ordre approximatif de la configuration du moteur peut être résumé par " -#~ "une liste des méthodes de déclaration de type suivantes :" - -#~ msgid "" -#~ "Our ``Summator`` class is initialized during the " -#~ "``register_module_types()`` call. Imagine that we need to satisfy some " -#~ "common module run-time dependency (like singletons), or allow us to " -#~ "override existing engine method callbacks before they can be assigned by " -#~ "the engine itself. In that case, we want to ensure that our module " -#~ "classes are registered *before* any other built-in type." -#~ msgstr "" -#~ "Notre classe ``Summator`` est initialisée lors de l'appel " -#~ "``register_module_types()``. Imaginez que nous ayons besoin de satisfaire " -#~ "une dépendance d'exécution de module commune (comme les singletons), ou " -#~ "de nous permettre de passer outre les rappels de méthodes du moteur " -#~ "existants avant qu'ils ne puissent être assignés par le moteur lui-même. " -#~ "Dans ce cas, nous voulons nous assurer que nos classes de modules sont " -#~ "déclarées *avant* tout autre type intégré." - -#~ msgid "" -#~ "This is where we can define an optional ``preregister_summator_types()`` " -#~ "method which will be called before anything else during the " -#~ "``preregister_module_types()`` engine setup stage." -#~ msgstr "" -#~ "C'est là que nous pouvons définir une méthode optionnelle " -#~ "``preregister_summator_types()`` qui sera appelée avant toute autre chose " -#~ "pendant l'étape de configuration du moteur ``preregister_module_types()``." - -#~ msgid "" -#~ "We now need to add this method to ``register_types`` header and source " -#~ "files:" -#~ msgstr "" -#~ "Nous devons maintenant ajouter cette méthode aux fichiers d'en-tête et " -#~ "aux fichiers sources de ``register_types`` :" - -#~ msgid "" -#~ "Unlike other register methods, we have to explicitly define " -#~ "``MODULE_SUMMATOR_HAS_PREREGISTER`` to let the build system know what " -#~ "relevant method calls to include at compile time. The module's name has " -#~ "to be converted to uppercase as well." -#~ msgstr "" -#~ "Contrairement à d'autres méthodes de déclaration, nous devons définir " -#~ "explicitement ``MODULE_SUMMATOR_HAS_PREREGISTER`` pour que le système de " -#~ "compilation sache quelles méthodes pertinentes doivent être incluses au " -#~ "moment de la compilation. Le nom du module doit également être converti " -#~ "en majuscules." - -#~ msgid "" -#~ "Once you're satisfied with the icon's design, save the icon in ``engine/" -#~ "icons/svg/`` folder. But in order for the engine to automatically pick up " -#~ "the icons, each icon's filename:" -#~ msgstr "" -#~ "Une fois que vous êtes satisfait du design de l'icône, enregistrez " -#~ "l'icône dans le dossier ``engine/icons/svg/``. Mais pour que le moteur " -#~ "récupère automatiquement les icônes, le nom de fichier de chaque icône :" - -#~ msgid "Must be prefixed with ``icon_``." -#~ msgstr "Doit avoir le préfixe ``icon_``." - -#~ msgid "" -#~ "``PascalCase`` name should be converted to ``snake_case``, so words are " -#~ "separated by ``_`` whenever case changes, and uppercase acronyms must " -#~ "also have all letters, numbers, and special characters separated as " -#~ "distinct words. Some examples:" -#~ msgstr "" -#~ "Un nom en ``PascalCase`` doit être converti en ``snake_case``, de sorte " -#~ "que les mots sont séparés par ``_`` chaque fois que la casse change, et " -#~ "les acronymes en majuscules doivent également avoir toutes les lettres, " -#~ "chiffres et caractères spéciaux séparés comme des mots distincts. " -#~ "Quelques exemples :" - -#~ msgid "Name" -#~ msgstr "Nom" - -#~ msgid "``Polygon2D``" -#~ msgstr "`` Polygon2D``" - -#~ msgid "``icon_polygon_2_d.svg``" -#~ msgstr "``icon_polygon_2_d.svg``" - -#~ msgid "``CSGPolygon``" -#~ msgstr "``CSGPolygon``" - -#~ msgid "``icon_c_s_g_polygon.svg``" -#~ msgstr "``icon_c_s_g_polygon.svg``" - -#~ msgid "``CPUParticles2D``" -#~ msgstr "``CPUParticles2D``" - -#~ msgid "``icon_c_p_u_particles_2_d.svg``" -#~ msgstr "``icon_c_p_u_particles_2_d.svg``" - -#~ msgid "``C#``" -#~ msgstr "``C#``" - -#~ msgid "``icon_c_#.svg``" -#~ msgstr "``icon_c_#.svg``" - -#~ msgid "" -#~ "Welcome to Godot! With your project open, you should see the editor’s " -#~ "interface with empty docks on the right side." -#~ msgstr "" -#~ "Bienvenu dans Godot ! Avec votre projet ouvert, vous devriez maintenant " -#~ "voir l'interface de l'éditeur avec un panneau vide sur la droite." - -#~ msgid "Windows, macOS, Linux (unofficial and unsupported)" -#~ msgstr "Windows, macOS, Linux (non-official and non-supported)" - -#~ msgid "The *adb* executable (adb.exe on Windows)" -#~ msgstr "L'exécutable *adb* (adb.exe sous Windows)" - -#~ msgid "The *jarsigner* executable (from JDK 6 or 8)" -#~ msgstr "L'exécutable *jarsigner* (du JDK 6 ou 8)" - -#~ msgid "The debug *keystore*" -#~ msgstr "Le *keystore* de débogage" - -#~ msgid "" -#~ "This way, obtaining the actual playback position during *_process()* is " -#~ "possible:" -#~ msgstr "" -#~ "De cette façon, il est possible d'obtenir la position de lecture réelle " -#~ "pendant *_process()* :" - -#~ msgid "" -#~ "This tutorial will be about *transformations* and will cover a little " -#~ "about matrices (but not in-depth)." -#~ msgstr "" -#~ "Ce tutoriel portera sur les *transformations* et couvrira un peu les " -#~ "matrices (mais pas en profondeur)." - -#~ msgid "" -#~ "Transformations are most of the time applied as translation, rotation and " -#~ "scale so they will be considered as priority here." -#~ msgstr "" -#~ "Les transformations sont la plupart du temps appliquées comme " -#~ "translation, rotation et mise à l'échelle, donc elles seront considérées " -#~ "comme prioritaires ici." - -#~ msgid "Oriented coordinate system (OCS)" -#~ msgstr "Système de coordonnées orienté (OCS)" - -#~ msgid "" -#~ "Imagine we have a spaceship somewhere in space. In Godot this is easy, " -#~ "just move the ship somewhere and rotate it:" -#~ msgstr "" -#~ "Imaginez que nous avons un vaisseau spatial quelque part dans l'espace. " -#~ "Dans Godot c'est facile, il suffit de déplacer le vaisseau quelque part " -#~ "et de le faire tourner :" - -#~ msgid "" -#~ "Ok, so in 2D this looks simple, a position and an angle for a rotation. " -#~ "But remember, we are grown ups here and don't use angles (plus, angles " -#~ "are not even that useful when working in 3D)." -#~ msgstr "" -#~ "Ok, donc en 2D cela semble simple, une position et un angle pour une " -#~ "rotation. Mais n'oubliez pas que nous sommes des adultes ici et que nous " -#~ "n'utilisons pas d'angles (en plus, les angles ne sont même pas très " -#~ "utiles lorsque nous travaillons en 3D)." - -#~ msgid "" -#~ "We should realize that at some point, someone *designed* this spaceship. " -#~ "Be it for 2D in a drawing such as Paint.net, Gimp, Photoshop, etc. or in " -#~ "3D through a 3D DCC tool such as Blender, Max, Maya, etc." -#~ msgstr "" -#~ "Nous devrions nous rendre compte qu'à un moment donné, quelqu'un a " -#~ "*conçu* ce vaisseau spatial. Que ce soit en 2D dans un dessin comme Paint." -#~ "net, Gimp, Photoshop, etc. ou en 3D avec un outil DCC 3D comme Blender, " -#~ "Max, Maya, etc." - -#~ msgid "" -#~ "When it was designed, it was not rotated. It was designed in its own " -#~ "*coordinate system*." -#~ msgstr "" -#~ "Quand il a été conçu, il n’a pas été tourné. Il a été conçu dans son " -#~ "propre * système de coordonnées *." - -#~ msgid "" -#~ "This means that the tip of the ship has a coordinate, the fin has " -#~ "another, etc. Be it in pixels (2D) or vertices (3D)." -#~ msgstr "" -#~ "Cela signifie que l'avant du vaisseau a une coordonnée, la dérive en a " -#~ "une autre, etc. Que ce soit en pixels (2D) ou en sommets (3D)." - -#~ msgid "So, let's recall again that the ship was somewhere in space:" -#~ msgstr "" -#~ "Donc, rappelons-nous encore une fois que le vaisseau était quelque part " -#~ "dans l'espace :" - -#~ msgid "" -#~ "How did it get there? What moved it and rotated it from the place it was " -#~ "designed to its current position? The answer is... a **transform**, the " -#~ "ship was *transformed* from their original position to the new one. This " -#~ "allows the ship to be displayed where it is." -#~ msgstr "" -#~ "Comment est-ce arrivé là ? Qu'est-ce qui l'a déplacé et tourné de " -#~ "l'endroit désigné vers sa position actuelle ? La réponse est... une " -#~ "**transformation**, le vaisseau a été *transformé* depuis sa position " -#~ "originelle vers la nouvelle. Cela permet au vaisseau d'être affiché là où " -#~ "il est." - -#~ msgid "" -#~ "But transform is too generic of a term to describe this process. To solve " -#~ "this puzzle, we will superimpose the ship's original design position at " -#~ "their current position:" -#~ msgstr "" -#~ "Mais la transformation est un terme trop générique pour décrire ce " -#~ "processus. Pour résoudre ce casse-tête, nous allons superposer la " -#~ "position de conception originale du navire à sa position actuelle :" - -#~ msgid "" -#~ "So, we can see that the \"design space\" has been transformed too. How " -#~ "can we best represent this transformation? Let's use 3 vectors for this " -#~ "(in 2D), a unit vector pointing towards X positive, a unit vector " -#~ "pointing towards Y positive and a translation." -#~ msgstr "" -#~ "Ainsi, nous pouvons constater que \"l'espace de conception\" a été lui " -#~ "aussi transformé. Comment représenter au mieux cette transformation ? " -#~ "Utilisons pour cela (en 2D) 3 vecteurs, un vecteur unitaire pointant vers " -#~ "X positif, un vecteur unitaire pointant vers Y positif et une translation." - -#~ msgid "" -#~ "Let's call the 3 vectors \"X\", \"Y\" and \"Origin\", and let's also " -#~ "superimpose them over the ship so it makes more sense:" -#~ msgstr "" -#~ "Appelons les 3 vecteurs \"X\", \"Y\" et \"Origine\", et superposons les " -#~ "aussi au vaisseau, pour que cela ait plus de sens :" - -#~ msgid "" -#~ "Ok, this is nicer, but it still does not make sense. What do X,Y and " -#~ "Origin have to do with how the ship got there?" -#~ msgstr "" -#~ "Ok, c'est mieux, mais ça n'a toujours pas de sens. Qu'est-ce que X,Y et " -#~ "Origine ont à faire avec comment le vaisseau est arrivé là ?" - -#~ msgid "Well, let's take the point from top tip of the ship as reference:" -#~ msgstr "Bien, prenons le point du dessus du vaisseau comme référence :" - -#~ msgid "" -#~ "And let's apply the following operation to it (and to all the points in " -#~ "the ship too, but we'll track the top tip as our reference point):" -#~ msgstr "" -#~ "Et appliquons lui l'opération suivante (et à tous les points du vaisseau " -#~ "aussi, mais nous suivrons le point du dessus comme notre point de " -#~ "référence) :" - -#~ msgid "Doing this to the selected point will move it back to the center:" -#~ msgstr "Faire cela au point sélectionné le ramènera au centre :" - -#~ msgid "" -#~ "This was expected, but then let's do something more interesting. Use the " -#~ "dot product of X and the point, and add it to the dot product of Y and " -#~ "the point:" -#~ msgstr "" -#~ "C'était attendu, mais faisons quelque chose de plus intéressant. " -#~ "Utilisions le produit scalaire de X et du point, et ajoutons le au " -#~ "produit scalaire de Y et du point :" - -#~ msgid "" -#~ "Then what we have is.. wait a minute, it's the ship in its design " -#~ "position!" -#~ msgstr "" -#~ "Alors ce que nous avons est... attendez une minute, c'est le vaisseau " -#~ "dans sa position initiale de conception !" - -#~ msgid "" -#~ "How did this black magic happen? The ship was lost in space, and now it's " -#~ "back home!" -#~ msgstr "" -#~ "Comment cette magie noir est arrivée ? Le vaisseau était perdu dans " -#~ "l'espace, et maintenant il est de retour au bercail !" - -#~ msgid "" -#~ "It might seem strange, but it does have plenty of logic. Remember, as we " -#~ "have seen in the :ref:`doc_vector_math`, what happened is that the " -#~ "distance to X axis, and the distance to Y axis were computed. Calculating " -#~ "distance in a direction or plane was one of the uses for the dot product. " -#~ "This was enough to obtain back the design coordinates for every point in " -#~ "the ship." -#~ msgstr "" -#~ "Cela peut paraître étrange, mais cela a beaucoup de logique. Rappelez-" -#~ "vous, comme nous l'avons vu dans le :ref:`doc_vector_math`, ce qui s'est " -#~ "passé est que la distance à l'axe X, et la distance à l'axe Y ont été " -#~ "calculées. Le calcul de la distance dans une direction ou un plan était " -#~ "l'une des utilisations du produit scalaire. C'était suffisant pour " -#~ "obtenir les coordonnées de conception de chaque point du navire." - -#~ msgid "" -#~ "So, what we have been working with so far (with X, Y and Origin) is an " -#~ "*Oriented Coordinate System*. X an Y are the **Basis**, and *Origin* is " -#~ "the offset." -#~ msgstr "" -#~ "Ainsi, ce avec quoi nous avons travaillé jusqu'à présent (avec X, Y et " -#~ "Origin) est un système de coordonnées orienté *Oriented Coordinate " -#~ "System*. X et Y sont la **Base**, et *Origine* est le décalage." - -#~ msgid "" -#~ "We know what the Origin is. It's where the 0,0 (origin) of the design " -#~ "coordinate system ended up after being transformed to a new position. " -#~ "This is why it's called *Origin*, But in practice, it's just an offset to " -#~ "the new position." -#~ msgstr "" -#~ "Nous savons ce qu'est l'Origine. C'est là que le 0,0 (origine) du système " -#~ "de coordonnées de conception se retrouve après avoir été transformé à une " -#~ "nouvelle position. C'est pourquoi on l'appelle *Origine*, mais dans la " -#~ "pratique, c'est juste un décalage vers la nouvelle position." - -#~ msgid "" -#~ "The Basis is more interesting. The basis is the direction of X and Y in " -#~ "the OCS from the new, transformed location. It tells what has changed, in " -#~ "either 2D or 3D. The Origin (offset) and Basis (direction) communicate " -#~ "\"Hey, the original X and Y axes of your design are *right here*, " -#~ "pointing towards *these directions*.\"" -#~ msgstr "" -#~ "La Base est plus intéressante. La base est la direction de X et Y dans " -#~ "l'OCS à partir du nouvel emplacement transformé. Il indique ce qui a " -#~ "changé, en 2D ou en 3D. L'origine (offset) et la base (direction) " -#~ "expriment \"Hey, les axes X et Y originaux de votre dessin sont *juste " -#~ "ici*, pointant vers *ces directions*.\"" - -#~ msgid "" -#~ "So, let's change the representation of the basis. Instead of 2 vectors, " -#~ "let's use a *matrix*." -#~ msgstr "" -#~ "Donc, changeons la représentation de la base. Au lieu de 2 vecteurs, " -#~ "utilisons une *matrice*." - -#~ msgid "" -#~ "The vectors are up there in the matrix, horizontally. The next problem " -#~ "now is that.. what is this matrix thing? Well, we'll assume you've never " -#~ "heard of a matrix." -#~ msgstr "" -#~ "Les vecteurs sont en haut dans la matrice, horizontalement. Le prochain " -#~ "problème maintenant est que... qu'est-ce que c'est que cette matrice ? Eh " -#~ "bien, nous supposerons que vous n'avez jamais entendu parler d'une " -#~ "matrice." - -#~ msgid "Transforms in Godot" -#~ msgstr "Transformations dans Godot" - -#~ msgid "" -#~ "This tutorial will not explain matrix math (and their operations) in " -#~ "depth, only its practical use. There is plenty of material for that, " -#~ "which should be a lot simpler to understand after completing this " -#~ "tutorial. We'll just explain how to use transforms." -#~ msgstr "" -#~ "Ce tutoriel n'expliquera pas en profondeur les maths matricielles (et " -#~ "leurs opérations), mais seulement leur utilisation pratique. Il y a " -#~ "beaucoup de matériel pour cela, qui devrait être beaucoup plus simple à " -#~ "comprendre après avoir terminé ce tutoriel. Nous allons juste expliquer " -#~ "comment utiliser les transformations." - -#~ msgid "" -#~ ":ref:`class_Transform2D` is a 3x2 matrix. It has 3 Vector2 elements and " -#~ "it's used for 2D. The \"X\" axis is the element 0, \"Y\" axis is the " -#~ "element 1 and \"Origin\" is element 2. It's not divided in basis/origin " -#~ "for convenience, due to its simplicity." -#~ msgstr "" -#~ "ref:`class_Transform2D` est une matrice 3x2. Il a 3 éléments Vector2 et " -#~ "il est utilisé pour la 2D. L'axe \"X\" est l'élément 0, l'axe \"Y\" est " -#~ "l'élément 1 et \"Origine\" est l'élément 2. Il n'est pas divisé en base/" -#~ "origine pour des raisons de commodité, en raison de sa simplicité." - -#~ msgid "" -#~ "Most operations will be explained with this datatype (Transform2D), but " -#~ "the same logic applies to 3D." -#~ msgstr "" -#~ "La plupart des opérations seront expliquées avec ce type de données " -#~ "(Transform2D), mais la même logique s'applique à la 3D." - -#~ msgid "Identity" -#~ msgstr "Identité" - -#~ msgid "An important transform is the \"identity\" matrix. This means:" -#~ msgstr "" -#~ "Une transformation importante est la matrice d'\"identité\". Cela " -#~ "signifie :" - -#~ msgid "'X' Points right: Vector2(1,0)" -#~ msgstr "'X' Pointe à droite : Vecteur2(1,0)" - -#~ msgid "'Y' Points up (or down in pixels): Vector2(0,1)" -#~ msgstr "'Y' Pointe vers le haut (ou vers le bas en pixels) : Vecteur2(0,1)" - -#~ msgid "'Origin' is the origin Vector2(0,0)" -#~ msgstr "'Origin' est l'origine Vector2(0,0)" - -#~ msgid "" -#~ "It's easy to guess that an *identity* matrix is just a matrix that aligns " -#~ "the transform to its parent coordinate system. It's an *OCS* that hasn't " -#~ "been translated, rotated or scaled." -#~ msgstr "" -#~ "Il est facile de deviner qu'une matrice d'*identité* est juste une " -#~ "matrice qui aligne la transformation sur son système de coordonnées " -#~ "parent. C'est un *OCS* qui n'a pas été traduit, tourné ou mis à l'échelle." - -#~ msgid "Operations" -#~ msgstr "Opérations" - -#~ msgid "Rotation" -#~ msgstr "Rotation" - -#~ msgid "Rotating Transform2D is done by using the \"rotated\" function:" -#~ msgstr "" -#~ "La rotation de Transform2D se fait à l'aide de la fonction \"rotation\" :" - -#~ msgid "Translation" -#~ msgstr "Translation" - -#~ msgid "" -#~ "There are two ways to translate a Transform2D, the first one is moving " -#~ "the origin:" -#~ msgstr "" -#~ "Il y a deux façons de translater un Transform2D, la première est de " -#~ "déplacer l'origine :" - -#~ msgid "This will always work in global coordinates." -#~ msgstr "Cela fonctionnera toujours en coordonnées globales." - -#~ msgid "" -#~ "If instead, translation is desired in *local* coordinates of the matrix " -#~ "(towards where the *basis* is oriented), there is the :ref:`Transform2D." -#~ "translated() ` method:" -#~ msgstr "" -#~ "Si à la place, la translation est désirée en coordonnées *locales* de la " -#~ "matrice (vers où la *base* est orientée), il y a la méthode :ref:" -#~ "`Transform2D.translated() ` :" - -#~ msgid "" -#~ "You could also transform the global coordinates to local coordinates " -#~ "manually:" -#~ msgstr "" -#~ "Vous pouvez également transformer manuellement les coordonnées globales " -#~ "en coordonnées locales :" - -#~ msgid "" -#~ "But even better, there are helper functions for this as you can read in " -#~ "the next sections." -#~ msgstr "" -#~ "Mais encore mieux, il y a des fonctions d'aide pour cela comme vous " -#~ "pouvez le lire dans les sections suivantes." - -#~ msgid "Local to global coordinates and vice versa" -#~ msgstr "Coordonnées locales à globales et vice versa" - -#~ msgid "" -#~ "There are helper methods for converting between local and global " -#~ "coordinates." -#~ msgstr "" -#~ "Il existe des méthodes d'assistance pour la conversion entre les " -#~ "coordonnées locales et globales." - -#~ msgid "" -#~ "There are :ref:`Node2D.to_local() ` and :" -#~ "ref:`Node2D.to_global() ` for 2D as well " -#~ "as :ref:`Spatial.to_local() ` and :ref:" -#~ "`Spatial.to_global() ` for 3D." -#~ msgstr "" -#~ "Il y a :ref:`Node2D.to_local() ` et :ref:" -#~ "`Node2D.to_global() ` pour la 2D et :ref:" -#~ "`Spatial.to_local() ` et :ref:`Spatial." -#~ "to_global() ` pour la 3D." - -#~ msgid "" -#~ "A matrix can be scaled too. Scaling will multiply the basis vectors by a " -#~ "vector (X vector by x component of the scale, Y vector by y component of " -#~ "the scale). It will leave the origin alone:" -#~ msgstr "" -#~ "Une matrice peut également être mise à l'échelle. La mise à l'échelle " -#~ "multiplie les vecteurs de base par un vecteur (X du vecteur par la " -#~ "composante x de l'échelle, Y du vecteur par la composante y de " -#~ "l'échelle). Il laissera l'origine tranquille :" - -#~ msgid "" -#~ "These kind of operations in matrices are accumulative. It means every one " -#~ "starts relative to the previous one. For those who have been living on " -#~ "this planet long enough, a good reference of how transform works is this:" -#~ msgstr "" -#~ "Ce type d'opérations dans les matrices sont cumulatives. Cela signifie " -#~ "que chacun commence par rapport au précédent. Pour ceux qui vivent sur " -#~ "cette planète depuis assez longtemps, une bonne référence de la façon " -#~ "dont la transformation fonctionne est ceci :" - -#~ msgid "" -#~ "A matrix is used similarly to a turtle. The turtle most likely had a " -#~ "matrix inside (and you are likely learning this many years *after* " -#~ "discovering Santa is not real)." -#~ msgstr "" -#~ "Une matrice est utilisée de la même manière qu'une tortue. La tortue " -#~ "avait très probablement une matrice à l'intérieur (et vous apprenez " -#~ "probablement ceci de nombreuses années *après* la découverte que le Père " -#~ "Noël n'est pas réel)." - -#~ msgid "" -#~ "Transform is the act of switching between coordinate systems. To convert " -#~ "a position (either 2D or 3D) from \"designer\" coordinate system to the " -#~ "OCS, the \"xform\" method is used." -#~ msgstr "" -#~ "Transformer est l'acte de passer d'un système de coordonnées à un autre. " -#~ "Pour convertir une position (2D ou 3D) du système de coordonnées " -#~ "\"designer\" vers l'OCS, la méthode \"xform\" est utilisée." - -#~ msgid "And only for basis (no translation):" -#~ msgstr "Et seulement pour la base (pas de translation) :" - -#~ msgid "Inverse transform" -#~ msgstr "Transformation inverse" - -#~ msgid "" -#~ "To do the opposite operation (what we did up there with the rocket), the " -#~ "\"xform_inv\" method is used:" -#~ msgstr "" -#~ "Pour effectuer l'opération contraire (ce que nous avons fait avec la " -#~ "fusée), la méthode \"xform_inv\" est utilisée :" - -#~ msgid "Only for Basis:" -#~ msgstr "Uniquement pour les bases :" - -#~ msgid "Orthonormal matrices" -#~ msgstr "Matrices orthonormées" - -#~ msgid "" -#~ "However, if the matrix has been scaled (vectors are not unit length), or " -#~ "the basis vectors are not orthogonal (90°), the inverse transform will " -#~ "not work." -#~ msgstr "" -#~ "Cependant, si la matrice a été mise à l'échelle (vecteurs qui ne sont pas " -#~ "à l'échelle unitaire), ou si les vecteurs de bases ne sont pas " -#~ "orthogonaux (90°), le transform inverse ne fonctionnera pas." - -#~ msgid "" -#~ "In other words, inverse transform is only valid in *orthonormal* " -#~ "matrices. For this, these cases an affine inverse must be computed." -#~ msgstr "" -#~ "En d'autres termes, le transform inverse est valide uniquement en " -#~ "matrices \"orthonormées\". Pour ce cas là, une inverse affine doit être " -#~ "calculée." - -#~ msgid "" -#~ "The transform, or inverse transform of an identity matrix will return the " -#~ "position unchanged:" -#~ msgstr "" -#~ "Le transform, ou transform inverse de l'identité d'une matrice renverra " -#~ "la position inchangée :" - -#~ msgid "Affine inverse" -#~ msgstr "Affine inverse" - -#~ msgid "" -#~ "The affine inverse is a matrix that does the inverse operation of another " -#~ "matrix, no matter if the matrix has scale or the axis vectors are not " -#~ "orthogonal. The affine inverse is calculated with the affine_inverse() " -#~ "method:" -#~ msgstr "" -#~ "L'affine inverse est une matrice qui fait l'opération inverse d'une autre " -#~ "matrice, peu importe si la matrice a une échelle ou si les vecteurs des " -#~ "axes ne sont pas orthogonaux. L'affine inverse est calculée avec la " -#~ "méthode affine_inverse() :" - -#~ msgid "If the matrix is orthonormal, then:" -#~ msgstr "Si la matrice est orthonormée, alors :" - -#~ msgid "Matrix multiplication" -#~ msgstr "Multiplication de matrice" - -#~ msgid "" -#~ "Matrices can be multiplied. Multiplication of two matrices \"chains" -#~ "\" (concatenates) their transforms." -#~ msgstr "" -#~ "Les matrices peuvent être multipliées. Multiplication de deux matrices " -#~ "\"chaînes\" (concatène) leurs transformations." - -#~ msgid "" -#~ "However, as per convention, multiplication takes place in reverse order." -#~ msgstr "" -#~ "Cependant, t par convention, les multiplication ont lieu en sens inverse." - -#~ msgid "To make it a little clearer, this:" -#~ msgstr "Pour rendre ceci un peu plus clair, cela :" - -#~ msgid "Is the same as:" -#~ msgstr "Et pareil que :" - -#~ msgid "However, this is not the same:" -#~ msgstr "Cependant, ce n'est pas identique :" - -#~ msgid "Because in matrix math, A * B is not the same as B * A." -#~ msgstr "" -#~ "Parce que dans les maths matricielles, A * B n'est pas la même chose que " -#~ "B * A." - -#~ msgid "Multiplication by inverse" -#~ msgstr "Multiplication par l'inverse" - -#~ msgid "Multiplying a matrix by its inverse, results in identity:" -#~ msgstr "En multipliant une matrice par son inverse, on obtient l'identité :" - -#~ msgid "Multiplication by identity" -#~ msgstr "Multiplication par l'identité" - -#~ msgid "" -#~ "Multiplying a matrix by identity, will result in the unchanged matrix:" -#~ msgstr "" -#~ "En multipliant une matrice par l'identité, on obtient la matrice " -#~ "inchangée :" - -#~ msgid "Matrix tips" -#~ msgstr "Les astuces de matrice" - -#~ msgid "" -#~ "When using a transform hierarchy, remember that matrix multiplication is " -#~ "reversed! To obtain the global transform for a hierarchy, do:" -#~ msgstr "" -#~ "Lors de l'utilisation d'une hiérarchie de transformation, n'oubliez pas " -#~ "que la multiplication matricielle est inversée ! Pour obtenir la " -#~ "transformation globale d'une hiérarchie, faites :" - -#~ msgid "For 3 levels:" -#~ msgstr "Pour 3 niveaux :" - -#~ msgid "" -#~ "To make a matrix relative to the parent, use the affine inverse (or " -#~ "regular inverse for orthonormal matrices)." -#~ msgstr "" -#~ "Pour faire une matrice relative au parent, utilisez l'affine inverse (ou " -#~ "l'inverse régulière pour les matrices orthonormales)." - -#~ msgid "Revert it just like the example above:" -#~ msgstr "Revenir en arrière comme dans l'exemple ci-dessus :" - -#~ msgid "" -#~ "OK, hopefully this should be enough! Let's complete the tutorial by " -#~ "moving to 3D matrices." -#~ msgstr "" -#~ "OK, j'espère que ça suffira ! Terminons le tutoriel en passant aux " -#~ "matrices 3D." - -#~ msgid "Matrices & transforms in 3D" -#~ msgstr "Matrices et transformations en 3D" - -#~ msgid "" -#~ "As mentioned before, for 3D, we deal with 3 :ref:`Vector3 " -#~ "` vectors for the rotation matrix, and an extra one for " -#~ "the origin." -#~ msgstr "" -#~ "Comme mentionné précédemment, pour la 3D, nous travaillons avec 3 " -#~ "vecteurs :ref:`Vector3 ` pour la matrice de rotation, et " -#~ "un vecteur supplémentaire pour l'origine." - -#~ msgid "" -#~ "Godot has a special type for a 3x3 matrix, named :ref:`Basis " -#~ "`. It can be used to represent a 3D rotation and scale. Sub " -#~ "vectors can be accessed as:" -#~ msgstr "" -#~ "Godot a un type spécial pour une matrice 3x3, nommé :ref:`Basis " -#~ "`. Il peut être utilisé pour représenter une rotation et une " -#~ "échelle 3D. On peut accéder aux sous-vecteurs comme cela :" - -#~ msgid "Or, alternatively as:" -#~ msgstr "Ou, alternativement comme ceci :" - -#~ msgid "The Identity Basis has the following values:" -#~ msgstr "La base d'identité a les valeurs suivantes :" - -#~ msgid "And can be accessed like this:" -#~ msgstr "Et peut être accédé comme ceci :" - -#~ msgid "Rotation in 3D" -#~ msgstr "Rotation en 3D" - -#~ msgid "" -#~ "Rotation in 3D is more complex than in 2D (translation and scale are the " -#~ "same), because rotation is an implicit 2D operation. To rotate in 3D, an " -#~ "*axis*, must be picked. Rotation, then, happens around this axis." -#~ msgstr "" -#~ "La rotation en 3D est plus complexe qu'en 2D (translation et échelle sont " -#~ "identiques), car la rotation est une opération 2D implicite. Pour tourner " -#~ "en 3D, un *axe* doit être choisi. La rotation s'effectue donc autour de " -#~ "cet axe." - -#~ msgid "" -#~ "The axis for the rotation must be a *normal vector*. As in, a vector that " -#~ "can point to any direction, but length must be one (1.0)." -#~ msgstr "" -#~ "L'axe de rotation doit être un *vecteur normal*. Comme dans, un vecteur " -#~ "qui peut pointer vers n'importe quelle direction, mais la longueur doit " -#~ "être un (1.0)." - -#~ msgid "" -#~ "To add the final component to the mix, Godot provides the :ref:`Transform " -#~ "` type. Transform has two members:" -#~ msgstr "" -#~ "Pour ajouter le dernier composant au mix, Godot fournit le type :ref:" -#~ "`Transform `. Transform comprend deux membres :" - -#~ msgid "*basis* (of type :ref:`Basis `)" -#~ msgstr "*basis* (de type :ref:`Basis `)" - -#~ msgid "*origin* (of type :ref:`Vector3 `)" -#~ msgstr "*origin* (de type :ref:`Vector3 `)" - -#~ msgid "" -#~ "Any 3D transform can be represented with Transform, and the separation of " -#~ "basis and origin makes it easier to work translation and rotation " -#~ "separately." -#~ msgstr "" -#~ "Toute transformation 3D peut être représentée avec Transform, et la " -#~ "séparation de la base et de l'origine facilite l'utilisation de la " -#~ "translation et de la rotation de façon séparée." - -#~ msgid "[TODO]" -#~ msgstr "[TODO]" - -#~ msgid "" -#~ "To register these scripts as a new editor plugin, you have to create a " -#~ "``plugin.cfg`` file as described in :ref:`doc_making_plugins`." -#~ msgstr "" -#~ "Pour enregistrer ces scripts en tant que nouveau plugin d'éditeur, vous " -#~ "devez créer un fichier ``plugin.cfg`` comme décrit dans :ref:" -#~ "`doc_making_plugins`." - -#~ msgid "" -#~ "We start by creating a script extending the :ref:" -#~ "`class_EditorInspectorPlugin` class. This is needed to initialize the " -#~ "plugin and add the custom property editor that we'll later define." -#~ msgstr "" -#~ "Nous commençons par créer un script héritant de la classe  :ref:" -#~ "`class_EditorInspectorPlugin`. Cela est nécessaire pour l’initialisation " -#~ "du plugin et ajoute la propriété d'éditeur personnalisée que nous " -#~ "définirons plus tard." - -#~ msgid "" -#~ "If you add a blank ``.gdignore`` file to the ``src`` folder, Godot will " -#~ "not try to import the compiler-generated files. This is necessary on " -#~ "Windows were compiled objects have the ``.obj`` extension, which is also " -#~ "a 3D model format supported by the engine." -#~ msgstr "" -#~ "Si vous ajoutez un fichier ``.gdignore`` vierge au dossier ``src``, Godot " -#~ "n'essaiera pas d'importer les fichiers générés par le compilateur. Cela " -#~ "est nécessaire sous Windows où les objets compilés ont l'extension ``." -#~ "obj``, qui est également un format de modèle 3D pris en charge par le " -#~ "moteur." - -#~ msgid "" -#~ "Making video games portable is all fine and dandy, until mobile gaming " -#~ "monetization shows up." -#~ msgstr "" -#~ "Rendre les jeux vidéo portables est très bien, jusqu'à ce que la " -#~ "monétisation des jeux mobiles apparaisse." - -#~ msgid "" -#~ "This area is complex, usually a mobile game that monetizes needs special " -#~ "connections to a server for things like:" -#~ msgstr "" -#~ "Ce domaine est complexe, généralement un jeu mobile qui monétise " -#~ "nécessite des connexions spéciales à un serveur pour des choses comme :" - -#~ msgid "" -#~ "On iOS, you can write a C++ module and take advantage of the C++/ObjC " -#~ "intercommunication. Even using GDNative is possible to make it a plug-in." -#~ msgstr "" -#~ "Sur iOS, vous pouvez écrire un module C++ et profiter de " -#~ "l'intercommunication C++/ObjC. Il est même possible d'utiliser GDNative " -#~ "pour en faire un plug-in." - -#~ msgid "" -#~ "On Android, interfacing with C++ through JNI (Java Native Interface) " -#~ "isn't as flexible, so writing plugins is considerably more work." -#~ msgstr "" -#~ "Sur Android, l'interface avec le C++ via JNI (Java Native Interface) " -#~ "n'est pas aussi flexible, ce qui rend l'écriture de plugins beaucoup plus " -#~ "difficile." - -#~ msgid "Maybe REST" -#~ msgstr "Peut-être REST" - -#~ msgid "" -#~ "Most of these APIs allow communication via REST/JSON APIs. If the API is " -#~ "relatively simple and does not require complex authentication, this may " -#~ "be a better idea than writing a specific Android plugin." -#~ msgstr "" -#~ "La plupart de ces API permettent de communiquer via l'API REST/JSON. Si " -#~ "l'API est relativement simple et ne nécessite pas d'authentification " -#~ "complexe, cela peut être une meilleure idée que d'écrire un plugin " -#~ "Android spécifique." - -#~ msgid "" -#~ "Godot has great support for HTTP, HTTPS and JSON, so an API implemented " -#~ "this way will work on every platform, too." -#~ msgstr "" -#~ "Godot a un grand support de HTTP, HTTPS et JSON, donc une API mise en " -#~ "œuvre de cette façon fonctionnera aussi sur chaque plate-forme." - -#~ msgid "" -#~ "Of course, in most of the cases, it's easier to just write an Android " -#~ "plugin, so keep reading." -#~ msgstr "" -#~ "Bien sûr, dans la plupart des cas, il est plus facile d'écrire un simple " -#~ "plugin Android, alors continuez à lire." - -#~ msgid "" -#~ "Writing an Android plugin is now possible, beginning with Godot 3.2. It's " -#~ "also pretty easy! Re-compiling the engine is no longer needed." -#~ msgstr "" -#~ "L'écriture d'un plugin Android est maintenant possible, à partir de Godot " -#~ "3.2. C'est aussi assez facile ! Il n'est plus nécessaire de recompiler le " -#~ "moteur." - -#~ msgid "" -#~ "Your plugin needs to be in a folder other than *\"build/\"* inside the *" -#~ "\"res://android\"* directory (which was created by following the link " -#~ "above). Any name is fine, so name it according to the SDK you will " -#~ "implement (or just your plugin name)." -#~ msgstr "" -#~ "Votre plugin doit se trouver dans un dossier autre que *\"build/\"* dans " -#~ "le répertoire *\"res://android \"* (qui a été créé en suivant le lien ci-" -#~ "dessus). N'importe quel nom est acceptable, alors nommez le en fonction " -#~ "du SDK que vous allez implémenter (ou simplement le nom de votre plugin)." - -#~ msgid "" -#~ "Once created, there are certain rules to follow, but they are simple." -#~ msgstr "" -#~ "Une fois créés, il y a certaines règles à suivre, mais elles sont simples." - -#~ msgid "Android directories" -#~ msgstr "Répertoires Android" - -#~ msgid "" -#~ "Inside your plugin folder, you can use the standard folders as if they " -#~ "were from an Android Gradle project. Examples of this are:" -#~ msgstr "" -#~ "Dans votre dossier de plugins, vous pouvez utiliser les dossiers standard " -#~ "comme s'ils provenaient d'un projet Android Gradle. En voici quelques " -#~ "exemples :" - -#~ msgid "" -#~ "Gradle will treat them as part of the project automatically when " -#~ "building, same as the default project files." -#~ msgstr "" -#~ "Gradle les traitera automatiquement comme faisant partie du projet lors " -#~ "de la construction, comme les fichiers de projet par défaut." - -#~ msgid "\"Chunk\" files" -#~ msgstr "Fichiers \"Chunk\" (morceaux)" - -#~ msgid "" -#~ "It is now possible to modify *\"AndroidManifest.xml\"* and *build.gradle* " -#~ "in *\"res://android/build\"* directly and Godot will keep your changes " -#~ "when building. The problem, however, is that if you update Godot, you " -#~ "will also need to update the *build/* folder and your changes will be " -#~ "lost." -#~ msgstr "" -#~ "Il est maintenant possible de modifier *\"AndroidManifest.xml \"* et " -#~ "*build.gradle* dans *\"res://android/build \"* directement et Godot " -#~ "conservera vos modifications lors de la construction(building). Le " -#~ "problème, cependant, est que si vous mettez à jour Godot, vous devrez " -#~ "également mettre à jour le dossier *build/* et vos modifications seront " -#~ "perdues." - -#~ msgid "" -#~ "To overcome this, the Godot Android Plugin system lets you create *chunk* " -#~ "files, where you can specify little bits that can be inserted in both *" -#~ "\"AndroidManifest.xml\"* and *build.gradle*. They are inserted every time " -#~ "Godot builds the project for export or deploy." -#~ msgstr "" -#~ "Pour surmonter cela, le système de plugin Android Godot vous permet de " -#~ "créer des fichiers *chunk*, où vous pouvez spécifier des petits morceaux " -#~ "qui peuvent être insérés dans *\"AndroidManifest.xml \"* et *build." -#~ "gradle*. Ils sont insérés chaque fois que Godot construit(build) le " -#~ "projet pour l'exportation ou le déploiement." - -#~ msgid "AndroidManifest.conf" -#~ msgstr "AndroidManifest.conf" - -#~ msgid "" -#~ "This file allows to insert bits of chunk into *AndroidManifest.xml*, the " -#~ "following are supported tags and are entirely optional:" -#~ msgstr "" -#~ "Ce fichier permet d'insérer des morceaux dans *AndroidManifest.xml*, les " -#~ "balises suivantes sont prises en charge et sont entièrement facultatives :" - -#~ msgid "" -#~ "Any bit of text below this tag is inserted inside the tag of " -#~ "the file. This is often used for permission tags." -#~ msgstr "" -#~ "Toute partie de texte située sous cette balise est insérée dans la balise " -#~ " du fichier. Cette balise est souvent utilisée pour les balises " -#~ "de permission." - -#~ msgid "" -#~ "Any bit of text below this tag inside the tag of the file. " -#~ "Many SDKs require this." -#~ msgstr "" -#~ "Toute partie de texte sous cette balise à l'intérieur de la balise " -#~ " du fichier. De nombreux SDK exigent cette balise." - -#~ msgid "" -#~ "These are attributes you can add at the end of the tag. " -#~ "Some SDKs require this." -#~ msgstr "" -#~ "Ce sont des attributs que vous pouvez ajouter à la fin de la balise " -#~ ". Certains SDK requièrent cela." - -#~ msgid "gradle.conf" -#~ msgstr "gradle.conf" - -#~ msgid "" -#~ "This file allows to insert bits of chunk into *build.gradle*, the " -#~ "following are supported and are entirely optional:" -#~ msgstr "" -#~ "Ce fichier permet d'insérer des morceaux dans *build.gradle*, les " -#~ "suivants sont supportés et sont entièrement optionnels :" - -#~ msgid "" -#~ "Any bit of text below this tag is inserted inside the buildscript." -#~ "repositories section of the build file." -#~ msgstr "" -#~ "Tout texte situé sous cette balise est inséré dans la section buildscript." -#~ "repositories du fichier de construction(build)." - -#~ msgid "" -#~ "Any bit of text below this tag is inserted inside the buildscript." -#~ "dependencies section of the build file." -#~ msgstr "" -#~ "Tout texte situé sous cette balise est inséré dans la section buildscript." -#~ "dependencies du fichier de construction." - -#~ msgid "" -#~ "Any bit of text below this tag is inserted inside the allprojects." -#~ "repositories section of the build file." -#~ msgstr "" -#~ "Tout texte situé sous cette balise est inséré dans la section allprojects." -#~ "repositories du fichier de construction(build)." - -#~ msgid "" -#~ "Any bit of text below this tag is inserted inside the dependencies " -#~ "section of the build file." -#~ msgstr "" -#~ "Tout partie de texte sous cette balise est inséré dans la section des " -#~ "dépendances du fichier de build." - -#~ msgid "" -#~ "Any bit of text below this tag is inserted inside the android." -#~ "defaultconfig section of the build file." -#~ msgstr "" -#~ "Toute partie de texte située sous cette balise est insérée dans la " -#~ "section android.defaultconfig du fichier de construction(build)." - -#~ msgid "" -#~ "Any bit of text below this tag is inserted inside the global scope of the " -#~ "build file." -#~ msgstr "" -#~ "Tout texte situé sous cette balise est inséré dans la portée globale du " -#~ "fichier de construction(build)." - -#~ msgid "Java singleton" -#~ msgstr "Java singleton" - -#~ msgid "" -#~ "An Android plugin will usually have a singleton class that will load it, " -#~ "this class inherits from ``Godot.SingletonBase``. Resource identifiers " -#~ "for any additional resources you have provided for the module will be in " -#~ "the ``com.godot.game.R`` class, so you'll likely want to import it." -#~ msgstr "" -#~ "Un plugin Android aura généralement une classe singleton qui le chargera, " -#~ "cette classe hérite de ``Godot.SingletonBase``. Les identificateurs de " -#~ "ressources pour toute ressource supplémentaire que vous avez fournie pour " -#~ "le module seront dans la classe ``com.godot.game.R``, de sorte que vous " -#~ "voudrez probablement l'importer." - -#~ msgid "A singleton object template follows:" -#~ msgstr "Un modèle d’objet singleton suit :" - -#~ msgid "Calling back to Godot" -#~ msgstr "Rappel à Godot" - -#~ msgid "" -#~ "Calling back to Godot from Java is a little more difficult. The instance " -#~ "ID of the script must be known first, this is obtained by calling " -#~ "``get_instance_ID()`` on the script. This returns an integer that can be " -#~ "passed to Java." -#~ msgstr "" -#~ "Rappeler Godot depuis Java est un peu plus difficile. Il faut d'abord " -#~ "connaître l'ID d'instance du script, ce qui est obtenu en appelant " -#~ "``get_instance_ID()`` sur le script. Cela renvoie un entier qui peut être " -#~ "passé à Java." - -#~ msgid "" -#~ "From Java, use the ``calldeferred`` function to communicate back with " -#~ "Godot. Java will most likely run in a separate thread, so calls are " -#~ "deferred:" -#~ msgstr "" -#~ "Depuis Java, utilisez la fonction ``calldeferred`` pour communiquer avec " -#~ "Godot. Java fonctionnera très probablement dans un thread séparé, les " -#~ "appels sont donc différés :" - -#~ msgid "" -#~ "Godot will detect this singleton and initialize it at the proper time." -#~ msgstr "Godot détectera ce singleton et l'initialisera au moment opportun." - -#~ msgid "Using it from GDScript" -#~ msgstr "L'utiliser à partir de GDScript" - -#~ msgid "" -#~ "First you will need to add your singleton into the android modules to be " -#~ "loaded. Go to \"Project > Project Settings\". Then on the tab \"General\" " -#~ "go to the \"Android\" section, and fill the Modules part with your module " -#~ "name. The module should include the full Java path. For our example: " -#~ "``org/godotengine/godot/MySingleton``." -#~ msgstr "" -#~ "Vous devrez d'abord ajouter votre singleton dans les modules android à " -#~ "charger. Allez dans \"Projet > Paramètres du projet\". Ensuite, dans " -#~ "l'onglet \"Général\", allez dans la section \"Android\", et remplissez la " -#~ "partie \"Modules\" avec le nom de votre module. Le module doit inclure le " -#~ "chemin d'accès complet à Java. Pour notre exemple : ``org/godotengine/" -#~ "godot/MySingleton``." - -#~ msgid "Make sure libgodot_android.so is in the ``libs/armeabi`` folder" -#~ msgstr "" -#~ "Assurez-vous que libgodot_android.so se trouve dans le dossier ``libs/" -#~ "armeabi``" - -#~ msgid "Future" -#~ msgstr "Futur" - -#~ msgid "" -#~ "Godot has an experimental Java API Wrapper that allows to use the entire " -#~ "Java API from GDScript." -#~ msgstr "" -#~ "Godot a un wrapper expérimental pour l’API Java, qui permet d’utiliser " -#~ "tout l’API Java depuis GDScript." - -#~ msgid "" -#~ "`core/io/resource_loader.cpp `__" -#~ msgstr "" -#~ "`core/io/resource_loader.cpp `__" - -#~ msgid "" -#~ "Godot supports Collada via the `OpenCollada `_ exporter (Maya, " -#~ "3DSMax)." -#~ msgstr "" -#~ "Godot supporte Collada via l'exporteur `OpenCollada `_ (Maya, 3DSMax)." - -#~ msgid "" -#~ "If you are using Blender, take a look at our own `Better Collada Exporter " -#~ "`_." -#~ msgstr "" -#~ "Si vous utilisez Blender, jetez un coup d’œil à notre propre `Better " -#~ "Collada Exporter `_." - -#~ msgid "" -#~ "FBX SDK has a `restrictive license `_, that is incompatible with the `open license " -#~ "`_ provided by Godot. That being " -#~ "said, FBX support could still be provided by third parties as a plugin. " -#~ "(See Plugins question below.)" -#~ msgstr "" -#~ "Le SDK du format FBX a une `licence très restrictive `_, qui est incompatible avec la `licence " -#~ "libre `_ fournie par Godot. Ceci " -#~ "étant dit, FBX peut tout de même être fourni par des tiers en tant que " -#~ "plugins. (Voir la section Plugins ci-dessus.)" - -#~ msgid "" -#~ "Lossy Compression: For games with lots of large 2D assets, lossy " -#~ "compression can be a great choice. It has some artifacting, but less than " -#~ "VRAM and the file size is almost a tenth of Lossless." -#~ msgstr "" -#~ "Compression avec perte: Pour les jeux avec beaucoup de gros fichiers 2D, " -#~ "la compression avec perte peut être un excellent choix. Elle a des " -#~ "artefacts, mais moins que la VRAM et la taille du fichier est presque un " -#~ "dixième de la compression sans perte." - -#~ msgid "" -#~ "painting! Go to the *Bones* section again to assign them to the right " -#~ "bones." -#~ msgstr "" -#~ "Peinture ! Allez à nouveau dans la section *Bones* pour les assigner aux " -#~ "bons os." - -#~ msgid "|image15|" -#~ msgstr "|image15|" - -#~ msgid "|image16|" -#~ msgstr "|image16|" - -#~ msgid "|image20|" -#~ msgstr "|image20|" - -#~ msgid "|image17|" -#~ msgstr "|image17|" - -#~ msgid "|image18|" -#~ msgstr "|image18|" - -#~ msgid "|image19|" -#~ msgstr "|image19|" - -#~ msgid "" -#~ "Let's make these abstract concepts more concrete with an example. " -#~ "Following a long tradition in tutorials, we'll start with a \"Hello World" -#~ "\" project. This will introduce us to using the editor." -#~ msgstr "" -#~ "Rendons ces concepts abstraits plus concrets à l'aide d'un exemple. " -#~ "Suivant une longue tradition dans les tutoriels, nous commencerons par un " -#~ "projet \"Hello World\". Ceci nous initie à l'utilisation de l'éditeur." - -#~ msgid "" -#~ "If you run the Godot executable outside of a project, the Project Manager " -#~ "appears. This helps developers manage their projects." -#~ msgstr "" -#~ "Si vous exécutez l'exécutable Godot en dehors d'un projet, le " -#~ "Gestionnaire de projets apparaît. Cela aide les développeurs à gérer " -#~ "leurs projets." - -#~ msgid "" -#~ "To create a new project, click the \"New Project\" option. Choose and " -#~ "create a path for the project and specify the project name." -#~ msgstr "" -#~ "Pour créer un nouveau projet, cliquez sur l'option \"Nouveau projet\". " -#~ "Choisissez et créez un chemin pour le projet et spécifiez le nom du " -#~ "projet." - -#~ msgid "" -#~ "Once you've created the \"New Project\", then open it. This will open the " -#~ "Godot editor:" -#~ msgstr "" -#~ "Une fois que vous avez créé le \"Nouveau Projet\", ouvrez-le. Ceci " -#~ "ouvrira l'éditeur Godot :" - -#~ msgid "int" -#~ msgstr "int" - -#~ msgid "Code structure" -#~ msgstr "Structure de code" - -#~ msgid "Indent type: Tabs *(editor default)*" -#~ msgstr "Type d'indentation : Tabulations *(défaut de l'éditeur)*" - -#~ msgid "Indent size: 4 *(editor default)*" -#~ msgstr "Taille d'indentation : 4 *(défaut de l'éditeur)*" - -#~ msgid "**NEVER**:" -#~ msgstr "**JAMAIS** :" - -#~ msgid "Use PascalCase: ``extends KinematicBody``" -#~ msgstr "Utilisez PascalCase : ``extends KinematicBody``" - -#~ msgid "Use snake\\_case: ``get_node()``" -#~ msgstr "Utilisez snake\\_case: ``get_node()``" - -#~ msgid "" -#~ "These signals can then be connected either in the editor or from code " -#~ "with ``Connect``." -#~ msgstr "" -#~ "Ces signaux peuvent ensuite être connectés soit dans l'éditeur, soit à " -#~ "partir du code avec ``Connect``." - -#~ msgid "" -#~ "**global resource allocation**: If all objects' data and processing is " -#~ "centralized from the start, then one must either..." -#~ msgstr "" -#~ "**allocation globale des ressources** : Si les données et le traitement " -#~ "de tous les objets sont centralisés dès le départ, alors il faut soit...." - -#~ msgid "risk under-allocating resources which might lead to faulty behavior." -#~ msgstr "" -#~ "le risque de sous-affectation des ressources, ce qui pourrait conduire à " -#~ "des comportements erronés." - -#~ msgid "" -#~ "Ex: Have too few AudioStreamPlayers in the object pool. Sound doesn't " -#~ "play or it interrupts another sound." -#~ msgstr "" -#~ "Ex : Avoir trop peu de AudioStreamPlayers dans le pool d'objets. Le son " -#~ "ne joue pas ou interrompt un autre son." - -#~ msgid "" -#~ "over-allocate resources and use more memory/processing than it needs." -#~ msgstr "" -#~ "surallouer les ressources et utiliser plus de mémoire et de traitement " -#~ "qu'il n'en faut." - -#~ msgid "" -#~ "Ex: Have an arbitrarily large number of AudioStreamPlayers, with many of " -#~ "them idling away and not doing anything." -#~ msgstr "" -#~ "Ex : Avoir un nombre arbitrairement grand de AudioStreamPlayers, avec " -#~ "beaucoup d'entre eux qui tournent au ralenti et ne font rien." - -#~ msgid "" -#~ "have each object that needs an AudioStreamPlayer register exactly how " -#~ "many it needs and for which sounds. This defeats the purpose of using a " -#~ "3rd party though; it is now coupled to each object, just as a child node " -#~ "would have been. One has added an unnecessary middleman to the equation." -#~ msgstr "" -#~ "a chaque objet qu’a besoin un AudioStreamPlayer s’inscrire nombreux " -#~ "exactement comment il a besoin et pour qui sonne. Il défait le but " -#~ "d’utiliser une 3ème partie cependant ; Il est maintenant couplé à chaque " -#~ "objet, comme un nœud enfant aurait été. Celui-ci a ajouté un " -#~ "intermédiaire inutile à l’équation." - -#~ msgid "" -#~ "Each scene accesses only its own nodes. Now, if there is a bug, tracing " -#~ "which node is responsible (probably the root node of the scene), and " -#~ "where in the code it's making the problematic call (locate where the code " -#~ "references the given node) is going to be much easier." -#~ msgstr "" -#~ "Chaque scène n'accède qu'à ses propres nœuds. Maintenant, s'il y a un " -#~ "bogue, tracer quel nœud est responsable (probablement le nœud racine de " -#~ "la scène), et où dans le code est fait l'appel problématique (localiser " -#~ "où le code référence le nœud donné) va être beaucoup plus facile." - -#~ msgid "" -#~ "Each scene knows exactly how many resources it needs for the task it " -#~ "performs. No waste of memory or processing due to a lack of information." -#~ msgstr "" -#~ "Chaque scène sait exactement de combien de ressources elle a besoin pour " -#~ "la tâche qu'elle exécute. Aucun gaspillage de mémoire ou de traitement dû " -#~ "à un manque d'information." - -#~ msgid "" -#~ "The typical justifications for the Autoload include, \"I have common Xs " -#~ "that involve many nodes across many scenes, and I want each scene to have " -#~ "X.\"" -#~ msgstr "" -#~ "Les justifications typiques de l'Autoload sont : \"J'ai X communs qui " -#~ "impliquent de nombreux nœuds sur plusieurs scènes, et je veux que chaque " -#~ "scène ait X.\"" - -#~ msgid "" -#~ "If X is a function, then the solution is to create a new type of :ref:" -#~ "`Node ` that deals with providing that feature for an " -#~ "individual scene or node subtree." -#~ msgstr "" -#~ "Si X est une fonction, alors la solution est de créer un nouveau type de :" -#~ "ref:`Node >` qui s'occupe de fournir cette fonctionnalité " -#~ "pour une scène individuelle ou un sous-arbre de nœud." - -#~ msgid "" -#~ "If X is data, then the solution is either 1) to create a new type of :ref:" -#~ "`Resource ` to share the data, or 2) to store the data in " -#~ "an object to which each node has access (nodes within a scene can use " -#~ "`get_owner()` to fetch the scene root for example)." -#~ msgstr "" -#~ "Si X est une donnée, alors la solution est soit 1) de créer un nouveau " -#~ "type de :ref:`Resource ` pour partager les données, soit " -#~ "2) de stocker les données dans un objet auquel chaque nœud a accès (les " -#~ "nœuds dans une scène peuvent utiliser `get_owner()' pour récupérer la " -#~ "racine de la scène par exemple)." - -#~ msgid "" -#~ "**Static Data**: if you need static data, i.e. data that should be " -#~ "associated with a class (so there is only ever one copy of the data), " -#~ "then autoloads are good opportunities for that. Static data doesn't exist " -#~ "in Godot's scripting API, so autoload singletons are the next best thing. " -#~ "If one creates a class as an autoload, and never creates another copy of " -#~ "that class within a scene, then it will function in place of a formal " -#~ "singleton API." -#~ msgstr "" -#~ "**Données statiques** : si vous avez besoin de données statiques, c'est-à-" -#~ "dire de données qui doivent être associées à une classe (il n'y a donc " -#~ "toujours qu'une seule copie des données), alors les chargements " -#~ "automatiques sont de bonnes opportunités pour cela. Les données statiques " -#~ "n'existent pas dans l'API de script de Godot, donc les chargements " -#~ "automatiques singletons sont la meilleure chose à faire. Si l'on crée une " -#~ "classe en tant que chargement automatique, et que l'on ne crée jamais une " -#~ "autre copie de cette classe dans une scène, alors elle fonctionnera à la " -#~ "place d'une API singleton formelle." - -#~ msgid "" -#~ "**Convenience**: autoloaded nodes have a global variable for their name " -#~ "generated in GDScript. This can be very convenient for defining objects " -#~ "that should always exist, but which need object instance information. The " -#~ "alternative is to create a namespace script: a script that's purpose is " -#~ "only to load and create constants to access other Script or PackedScene " -#~ "resources, resulting in something like ``MyAutoload.MyNode.new()``." -#~ msgstr "" -#~ "**Commodité** : les nœuds chargés automatiquement ont une variable " -#~ "globale pour leur nom générée en GDScript. Ceci peut être très pratique " -#~ "pour définir des objets qui doivent toujours exister, mais qui ont besoin " -#~ "d'informations d'instance d'objet. L'alternative est de créer un script " -#~ "d'espace de noms : un script dont le but est seulement de charger et de " -#~ "créer des constantes pour accéder à d'autres ressources Script ou " -#~ "PackedScene, résultant en quelque chose comme ``MyAutoload.MyNode.new()``." - -#~ msgid "" -#~ "Note that the introduction of script classes in Godot 3.1 questions the " -#~ "validity of this reason. With them, one can access scripts using an " -#~ "explicit name from GDScript. Using an autoload to get to a namespace " -#~ "script becomes unnecessary, e.g. ``MyScriptClass.MyPreloadedScript." -#~ "new()``." -#~ msgstr "" -#~ "Notez que l'introduction des classes de script dans Godot 3.1 remet en " -#~ "question la validité de cette raison. Avec elles, on peut accéder aux " -#~ "scripts en utilisant un nom explicite depuis GDScript. L'utilisation d'un " -#~ "chargement automatique pour accéder à un script d'espace de noms devient " -#~ "inutile, par exemple ``MyScriptClass.MyPreloadedScript.new()``." - -#~ msgid "" -#~ "See the `animation panel reference <#animation-panel-reference>`__ below " -#~ "for details." -#~ msgstr "" -#~ "Pour plus de détails, reportez-vous à la section `référence panneau " -#~ "d'animation <#animation-panel-reference>`__ ci-dessous." - -#~ msgid "" -#~ "The track name consists of a Node Path, followed by a colon, followed by " -#~ "a reference to its property, that we would like to modify." -#~ msgstr "" -#~ "Le nom de la piste se compose d'un chemin du nœud, suivi de deux-points, " -#~ "suivi d'une référence à sa propriété, que nous aimerions modifier." - -#~ msgid "" -#~ "In our example, the path is ``AnimationPlayer/Sprite`` and the property " -#~ "is ``position``." -#~ msgstr "" -#~ "Dans notre exemple, le chemin est ``AnimationPlayer/Sprite`` et la " -#~ "propriété est ``position``." - -#~ msgid "" -#~ "The path always starts at the AnimationPlayer node's parent (so paths " -#~ "always have to include the AnimationPlayer node itself)." -#~ msgstr "" -#~ "Le chemin commence toujours au niveau du nœud parent du nœud " -#~ "AnimationPlayer (les chemins doivent donc toujours inclure le nœud " -#~ "AnimationPlayer lui-même)." - -#~ msgid "" -#~ "Don't worry if you change the names of nodes in the Scene Tree, that you " -#~ "already have tracks for. Godot automatically updates the paths in the " -#~ "tracks." -#~ msgstr "" -#~ "Ne vous inquiétez pas si vous changez les noms des nœuds dans l'arbre de " -#~ "scène, que vous avez déjà des pistes pour. Godot met automatiquement à " -#~ "jour les chemins dans les pistes." - -#~ msgid "" -#~ "The methods ``object Object.Call(string method, params object[] args)``, " -#~ "``object Object.Get(string field)`` and ``object Object.Set(string field, " -#~ "object value)`` are provided to communicate with instances of other " -#~ "scripting languages via the Variant API." -#~ msgstr "" -#~ "Les méthodes ``object Object.Call(string method, params object[] args)``, " -#~ "``object Object.Get(string field)`` et ``object Object.Set(string field, " -#~ "object value)`` sont fournies pour communiquer avec les instances " -#~ "d'autres langages de script via l'API Variant." - -#~ msgid "" -#~ "You can add a ``SpatialMaterial`` to an object by choosing \"New " -#~ "SpatialMaterial\" in the *Material* property of the Inspector." -#~ msgstr "" -#~ "Vous pouvez ajouter un ``SpatialMaterial`` à un objet en choisissant " -#~ "\"New SpatialMaterial\" dans la propriété *Material* de l'Inspecteur." - -#~ msgid "VR Starter Tutorial Part Two" -#~ msgstr "Tutoriel de démarrage VR deuxième partie" - -#~ msgid "" -#~ "In the bottom-left are the key things you need to create a connection: a " -#~ "node which implements the method you want to trigger (represented here as " -#~ "a NodePath) and the name of the method to trigger." -#~ msgstr "" -#~ "En bas à gauche se situent les éléments importants dont vous avez besoin " -#~ "pour créer une connexion : un noeud qui implémente la méthode que vous " -#~ "voulez déclencher (représenté ici par un NodePath) et le nom de la " -#~ "méthode à déclencher." - -#~ msgid "" -#~ "The top-left section displays a list of your scene's nodes with the " -#~ "emitting node's name highlighted in red. Select the \"Panel\" node here. " -#~ "When you select a node, the NodePath at the bottom will automatically " -#~ "update to point to a relative path from the emitting node to the selected " -#~ "node." -#~ msgstr "" -#~ "La section en haut à gauche affiche une liste des nœuds de votre scène " -#~ "avec le nom du nœud émetteur surligné en rouge. Sélectionnez ici le nœud " -#~ "\"Panel\". Quand vous sélectionnez un nœud, le NodePath en bas se mettra " -#~ "à jour automatiquement pour pointer vers un chemin relatif du nœud " -#~ "émetteur au nœud sélectionné." - -#~ msgid "" -#~ "By default, the method name will contain the emitting node's name " -#~ "(\"Button\" in this case), resulting in " -#~ "``_on_[EmitterNode]_[signal_name]``. If you do have the \"Make Function\" " -#~ "check button checked, then the editor will generate the function for you " -#~ "before setting up the connection." -#~ msgstr "" -#~ "Par défaut, le nom de la méthode sera construite en utilisant le nom du " -#~ "noeud qui émet le signal (Button dans notre cas), concaténé avec nom du " -#~ "signal lui-même. Ce qui donnera " -#~ "\"_on_[NomDuNoeudEmetteur]_[nom_du_signal]\". Pour que cette fonction " -#~ "soit générée il vous suffit d'activer la case \"Créer une fonction\". La " -#~ "fonction ainsi crée sera appelée a chaque fois que le signal sera émit." - -#~ msgid "" -#~ "Now click on ``MobTimer`` in the scene window then head to inspector " -#~ "window, switch to node view then click on ``timeout()`` and connect the " -#~ "signal." -#~ msgstr "" -#~ "Maintenant cliquez sur ``MobTimer`` dans la vue scène et rendez-vous dans " -#~ "la vue de l'Inspecteur, passez à la vue nœud puis cliquez sur " -#~ "``timeout()`` et connectez le signal." - -#~ msgid "" -#~ "If a folder shouldn't be imported into Godot, an exception can be made " -#~ "with a .gdignore file." -#~ msgstr "" -#~ "Si un dossier ne doit pas être importé dans Godot, une exception peut " -#~ "être faite avec un fichier .gdignore." - -#~ msgid "DAE (COLLADA), which is currently the most mature workflow." -#~ msgstr "" -#~ "DAE (Collada), qui est actuellement le flux de travail le plus abouti." - -#~ msgid "" -#~ "glTF 2.0. Both text and binary formats are supported. Godot has full " -#~ "support for it, but the format is new and gaining traction." -#~ msgstr "" -#~ "glTF 2.0. Les formats texte et binaire sont supportés. Godot le soutient " -#~ "pleinement, mais le format est nouveau et gagne du terrain." - -#~ msgid "Why not FBX?" -#~ msgstr "Pourquoi pas FBX ?" - -#~ msgid "" -#~ "Most game engines use the FBX format for importing 3D scenes, which is " -#~ "definitely one of the most standardized in the industry. However, this " -#~ "format requires the use of a closed library from Autodesk, which is " -#~ "distributed with more restrictive licensing terms than Godot." -#~ msgstr "" -#~ "La plupart des moteurs de jeu utilisent le format FBX pour importer des " -#~ "scènes 3D, qui est sans aucun doute l'un des plus standardisés du " -#~ "secteur. Cependant, ce format nécessite l'utilisation d'une bibliothèque " -#~ "fermée d'Autodesk qui est distribuée avec des termes de licence plus " -#~ "restrictifs que ceux de Godot." - -#~ msgid "" -#~ "The plan is, sometime in the future, to offer a binary plug-in using " -#~ "GDNative." -#~ msgstr "" -#~ "Il est prévu dans le futur, d’offrir une extension binaire utilisant " -#~ "GDNative." - -#~ msgid "You can find the finished project at the bottom of this page." -#~ msgstr "Vous pouvez trouver le projet terminé en bas de cette page." - -#~ msgid "" -#~ "Firstly, open up ``Game.gd`` and add the following additional class " -#~ "variables:" -#~ msgstr "" -#~ "Premièrement, ouvrer ``Game.gd`` et ajouter les variables de classe " -#~ "additionnelle suivantes :" - -#~ msgid "Now, let's look at ``_physics_process``." -#~ msgstr "Regardons maintenant ``_physics_process``." - -#~ msgid "" -#~ "To do this, press the \"New Node\" button (which looks like a plus " -#~ "symbol):" -#~ msgstr "" -#~ "Pour ce faire, appuyez sur le bouton \"New Node\" (qui ressemble à un " -#~ "symbole plus) :" - -#~ msgid "*Clamping* a value means restricting it to a given range." -#~ msgstr "*Clamper* une valeur signifie la limiter à un intervalle donné." - -#~ msgid "" -#~ "Use the ``[Export]`` attribute instead of the GDScript ``export`` keyword." -#~ msgstr "" -#~ "Utilisez l'attribut ``[Export]`` au lieu du mot-clé ``export`` dans " -#~ "GDScript." - -#~ msgid "" -#~ "Go to Google's website for downloading the Android SDK. A search will " -#~ "take you to the *Android Studio* download page. You don't want it, so " -#~ "don't download (if you do want it, read further down for instructions for " -#~ "doing the same using Android Studio)." -#~ msgstr "" -#~ "Aller au site web de Google pour télécharger le SDK Android. Une " -#~ "recherche vous mènera à la page de téléchargement*Android Studio*. Si " -#~ "vous ne le voulez pas, ne le télécharger pas (si vous le voulez, lisez " -#~ "plus bas les instructions pour faire la même chose avec Android Studio)." - -#~ msgid "" -#~ "(again, right-click, then open the image in a new tab if this appears too " -#~ "small)" -#~ msgstr "" -#~ "(encore une fois, cliquez avec le bouton droit de la souris, puis ouvrez " -#~ "l'image dans un nouvel onglet si celui-ci apparaît trop petit)" - -#~ msgid "" -#~ "You thought that by going the Android Studio way you could escape the " -#~ "Keystore generation, but no. It's back to haunt you." -#~ msgstr "" -#~ "Vous pensiez qu'en optant pour Android Studio, vous pourriez échapper à " -#~ "la génération Keystore, mais non. C'est de retour pour vous hanter." - -#~ msgid "Particles2D" -#~ msgstr "Particles2D" - -#~ msgid "" -#~ "Multi-line comments can be created using \"\"\" (three quotes in a row) " -#~ "at the beginning and end of a block of text. Note that this creates a " -#~ "string, therefore, it will not be stripped away when the script is " -#~ "compiled." -#~ msgstr "" -#~ "Les commentaires multilignes peuvent être créés en utilisant " -#~ "\"\"\" (trois guillemets de suite) au début et à la fin d'un bloc de " -#~ "texte. Noter que cela crée une chaîne de caractères, mais qu'elle ne sera " -#~ "pas séparée quand le script sera compilé." - -#~ msgid "" -#~ "The integer data type can only contain integer numbers, (both negative " -#~ "and positive)." -#~ msgstr "" -#~ "Le type de donnée entier ne peut contenir que des nombres entiers, " -#~ "négatifs et positifs." - -#~ msgid "Used to contain a floating point value (real numbers)." -#~ msgstr "" -#~ "Utilisé pour contenir une valeur a virgule flottante (nombres réels)." - -#~ msgid "Every subpattern has to be comma separated. ::" -#~ msgstr "Chaque sous-expression doit être séparée par des virgules. ::" - -#~ msgid "" -#~ "The ``assert`` keyword can be used to check conditions in debug builds. " -#~ "These assertions are ignored in non-debug builds." -#~ msgstr "" -#~ "Le mot-clé ``assert`` peut être utilisé pour vérifier des conditions dans " -#~ "les constructions de binaires de débogage. Ces assertions sont ignorées " -#~ "dans les constructions de binaires autres que de débogage." - -#~ msgid "576kb" -#~ msgstr "576kb" - -#~ msgid "88kb" -#~ msgstr "88kb" - -#~ msgid "22kb" -#~ msgstr "22kb" - -#~ msgid "OGG 128kbps, Stereo" -#~ msgstr "OGG 128kbps, Stéréo" - -#~ msgid "16kb" -#~ msgstr "16kb" - -#~ msgid "12kb" -#~ msgstr "12kb" - -#~ msgid "the export preset is not marked as runnable," -#~ msgstr "Le préréglage d'exportation n'est pas marqué comme exécutable" - -#~ msgid "the target name ends with ``.pck`` or ``.zip``." -#~ msgstr "Le nom de la cible se termine par `.pck` ou par `.zip`." - -#~ msgid "" -#~ "So at what point does all this HDR business come into play? The idea is " -#~ "that instead of dealing with colors that go from black to white (0 to 1), " -#~ "we use colors whiter than white (for example, 0 to 8 times white)." -#~ msgstr "" -#~ "Alors, à quel moment toute cette histoire de HDR entre-t-elle en jeu ? " -#~ "L'idée est qu'au lieu de traiter les couleurs qui vont du noir au blanc " -#~ "(0 à 1), nous utilisons des couleurs plus blanches que le blanc (par " -#~ "exemple, 0 à 8 fois le blanc)." - -#~ msgid "" -#~ "To be more practical, imagine that in a regular scene, the intensity of a " -#~ "light (generally 1.0) is set to 5.0. The whole scene will turn very " -#~ "bright (towards white) and look horrible." -#~ msgstr "" -#~ "Pour être plus pratique, imaginez que dans une scène régulière, " -#~ "l'intensité d'une lumière (généralement 1.0) est réglée à 5.0. Toute la " -#~ "scène deviendra très lumineuse (vers le blanc) et aura l'air horrible." - -#~ msgid "" -#~ "After this, the luminance of the scene is computed by averaging the " -#~ "luminance of every pixel of it, and this value is used to bring the scene " -#~ "back to normal ranges. This last operation is called tone-mapping. " -#~ "Finally, we are at a similar place from where we started:" -#~ msgstr "" -#~ "Ensuite, la luminance de la scène est calculée en faisant la moyenne de " -#~ "la luminance de chaque pixel de la scène, et cette valeur est utilisée " -#~ "pour ramener la scène à des plages normales. Cette dernière opération est " -#~ "appelée tone-mapping. Enfin, nous nous trouvons à un endroit similaire à " -#~ "celui où nous avons commencé :" - -#~ msgid "" -#~ "Except the scene is more contrasted because there is a higher light range " -#~ "at play. What is this all useful for? The idea is that the scene " -#~ "luminance will change while you move through the world, allowing " -#~ "situations like this to happen:" -#~ msgstr "" -#~ "Sauf que la scène est plus contrastée parce qu'il y a une plus grande " -#~ "plage lumineuse en jeu. À quoi tout cela sert-il ? L'idée est que la " -#~ "luminance de la scène va changer pendant que vous vous déplacez dans le " -#~ "monde, permettant à des situations comme celle-ci de se produire :" - -#~ msgid "" -#~ "Additionally, it is possible to set a threshold value to send to the glow " -#~ "buffer depending on the pixel luminance. This allows for more realistic " -#~ "light bleeding effects in the scene." -#~ msgstr "" -#~ "En outre, il est possible de définir une valeur seuil à envoyer au tampon " -#~ "lumineux en fonction de la luminance des pixels. Cela permet d'obtenir " -#~ "des effets de saignement de lumière plus réalistes dans la scène." - -#~ msgid "Linear color space" -#~ msgstr "Espace colorimétrique linéaire" - -#~ msgid "" -#~ "The problem with this technique is that computer monitors apply a gamma " -#~ "curve to adapt better to the way the human eye sees. Artists create their " -#~ "art on the screen too, so their art has an implicit gamma curve applied " -#~ "to it." -#~ msgstr "" -#~ "Le problème avec cette technique est que les écrans d'ordinateur " -#~ "appliquent une courbe gamma pour mieux s'adapter à la façon dont l'œil " -#~ "humain voit. Les artistes créent aussi leur art à l'écran, de sorte " -#~ "qu'une courbe gamma implicite s'applique à leur art." - -#~ msgid "" -#~ "The color space where images created on computer monitors exist is called " -#~ "\"sRGB\". All visual content that people have on their computers or " -#~ "download from the internet (such as pictures, movies, etc.) is in this " -#~ "colorspace." -#~ msgstr "" -#~ "L’espace colorimétrique où existent les images créées sur les moniteurs " -#~ "d’ordinateur est appelé «sRGB». Tout le contenu visuel que les gens ont " -#~ "sur leurs ordinateurs ou télécharge à partir d’Internet (tels que des " -#~ "images, des films, etc.) est dans cet espace couleur." - -#~ msgid "" -#~ "The mathematics of HDR require that we multiply the scene by different " -#~ "values to adjust the luminance and exposure to different light ranges, " -#~ "and this curve gets in the way, as we need colors in linear space for " -#~ "this." -#~ msgstr "" -#~ "Les mathématiques du HDR exigent que nous multipliions la scène par " -#~ "différentes valeurs pour ajuster la luminance et l'exposition à " -#~ "différentes plages de lumière, et cette courbe est un obstacle, car nous " -#~ "avons besoin pour cela de couleurs dans l'espace linéaire." - -#~ msgid "" -#~ "In any case, though, this is the easy solution that works everywhere." -#~ msgstr "" -#~ "Quoi qu'il en soit, c'est la solution facile qui fonctionne partout." - -#~ msgid "Linear -> sRGB at the end" -#~ msgstr "Linéaire -> sRGB à la fin" - -#~ msgid "" -#~ "As you might have already read in the :ref:`Audio Buses " -#~ "Tutorial`, sound is sent to each bus via an " -#~ "AudioStreamPlayer." -#~ msgstr "" -#~ "Tel que vous devriez l'avoir vu dans :ref:`Audio Buses Tutorial`, le son est envoyé à chaque bus via le AudioStreamPlayer." - -#, fuzzy -#~ msgid "Global constants" -#~ msgstr "les constantes" - -#~ msgid "Step by step (Linux)" -#~ msgstr "Pas à pas (Linux)" - -#~ msgid "A Godot 3.0 executable" -#~ msgstr "Un exécutable de Godot 3.0" - -#~ msgid "" -#~ "A copy of this repository: https://github.com/GodotNativeTools/" -#~ "godot_headers" -#~ msgstr "" -#~ "Une copie de ce dépôt : https://github.com/GodotNativeTools/godot_headers" - -#~ msgid "" -#~ "This tutorial series aims to illustrate intended Godot workflows, i.e. " -#~ "the \"best practices\" of defining one's game API. Godot allows for a " -#~ "great amount of flexibility in how one designs a project's code and scene " -#~ "structure. Each method will have its own advantages and disadvantages, so " -#~ "outlining the best practices should help users feel less confused as they " -#~ "further explore Godot's depth." -#~ msgstr "" -#~ "Cette série de tutoriels vise à illustrer les workflows prévu par Godot, " -#~ "c'est à dire les \"meilleures pratiques\" pour définir l'API de son jeu. " -#~ "Godot permet une grand flexibilité dans la façon de concevoir le code et " -#~ "la structure de scène d'un projet. Chaque méthode aura ses propres " -#~ "avantages et inconvénients, de sorte que la description des meilleures " -#~ "pratiques devrait aider les utilisateurs à se sentir moins confus au fur " -#~ "et à mesure qu'ils approfondissent l'exploration de la profondeur de " -#~ "Godot." - -#~ msgid "" -#~ "This series is also designed to help get users thinking about the best " -#~ "way to reason about best practices. It would be impossible to give a " -#~ "comprehensive overview of what one should do for any arbitrary design " -#~ "decision. As such, each article breaks problems down into the fundamental " -#~ "questions they pose, suggests the available solutions, analyzes the " -#~ "advantages and disadvantages of each option, and then highlights the best " -#~ "course of action depending on the circumstances." -#~ msgstr "" -#~ "Cette série est également conçu pour aider les utilisateurs a pensé au " -#~ "meilleur façon de raisonner sur les meilleures pratiques. Il serait " -#~ "impossible de donner un aperçu complet de ce qu'il faut faire pour toute " -#~ "décision de conception arbitraire. Ainsi, chaque article décompose les " -#~ "problèmes en questions fondamentales qu'ils posent, suggère les solutions " -#~ "disponibles, analyse les avantages et les inconvénients de chaque option, " -#~ "puis souligne la meilleure ligne de conduite à adopter en fonction des " -#~ "circonstances." - -#~ msgid "" -#~ "While the articles in this series are largely topic-directed, it is " -#~ "recommended that users begin with the :ref:`doc_what_are_godot_classes` " -#~ "article. It is from there that the \"best practices\" for the rest of the " -#~ "engine become more clear, based on established OOP practices." -#~ msgstr "" -#~ "Bien que les articles de cette série soient en grande partie thématiques, " -#~ "il est recommandé aux utilisateurs de commencer par l'article :ref:" -#~ "`doc_what_are_godot_classes`. C'est à partir de là que les \"meilleures " -#~ "pratiques\" pour le reste du moteur deviendront plus claires, basées sur " -#~ "les pratiques établies en matière de POO." - -#~ msgid "What are Godot classes really?" -#~ msgstr "Mais que sont les classes Godot ?" - -#~ msgid "" -#~ "Godot offers two main means of creating types: scripts and scenes. Both " -#~ "of these represent a \"class\" since Godot revolves around Object-" -#~ "Oriented design. *How* they do this may not be clear to beginner or " -#~ "intermediate users though." -#~ msgstr "" -#~ "Godot propose deux moyens principaux pour créer des types : les scripts " -#~ "et les scènes. Tous deux représentent une \"classe\" puisque Godot " -#~ "s'articule autour du design orienté objet. La façon dont ils le font " -#~ "n'est pas toujours claire pour les utilisateurs débutants ou " -#~ "intermédiaires." - -#~ msgid "" -#~ "So, if the engine provides all of this data at startup, then how does a " -#~ "user define their own data? It'd be nice if users could define a custom " -#~ "set of data to be appended to an object's data. That way, users could " -#~ "inject their own properties and methods into the engine's Object query " -#~ "requests." -#~ msgstr "" -#~ "Donc, si le moteur fournit toutes ces données au démarrage, alors comment " -#~ "un utilisateur défini ses propres données ? Ce serait pratique si les " -#~ "utilisateurs pouvaient définir un jeu personnalisé de données à ajouter " -#~ "aux données d'un objet. De cette façon, les utilisateurs pourraient " -#~ "injecter leurs propres propriétés et méthodes dans les requêtes d'Object " -#~ "du moteur." - -#~ msgid "" -#~ "This can lead to some users' confusion when they see a script as being a " -#~ "class unto itself. In reality, the engine just auto-instantiates the base " -#~ "engine class and then adds the script to that object. This then allows " -#~ "the Object to defer to the Script's content where the engine logic deems " -#~ "appropriate." -#~ msgstr "" -#~ "Cela peut être source de confusion pour certains utilisateurs lorsqu'ils " -#~ "considèrent un script comme une classe à part entière. En réalité, le " -#~ "moteur se contente d'auto-instancier la classe de base du moteur et " -#~ "ajoute ensuite le script à cet objet. Ceci permet alors à l'Objet de s'en " -#~ "remettre au contenu du Script lorsque la logique du moteur le juge " -#~ "approprié." - -#~ msgid "let's see a simple example of creating a single Node as a child." -#~ msgstr "" -#~ "voyons un exemple simple de création d'un Nœud unique en tant qu'enfant." - -#~ msgid "" -#~ "Notice that only two pieces of declarative code are involved in the " -#~ "creation of this child node: the variable declaration and the constructor " -#~ "declaration. Everything else about the child must be setup using " -#~ "imperative code. However, script code is much slower than engine C++ " -#~ "code. Each change must make a separate call to the scripting API which " -#~ "means a lot of C++ \"lookups\" within data structures to find the " -#~ "corresponding logic to execute." -#~ msgstr "" -#~ "Remarquons que seulement deux morceaux de code déclaratif sont impliqués " -#~ "dans la création de ce nœud enfant : la déclaration de variable et la " -#~ "déclaration de constructeur. Les autres caractéristiques doivent être " -#~ "mises en place dans le code impératif. En revanche, le code de script est " -#~ "bien plus lent que le code C++ du moteur. Chaque changement doit " -#~ "effectuer un appel à l'API de script, ce qui correspond à beaucoup de " -#~ "\"recherches\" en C++ dans les structures de données pour trouver la " -#~ "logique a exécuter à chaque fois." - -#~ msgid "" -#~ "To help offload the work, it would be convenient if one could batch up " -#~ "all operations involved in creating and setting up node hierarchies. The " -#~ "engine could then handle the construction using its fast C++ code, and " -#~ "the script code would be free from the perils of imperative code." -#~ msgstr "" -#~ "Pour aider à décharger le travail, il serait pratique si on pouvait " -#~ "regrouper toutes les opérations impliquées dans la création et la mise en " -#~ "place des hiérarchies de nœuds. Le moteur pourrait alors gérer la " -#~ "construction en utilisant son code C++ rapide, et le code du script " -#~ "serait libre des périls du code impératif." - -#~ msgid "" -#~ "*This* is what a scene (:ref:`PackedScene `) is: a " -#~ "resource that provides an advanced \"constructor\" serialization which is " -#~ "offloaded to the engine for batch processing." -#~ msgstr "" -#~ "*Ceci* est ce qu'est une scène (:ref:`PackedScene `) : " -#~ "une ressource qui fournit une sérialisation \"constructeur\" avancée qui " -#~ "est transférée au moteur pour traitement par lots." - -#~ msgid "It helps to define..." -#~ msgstr "Il aide à définir...." - -#~ msgid "what connections to each other do they have, if any?" -#~ msgstr "quelles connexions ont-ils entre eux, s'ils en ont ?" - -#~ msgid "" -#~ "As such, many Object-Oriented principles which apply to \"programming\", " -#~ "i.e. scripts, *also* apply to scenes. Some scripts are designed to only " -#~ "work in one scene (which are often bundled into the scene itself). Other " -#~ "scripts are meant to be re-used between scenes." -#~ msgstr "" -#~ "De ce fait, beaucoup de principes d'orientation objet qui s'appliquent à " -#~ "la \"programmation\", c'est-à-dire aux scripts, s'appliquent *aussi* aux " -#~ "scènes. Certains scripts sont conçus pour ne fonctionner que dans une " -#~ "unique scène (et sont souvent inclus dans la scène elle-même). D'autres " -#~ "scripts sont conçus pour être réutilisés entre les scènes." - -#~ msgid "" -#~ "**Regardless, the scene is always an extension of the root script, and " -#~ "can therefore be interpreted as a part of the class.** Most of the points " -#~ "covered in this series will build on this point, so keep it in mind." -#~ msgstr "" -#~ "**Quoi qu'il en soit, la scène est toujours une extension du script " -#~ "racine, et peut par conséquent être considéré comme faisant partie de la " -#~ "classe.** La majorité des points couverts dans cette série se baseront " -#~ "sur ce principe, donc retenez-le bien." - -#~ msgid "ToneMapper" -#~ msgstr "ToneMapper" - -#~ msgid "" -#~ "The ToneMapper is the heart of the algorithm. Many options for " -#~ "tonemappers are provided:" -#~ msgstr "" -#~ "Le ToneMapper est le cœur de l'algorithme. De nombreuses options sont " -#~ "disponibles pour les tonemappers :" - -#~ msgid "" -#~ "**Linear:** Simplest tonemapper. It does its job for adjusting scene " -#~ "brightness, but if the differences in light are too big, it will cause " -#~ "colors to be too saturated." -#~ msgstr "" -#~ "**Linear:**Le tonemapper le plus simple. Il fait son travail de réglage " -#~ "de la luminosité de la scène, mais si les différences de lumière sont " -#~ "trop grandes, les couleurs seront trop saturées." - -#~ msgid "**Log:** Similar to linear but not as extreme." -#~ msgstr "**Log:**Semblable à linéaire mais pas aussi extrême." - -#~ msgid "" -#~ "**Reinhardt:** Classical tonemapper (modified, so it will not desaturate " -#~ "as much)" -#~ msgstr "" -#~ "**Reinhardt:** Tonemapper classique (modifié, donc il ne désaturera pas " -#~ "autant)" - -#~ msgid "" -#~ "**ReinhardtAutoWhite:** Same as above, but uses the max scene luminance " -#~ "to adjust the white value." -#~ msgstr "" -#~ "**ReinhardtAutoWhite:** Comme ci-dessus, mais utilise la luminance " -#~ "maximale de la scène pour régler la valeur du blanc." - -#~ msgid "Exposure" -#~ msgstr "Exposition" - -#~ msgid "" -#~ "The same exposure parameter as in real cameras. Controls how much light " -#~ "enters the camera. Higher values will result in a brighter scene, and " -#~ "lower values will result in a darker scene." -#~ msgstr "" -#~ "Le même paramètre d'exposition que pour les appareils photo réels. " -#~ "Contrôle la quantité de lumière qui pénètre dans la caméra. Des valeurs " -#~ "plus élevées se traduiront par une scène plus claire et des valeurs plus " -#~ "faibles par une scène plus sombre." - -#~ msgid "White" -#~ msgstr "Blanc" - -#~ msgid "Maximum value of white." -#~ msgstr "Valeur maximale du blanc." - -#~ msgid "Glow threshold" -#~ msgstr "Seuil de lueur" - -#~ msgid "" -#~ "Determines above which value (from 0 to 1 after the scene is tonemapped) " -#~ "light will start bleeding." -#~ msgstr "" -#~ "Détermine au-dessus de quelle valeur (de 0 à 1 après que la scène soit " -#~ "tonemappée) la lumière commencera à saigner." - -#~ msgid "Glow scale" -#~ msgstr "Échelle de lueur" - -#~ msgid "Determines how much light will bleed." -#~ msgstr "Détermine la quantité de lumière qui saignera." - -#~ msgid "Min luminance" -#~ msgstr "Luminosité minimale" - -#~ msgid "" -#~ "Lower bound value of light for the scene at which the tonemapper stops " -#~ "working. This allows dark scenes to remain dark." -#~ msgstr "" -#~ "Valeur limite inférieure de la lumière de la scène à laquelle le " -#~ "tonemapper s'arrête de fonctionner. Ceci permet aux scènes sombres de " -#~ "rester sombres." - -#~ msgid "Max luminance" -#~ msgstr "Luminance maximale" - -#~ msgid "" -#~ "Upper bound value of light for the scene at which the tonemapper stops " -#~ "working. This allows bright scenes to remain saturated." -#~ msgstr "" -#~ "Valeur limite supérieure de la lumière de la scène à laquelle le " -#~ "tonemapper cesse de fonctionner. Cela permet aux scènes lumineuses de " -#~ "rester saturées." - -#~ msgid "Exposure adjustment speed" -#~ msgstr "Vitesse d'ajustement de l'exposition" - -#~ msgid "" -#~ "Auto-exposure will change slowly and will take a while to adjust (like in " -#~ "real cameras). Bigger values mean faster adjustment." -#~ msgstr "" -#~ "L'exposition automatique changera lentement et prendra un certain temps " -#~ "pour s'ajuster (comme dans les appareils photo réels). Plus les valeurs " -#~ "sont élevées, plus le réglage est rapide." - -#~ msgid "Step-by-step" -#~ msgstr "Pas à pas" - -#~ msgid "After a comma." -#~ msgstr "Après une virgule." - -#, fuzzy -#~ msgid "`KidsCanCode `__" -#~ msgstr "`KidsCanCode `_" - -#~ msgid "" -#~ ":ref:`Autoloads versus internal nodes " -#~ "`" -#~ msgstr "" -#~ ":ref:`Chargements automatiques VS nœuds internes " -#~ "`" - -#~ msgid ":ref:`Advanced post-processing `" -#~ msgstr ":ref:`Post-traitement avancé `" - -#~ msgid "" -#~ ":ref:`Binding to external libraries `" -#~ msgstr "" -#~ ":ref:`Lier aux librairies externes `" - -#~ msgid "Killer features" -#~ msgstr "Fonctionnalités de tueurs" - -#~ msgid "" -#~ "Note that Godot editor allows you to dock each panel at the side of the " -#~ "scene editor you wish." -#~ msgstr "" -#~ "Notez que l'éditeur Godot vous permet d'accrocher chaque panneau sur le " -#~ "côté souhaité de l'éditeur de scène." - -#~ msgid "" -#~ "These are the most important concepts you need to remember: \"node\", " -#~ "\"parent node\", and \"child node\"." -#~ msgstr "" -#~ "Ce sont les concepts les plus importants dont vous devez vous souvenir : " -#~ "\"nœud\", \"nœud parent\" et \"nœud enfant\"." - -#~ msgid "" -#~ "We previously observed that there is no perfect solution to set a project " -#~ "architecture. Any solution will work for Unity and Godot, so this point " -#~ "has a lesser importance." -#~ msgstr "" -#~ "Nous avons précédemment observé qu'il n'y a pas de solution parfaite pour " -#~ "définir une architecture de projet. Toute solution fonctionnera pour " -#~ "Unity et Godot, alors ce point a moins d'importance." - -#~ msgid "Prefab -> Externalized branch" -#~ msgstr "Préfab -> Branche externalisée" - -#~ msgid "" -#~ "Here's an example that creates a custom signal in one script and connects " -#~ "the custom signal to a method in a separate script, using the :ref:" -#~ "`Object.connect() ` method:" -#~ msgstr "" -#~ "Voici un exemple qui créé un signal personnalisé dans un script et le " -#~ "connecte à une méthode dans un autre script, en utilisant la méthode :ref:" -#~ "`Object.connect() ` :" - -#~ msgid "" -#~ "Here is an example that creates a connection between a button's " -#~ "``pressed`` signal and a method, binding the button instance to the " -#~ "connection. The handler uses the bound argument to print which button " -#~ "instance was pressed." -#~ msgstr "" -#~ "Voici un exemple qui créé une connexion entre le signal ``pressed`` d'un " -#~ "bouton et une méthode, en attachant l'instance du bouton à la connexion. " -#~ "Le gestionnaire utilise l'argument attaché pour afficher quelle est " -#~ "l'instance de bouton qui a été appuyée." - -#~ msgid "" -#~ "Signals are generated by the :ref:`Object.emit_signal() " -#~ "` method which broadcasts the signal and " -#~ "arguments." -#~ msgstr "" -#~ "Les signaux sont générés par la méthode :ref:`Object.emit_signal() " -#~ "`, qui diffuse le signal et les " -#~ "arguments." - -#~ msgid "" -#~ "Extending a previous example to use all the features of GDScript signals:" -#~ msgstr "" -#~ "Extension d'un exemple précédent pour qu'il utilise toutes les " -#~ "fonctionnalités des signaux de GDScript :" - -#~ msgid "" -#~ "Consider breaking a line when it's longer than 100 characters. And it's " -#~ "also a good practice to insert a line feed (LF) character at the end of a " -#~ "file because some utilities have trouble recognizing the last line " -#~ "without it (e.g. the *cat* command on Linux)." -#~ msgstr "" -#~ "Envisagez un renvoi à la ligne lorsqu'elle est plus longue que 100 " -#~ "caractères. Et c'est aussi une bonne pratique d'insérer un caractère de " -#~ "saut de ligne (LF) à la fin d'un fichier parce que certains utilitaires " -#~ "ont du mal à reconnaître la dernière ligne sans celui-ci (par ex. la " -#~ "commande *cat* de Linux)." - -#~ msgid "Translators also usually prefer to work with spreadsheets." -#~ msgstr "" -#~ "Les traducteurs préfèrent aussi généralement travailler avec des feuilles " -#~ "de calcul." - -#~ msgid "" -#~ "Tilemaps can be used to make levels for 2D games. A tilemap is a grid of " -#~ "(usually square) image tiles which form the scenery of a level or area in " -#~ "a game. The placed tiles in a tilemap are instances of 'reference tiles' " -#~ "from a tileset. The tileset can be thought of as a pallete with which a " -#~ "tilemap (level) can be 'painted':" -#~ msgstr "" -#~ "Les Tilemaps peuvent être utilisés pour créer des niveaux pour les jeux " -#~ "2D. Une tilemap est une grille de tuiles d'image (généralement carrées) " -#~ "qui forment le décor d'un niveau ou d'une zone dans un jeu. Les tuiles " -#~ "placées dans une carte tuile sont des instances de 'tuiles de référence' " -#~ "d'un tileset. Le tileset peut être considéré comme une palette avec " -#~ "laquelle une tilemap (niveau) peut être \"peinte\" :" - -#~ msgid "" -#~ "Collision shapes can be added to the tiles in a tileset to create solid " -#~ "geometry. Tilemaps can be used for both side view and top-down 2D games." -#~ msgstr "" -#~ "Les formes de collision peuvent être ajoutées aux tuiles dans un tileset " -#~ "pour créer une géométrie solide. Tilemaps peut être utilisé pour la vue " -#~ "latérale et les jeux 2D de haut en bas." - -#~ msgid "Making a tileset" -#~ msgstr "Faire un jeu de tuiles" - -#~ msgid "" -#~ "Here are some tiles for a tileset. They are all part of the same image " -#~ "file. This is helpful for a game's performance. There are so-called " -#~ "*texture packers* that will generate these spritesheets out of several " -#~ "separate tile images. But keeping them as separate images also works." -#~ msgstr "" -#~ "Voici quelques tuiles pour un tileset. Ils font tous partie du même " -#~ "fichier image. Cela est utile pour les performances d’un jeu. Il y a des " -#~ "\"conditionneurs de textures\" * qui généreront ces spritesheets sur " -#~ "plusieurs images de tuiles distinctes. Mais les garder comme des images " -#~ "distinctes fonctionne également." - -#~ msgid "" -#~ "Create a new project and move the above PNG image into the project " -#~ "directory. Next, go into the image's import settings and turn off " -#~ "``Filter``. Keeping it on will cause issues later. ``Mipmaps`` should " -#~ "already be disabled; if not, disable this too." -#~ msgstr "" -#~ "Créez un nouveau projet et déplacez l'image PNG ci-dessus dans le " -#~ "répertoire. Ensuite, allez dans les paramètres d'importation de l'image " -#~ "et désactivez ``Filter``, le garder activé causera des problèmes plus " -#~ "tard. ``Mipmaps`` devrait déjà être désactivé, sinon désactivez-le aussi." - -#~ msgid "" -#~ "The easiest way to edit and maintain a tileset is exporting it from a " -#~ "specially prepared scene. We'll create that next." -#~ msgstr "" -#~ "La façon la plus simple d'éditer et de maintenir un tileset est de " -#~ "l'exporter à partir d'une scène spécialement préparée. C'est ce que nous " -#~ "allons créer ensuite." - -#~ msgid "TileSet scene" -#~ msgstr "Scène de jeu de tuiles" - -#~ msgid "" -#~ "Create a new scene with a regular Node or Node2D as root. For each " -#~ "reference tile you want to define, add a sprite node as a child. Since " -#~ "our tiles measure 50x50 pixels, you should turn on the grid (``View -> " -#~ "Show Grid`` or ``G`` key) and enable snap (``Use Snap`` icon or ``Shift + " -#~ "S`` keys). Moving tiles with the mouse might still be inaccurate, so use " -#~ "your arrow keys as well." -#~ msgstr "" -#~ "Créez une nouvelle scène avec un nœud Node ou Node2D en tant que racine. " -#~ "Pour chaque tuile que vous souhaitez définir, ajoutez un nœud sprite en " -#~ "tant qu'enfant. Puisque les tuiles ici sont 50x50, vous devez activer la " -#~ "grille (``Affichage -> Afficher la grille``, ou la touche ``G``) ainsi " -#~ "que la capture (icône ``Utiliser Capture``, ou les touches ``Shift + " -#~ "S``). Déplacer les tuiles avec la souris peut toujours être imprécis, " -#~ "ainsi utilisez aussi les touches fléchées." - -#~ msgid "" -#~ "If more than one tile is present in the source image, make sure to use " -#~ "the region property of the sprite to adjust which part of the texture is " -#~ "being used." -#~ msgstr "" -#~ "Si plusieurs tuiles sont présentes dans l'image source, veillez à " -#~ "utiliser la propriété region du sprite pour définir la partie de la " -#~ "texture à utiliser." - -#~ msgid "" -#~ "Give the sprite node an appropriate and unique name. This will ensure " -#~ "that, in subsequent edits to the tileset (for example, if you've added " -#~ "collision, changed the region, etc), the tile will still be **identified " -#~ "correctly and updated**." -#~ msgstr "" -#~ "Enfin, assurez-vous de nommer votre nœud sprite correctement, avec un nom " -#~ "unique. Cela garantira que, lors des éditions ultérieures sur le jeu de " -#~ "tuiles (par exemple, si vous ajoutez des collisions, changez la région, " -#~ "etc.), la vignette sera toujours **identifiée correctement et mise à " -#~ "jour**." - -#~ msgid "Here's a screenshot that shows where everything of relevance is:" -#~ msgstr "" -#~ "Voici une capture d'écran qui montre où se trouve tout ce qui est " -#~ "pertinent :" - -#~ msgid "" -#~ "Add all the reference tiles in the way described above, adjusting the " -#~ "offsets as needed (that is, if you have multiple tiles in a single source " -#~ "image). Again, *remember that their names must be unique*." -#~ msgstr "" -#~ "Ajoutez toutes les tuiles de référence de la manière décrite ci-dessus, " -#~ "en ajustant les décalages au besoin (c'est-à-dire, si vous avez plusieurs " -#~ "tuiles dans une seule image source). Encore une fois, *rappelez-vous que " -#~ "leurs noms doivent être uniques*." - -#~ msgid "" -#~ "To add collision shapes to the tiles, create a StaticBody2D child for " -#~ "each sprite. This is a static collision node. Then create a " -#~ "CollisionShape2D or CollisionPolygon as a child of the StaticBody2D. The " -#~ "CollisionPolygon is easier to edit." -#~ msgstr "" -#~ "Pour ajouter une collision à une tuile, créez un enfant StaticBody2D pour " -#~ "chaque sprite. Ceci est un nœud de collision statique. Créez ensuite un " -#~ "CollisionShape2D ou un CollisionPolygon en tant qu'enfant du " -#~ "StaticBody2D. CollisionPolygon est recommandé car il est plus facile à " -#~ "éditer." - -#~ msgid "" -#~ "Edit the polygon; this will give the tile a collision shape and remove " -#~ "the warning icon next to the CollisionPolygon node. **Remember to use " -#~ "snap!** Using snap will make sure collision polygons are aligned " -#~ "properly, allowing a character to walk seamlessly from tile to tile. Also " -#~ "**do not scale or move** the collision and/or collision polygon nodes. " -#~ "Leave them at offset 0,0, with scale 1,1 and rotation 0 with respect to " -#~ "the parent sprite." -#~ msgstr "" -#~ "Éditez le polygone, cela donnera une forme de collision à la tuile et " -#~ "corrigera l'icône d'avertissement à côté du nœud CollisionPolygon. " -#~ "**N'oubliez pas d'utiliser la capture !** L'utilisation de la capture " -#~ "assurera que les polygones de collision sont correctement alignés, " -#~ "permettant à un personnage de se déplacer de manière transparente d'une " -#~ "tuile à l'autre. De plus, **ne pas mettre à l'échelle ni déplacer** les " -#~ "nœuds de polygones de collision et/ou de collision. Laissez-les à " -#~ "l'offset 0,0, avec l'échelle 1,1 et la rotation 0 par rapport au sprite " -#~ "parent." - -#~ msgid "" -#~ "Keep adding collision shapes to all tiles that need them. Note that BG is " -#~ "a background tile, so it should not have a collision shape." -#~ msgstr "" -#~ "Continuez à ajouter des formes de collision à toutes les tuiles qui en " -#~ "ont besoin. Notez que BG est une tuile d’arrière-plan, elle ne doit donc " -#~ "pas avoir une forme de collision." - -#~ msgid "" -#~ "Then save this scene for future editing. \"tileset_edit.scn\" would be a " -#~ "sensible name for it." -#~ msgstr "" -#~ "Sauvegardez ensuite cette scène pour l'éditer ultérieurement. " -#~ "\"tileset_edit.scn\" serait un nom sensé." - -#~ msgid "" -#~ "With the scene created and still open in the editor, use Scene > Convert " -#~ "To > Tile Set from the Scene Menu:" -#~ msgstr "" -#~ "Une fois la scène créée et toujours ouverte dans l'éditeur, utilisez " -#~ "Scene > Convert To > Tile Set dans le menu Scène :" - -#~ msgid "" -#~ "Then choose a filename, like \"mytiles.tres\". Make sure the \"Merge With " -#~ "Existing\" option is toggled on. This way, every time the tileset " -#~ "resource file is overwritten, existing tiles are merged and updated (they " -#~ "are referenced by their unique name, so again, **name your tiles " -#~ "properly**)." -#~ msgstr "" -#~ "Choisissez ensuite un nom de fichier, comme \"mestuiles.tres\". Assurez-" -#~ "vous que l'option \"Fusionner avec l'existant\" est activée. Ainsi, " -#~ "chaque fois que le fichier de ressources du jeu de tuiles est écrasé, les " -#~ "tuiles existantes sont fusionnées et mises à jour (elles sont référencées " -#~ "par leur nom unique, donc encore une fois, **nommez vos tuiles " -#~ "correctement**)." - -#~ msgid "Using the TileSet in a TileMap" -#~ msgstr "Utilisation du jeux de tuiles dans un plan de tuiles" - -#~ msgid "" -#~ "Create a new scene, using any node or node2d as root, and then create a :" -#~ "ref:`TileMap ` as a child." -#~ msgstr "" -#~ "Créez une nouvelle scène en utilisant n'importe quel nœud ou node2d en " -#~ "tant que racine, puis créez un :ref:`Plan de tuiles ` en " -#~ "tant qu'enfant." - -#~ msgid "" -#~ "Go to the TileSet property of this node and assign the one created in " -#~ "previous steps:" -#~ msgstr "" -#~ "Accédez à la propriété du jeux de tuiles de ce nœud et affectez-y celle " -#~ "créée aux étapes précédentes :" - -#~ msgid "" -#~ "Also set the cell size to '50', since that is the size used by the tiles. " -#~ "Quadrant size is a tuning value. The default value of 16 means that the " -#~ "engine will draw and cull (erase) the tilemap in blocks of 16x16 tiles. " -#~ "This value is usually fine, but can be used to fine tune performance in " -#~ "specific cases if you know what you're doing." -#~ msgstr "" -#~ "Réglez également la taille de la cellule à '50', puisque c'est la taille " -#~ "utilisée par les tuiles. La taille du quadrant est une valeur de réglage. " -#~ "La valeur par défaut est de 16 signifie que le moteur dessinera et " -#~ "effacera la tilemap par blocs de 16x16 tuiles. Cette valeur est " -#~ "généralement correcte, mais peut être utilisée pour affiner les " -#~ "performances dans des cas spécifiques si vous savez ce que vous faites." - -#~ msgid "" -#~ "Make sure the TileMap node is selected. A red grid will appear on the " -#~ "screen, allowing you to paint on it with the tile currently selected in " -#~ "the left palette." -#~ msgstr "" -#~ "Assurez-vous que le nœud TileMap est sélectionné. Une grille rouge " -#~ "apparaîtra à l'écran, vous permettant de peindre avec la tuile " -#~ "actuellement sélectionnée dans la palette de gauche." - -#~ msgid "" -#~ "If you accidentally place a tile somewhere you don't want it to be, you " -#~ "can delete it with ``RMB`` (the right mouse button) while in the tilemap " -#~ "editor." -#~ msgstr "" -#~ "Si vous placez accidentellement une tuile à un endroit que vous ne " -#~ "souhaitez pas, vous pouvez la supprimer avec ``RMB`` (le bouton droit de " -#~ "la souris) dans l'éditeur de plans de tuiles." - -#~ msgid "" -#~ "You can flip and rotate sprites in the TileMap editor (note: flipping the " -#~ "sprite in the TileSet will have no effect). Icons at the top right of the " -#~ "editor allow flipping and rotating of the currently selected sprite - you " -#~ "can also use the A and S keys to flip the sprite horizontally and " -#~ "vertically. With a brick pattern like this tutorial uses, flipping the " -#~ "sprites would create unpleasant discontinuities unless you're flipping an " -#~ "entire region of bricks. But for some kinds of tiles, flipping can be a " -#~ "convenient and space-saving feature." -#~ msgstr "" -#~ "Vous pouvez retourner et faire pivoter les sprites dans l'éditeur TileMap " -#~ "(note : retourner le sprite dans le TileSet n'aura aucun effet). Les " -#~ "icônes en haut à droite de l'éditeur permettent de retourner et de faire " -#~ "tourner le sprite actuellement sélectionné - vous pouvez également " -#~ "utiliser les touches A et S pour retourner le sprite horizontalement et " -#~ "verticalement. Avec un motif de brique comme ce tutoriel, retourner les " -#~ "sprites créerait des discontinuités désagréables à moins que vous ne " -#~ "retourniez une région entière de briques. Mais pour certains types de " -#~ "tuiles, le retournement peut être une fonction pratique et peu " -#~ "encombrante." - -#~ msgid "Offset and scaling artifacts" -#~ msgstr "Artefacts de décalage et de mise à l'échelle" - -#~ msgid "" -#~ "When using a single texture for all the tiles, scaling the tileset or " -#~ "moving it to a non pixel-aligned location can cause filtering artifacts:" -#~ msgstr "" -#~ "Lors de l'utilisation d'une texture unique pour toutes les tuiles, la " -#~ "mise à l'échelle du jeu de tuiles ou son déplacement vers un emplacement " -#~ "non aligné en pixels peut provoquer des artefacts de filtrage :" - -#~ msgid "" -#~ "To avoid this situation use the approach below that makes the most sense " -#~ "for your game:" -#~ msgstr "" -#~ "Pour éviter cette situation, utilisez l'approche ci-dessous qui convient " -#~ "le mieux à votre jeu :" - -#~ msgid "" -#~ "Disable filtering and mipmaps for either the tileset texture or all tile " -#~ "textures if using separate images (see the :ref:`doc_import_images` asset " -#~ "pipeline tutorial)." -#~ msgstr "" -#~ "Désactivez le filtrage et les mipmaps soit pour la texture du jeux de " -#~ "tuiles, soit pour toutes les textures de tuiles si vous utilisez des " -#~ "images séparées (voir le didacticiel : ref:`doc_import_images` du " -#~ "pipeline de ressources)." - -#~ msgid "" -#~ "Enable pixel snap (Set ``Project > Project Settings > Rendering > Quality " -#~ "> 2d > Use Pixel Snap`` to true; you can also search for ``Pixel Snap``)." -#~ msgstr "" -#~ "Mettez la capture de pixel sur Vrai (``Projet > Paramètres du projet > " -#~ "Rendu > Qualité > 2d > Utiliser Capture Pixel``, vous pouvez également " -#~ "rechercher ``Capture Pixel``)." - -#~ msgid "" -#~ "Viewport Scaling can often help with shrinking the map (see the :ref:" -#~ "`doc_viewports` tutorial). Adding a camera, setting it to ``Current`` and " -#~ "playing around with its ``Zoom`` may be a good starting point." -#~ msgstr "" -#~ "La mise à l'échelle de la fenêtre d'affichage peut souvent aider à " -#~ "rétrécir la carte (voir le tutoriel :ref:`doc_viewports`). Ajouter " -#~ "simplement une caméra, la régler sur ``Current`` et jouer avec son " -#~ "``Zoom`` peut être un bon point de départ." - -#~ msgid "" -#~ "You can use a single, separate image for each tile. This will remove all " -#~ "artifacts, but can be more cumbersome to implement and is less optimized." -#~ msgstr "" -#~ "Vous pouvez utiliser une seule image distincte pour chaque tuile. Cela " -#~ "supprimera tous les artefacts mais peut être plus lourd à mettre en œuvre " -#~ "et moins optimisé." - -#~ msgid "arrays" -#~ msgstr "arrays" - -#~ msgid "interp" -#~ msgstr "interp" - -#~ msgid "" -#~ ":ref:`Vertex displacement with shaders " -#~ "`" -#~ msgstr "" -#~ ": ref: déplacement de vertex avec shaders " -#~ " `" - -#~ msgid "" -#~ "This method will be called every time a frame is drawn, so it's fully " -#~ "dependent on how many frames per second (FPS) the application is running " -#~ "at:" -#~ msgstr "" -#~ "Cette méthode sera appelée à chaque fois qu'une image est dessinée, elle " -#~ "dépend donc entièrement du nombre d'images par seconde (IPS/FPS) auquel " -#~ "l'application s'exécute :" - -#~ msgid "" -#~ "And the second way is from code. One example would be to tag nodes which " -#~ "are enemies:" -#~ msgstr "" -#~ "Et la deuxième façon est par le code. Un exemple serait de marquer les " -#~ "nœuds qui sont des ennemis :" - -#~ msgid "The five most common containers" -#~ msgstr "Les cinq conteneurs les plus courants" - -#~ msgid "" -#~ "Only use Control nodes when you design your interfaces. They have unique " -#~ "properties that allow them to work with one another. Other nodes, like " -#~ "Node2D, Sprite, etc. will not work. You can still use some nodes that " -#~ "work with others, like the AnimationPlayer, Tween or the StreamPlayer. " -#~ "Control nodes are CanvasItems like Node2D, so you can apply shaders to " -#~ "them." -#~ msgstr "" -#~ "Utilisez uniquement les nœuds Control lorsque vous concevez vos " -#~ "interfaces. Ils ont des propriétés uniques qui leur permettent " -#~ "d’interagir les uns avec les autres. D'autres nœuds comme Node2D, Sprite, " -#~ "etc. ne fonctionneront pas. Vous pouvez toujours utiliser certains nœuds " -#~ "qui fonctionnent avec d'autres comme AnimationPlayer, Tween ou " -#~ "StreamPlayer. Les nœuds Control sont des CanvasItems comme Node2D, vous " -#~ "pouvez donc leur appliquer des shaders." - -#~ msgid "" -#~ "Changing the canvas transform is useful because it is a lot more " -#~ "efficient than moving the root canvas item (and hence the whole scene). " -#~ "Canvas transform is a simple matrix that offsets the whole 2D drawing, so " -#~ "it's the most efficient way to do scrolling." -#~ msgstr "" -#~ "Changer la transformation du canevas est utile car c'est beaucoup plus " -#~ "efficace que de déplacer l'élément de canevas racine (et donc la scène " -#~ "entière). La transformation du canevas est une matrice simple qui " -#~ "équilibre le dessin 2D dans son ensemble. Il s'agit donc du moyen le plus " -#~ "efficace de faire du défilement." - -#~ msgid "Not enough..." -#~ msgstr "Pas assez..." - -#~ msgid "" -#~ "**HUD**: Heads-up display, or user interface. If the world moves, the " -#~ "life counter, score, etc. must stay static." -#~ msgstr "" -#~ "**HUD**: affichage tête haute ou interface utilisateur. Si le monde " -#~ "bouge, le compteur de vies, le score, etc. doivent rester statiques." - -#~ msgid "" -#~ "Even though there shouldn't be any performance limitation, it is not " -#~ "advised to use excessive amount of layers to arrange drawing order of " -#~ "nodes. The most optimal way will always be arranging them by tree order. " -#~ "2d nodes also have a property for controlling their drawing order (see :" -#~ "ref:`Node2D.z_index `)." -#~ msgstr "" -#~ "Même s'il ne devrait y avoir aucune limitation de performances, il est " -#~ "déconseillé d'utiliser un nombre excessif de couches pour organiser " -#~ "l'ordre d'affichage des nœuds. Le moyen le plus optimal sera toujours de " -#~ "les organiser selon l'ordre de l'arborescence. Les nœuds 2D ont également " -#~ "une propriété pour contrôler leur ordre de dessin (voir :ref:`Node2D." -#~ "z_index`)." - -#~ msgid "" -#~ "Tilemaps are a simple and quick way to make 2D game levels. Basically, " -#~ "you start with a bunch of reference tiles (or pieces) that can be put on " -#~ "a grid, as many times each as desired - think of it like a map editor:" -#~ msgstr "" -#~ "Les palettes de tuiles sont un moyen simple et rapide de créer des " -#~ "niveaux de jeu 2D. Fondamentalement, vous commencez avec une quantité de " -#~ "tuiles de référence (ou pièces) qui peuvent être placés sur une grille, " -#~ "autant de fois que vous le souhaitez - pensez à cela comme un éditeur de " -#~ "cartes :" - -#~ msgid "" -#~ "We will be creating a :ref:`TileSet ` resource. While this " -#~ "resource exports properties, it's pretty difficult to get complex data " -#~ "into it and maintain it. Here is what it would look like to manually edit " -#~ "the resource:" -#~ msgstr "" -#~ "Nous allons créer une ressource :ref:`Jeu de tuiles `. " -#~ "Bien que cette ressource exporte des propriétés, il est assez difficile " -#~ "d’y insérer des données complexes et de les maintenir. Voici à quoi cela " -#~ "ressemblerait de modifier manuellement la ressource :" - -#~ msgid "" -#~ "There are enough properties to get by. With some effort, editing this way " -#~ "can work. But the easiest way to edit and maintain a tileset is exporting " -#~ "it from a specially-crafted scene!" -#~ msgstr "" -#~ "Il y a suffisamment de propriétés pour s'en sortir. Avec quelques " -#~ "efforts, éditer de cette manière peut fonctionner. Cependant, le moyen le " -#~ "plus simple de modifier et de gérer un jeu de tuiles est de l'exporter à " -#~ "partir d'une scène spécialement conçue !" - -#~ msgid "Collision" -#~ msgstr "Collision" - -#~ msgid "" -#~ "To avoid accidentally moving and selecting the tilemap node (something " -#~ "common, given it's a huge node), it is recommended that you lock it, " -#~ "using the lock button:" -#~ msgstr "" -#~ "Pour éviter de déplacer et de sélectionner accidentellement le nœud " -#~ "tilemap, plan de tuiles (ce qui est courant dans la mesure où il s'agit " -#~ "d'un nœud énorme), il est recommandé de le verrouiller à l'aide du bouton " -#~ "de verrouillage :" - -#~ msgid "" -#~ "This is unavoidable, as it is the way the hardware bilinear filter works. " -#~ "To avoid this situation, there are a few workarounds. Try the one that " -#~ "looks better for you:" -#~ msgstr "" -#~ "Cela est inévitable, car c’est la façon dont fonctionne le filtre " -#~ "bilinéaire matériel. Donc, pour éviter cette situation, il existe " -#~ "quelques solutions de contournement. Essayez celle qui vous convient le " -#~ "mieux :" - -#~ msgid "" -#~ "Be sure to press the \"enable editing of individual keys\" button again " -#~ "to turn off the ability to edit individual keys so you cannot change one " -#~ "of the transform tracks by accident!" -#~ msgstr "" -#~ "Soyez sûr d'appuyer sur le boutton \"enable editing of individual keys\" " -#~ "pour désactiver la possibilité d'éditer des clés individuelles afin que " -#~ "vous ne puissiez pas changer une des pistes de transformation par " -#~ "accident !" - -#~ msgid "" -#~ "This is a list of third-party tutorials and other resources created by " -#~ "the community that may be of interest." -#~ msgstr "" -#~ "Voici une liste de tutoriels tiers et d'autres ressources créées par la " -#~ "communauté qui peuvent être intéressant." - -#~ msgid "" -#~ "Initial versions of the Godot engine (and previous iterations before it " -#~ "was named Godot) used a database. Assets were stored in it and assigned " -#~ "an ID. Other approaches were tried as well, such as local databases, " -#~ "files with metadata, etc. In the end, the simple approach won and now " -#~ "Godot stores all assets as files in the file system." -#~ msgstr "" -#~ "La version initiale du moteur de Godot (avant qu'il soit appelé Godot) " -#~ "utilisait une base de donnée. Le assets étaient stockés dedans et assigné " -#~ "à un identifiant (ID). D'autres approches ont été essayées, comme des " -#~ "bases de données locales, des fichiers avec des métadonnées, etc. " -#~ "L'approche la plus simple l'a remporté et maintenant Godot stock ses " -#~ "assets sous formes de fichier dans le système de fichier." - -#~ msgid "" -#~ "This is where things start getting abstract, but don't panic. There's not " -#~ "much more depth than this." -#~ msgstr "" -#~ "C'est là où les choses comment à devenir floues, mais ne paniquez pas. Ce " -#~ "n'est pas si complexe que ça." - -#~ msgid "" -#~ "This concept deserves going into a little more detail. In fact, the scene " -#~ "system is not even a core component of Godot as it is possible to skip it " -#~ "and write a script (or C++ code) that talks directly to the servers, but " -#~ "making a game that way would be a lot of work." -#~ msgstr "" -#~ "Ce concept mérite de se pencher dessus dans le détail. En fait, le " -#~ "système de gestion de scènes ne fait même pas partie des composants de " -#~ "base de Godot car il est possible de ne pas s'en occuper et d'écrire un " -#~ "script (éventuellement du code C++) qui discute directement avec les " -#~ "serveurs, mais fabriquer un jeu de cette façon demanderait beaucoup de " -#~ "travail." - -#~ msgid "" -#~ "The first step is to open \"Project Settings\" and find the *Handheld* " -#~ "section. Enable the *Emulate Touchscreen* option. This lets you treat " -#~ "mouse click events the same as touch events, so you can test the game on " -#~ "a computer without a touchscreen. Also, make sure to select \"portrait\" " -#~ "under *Orientation*." -#~ msgstr "" -#~ "La première étape consiste à ouvrir \"Paramètres du projet\" puis trouver " -#~ "la section *Handheld*. Activez l'option *Emulate Touchscreen*. Cela vous " -#~ "permet de traiter les événements de clics de souris de la même manière " -#~ "que les événements tactiles, de sorte que vous puissiez tester le jeu sur " -#~ "un ordinateur sans écran tactile. Veillez également à sélectionner " -#~ "\"portrait\" sous *Orientation*." - -#~ msgid "" -#~ "As mentioned in the comments above, we need to avoid the situation of " -#~ "deleting the current scene while it is still being used (i.e. its code is " -#~ "still running), so using :ref:`Object.call_deferred() " -#~ "` is required at this point. The " -#~ "result is that the second function will run at a later time when any code " -#~ "from the current scene has completed." -#~ msgstr "" -#~ "Comme précisé dans le commentaire ci-dessus, nous devons éviter de " -#~ "supprimer la scène pendant quelle est utilisée (ex: son code est toujours " -#~ "en cours d'exécution), ainsi utiliser :ref:`Object.call_deferred() " -#~ "` est nécessaire à ce niveau. Le " -#~ "résultat est que la deuxième fonction sera exécutée ultérieurement " -#~ "lorsque l'exécution du code de la scène courante sera terminé." - -#~ msgid "" -#~ "This tutorial aims to propose a simple workflow on how to organize " -#~ "projects. Since Godot allows the programmer to use the filesystem as they " -#~ "please, figuring out a way to organize projects when starting to use the " -#~ "engine can be a little challenging. Because of this, the tutorial " -#~ "describes a simple workflow, which should work as a starting point, " -#~ "regardless of whether it is used." -#~ msgstr "" -#~ "Ce tutoriel a pour but de proposer une méthode simple d'organisation pour " -#~ "vos projets. Depuis que Godot permet au programmeur d'utiliser le système " -#~ "de fichier comme ils le souhaitent, trouver une façon d'organiser nos " -#~ "projets en tant que débutant peut être compliquée. Pour cette raison, le " -#~ "tutoriel décrit une méthode de travail simple, qui devrait fonctionner " -#~ "comme point de départ, qu'elle soit utilisé ou non." - -#~ msgid "" -#~ "Additionally, using version control can be challenging, so this " -#~ "proposition will include that too." -#~ msgstr "" -#~ "De plus, l'utilisation du contrôle de version peut être difficile alors " -#~ "cette proposition inclura cela aussi." - -#~ msgid "" -#~ "`Script Classes `_" -#~ msgstr "" -#~ "`Classes de script `_" - -#~ msgid "Particles2D > Process Material > Material > drop-down menu > Edit:" -#~ msgstr "" -#~ "Particules 2D > Rendu de matériau > Matériau > menu déroulant > Éditer :" - -#~ msgid "" -#~ "This is a list of third-party resources created by the community that may " -#~ "be of interest." -#~ msgstr "" -#~ "Voici une liste de ressources tierces créées par la communauté qui " -#~ "peuvent être intéressantes." - -#~ msgid "do" -#~ msgstr "do" - -#~ msgid "Reserved for future implementation of ``do... while`` loops." -#~ msgstr "Reservé pour l'implémentation future des boucles ``do...while``." - -#~ msgid "switch" -#~ msgstr "switch" - -#~ msgid "Reserved for future implementation. See match_." -#~ msgstr "Réservé pour une implémentation future." - -#~ msgid "" -#~ "Available under ``Godot.GD``. Some things were moved to their own " -#~ "classes, like Math and Random. See below." -#~ msgstr "" -#~ "Disponible sous ``Godot.GD``. Certaines choses ont été déplacées dans " -#~ "leurs propres classes, comme les Math et le Random. Voir ci-dessous." - -#~ msgid "``ERR_*`` constants were moved to ``Godot.Error``." -#~ msgstr "Les constantes ``ERR_**`` ont été déplacées vers ``Godot.Error``." - -#~ msgid "Random" -#~ msgstr "Random" - -#~ msgid "get_origin()" -#~ msgstr "get_origin()" - -#~ msgid "end" -#~ msgstr "end" - -#~ msgid "End" -#~ msgstr "Fin" - -#~ msgid "object[]" -#~ msgstr "object[]" - -#~ msgid "int[]" -#~ msgstr "int[]" - -#~ msgid "" -#~ "In some exceptional cases, a raw array (``type[]``) may be required " -#~ "instead of a ``List``." -#~ msgstr "" -#~ "Dans quelques cas exceptionnels, un tableau brut (``type[]``) peut-être " -#~ "requis au lieu d'une ``List``." - -#~ msgid "" -#~ "*This is temporary. Array is ref-counted, so it will need its own type " -#~ "that wraps the native side.*" -#~ msgstr "" -#~ "*Ceci est temporaire. Array utilise le comptage de références, il aura " -#~ "donc besoin de son propre type qui encapsulera le coté natif.*" - -#~ msgid "" -#~ "``preload``, ``assert`` and ``yield``, as they work in GDScript, are " -#~ "currently not available in C#." -#~ msgstr "" -#~ "``preload``, ``assert`` et ``yield`` tels qu'ils fonctionnent en GDScript " -#~ "ne sont actuellement pas disponibles en C#." - -#~ msgid "load" -#~ msgstr "load" - -#~ msgid "GD.load, which is the same as ResourceLoader.load" -#~ msgstr "GD.load correspond à ResourceLoader.load" - -#~ msgid "" -#~ "Export of Blender materials is currently very primitive. However, it is " -#~ "the focus of a current GSoC project" -#~ msgstr "" -#~ "L'exportation de matériaux depuis Blender est actuellement très " -#~ "primitive. Cependant, c'est l'objet d’un projet du GSOC" - -#~ msgid "" -#~ "Materials are currently exported using their \"Blender Render\" settings. " -#~ "When Blender 2.8 is released, this will be removed and this part of the " -#~ "exporter will change." -#~ msgstr "" -#~ "Les matériaux sont actuellement exportés en utilisant leurs paramètres " -#~ "\"Blender Render\". Lorsque Blender 2.8 sera publié, cela sera supprimé " -#~ "et cette partie de l'exportateur changera." - -#~ msgid "**1. Switch workspace to 'Dope Sheet'**" -#~ msgstr "**1. Basculer l'espace de travail sur 'Dope Sheet'**" - -#~ msgid "**3. Check stashed actions in 'NLA Editor' [optional]**" -#~ msgstr "" -#~ "**3. Vérifier les actions cachées dans 'l’Éditeur NLA' [facultatif]**" - -#~ msgid "Switch workspace to 'NLA Editor'." -#~ msgstr "Basculer l'espace de travail vers 'l’Éditeur NLA'." - -#~ msgid "Make sure all stashed actions are muted." -#~ msgstr "Assurez-vous que toutes les actions cachées sont désactivées." - -#~ msgid "" -#~ "Download and install the `Mono `_ " -#~ "SDK." -#~ msgstr "" -#~ "Téléchargez et installez le SDK `Mono `_ ." - -#~ msgid "If you are using Godot 3.0.2, you must use Mono 5.4." -#~ msgstr "Si vous utilisez Godot 3.0.2, vous devez utiliser Mono 5.4." - -#~ msgid "Godot 3.0.3+ requires Mono 5.12 on all platforms." -#~ msgstr "Godot 3.0.3+ nécessite Mono 5.12 sur toutes les plate-formes." - -#~ msgid "" -#~ "You also need MSBuild (at least version 15.0), which should come with the " -#~ "Mono installation." -#~ msgstr "" -#~ "Vous avez également besoin de MSBuild (au moins la version 15.0) qui " -#~ "devrait accompagner l'installation de Mono." - -#~ msgid "" -#~ "For instructions on installing older versions of Mono on Linux, see `this " -#~ "page `_. Older versions of Mono for macOS and " -#~ "Windows can be found `here `_." -#~ msgstr "" -#~ "Pour obtenir des instructions sur l'installation d'anciennes versions de " -#~ "Mono sous Linux, voyez `cette page http://www.mono-project.com/docs/" -#~ "getting-started/install/linux/#accessing-older-releases>`_. Les anciennes " -#~ "versions de Mono pour MacOS et Windows peuvent être trouvées `ici : " -#~ "`_." - -#~ msgid "" -#~ "Additionally, your Godot version must have Mono support enabled, so " -#~ "ensure you download the **Mono version** of Godot." -#~ msgstr "" -#~ "De plus, le support Mono doit être activé sur votre version de Godot, " -#~ "alors assurez-vous de télécharger la **version Mono** de Godot." - -#~ msgid "" -#~ "If you are using Visual Studio Code, ensure you download and install the ." -#~ "NET tools extension. Without this, Godot will crash when trying to create " -#~ "a new C# project or edit a C# script." -#~ msgstr "" -#~ "Si vous utilisez Visual Studio, assurez-vous de télécharger et " -#~ "d'installer l'extension .NET. Sans cela, Godot plantera en essayant de " -#~ "créer un nouveau projet C# ou d'éditer un script C#." - -#, fuzzy -#~ msgid "" -#~ "Attached C# scripts should refer to a class that has a class name that " -#~ "matches the file name and is unique within the project assembly (`#7402 " -#~ "comment `_)" -#~ msgstr "" -#~ "Les scripts C# joints doivent se référer à une classe dont le nom de " -#~ "classe correspond au nom du fichier et est unique dans l'assemblage du " -#~ "projet (`#7402 commentaire `_)" - -#~ msgid "" -#~ "It is often desired to send a notification that something happened in an " -#~ "instance. GDScript supports creation of built-in Godot signals. Declaring " -#~ "a signal in GDScript is easy using the `signal` keyword." -#~ msgstr "" -#~ "Il est souvent désiré d'envoyer une notification que quelque chose s'est " -#~ "produit dans une instance. GDScript supporte la création de signaux " -#~ "intégrés à Godot. Déclarer un signal en GDScript est facile en utilisant " -#~ "le mot-clé `signal`." - -#~ msgid "" -#~ "These signals can be connected in the editor or from code like regular " -#~ "signals. Take the instance of a class where the signal was declared and " -#~ "connect it to the method of another instance:" -#~ msgstr "" -#~ "Ces signaux, tout comme les signaux réguliers, peuvent être connectés " -#~ "dans l'éditeur ou à partir du code. Il suffit de prendre l'instance d'une " -#~ "classe où le signal a été déclaré et de le connecter à la méthode d'une " -#~ "autre instance :" - -#~ msgid "" -#~ "It is also possible to bind arguments to a signal that lacks them with " -#~ "your custom values:" -#~ msgstr "" -#~ "Il est également possible de lier des arguments à un signal qui en est " -#~ "dépourvu avec des valeurs personnalisées :" - -#~ msgid "" -#~ "This is useful when a signal from many objects is connected to a single " -#~ "callback and the sender must be identified:" -#~ msgstr "" -#~ "Ceci est très utile lorsqu'un signal provenant de plusieurs objets est " -#~ "connecté à une seule fonction de rappel et que l'expéditeur doit être " -#~ "identifié :" - -#~ msgid "" -#~ "Finally, emitting a custom signal is done by using the Object.emit_signal " -#~ "method:" -#~ msgstr "" -#~ "Enfin, l'émission d'un signal personnalisé se fait en utilisant la " -#~ "méthode Object.emit_signal :" - -#~ msgid "" -#~ "Python offers an easy method to start a local server. Use ``python -m " -#~ "SimpleHTTPServer`` with Python 2 or" -#~ msgstr "" -#~ "Python offre une méthode simple pour démarrer un serveur local. Utiliser " -#~ "``python -m SimpleHTTPServer`` avec Python 2 ou" - -#~ msgid "For the same reason, the full screen project setting is ignored." -#~ msgstr "" -#~ "Pour la même raison, le paramètre de projet en plein écran est ignoré." - -#~ msgid "HTTPClient" -#~ msgstr "HTTPClient" - -#~ msgid "" -#~ "The ``HTTPClient`` implementation for the HTML5 platform has several " -#~ "restrictions:" -#~ msgstr "" -#~ "L'implémentation ``HTTPClient`` pour la plate-forme HTML5 a plusieurs " -#~ "restrictions :" - -#~ msgid "" -#~ "Turning on **Export with Debug** when exporting will, in addition to " -#~ "enabling various debug features of the engine, display a debug output " -#~ "below the canvas when using the default HTML page, displaying JavaScript " -#~ "and engine errors. You can also use the browser-integrated developer " -#~ "console, usually opened with the F12 key, which often shows more " -#~ "information, including WebGL errors." -#~ msgstr "" -#~ "L'activation de **Exporter avec le débogage** lors de l'exportation " -#~ "permettra, en plus d'activer diverses fonctionnalités de débogage du " -#~ "moteur, d'afficher une sortie de débogage sous le canevas lors de " -#~ "l'utilisation de la page HTML par défaut, affichant les erreurs " -#~ "JavaScript et du moteur. Vous pouvez également utiliser la console de " -#~ "développement intégrée au navigateur, généralement ouverte avec la touche " -#~ "F12, qui affiche souvent plus d'informations, y compris les erreurs WebGL." - -#~ msgid "The object itself has only two methods, ``load()`` and ``unload()``." -#~ msgstr "L'objet lui-même n'a que deux méthodes, ``load()``et ``unload()``." - -#~ msgid "``Engine.load(basePath)``" -#~ msgstr "``Engine.load(basePath)``" - -#~ msgid "``Engine.unload()``" -#~ msgstr "``Engine.unload()``" - -#~ msgid "``Engine.isWebGLAvailable(majorVersion = 1)``" -#~ msgstr "``Engine.isWebGLAvailable(majorVersion = 1)``" - -#~ msgid "" -#~ "The more interesting interface is accessed by instantiating ``Engine`` " -#~ "using the ``new`` operator:" -#~ msgstr "" -#~ "L'interface la plus intéressante est accessible en instanciant ``Engine`` " -#~ "à l'aide de l'opérateur ``new`` :" - -#~ msgid "``engine.init(basePath)``" -#~ msgstr "``engine.init(basePath)``" - -#~ msgid "" -#~ "Initializes the instance. If the engine wasn't loaded yet, a base path " -#~ "must be passed from which the engine will be loaded." -#~ msgstr "" -#~ "Initialise l'instance. Si le moteur n'a pas encore été chargé, un chemin " -#~ "de base à partir duquel le moteur sera chargé doit être passé en " -#~ "paramètre." - -#~ msgid "" -#~ "Returns a promise that resolves once the engine is loaded and " -#~ "initialized. It can then be started with ``engine.startGame()``" -#~ msgstr "" -#~ "Retourne une promesse qui est tenue une fois que le moteur est chargé et " -#~ "initialisé. Le moteur peut alors être démarré avec ``engine.startGame()``" - -#~ msgid "``engine.preloadFile(file, path)``" -#~ msgstr "``engine.preloadFile(file, path)``" - -#~ msgid "``engine.start(arg1, arg2, …)``" -#~ msgstr "``engine.start(arg1, arg2, …)``" - -#~ msgid "``engine.startGame(mainPack)``" -#~ msgstr "``engine.startGame(mainPack)``" - -#~ msgid "" -#~ "Starts the game with the main pack loaded from the passed URL string and " -#~ "starts the engine with it." -#~ msgstr "" -#~ "Démarre le jeu avec le pack principal chargé à partir de l'URL passée et " -#~ "démarre le moteur avec." - -#~ msgid "``engine.setUnloadAfterInit(enabled)``" -#~ msgstr "``engine.setUnloadAfterInit(enabled)``" - -#~ msgid "Defaults to ``true``." -#~ msgstr "Par défaut à ``true``." - -#~ msgid "``engine.setCanvas(canvasElem)``" -#~ msgstr "``engine.setCanvas(canvasElem)``" - -#~ msgid "``engine.setCanvasResizedOnStart(enabled)``" -#~ msgstr "``engine.setCanvasResizedOnStart(enabled)``" - -#~ msgid "``engine.setLocale(locale)``" -#~ msgstr "``engine.setLocale(locale)``" - -#~ msgid "``engine.setExecutableName(execName)``" -#~ msgstr "``engine.setExecutableName(execName)``" - -#~ msgid "``engine.setProgressFunc(func)``" -#~ msgstr "``engine.setProgressFunc(func)``" - -#~ msgid "" -#~ "This method is used to display download progress. The passed callback " -#~ "function is called with two number arguments, the first argument " -#~ "specifies bytes loaded so far, the second argument specifies the total " -#~ "number of bytes to load." -#~ msgstr "" -#~ "Cette méthode est utilisée pour afficher la progression du " -#~ "téléchargement. La fonction passée est appelée avec deux nombres en " -#~ "arguments, le premier spécifiant le nombre d'octets déjà téléchargés et " -#~ "le second indiquant le nombre total d'octets à télécharger." - -#~ msgid "" -#~ "These methods allow implementing custom behavior for the ``stdout`` and " -#~ "``stderr`` streams. The functions passed in will be called with one " -#~ "string argument specifying the string to print." -#~ msgstr "" -#~ "Ces méthodes permettent d'implémenter un comportement personalisé pour " -#~ "``stdout`` et ``stderr``. Les fonctions passées seront appelées avec une " -#~ "chaîne de caractères correspondant au texte devant être affiché en " -#~ "argument." - -#~ msgid "" -#~ "Don't scale the shape's outline! Only use the size handles (circled in " -#~ "red) to adjust the shape!" -#~ msgstr "" -#~ "Ne mettez pas à l'échelle le contour de la forme ! N'utilisez que les " -#~ "poignées de taille (encerclées en rouge) pour ajuster la forme !" - -#~ msgid "" -#~ "Disabling the area's collision shape means it won't detect collisions. By " -#~ "turning it off, we make sure we don't trigger the ``hit`` signal more " -#~ "than once." -#~ msgstr "" -#~ "Désactiver la forme de collision de la zone signifie qu'elle ne détectera " -#~ "pas les collisions. En la désactivant, nous nous assurons de ne pas " -#~ "déclencher le signal ``hit`` plus d'une fois." - -#~ msgid "``Layout``: \"Center Top\"" -#~ msgstr "``Layout`` : \"Center Top\"" - -#~ msgid "``Margin``:" -#~ msgstr "``Margin`` :" - -#~ msgid "Left: ``-25``" -#~ msgstr "Left : ``-25``" - -#~ msgid "Top: ``0``" -#~ msgstr "Top : ``0``" - -#~ msgid "Right: ``25``" -#~ msgstr "Right : ``25``" - -#~ msgid "Bottom: ``100``" -#~ msgstr "Bottom : ``100``" - -#~ msgid "Left: ``-200``" -#~ msgstr "Gauche : ``-100``" - -#~ msgid "Top: ``-150``" -#~ msgstr "Haut : ``-150``" - -#~ msgid "Right: ``200``" -#~ msgstr "Droite : ``200``" - -#~ msgid "Bottom: ``0``" -#~ msgstr "Bas : ``0``" - -#~ msgid "Left: ``-100``" -#~ msgstr "Left : ``-100``" - -#~ msgid "Right: ``100``" -#~ msgstr "Right : ``100``" - -#~ msgid "" -#~ "For one last bit of visual appeal, let's add a trail effect to the " -#~ "player's movement. Choose your ``Player`` scene and add a :ref:" -#~ "`Particles2D ` node named ``Trail``." -#~ msgstr "" -#~ "Pour un dernier ajout à l'attrait visuel, ajoutons un effet de traînée au " -#~ "mouvement du joueur. Choisissez votre scène ``Player`` et ajoutez un " -#~ "nœud :ref:`Particles2D ` nommé ``Trail``." - -#~ msgid "" -#~ "There are a large number of properties to choose from when configuring " -#~ "particles. Feel free to experiment and create different effects. For the " -#~ "effect in this example, use the following settings:" -#~ msgstr "" -#~ "Il existe un grand nombre de propriétés à choisir lors de la " -#~ "configuration des particules. N'hésitez pas à expérimenter et à créer des " -#~ "effets différents. Pour l'effet dans cet exemple, utilisez les paramètres " -#~ "suivants :" - -#~ msgid "" -#~ "You also need to create a ``Material`` by clicking on ```` and then " -#~ "\"New ParticlesMaterial\". The settings for that are below:" -#~ msgstr "" -#~ "Vous devez également créer un ``Material`` en cliquant sur ```` " -#~ "puis sur \"Nouveau ParticlesMaterial\". Les paramètres pour cela sont ci-" -#~ "dessous :" - -#~ msgid "" -#~ "To make the gradient for the \"Color Ramp\" setting, we want a gradient " -#~ "taking the alpha (transparency) of the sprite from 0.5 (semi-transparent) " -#~ "to 0.0 (fully transparent)." -#~ msgstr "" -#~ "Pour faire le dégradé pour la propriété \"Color Ramp\", nous voulons un " -#~ "dégradé prenant l'alpha (transparence) du sprite de 0.5 (semi-" -#~ "transparent) à 0.0 (totalement transparent)." - -#~ msgid "" -#~ "Click \"New GradientTexture\", then under \"Gradient\", click \"New " -#~ "Gradient\". You'll see a window like this:" -#~ msgstr "" -#~ "Cliquez sur \"Nouveau GradientTexture\", puis sous \"Gradient\", cliquez " -#~ "sur \"Nouveau Gradient\". Vous verrez une fenêtre comme celle-ci :" - -#~ msgid "" -#~ "The left and right boxes represent the start and end colors. Click on " -#~ "each and then click the large square on the right to choose the color. " -#~ "For the first color, set the ``A`` (alpha) value to around halfway. For " -#~ "the second, set it all the way to ``0``." -#~ msgstr "" -#~ "Les cases de gauche et de droite représentent les couleurs de début et de " -#~ "fin. Cliquez sur chacune d'elles, puis cliquez sur le grand carré à " -#~ "droite pour choisir la couleur. Pour la première couleur, réglez la " -#~ "valeur ``A``(alpha) à environ la moitié. Pour la seconde, réglez à ``0``." - -#~ msgid "" -#~ "A more flexible alternative to prefabs you might know from Unity (and " -#~ "much more powerful given that instances can be nested)." -#~ msgstr "" -#~ "Une alternative plus flexible aux prefabs que vous connaissez d'Unity (et " -#~ "beaucoup plus puissante étant donné que les instances peuvent être " -#~ "imbriquées)." - -#, fuzzy -#~ msgid "" -#~ "Managing drawing logic of a large amount of simple objects (in the " -#~ "hundreds of thousands). Using a thousand nodes is probably not nearly as " -#~ "efficient as drawing, but a thousand draw calls are cheap; take the " -#~ "\"Shower of Bullets\" demo as an example." -#~ msgstr "" -#~ "Gestion de la logique de dessin d’un grand nombre d’objets simples (par " -#~ "centaines de milliers). Utiliser un millier de nœuds n’est probablement " -#~ "pas aussi efficace que dessiner, mais un millier d’appels à dessiner sont " -#~ "peu coûteux. Vérifiez la démo \"Shower of Bullets\" à titre d'exemple." - -#~ msgid "" -#~ "GameObject -> Node Add a component -> Inheriting Prefab -> Externalized " -#~ "branch" -#~ msgstr "" -#~ "GameObject -> Nœud Ajouter un composant -> Préfabrication héritée -> " -#~ "branche externalisée" - -#~ msgid "out vec2 **SCREEN_UV**" -#~ msgstr "out vec2 **SCREEN_UV**" - -#~ msgid "" -#~ "Before we translate the documentation, we need to complete and proof-read " -#~ "it in English. We'll work on localization when we get past 90% completion." -#~ msgstr "" -#~ "Avant de traduire la documentation, nous avons besoin de la compléter et " -#~ "de la relire en anglais. Nous travaillerons sur la localisation quand " -#~ "nous aurons terminé plus de 90% de la documentation." - -#, fuzzy -#~ msgid "" -#~ "If you're using C#, you need to restart Godot editor temporarily to see " -#~ "exported variables in the editor until it's fixed." -#~ msgstr "" -#~ "Si vous utilisez C#, vous devez pour le moment redémarrer l'éditeur godot " -#~ "pour voir les variables exportées dans l'éditeur jusqu'à ce que ce soit " -#~ "corrigé." - -#~ msgid "Is SRGB" -#~ msgstr "Est SRGB" - -#, fuzzy -#~ msgid "" -#~ "NOTE: The result of these operations depends on the operands types. If " -#~ "both are Integers, then the result will be an Integer. That means 1/10 " -#~ "returns 0 instead of 0.1. If at least one of the operands is a float, " -#~ "then the result is a float: float(1)/10 or 1.0/10 return both 0.1. NOTE2: " -#~ "Remainder/Modulo only works on int. For floats use built in fmod()" -#~ msgstr "" -#~ "REMARQUE : Le resultat de ces opérations dépend du type des opérandes. " -#~ "S'ils sont tous les deux des Integer (un entier), alors le résultat sera " -#~ "un Integer. Cela signifie que 1/10 retournera 0 au lieu de 0,1. Si au " -#~ "moins une des opérandes est un flottant, alors le résultat sera un " -#~ "flottant float(1)/10 ou 1.0/10 retournent tous les deux 0,1." - -#~ msgid "" -#~ "Another reason is that, for distribution, the developer might prefer a " -#~ "specially compiled binary, which is smaller in size, more optimized and " -#~ "does not include tools inside (like the editor, debugger, etc.)." -#~ msgstr "" -#~ "Une autre raison est que, pour la distribution, le développeur peut " -#~ "préférer un binaire spécialement compilé, qui est plus petit en taille, " -#~ "plus optimisé et n'inclut pas d'outils à l'intérieur (comme l'éditeur, le " -#~ "débogueur, etc.)." - -#, fuzzy -#~ msgid "There is a few things to note here." -#~ msgstr "Il n'y a aucune restriction d'utilisation de Godot" - -#, fuzzy -#~ msgid "default: no" -#~ msgstr "Environnement par défaut" - -#, fuzzy -#~ msgid "default: yes" -#~ msgstr "Fonctionnalités par défaut" - -#~ msgid "Mac OS X" -#~ msgstr "Mac OS X" - -#~ msgid "" -#~ "C# is usually the best choice for companies. The large amount of " -#~ "programmers familiar with it means less time can be spent learning Godot " -#~ "and more time can be spent programming with it." -#~ msgstr "" -#~ "C# est généralement le meilleur choix pour les entreprises. Le grand " -#~ "nombre de programmeurs familiers avec C# peut signifier moins de temps " -#~ "passé à apprendre Godot et plus de temps passé à programmer avec C#." - -#~ msgid "" -#~ "Where *Nodes* focus on behaviors, such as drawing a sprite, drawing a 3D " -#~ "model, physics, GUI controls, etc," -#~ msgstr "" -#~ "Là où les *Nœuds* se concentrent sur les comportements, comme dessiner un " -#~ "sprite, dessiner un modèle 3D, la physique, les contrôles de l'interface, " -#~ "etc," - -#, fuzzy -#~ msgid "" -#~ "**Resources** are mere **data containers**. This means that they don't do " -#~ "any action nor process any information. Resources just contain data." -#~ msgstr "" -#~ "Les **Ressources** sont de simples **conteneurs de données**. Cela veut " -#~ "dire qu'ils ne réalisent aucune action ni ne traitent aucune information. " -#~ "Les ressources ne contiennent que des données." - -#~ msgid "" -#~ "When Godot saves or loads (from disk) a scene (.tscn or .scn), an image " -#~ "(png, jpg), a script (.gd) or pretty much anything, that file is " -#~ "considered a resource." -#~ msgstr "" -#~ "Quand Godot sauvegarde ou charge (depuis le disque dur) une scène (.tscn " -#~ "ou .scn), une image (png, jpg), un script (.gd) ou bien à peu près " -#~ "n'importe quoi d'autre, ce fichier est considéré comme étant une " -#~ "ressource." - -#, fuzzy -#~ msgid "" -#~ "The resource properties can reference resources in two ways, *external* " -#~ "(on disk) or **built-in**." -#~ msgstr "" -#~ "Les propriétés des ressources peuvent référencer des ressources de deux " -#~ "façons, *externe* (sur disque) ou **intégré**." - -#, fuzzy -#~ msgid "" -#~ "Pressing the \">\" button on the right side of the preview allows us to " -#~ "view and edit the resources properties. One of the properties (path) " -#~ "shows where it comes from. In this case, it comes from a png image." -#~ msgstr "" -#~ "Presser le bouton \">\" à droite de la prévisualisation nous permet de " -#~ "voir et d'éditer les propriétés de la ressource. Une des propriétés " -#~ "(chemin) indique d'où elle vient. Dans ce cas, cette ressource vient " -#~ "d'une image png." - -#, fuzzy -#~ msgid "" -#~ "When the resource comes from a file, it is considered an *external* " -#~ "resource. If the path property is erased (or it never had a path to begin " -#~ "with), it is considered a built-in resource." -#~ msgstr "" -#~ "Quand la ressource provient d'un fichier, elle est considérée comme une " -#~ "ressource *externe*. Si la propriété chemin est effacée (ou si elle n'a " -#~ "jamais eu de chemin dès le départ), elle est considérée comme une " -#~ "ressource intégrée." - -#~ msgid "" -#~ "For example, if the path \\`\"res://robi.png\"\\` is erased from the " -#~ "\"path\" property in the above example, and then the scene is saved, the " -#~ "resource will be saved inside the .tscn scene file, no longer referencing " -#~ "the external \"robi.png\". However, even if saved as built-in, and even " -#~ "though the scene can be instanced multiple times, the resource will " -#~ "always be loaded only once. That means, different Robi robot scenes " -#~ "instanced at the same time will still share the same image." -#~ msgstr "" -#~ "Par exemple, si le chemin \\`\"res://robi.png\"\\` est effacé de la " -#~ "propriété \"chemin\" dans l'exemple ci-dessus, et que la scène est " -#~ "sauvegardée, la ressource sera sauvegardée à l'intérieur du fichier de la " -#~ "scène .tscn, ne référençant plus le \"robi.png\" externe. Cependant, même " -#~ "si elle est sauvegardée comme ressource intégrée, et même si la scène " -#~ "peut être instanciée plusieurs fois, la ressource ne sera toujours " -#~ "chargée qu'une seule fois. Cela signifie que différentes scènes du robot " -#~ "Robi instanciées au même moment partageront toujours la même image." - -#~ msgid "" -#~ "Loading resources from code is easy. There are two ways to do it. The " -#~ "first is to use load(), like this:" -#~ msgstr "" -#~ "Charger des ressources depuis le code est facile. Il y a deux manières de " -#~ "le faire. La première est d'utiliser load(), comme ceci :" - -#~ msgid "" -#~ "The second way is more optimal, but only works with a string constant " -#~ "parameter because it loads the resource at compile-time." -#~ msgstr "" -#~ "La seconde manière est plus optimale, mais ne fonctionne qu'avec une " -#~ "constante string en paramètre car elle charge la ressource au moment de " -#~ "la compilation." - -#~ msgid "" -#~ "Like any object in Godot, not just nodes, resources can be scripted, too. " -#~ "However, there isn't generally much of an advantage, as resources are " -#~ "just data containers." -#~ msgstr "" -#~ "Comme n'importe quel objet dans Godot, pas seulement les nœuds, les " -#~ "ressources peuvent aussi être scriptées. Cependant, il n'y a généralement " -#~ "pas beaucoup d'avantages à le faire, car les ressources ne sont que des " -#~ "conteneurs de données." - -#~ msgid "Or even simpler using the name directly:" -#~ msgstr "ou même simplement en utilisant le nom directement :" - -#~ msgid "slave" -#~ msgstr "slave" - -#~ msgid "sync" -#~ msgstr "sync" - -#~ msgid "Code Structure" -#~ msgstr "Structure de code" - -#~ msgid "" -#~ "Exporting a project may not yet work (`#15615 `_)" -#~ msgstr "" -#~ "L'exportation d'un projet peut encore ne pas fonctionner (`#15615 " -#~ "`_)" - -#~ msgid "" -#~ "Signals with parameters are broken in 3.0.2-stable (`#17553 `_)" -#~ msgstr "" -#~ "Les signaux avec des paramètres sont cassés en 3.0.2-stable (`#17553 " -#~ "`_)" - -#~ msgid "Global Scope" -#~ msgstr "Portée globale" - -#~ msgid "Commented out as not implemented in 3.x for now." -#~ msgstr "Commenté comme non implémenté dans 3.x pour le moment." - -#~ msgid "" -#~ "This is the base angle at which particles emit. Default is ``0`` (down):" -#~ msgstr "" -#~ "C'est l'angle de base dans lequel les particules sont émises. La valeur " -#~ "par défaut est ``0`` (bas) :" - -#~ msgid "" -#~ "Changing it will change the emissor direction, but gravity will still " -#~ "affect them:" -#~ msgstr "" -#~ "Le changer changera la direction de l'émetteur, mais la gravité les " -#~ "affectera toujours :" - -#~ msgid "" -#~ "This parameter is useful because, by rotating the node, gravity will also " -#~ "be rotated. Changing direction allows them to be separated." -#~ msgstr "" -#~ "Ce paramètre est utile car, en faisant pivoter le nœud, la gravité sera " -#~ "également pivotée. Changer de direction leur permet d'être séparés." - -#, fuzzy -#~ msgid "Action Lib" -#~ msgstr "Action" - -#, fuzzy -#~ msgid "Placing of AnimationPlayer" -#~ msgstr "Animation" - -#~ msgid "" -#~ "This means it is free as in \"free speech\" as well as in \"free beer\"." -#~ msgstr "" -#~ "Cela veut dire qu'il est gratuit et que vous pouvez l'utiliser comme bon " -#~ "vous semble." - -#~ msgid "There are no usage restrictions on Godot" -#~ msgstr "Il n'y a aucune restriction d'utilisation de Godot" - -#~ msgid "" -#~ "This means you can use it for any game or application, commercially or " -#~ "non-commercially, in any industry" -#~ msgstr "" -#~ "Ça signifie que vous pouvez l'utiliser pour n'importe quel jeu ou " -#~ "application, commercialement ou non, dans toute industrie" - -#~ msgid "" -#~ "For more, see `here `_ or ask " -#~ "your lawyer of choice." -#~ msgstr "" -#~ "Pour en apprendre d'avantage, voir `ici `_ ou demandez à l'avocat de votre choix." - -#~ msgid "" -#~ "Note that C# and Visual Scripting support is comparatively young and " -#~ "GDScript still has some advantages as outlined below." -#~ msgstr "" -#~ "Notez que le support de C# et du Visual Script est relativement récent, " -#~ "l'utilisation du GDScript est donc préconisé, car il a certains " -#~ "avantages, comme indiqué ci-dessous." - -#~ msgid "" -#~ "Support for new languages can be added by third parties using the " -#~ "GDNative / NativeScript / PluginScript facilities. (See question about " -#~ "plugins below.)" -#~ msgstr "" -#~ "Le support pour de nouveaux langages peut être ajouté par des tiers à " -#~ "l'aide de GDNative / NativeScript / PluginScript. (Voir la question sur " -#~ "les plugins ci-dessous.)" - -#~ msgid "" -#~ "GDScript? Why use a custom scripting language instead of my language of " -#~ "choice?" -#~ msgstr "" -#~ "GDScript ? Pourquoi utiliser un langage de script personnalisé au lieu " -#~ "d'un langage de mon choix ?" - -#~ msgid "" -#~ "GDScript is designed to integrate from the ground to the way Godot works, " -#~ "more than any other language, and is simple and easy to learn. Takes at " -#~ "most a day or two to get comfortable and it's easy to see the benefits " -#~ "once you do. Please make the effort to learn GDScript, you will not " -#~ "regret it." -#~ msgstr "" -#~ "GDScript est conçu pour une intégration totale avec le fonctionnement de " -#~ "Godot, plus que n'importe quel autre langage, et est vraiment facile à " -#~ "apprendre. Il vous faudra au maximum un ou deux jours pour vous sentir à " -#~ "l'aise, temps durant lequel vous en verrez facilement tous les avantages. " -#~ "S'il vous plait faites l'effort d'apprendre GDScript, vous ne le " -#~ "regretterez pas." - -#~ msgid "" -#~ "Godot C++ API is also efficient and easy to use (the entire Godot editor " -#~ "is made with this API), and an excellent tool to optimize parts of a " -#~ "project, but trying to use it instead of GDScript for an entire game is, " -#~ "in most cases, a waste of time." -#~ msgstr "" -#~ "L'API C++ de Godot est également efficace, facile à utiliser (l'éditeur " -#~ "Godot entier est fait avec cette API), et, est un excellent outil pour " -#~ "optimiser des parties d'un projet, mais essayer de l'utiliser au lieu de " -#~ "GDScript pour un jeu entier est, dans la plupart des cas, une perte de " -#~ "temps." - -#~ msgid "" -#~ "Yes, for more than a decade we tried in the past integrating several VMs " -#~ "(and even shipped games using them), such as Python, Squirrel and Lua (in " -#~ "fact we authored tolua++ in the past, one of the most popular C++ " -#~ "binders). None of them worked as well as GDScript does now." -#~ msgstr "" -#~ "Oui, pendant plus d'une décennie nous avons essayé d'intégrer plusieurs " -#~ "VMs (et même livré des jeux les utilisant), tels que Python, Squirrel et " -#~ "Lua (en fait nous avons écrit tolua++ dans le passé, l'une des " -#~ "bibliothèques de liaisons C++ les plus populaires), et aucun d'entre eux " -#~ "n'a fonctionné aussi bien que le GDScript." - -#~ msgid "For the more technically versed, proceed to the next item." -#~ msgstr "Pour les plus versés techniquement, passez à l'élément suivant." - -#~ msgid "" -#~ "I don't believe you. What are the technical reasons for the item above?" -#~ msgstr "" -#~ "Je ne vous crois pas. Quelles sont les raisons techniques de la question " -#~ "précédente ?" - -#~ msgid "" -#~ "GDScript was designed to solve the issues above, and performs well in all " -#~ "the above scenarios. Please learn GDScript and enjoy a smooth integration " -#~ "of scripting with the game engine (yes, it's a rare but enjoyable " -#~ "situation when things just work). It's worth it, give it a try!" -#~ msgstr "" -#~ "Le GDScript a été conçu pour résoudre les problèmes ci-dessus, et " -#~ "fonctionne très bien dans tous les scénarios cités. Veuillez apprendre le " -#~ "GDScript et profitez d'une intégration sans couture des scripts avec le " -#~ "moteur de jeu (oui, c'est une situation rare mais très agréable quand les " -#~ "choses fonctionnent juste). Ça vaut le coup d'essayer !" - -#~ msgid "I want to extend Godot. What are my options for creating plugins?" -#~ msgstr "" -#~ "Je veux étendre Godot. Quelles sont mes options pour créer des plugins ?" - -#~ msgid "" -#~ "Additional languages could be added via PluginScript or the more low-" -#~ "level NativeScript." -#~ msgstr "" -#~ "Des langages supplémentaires peuvent être ajoutés via PluginScript ou " -#~ "NativeScript de plus bas niveau." - -#~ msgid "" -#~ "If you want to add a certain native library, your best bet is GDNative " -#~ "and custom C++ modules." -#~ msgstr "" -#~ "Si vous voulez ajouter une autre bibliothèque native, votre meilleure " -#~ "option est GDNative et les modules C++ personnalisés." - -#~ msgid "Why is FBX not supported for import?" -#~ msgstr "Pourquoi le format FBX n'est pas supporté pour les imports ?" - -#~ msgid "Also, glTF support was added in Godot 3.0." -#~ msgstr "De plus, le support du format glTF a été ajouté dans Godot 3.0." - -#~ msgid "" -#~ "FBX support could still be provided by third parties as a plugin. (See " -#~ "Plugins question above.)" -#~ msgstr "" -#~ "Le support du format FBX peut toujours être fourni par des tiers sous la " -#~ "forme d'un plugin. (Voir la question Plugins ci-dessus.)" - -#~ msgid "" -#~ "No, the aim of Godot is to create a complete open source engine licensed " -#~ "under MIT, so you have complete control over every single piece of it. " -#~ "Open versions of functionality or features from such SDKs may be " -#~ "eventually added though." -#~ msgstr "" -#~ "Non, le but de Godot est de créer un moteur open source complet sous " -#~ "licence MIT, de sorte que vous ayez un contrôle total sur chaque élément " -#~ "du moteur. Des versions ouvertes des fonctionnalités de ces SDK peuvent " -#~ "toutefois être ajoutées." - -#~ msgid "I have a great idea that will make Godot better. What do you think?" -#~ msgstr "" -#~ "J'ai une idée géniale qui pourrait rendre Godot meilleur. Qu'en pensez-" -#~ "vous ?" - -#~ msgid "" -#~ "Your idea will most certainly be ignored. Examples of stuff that is " -#~ "ignored by the developers:" -#~ msgstr "" -#~ "Votre idée sera très certainement ignorée. Voici un exemple d'idées qui " -#~ "seront ignorées par les développeurs :" - -#~ msgid "Let's do this because it will make Godot better" -#~ msgstr "Faisons cela parce que cela rendra Godot meilleur" - -#~ msgid "Let's do this in Godot because another game engine does it" -#~ msgstr "Faisons cela dans Godot parce qu'un autre moteur de jeu le fait" - -#~ msgid "Let's remove this because I think it's not needed" -#~ msgstr "Enlevons cela parce que je pense que ce n'est pas nécessaire" - -#~ msgid "Let's remove clutter and bloat and make Godot look nicer" -#~ msgstr "" -#~ "Supprimons les éléments superflus et superfétatoires, et rendons Godot " -#~ "plus beau" - -#~ msgid "Let's add an alternative workflow for people who prefer it" -#~ msgstr "" -#~ "Ajoutons un flux de travail alternatif pour les personnes qui le préfèrent" - -#~ msgid "" -#~ "Godot developers are always willing to talk to you and listen to your " -#~ "feedback very openly, to an extent rarely seen in open source projects, " -#~ "but they will care mostly about real issues you have while using Godot, " -#~ "not ideas solely based on personal belief. Developers are interested in " -#~ "(for example):" -#~ msgstr "" -#~ "Les développeurs de Godot sont toujours prêts à discuter et à écouter vos " -#~ "commentaires très ouvertement, dans une mesure rarement vue dans les " -#~ "projets open source, mais ils se soucient surtout des vrais problèmes que " -#~ "vous avez en utilisant Godot, et non des idées basées uniquement sur des " -#~ "croyances personnelles. Les développeurs sont intéressés (par exemple) " -#~ "par :" - -#~ msgid "" -#~ "Once one of the above points is stated, we can work together on a " -#~ "solution and this is where your ideas and suggestions are most valuable " -#~ "and welcome, they need to be in context of a real issue." -#~ msgstr "" -#~ "Une fois que l'un des points ci-dessus est énoncé, nous pouvons " -#~ "travailler ensemble sur une solution et c'est là que vos idées et " -#~ "suggestions sont les plus précieuses et les bienvenues, elles doivent " -#~ "s'inscrire dans le contexte d'un problème réel." - -#~ msgid "Examples of how NOT to state problems generally and vaguely are:" -#~ msgstr "Exemples de façons de NE PAS énoncer les problèmes :" - -#~ msgid "Certain feature is ugly" -#~ msgstr "Certaines fonctionnalités ne sont pas nécessaires" - -#~ msgid "Certain workflow is slow" -#~ msgstr "Cette façon de procéder rend le travail plus lent" - -#~ msgid "Certain feature needs optimization" -#~ msgstr "Cette fonctionnalité a besoin d'être optimisée" - -#~ msgid "Certain aspect of the UI looks cluttered" -#~ msgstr "Une partie de l'interface utilisateur semble mal organisée" - -#~ msgid "" -#~ "Associating something with an adjective will not get you much attention " -#~ "and developers will most likely not understand you. Instead, try to " -#~ "reformulate your problem as a story such as:" -#~ msgstr "" -#~ "Associer quelque chose à un adjectif ne vous attirera pas beaucoup " -#~ "d'attention et les développeurs ne vous comprendront probablement pas. " -#~ "Essayez plutôt de reformuler votre problème sous la forme d'un vécu telle " -#~ "que :" - -#~ msgid "I try to move objects around but always end up picking the wrong one" -#~ msgstr "J'essaie de déplacer un objet, mais j'ai du mal à le sélectionner" - -#~ msgid "" -#~ "I tried to make a game like Battlefield but I'm not managing to " -#~ "understand how to get lighting to look the same." -#~ msgstr "" -#~ "J'ai essayé de faire un jeu comme Battlefield, mais je n'arrive pas à " -#~ "comprendre comment faire en sorte que l'éclairage ait le même rendu." - -#~ msgid "" -#~ "I always forget which script I was editing, and it takes me too many " -#~ "steps to go back to it." -#~ msgstr "" -#~ "J'oublie toujours quel script j'étais en train d'éditer, et ça me prend " -#~ "trop d'étapes pour y retourner." - -#~ msgid "" -#~ "This will allow you to convey what you are thinking much better and set a " -#~ "common ground for discussion. Please try your best to state your problems " -#~ "as stories to the developers and the community, before discussing any " -#~ "idea. Be specific and concrete." -#~ msgstr "" -#~ "Cela vous permettra de mieux communiquer ce que vous pensez et d'établir " -#~ "un terrain d'entente pour la discussion. Veuillez faire de votre mieux " -#~ "pour exposer vos problèmes en tant qu'histoires aux développeurs et à la " -#~ "communauté, avant de discuter de toute idée. Soyez précis et concret." - -#~ msgid "Export Templates" -#~ msgstr "Exporter les modèles" - -#~ msgid "Albeit powerful, the scene system by itself has a few drawbacks:" -#~ msgstr "" -#~ "Bien que puissant, le système de gestion de scènes a quelques " -#~ "inconvénients :" - -#~ msgid "" -#~ "There is no common place to store information (e.g. a player's items " -#~ "etc.) required by more than one scene." -#~ msgstr "" -#~ "Il n'y a pas d'endroit commun pour stocker des informations (comme par " -#~ "exemple les objets d'un joueur etc.) requises par plus d'une scène." - -#~ msgid "" -#~ "However there is still a need in Godot to create parts of a scene that:" -#~ msgstr "" -#~ "Cependant, il est encore nécessaire dans Godot de créer des parties de " -#~ "scènes qui :" - -#~ msgid "" -#~ "To autoload a scene or script, select Project > Project Settings from the " -#~ "menu and switch to the AutoLoad tab. Each entry in the list requires a " -#~ "name, which is used as the name of the node, and the node is always added " -#~ "to the root viewport before any other scenes are loaded." -#~ msgstr "" -#~ "Pour charger automatiquement une scène ou un script, sélectionnez Project " -#~ "> Project Settings à partir du menu et passez à l'onglet AutoLoad. Chaque " -#~ "entrée de la liste requiert un nom qui est utilisé comme le nom du nœud " -#~ "et le noeud est toujours ajouté à la racine du viewport avant qu'une " -#~ "autre scène ne soit chargée." - -#~ msgid "" -#~ "Note: Make sure that global.gd extends Node, otherwise it won't be loaded!" -#~ msgstr "" -#~ "Note : Assurez-vous que global.gd hérite de Node, sinon il ne sera pas " -#~ "chargé !" - -#~ msgid "" -#~ "To load scenes with a progress bar, check out the next tutorial, :ref:" -#~ "`doc_background_loading`" -#~ msgstr "" -#~ "Pour charger des scènes avec une barre de progression, consultez le " -#~ "tutoriel suivant, :ref:`doc_background_loading`" - -#~ msgid "Negative" -#~ msgstr "Négatif" - -#, fuzzy -#~ msgid "" -#~ "By default, the body of a script file is an unnamed class and it can only " -#~ "be referenced externally as a resource or file. Class syntax is meant to " -#~ "be compact and can only contain member variables or functions. Static " -#~ "functions are allowed, but not static members (this is in the spirit of " -#~ "thread safety, since scripts can be initialized in separate threads " -#~ "without the user knowing). In the same way, member variables (including " -#~ "arrays and dictionaries) are initialized every time an instance is " -#~ "created." -#~ msgstr "" -#~ "Par défaut, le corps d'un fichier de script est une classe sans nom et ne " -#~ "peut être référencé en externe qu'en tant que ressource ou fichier. La " -#~ "syntaxe de classe est censée être très compacte et ne peut contenir que " -#~ "des variables ou fonctions membres. Les fonctions statiques sont " -#~ "autorisées, mais pas les membres statiques (c'est dans l'esprit de la " -#~ "sécurité des threads, puisque les scripts peuvent être initialisés dans " -#~ "des threads séparés sans que l'utilisateur le sache). De la même manière, " -#~ "les variables membres (y compris les tableaux et les dictionnaires) sont " -#~ "initialisées à chaque fois qu'une instance est créée." - -#, fuzzy -#~ msgid "" -#~ "To use C# in Godot you must have `Mono `_ installed. Godot 3.0.2 requires Mono 5.4, 3.0.3 requires " -#~ "Mono 5.12 on all platforms. You also need MSBuild (at least version 15.0) " -#~ "which should come with the Mono installation." -#~ msgstr "" -#~ "Pour utiliser C# dans Godot, vous devez avoir `Mono `_ installé (au moins la version 5.2), ainsi que " -#~ "MSBuild (au moins la version 15.0) qui devrait être fourni avec " -#~ "l'installation de Mono." - -#~ msgid "Platform bits (64/32)." -#~ msgstr "Nombre de bits de plate-forme (64/32)." - -#~ msgid "Running on X11" -#~ msgstr "Éxécution sur X11" - -#~ msgid "" -#~ "For Linux users, you will also need to install wine in order to use " -#~ "rcedit. For more information, check https://www.winehq.org/" -#~ msgstr "" -#~ "Pour les utilisateurs de Linux, vous allez aussi devoir installer wine " -#~ "pour pouvoir utiliser rcedit. Pour plus d'informations, allez voir " -#~ "https://www.winehq.org/" - -#~ msgid "Check the documentation for more info about exporting." -#~ msgstr "Consultez la documentation pour en savoir plus sur l'exportation." - -#~ msgid "" -#~ "You can now export the game and see whether you have change the icons " -#~ "successfully or not. If everything works fine, you will see this." -#~ msgstr "" -#~ "Vous pouvez à présent exporter le jeu et voir si vous avez réussi à " -#~ "changer l'icône. Si tout va bien, vous devriez voir ceci." - -#~ msgid "" -#~ "Your ICO file should at least contain icons in the following resolutions: " -#~ "16x16, 48x48 and 256x256. They should also be uncompressed. The 256x256 " -#~ "icon *can* be compressed, but this breaks backwards compatibility with " -#~ "Windows XP." -#~ msgstr "" -#~ "Votre fichier ICO devrait contenir au moins les résolutions suivantes: " -#~ "16x16, 48x48 et 256x256. Il devrait aussi ne pas être compressé. L'icône " -#~ "256x256 *peut* être compressée, mais cela brise la compatibilité avec " -#~ "WindowsXP." - -#~ msgid "" -#~ "Note that for high-DPI compression may be used, also they should be using " -#~ "24bpp mode in contrast to the lower resolutions." -#~ msgstr "" -#~ "Notez qu'il est possible d'utiliser de la compression pour les écrans " -#~ "haut-DPI, et qu'il est recommandé d'utiliser le mode 24bpp pour " -#~ "contraster avec les résolutions inférieures." - -#~ msgid "If a parent constructor takes arguments, they are passed like this:" -#~ msgstr "" -#~ "Si un constructeur parent prend des arguments, ils sont passés comme " -#~ "ceci :" - -#, fuzzy -#~ msgid "" -#~ "It is a free, open source IDE (Integrated Development Environment) for " -#~ "Linux, Solaris, FreeBSD, Mac OS X and other Unix flavors." -#~ msgstr "" -#~ "C'est un EDI (Environnement de développement) gratuit et open source pour " -#~ "Linux, Solaris, FreeBSD, Mac OS X et d'autres saveurs Unix." - -#, fuzzy -#~ msgid "Adding AI" -#~ msgstr "Ajouter des nœuds" - -#~ msgid ":math:`(x,y)`" -#~ msgstr ":math:`(x,y)`" - -#~ msgid "Left: ``-60``" -#~ msgstr "Left : ``-60``" - -#~ msgid "Top: ``70``" -#~ msgstr "Top : ``70``" - -#~ msgid "Right: ``60``" -#~ msgstr "Right : ``60``" - -#~ msgid "Bottom: ``150``" -#~ msgstr "Bottom : ``150``" - -#~ msgid "**Never!**" -#~ msgstr "**Jamais!**" - -#~ msgid "Coroutines" -#~ msgstr "Coroutines" diff --git a/weblate/docs/he.po b/weblate/docs/he.po index 47a400bca9..2fa446f1c3 100644 --- a/weblate/docs/he.po +++ b/weblate/docs/he.po @@ -98938,74 +98938,3 @@ msgid "" "`Zeef Godot Engine: A curated directory of resources by Andre Schmitz " "`_" msgstr "" - -#, fuzzy -#~ msgid "EditorInspectorPlugin" -#~ msgstr "Android" - -#, fuzzy -#~ msgid "EditorProperty" -#~ msgstr "פיתוח" - -#, fuzzy -#~ msgid "Android SDK" -#~ msgstr "Android" - -#, fuzzy -#~ msgid "Windows (Visual Studio)" -#~ msgstr "וינדוס ( וגם UWP)" - -#, fuzzy -#~ msgid "Windows (JetBrains Rider)" -#~ msgstr "וינדוס ( וגם UWP)" - -#, fuzzy -#~ msgid "Creating Android plugins (Godot 3.2.2+)" -#~ msgstr "אנימציות" - -#, fuzzy -#~ msgid "constants" -#~ msgstr "קבועים" - -#, fuzzy -#~ msgid "signals" -#~ msgstr "אותות" - -#, fuzzy -#~ msgid "There are two types of products - consumables and non-consumables:" -#~ msgstr "אין מגבלות שימוש בגודוט" - -#, fuzzy -#~ msgid "Global constants" -#~ msgstr "קבועים" - -#, fuzzy -#~ msgid "There is a few things to note here." -#~ msgstr "אין מגבלות שימוש בגודוט" - -#~ msgid "Mac OS X" -#~ msgstr "מערכת הפעלה Mac OS X" - -#, fuzzy -#~ msgid "Placing of AnimationPlayer" -#~ msgstr "אנימציות" - -#~ msgid "" -#~ "This means it is free as in \"free speech\" as well as in \"free beer\"." -#~ msgstr "זה אומר שהוא חינם/חופשי כמו בחופש בחופש הדיבור כמו כן בירה בחינם." - -#~ msgid "There are no usage restrictions on Godot" -#~ msgstr "אין מגבלות שימוש בגודוט" - -#~ msgid "" -#~ "This means you can use it for any game or application, commercially or " -#~ "non-commercially, in any industry" -#~ msgstr "" -#~ "זה אומר שאתה יכול להשתמש בו לכל משחק או אפליקציה, מסחרית או לא, בכל תעשייה" - -#~ msgid "" -#~ "For more, see `here `_ or ask " -#~ "your lawyer of choice." -#~ msgstr "" -#~ "למידע נוסף, `ראה כאן`_ או שאל " -#~ "את עורך הדין שלך." diff --git a/weblate/docs/hi.po b/weblate/docs/hi.po index 872396dfac..9d7cfc4604 100644 --- a/weblate/docs/hi.po +++ b/weblate/docs/hi.po @@ -99167,39 +99167,3 @@ msgid "" "`Zeef Godot Engine: A curated directory of resources by Andre Schmitz " "`_" msgstr "" - -#, fuzzy -#~ msgid "EditorInspectorPlugin" -#~ msgstr "सामग्री बनाना" - -#, fuzzy -#~ msgid "EditorProperty" -#~ msgstr "विकास" - -#, fuzzy -#~ msgid "Windows (Visual Studio)" -#~ msgstr "विंडोज (और UWP)" - -#, fuzzy -#~ msgid "Windows (JetBrains Rider)" -#~ msgstr "विंडोज (और UWP)" - -#, fuzzy -#~ msgid "signals" -#~ msgstr "संकेत" - -#~ msgid "Name" -#~ msgstr "नाम" - -#~ msgid "" -#~ "FBX SDK has a `restrictive license `_, that is incompatible with the `open license " -#~ "`_ provided by Godot. That being " -#~ "said, FBX support could still be provided by third parties as a plugin. " -#~ "(See Plugins question below.)" -#~ msgstr "" -#~ "FBX SDK के पास ' प्रतिबंधात्मक लाइसेंस < https://www.blender.org/bf/" -#~ "Autodesk_FBX_License.rtf>'_, जो ' ओपन लाइसेंस ' _ गोडॉट द्वारा प्रदान की गई है । यह कहा जा रहा है, FBX समर्थन " -#~ "अभी भी एक प्लगइन के रूप में तीसरे पक्ष द्वारा प्रदान किया जा सकता है । (नीचे प्लगइन्स " -#~ "प्रश्न देखें।)" diff --git a/weblate/docs/hu.po b/weblate/docs/hu.po index a0270b82dd..765fc76f8b 100644 --- a/weblate/docs/hu.po +++ b/weblate/docs/hu.po @@ -99074,80 +99074,3 @@ msgid "" "`Zeef Godot Engine: A curated directory of resources by Andre Schmitz " "`_" msgstr "" - -#, fuzzy -#~ msgid "EditorInspectorPlugin" -#~ msgstr "Bővítmények" - -#, fuzzy -#~ msgid "EditorProperty" -#~ msgstr "Fejlesztői" - -#, fuzzy -#~ msgid "Windows (Visual Studio)" -#~ msgstr "Windows (és UWP)" - -#, fuzzy -#~ msgid "Windows (JetBrains Rider)" -#~ msgstr "Windows (és UWP)" - -#, fuzzy -#~ msgid "Creating Android plugins (Godot 3.2.2+)" -#~ msgstr "Animáció" - -#, fuzzy -#~ msgid "constants" -#~ msgstr "Konstansok" - -#, fuzzy -#~ msgid "signals" -#~ msgstr "Jelzések" - -#, fuzzy -#~ msgid "There are two types of products - consumables and non-consumables:" -#~ msgstr "Nincs felhasználási korlátozás a Godot-ra" - -#~ msgid "Testing" -#~ msgstr "Tesztelés" - -#, fuzzy -#~ msgid "``CPUParticles2D``" -#~ msgstr "Részecskék" - -#~ msgid "Future" -#~ msgstr "Jövő" - -#, fuzzy -#~ msgid "Code structure" -#~ msgstr "Jövő" - -#, fuzzy -#~ msgid "Global constants" -#~ msgstr "Konstansok" - -#, fuzzy -#~ msgid "There is a few things to note here." -#~ msgstr "Nincs felhasználási korlátozás a Godot-ra" - -#~ msgid "" -#~ "This means it is free as in \"free speech\" as well as in \"free beer\"." -#~ msgstr "" -#~ "Ez azt jelenti, hogy szabad, mint a \"szólásszabadság\", valamint az " -#~ "\"ingyen sör\"." - -#~ msgid "There are no usage restrictions on Godot" -#~ msgstr "Nincs felhasználási korlátozás a Godot-ra" - -#~ msgid "" -#~ "This means you can use it for any game or application, commercially or " -#~ "non-commercially, in any industry" -#~ msgstr "" -#~ "Ez azt jelenti, hogy használhatja bármilyen játék vagy alkalmazás, " -#~ "kereskedelmi vagy nem kereskedelmi célra, bármely iparágban" - -#~ msgid "" -#~ "For more, see `here `_ or ask " -#~ "your lawyer of choice." -#~ msgstr "" -#~ "További információkért tekintse meg ezt `here `_ vagy kérdezze meg választott ügyvédjét." diff --git a/weblate/docs/id.po b/weblate/docs/id.po index e4720dfb8b..a288c62629 100644 --- a/weblate/docs/id.po +++ b/weblate/docs/id.po @@ -100420,79 +100420,3 @@ msgid "" msgstr "" "`Zeef Godot Engine: Direktori sumber daya yang dikurasi oleh Andre Schmitz " "` _" - -#, fuzzy -#~ msgid "EditorInspectorPlugin" -#~ msgstr "Android" - -#, fuzzy -#~ msgid "EditorProperty" -#~ msgstr "Pengembangan" - -#~ msgid ":kbd:`Shift + F1`" -#~ msgstr ":kbd:`Shift + F1`" - -#~ msgid "Audio input to record microphones." -#~ msgstr "Input audio untuk merekam mikrofon." - -#~ msgid ":kbd:`F2`" -#~ msgstr ":kbd:`F2`" - -#, fuzzy -#~ msgid "Android SDK" -#~ msgstr "Android" - -#, fuzzy -#~ msgid "Windows (Visual Studio)" -#~ msgstr "Windows (dan UWP)" - -#, fuzzy -#~ msgid "Windows (JetBrains Rider)" -#~ msgstr "Windows (dan UWP)" - -#, fuzzy -#~ msgid "Creating Android plugins (Godot 3.2.2+)" -#~ msgstr "Membuat Kontent" - -#, fuzzy -#~ msgid "signals" -#~ msgstr "Sinyal-sinyal" - -#, fuzzy -#~ msgid "" -#~ "Open the ``Ball`` scene and add a ``PhysicsMaterial`` by opening the " -#~ "\"Physics Material Override\" dropdown in the Inspector dock and " -#~ "selecting \"New PhysicsMaterial\"." -#~ msgstr "" -#~ "Buka skena ``Ball`` dan tambahkan ``PhysicsMaterial`` dengan mengklik " -#~ "panah bawah dan memilih \"PhysicsMaterial Baru\"." - -#~ msgid "Testing" -#~ msgstr "Menguji" - -#~ msgid "Name" -#~ msgstr "Nama" - -#, fuzzy -#~ msgid "``CPUParticles2D``" -#~ msgstr "Partikel" - -#~ msgid "Future" -#~ msgstr "Masa depan" - -#, fuzzy -#~ msgid "" -#~ "FBX SDK has a `restrictive license `_, that is incompatible with the `open license " -#~ "`_ provided by Godot. That being " -#~ "said, FBX support could still be provided by third parties as a plugin. " -#~ "(See Plugins question below.)" -#~ msgstr "" -#~ "FBX SDK memiliki `restrictive license `_, itu tidak kompatible dengan `open license " -#~ "`_ yang disediakan oleh Godot. Yang " -#~ "telah dikatakan, dukungan FBX tetap bisa disediakan oleh pihak ke tiga " -#~ "sebagai plugin. (lihat pertanyaan plugins dibawah ini)." - -#~ msgid "End" -#~ msgstr "Akhir" diff --git a/weblate/docs/it.po b/weblate/docs/it.po index 2355a28458..94d5a05429 100644 --- a/weblate/docs/it.po +++ b/weblate/docs/it.po @@ -104928,985 +104928,3 @@ msgid "" msgstr "" "`Zeef Godot Engine: una directory di risorse curata da Andre Schmitz " "`_" - -#~ msgid "``python -m pip3 install scons``" -#~ msgstr "``python -m pip3 install scons``" - -#~ msgid "Formats" -#~ msgstr "Formati" - -#~ msgid "" -#~ "|partial| Only critical, security and platform support fixes (last " -#~ "update: 3.1.2)." -#~ msgstr "" -#~ "|partial| Solo correzioni critiche, di sicurezza e di supporto della " -#~ "piattaforma (ultimo aggiornamento: 3.1.2)." - -#~ msgid "" -#~ "|partial| Only critical, security and platform support fixes (last " -#~ "update: 2.1.6)." -#~ msgstr "" -#~ "|partial| Solo correzioni critiche, di sicurezza e di supporto della " -#~ "piattaforma (ultimo aggiornamento: 2.1.6)." - -#~ msgid "" -#~ "If this is your first time encountering GDScript, please read :ref:" -#~ "`doc_scripting` before continuing." -#~ msgstr "" -#~ "Se è la prima volta che ti imbatti in GDScript, leggi :ref:" -#~ "`doc_scripting` prima di continuare." - -#~ msgid "SRGB" -#~ msgstr "SRGB" - -#~ msgid "Why?" -#~ msgstr "Perché?" - -#~ msgid "But..." -#~ msgstr "Ma..." - -#, fuzzy -#~ msgid "OK, how?" -#~ msgstr "OK, come?" - -#, fuzzy -#~ msgid "Oh, beautiful GUI!" -#~ msgstr "Oh, che bella GUI!" - -#~ msgid "Theme" -#~ msgstr "Tema" - -#~ msgid "EditorInspectorPlugin" -#~ msgstr "EditorInspectorPlugin" - -#~ msgid "EditorProperty" -#~ msgstr "EditorProperty" - -#, fuzzy -#~ msgid "``Error restore_purchases();``" -#~ msgstr "``Error restore_purchases();``" - -#, fuzzy -#~ msgid "``bool is_authenticated();``" -#~ msgstr "``bool is_authenticated();``" - -#~ msgid "``Error award_achievement(Variant p_params);``" -#~ msgstr "``Error award_achievement(Variant p_params);``" - -#~ msgid "``void reset_achievements();``" -#~ msgstr "``void reset_achievements();``" - -#, fuzzy -#~ msgid "``void request_achievements();``" -#~ msgstr "``void request_achievements();``" - -#, fuzzy -#~ msgid "``void request_achievement_descriptions();``" -#~ msgstr "``void request_achievement_descriptions();``" - -#, fuzzy -#~ msgid "``Error request_identity_verification_signature();``" -#~ msgstr "``Error request_identity_verification_signature();``" - -#, fuzzy -#~ msgid "WebGL 2" -#~ msgstr "WebGL 2" - -#~ msgid "en_CU" -#~ msgstr "en_CU" - -#~ msgid ":kbd:`Shift + F1`" -#~ msgstr ":kbd:`Shift + F1`" - -#~ msgid "" -#~ "`Jeremy Bullock `_ (2D and 3D, GDScript, VisualScript and C#)." -#~ msgstr "" -#~ "`Jeremy Bullock `_ (2D e 3D, GDScript, VisualScript e C#)." - -#~ msgid "Audio input to record microphones." -#~ msgstr "Ingresso audio per registrare coi microfoni." - -#~ msgid "" -#~ "|partial| Only critical, security and platform support fixes (last " -#~ "update: 3.2.3)." -#~ msgstr "" -#~ "|partial| Solo correzioni critiche, di sicurezza e di supporto della " -#~ "piattaforma (ultimo aggiornamento: 3.2.3)." - -#~ msgid ":kbd:`F2`" -#~ msgstr ":kbd:`F2`" - -#, fuzzy -#~ msgid "Your final directory structure should look like this :" -#~ msgstr "Il tuo albero di scena dovrebbe essere simile a questo:" - -#, fuzzy -#~ msgid "Generating the keystore" -#~ msgstr "Generazione di Keystore" - -#~ msgid "Android SDK" -#~ msgstr "Android SDK" - -#, fuzzy -#~ msgid "Unimplemented functionality" -#~ msgstr "Funzionalità non implementate" - -#, fuzzy -#~ msgid "RigidBody" -#~ msgstr "RigidBody" - -#~ msgid "" -#~ "Godot uses ``major.minor.patch`` version numbering. However, it does not " -#~ "strictly follow `Semantic Versioning `__. This means " -#~ "that releases considered \"semver-minor\" by that standard (such as 3.1 -" -#~ "> 3.2) will most likely introduce breaking changes. Still, there won't be " -#~ "as many breaking changes as a \"semver-major\" version bump such as 3.2 -" -#~ "> 4.0." -#~ msgstr "" -#~ "Godot usa la numerazione della versione ``major.minor.patch```. Tuttavia, " -#~ "non segue rigorosamente ``Semantic Versioning `__. " -#~ "Questo significa che le versioni considerate \"semver-minor\" da quello " -#~ "standard (come 3.1 -> 3.2) molto probabilmente introdurranno dei " -#~ "cambiamenti critici. Tuttavia, non ci saranno così tanti cambiamenti " -#~ "critici come un cambio di versione \"semver-major\" come 3.2 -> 4.0." - -#~ msgid "" -#~ "In the interest of stability and usability, patch releases may " -#~ "occasionally introduce small breaking changes as well. When repackaging " -#~ "Godot projects (e.g. in a Flatpak), make sure to always use the same " -#~ "patch version as the one used to initially export the project." -#~ msgstr "" -#~ "Nell'interesse della stabilità e dell'usabilità, i rilasci di patch " -#~ "possono occasionalmente introdurre anche piccoli cambiamenti critici. " -#~ "Quando si riconfeziona un progetto Godot (ad esempio in un Flatpak), " -#~ "assicurarsi di utilizzare sempre la stessa versione della patch " -#~ "utilizzata per l'esportazione iniziale del progetto." - -#~ msgid "" -#~ "The first release in a major/minor release series doesn't end with a " -#~ "trailing zero. For example, the first release in the 3.2 series is " -#~ "``3.2``, not ``3.2.0``." -#~ msgstr "" -#~ "La prima di una serie di versioni principali/secondarie non termina con " -#~ "uno zero finale. Ad esempio, la prima versione della serie 3.2 è `` " -#~ "3.2``, non `` 3.2.0``." - -#~ msgid "" -#~ "Godot versions are supported for a certain amount of time. While these " -#~ "durations are not set in stone, here's a table with the expected level of " -#~ "support for each Godot version:" -#~ msgstr "" -#~ "Le versioni Godot sono supportate per un certo periodo di tempo. Anche se " -#~ "queste durate non sono fisse, ecco una tabella con il livello di supporto " -#~ "previsto per ogni versione di Godot:" - -#~ msgid "" -#~ "|supported| Backwards-compatible new features (backported from the " -#~ "``master`` branch) as well as bug, security, and platform support fixes." -#~ msgstr "" -#~ "|supported| Nuove funzionalità compatibili con le versioni precedenti " -#~ "(backport dalla branch ``master``), nonché correzioni di bug, sicurezza e " -#~ "supporto della piattaforma." - -#~ msgid "" -#~ "Patch releases are made available more frequently, typically every 2-6 " -#~ "months while a release is fully supported. Partially supported releases " -#~ "will only have new patch releases once an important security or platform " -#~ "support fix has been merged." -#~ msgstr "" -#~ "I rilasci di patch sono resi disponibili con maggiore frequenza, " -#~ "tipicamente ogni 2-6 mesi da quando una versione è completamente e " -#~ "correttamente supportata. Le release che sono parzialmente supportate " -#~ "verranno aggiornate solo dopo che verranno sistemate falle di sicurezza o " -#~ "incompatibilità con i vari sistemi." - -#~ msgid "" -#~ "If you upgrade Godot, you must download templates that match the new " -#~ "version or your exported projects may not work correctly." -#~ msgstr "" -#~ "Se si aggiorna Godot, è necessario scaricare i modelli relativi alla " -#~ "nuova versione o i progetti esportati potrebbero non funzionare " -#~ "correttamente." - -#~ msgid "" -#~ "You have many container nodes at your disposal that scale and place UI " -#~ "elements for you. They take control over their children." -#~ msgstr "" -#~ "Sono disponibili molti nodi contenitore che scalano e posizionano gli " -#~ "elementi dell'interfaccia utente per te. Prendono il controllo sui loro " -#~ "figli." - -#, fuzzy -#~ msgid "::" -#~ msgstr "::" - -#, fuzzy -#~ msgid "Windows (Visual Studio)" -#~ msgstr "Windows (e UWP)" - -#, fuzzy -#~ msgid "Windows (JetBrains Rider)" -#~ msgstr "Windows (e UWP)" - -#, fuzzy -#~ msgid "" -#~ "Because the world today is not the world of yesterday. A capitalist " -#~ "oligarchy runs the world and forces us to consume in order to keep the " -#~ "gears of this rotten society on track. As such, the biggest market for " -#~ "video game consumption today is the mobile one. It is a market of poor " -#~ "souls forced to compulsively consume digital content in order to forget " -#~ "the misery of their everyday life, commute, or just any other brief free " -#~ "moment they have that they are not using to produce goods or services for " -#~ "the ruling class. These individuals need to keep focusing on their video " -#~ "games (because not doing so will fill them with tremendous existential " -#~ "angst), so they go as far as spending money on them to extend their " -#~ "experience, and their preferred way of doing so is through in-app " -#~ "purchases and virtual currency." -#~ msgstr "" -#~ "Perché il mondo di oggi non è il mondo di ieri. Un'oligarchia capitalista " -#~ "governa il mondo e ci costringe a consumare per mantenere in pista gli " -#~ "ingranaggi di questa società marcia. In quanto tale, il più grande " -#~ "mercato per il consumo di videogiochi ad oggi è quello mobile. È un " -#~ "mercato di povere anime costrette a consumare compulsivamente contenuti " -#~ "digitali per dimenticare la miseria della loro vita quotidiana, i loro " -#~ "spostamenti da pendolari o qualsiasi altro breve momento libero che non " -#~ "usano per produrre beni o servizi per la classe dirigente. Queste persone " -#~ "devono continuare a concentrarsi sui loro videogiochi (perché non farlo " -#~ "li riempirà di un'enorme angoscia esistenziale), quindi arrivano fino a " -#~ "spendere soldi per estendere la loro esperienza, e il loro modo preferito " -#~ "di farlo è attraverso acquisti nelle app e di valuta virtuale." - -#, fuzzy -#~ msgid "How?" -#~ msgstr "Come?" - -#, fuzzy -#~ msgid "Creating Android plugins (Godot 3.2.2+)" -#~ msgstr "Creazione di plugin Android" - -#, fuzzy -#~ msgid "Instance Properties" -#~ msgstr "Proprietà dell'istanza" - -#~ msgid "Command line argument." -#~ msgstr "Argomento riga di comando." - -#, fuzzy -#~ msgid "Language code." -#~ msgstr "Linguaggio." - -#~ msgid "" -#~ "`Android NDK `_ r17 or " -#~ "later." -#~ msgstr "" -#~ "`Android NDK ` _ r17 o " -#~ "successivo." - -#~ msgid "" -#~ "Brazilian Portuguese: `Godot Brasil (Discord) `_" -#~ msgstr "" -#~ "Portoghese brasiliano: `Godot Brasil (Discord) ` _" - -#~ msgid "" -#~ "French: `Godot Francophone Officiel (Discord) `_" -#~ msgstr "" -#~ "Francese: `Godot Francophone Officiel (Discord) ` _" - -#~ msgid "French: `SoloCode Godot (Discord) `_" -#~ msgstr "Francese: `SoloCode Godot (Discord) ` _" - -#~ msgid "" -#~ "German: `Deutsche Godot Community (Discord) `_" -#~ msgstr "" -#~ "Tedesco: `Deutsche Godot Community (Discord) ` _" - -#~ msgid "" -#~ "Swedish: `Swedish Godot Community (Discord) `_" -#~ msgstr "" -#~ "Svedese: `Swedish Godot Community (Discord) ` " -#~ "_" - -#~ msgid "Type hints" -#~ msgstr "Inferenza del tipo" - -#~ msgid "" -#~ "Place the colon right after the variable's name, without a space, and let " -#~ "the GDScript compiler infer the variable's type when possible." -#~ msgstr "" -#~ "Posiziona i due punti subito dopo il nome della variabile, senza spazi, e " -#~ "lascia che il compilatore GDScript inferisca il tipo di variabile quando " -#~ "possibile." - -#~ msgid "" -#~ "Add a space on either sides of the return type arrow when defining " -#~ "functions." -#~ msgstr "" -#~ "Aggiungi uno spazio su entrambi i lati della freccia 'return type' quando " -#~ "definisci una funzione." - -#~ msgid "en_MT" -#~ msgstr "en_MT" - -#~ msgid "English (Malta)" -#~ msgstr "Inglese (Malta)" - -#~ msgid "no" -#~ msgstr "no" - -#~ msgid "no_NO" -#~ msgstr "no_NO" - -#~ msgid "Norwegian (Norway)" -#~ msgstr "Norvegese (Norvegia)" - -#~ msgid "sr_BA" -#~ msgstr "sr_BA" - -#~ msgid "Serbian (Bosnia and Herzegovina)" -#~ msgstr "Serbo (Bosnia ed Erzegovina)" - -#~ msgid "Serbian (Serbia and Montenegro)" -#~ msgstr "Serbo (Serbia e Montenegro)" - -#~ msgid "th_TH_TH" -#~ msgstr "th_TH_TH" - -#, fuzzy -#~ msgid "Render order" -#~ msgstr "Ordine di elaborazione" - -#, fuzzy -#~ msgid "Try changing parameters" -#~ msgstr "Cambiare i parametri di importazione" - -#~ msgid "This allows changing all the import parameters transparently." -#~ msgstr "" -#~ "Questo permette il cambiamento di tutti i parametri di importazione " -#~ "trasparentemente." - -#~ msgid "Godot scenes and scripts are classes" -#~ msgstr "Le scene di Godot e gli script sono classi" - -#~ msgid "constants" -#~ msgstr "Costanti" - -#~ msgid "signals" -#~ msgstr "Segnali" - -#~ msgid "Scenes and scripts are objects" -#~ msgstr "Scene e script sono oggetti" - -#, fuzzy -#~ msgid "In Godot:" -#~ msgstr "In Godot 3.1:" - -#, fuzzy -#~ msgid "Measuring Performance" -#~ msgstr "Prestazioni" - -#, fuzzy -#~ msgid "" -#~ "Open the ``Ball`` scene and add a ``PhysicsMaterial`` by opening the " -#~ "\"Physics Material Override\" dropdown in the Inspector dock and " -#~ "selecting \"New PhysicsMaterial\"." -#~ msgstr "" -#~ "Apri la scena ``Ball`` ed aggiungi un ``PhysicsMaterial`` cliccando sulla " -#~ "freccia verso il basso e selezionando \"New PhysicsMaterial\"." - -#, fuzzy -#~ msgid "There are two types of products - consumables and non-consumables:" -#~ msgstr "Ci sono molti tipi di transizioni:" - -#~ msgid "Testing" -#~ msgstr "Testing" - -#~ msgid "Create a main menu screen" -#~ msgstr "Creare la schermata principale" - -#~ msgid "Create a game user interface" -#~ msgstr "Creare l'interfaccia utente per un gioco" - -#~ msgid "" -#~ "Java JDK: http://www.oracle.com/technetwork/java/javase/downloads/index." -#~ "html" -#~ msgstr "" -#~ "Java JDK: http://www.oracle.com/technetwork/java/javase/downloads/index." -#~ "html" - -#, fuzzy -#~ msgid "Qt Creator is a free, open source IDE for all desktop platforms." -#~ msgstr "" -#~ "`KDevelop `_ è un IDE gratuito e open source " -#~ "per tutte le piattaforme desktop." - -#, fuzzy -#~ msgid "Click **Next**." -#~ msgstr "Clicca Avanti" - -#~ msgid "Scheme setup" -#~ msgstr "Configurazione dello schema" - -#~ msgid "" -#~ "To begin, click the \"Add/Create a New Node\" button and add an :ref:" -#~ "`Area2D ` node to the scene." -#~ msgstr "" -#~ "Per iniziare, fai click sul tasto \"Aggiungi/Crea un Nuovo Nodo\" e " -#~ "aggiungi un nodo :ref:`Area2D ` alla scena." - -#~ msgid "" -#~ "Click \"Play Scene\" (``F6``) and confirm you can move the player around " -#~ "the screen in all directions. The console output that opens upon playing " -#~ "the scene can be closed by clicking ``Output`` (which should be " -#~ "highlighted in blue) in the lower left of the Bottom Panel." -#~ msgstr "" -#~ "Clicca \"Play Scene\" (``F6``) e conferma che riesci a muovere il " -#~ "giocatore sullo schermo in tutte le direzioni. La console di output che " -#~ "si aprirà all'avvio della scena può essere chiusa facendo click su " -#~ "``Output`` (il quale dovrebbe essere evidenziato in blu) in basso a " -#~ "sinistra del pannello inferiore." - -#~ msgid "" -#~ "When connecting a signal, instead of having Godot create a function for " -#~ "you, you can also give the name of an existing function that you want to " -#~ "link the signal to." -#~ msgstr "" -#~ "Quando connetti un segnale, invece che Godot crei una funzione per te, " -#~ "puoi assegnare il nome di una funzione già esistente che vuoi connettere " -#~ "al segnale." - -#~ msgid "The Mob scene will use the following nodes:" -#~ msgstr "La scena del nemico userà i seguenti nodi:" - -#~ msgid "" -#~ "``fly`` should be set to 3 FPS, with ``swim`` and ``walk`` set to 4 FPS." -#~ msgstr "" -#~ "``fly`` andrebbe impostato a 3 FPS, mentre ``swim`` e ``walk`` a 4 FPS." - -#, fuzzy -#~ msgid "" -#~ "In the Node tab, connect the HUD's ``start_game`` signal to the " -#~ "``new_game()`` function of the Main node." -#~ msgstr "" -#~ "Nella scheda Nodo, collegare il segnale ''start_game'' dell'HUD alla " -#~ "funzione ''new_game()''." - -#~ msgid "" -#~ "We'll use the ``start_game`` signal that's already being emitted by the " -#~ "``HUD`` node to remove the remaining creeps. We can't use the editor to " -#~ "connect the signal to the mobs in the way we need because there are no " -#~ "``Mob`` nodes in the ``Main`` scene tree until we run the game. Instead " -#~ "we'll use code." -#~ msgstr "" -#~ "Useremo il segnale ''start_game'' che è già stato emesso dal nodo ''HUD'' " -#~ "per rimuovere i creep rimanenti. Non possiamo usare l'editor per " -#~ "collegare il segnale ai mob nel modo di cui abbiamo bisogno, perché non " -#~ "ci sono nodi ''Mob'' nell'albero della scena ''Main'' fino a quando non " -#~ "eseguiamo il gioco. Invece useremo il codice." - -#~ msgid "" -#~ "Start by adding a new function to ``Mob.gd``. ``queue_free()`` will " -#~ "delete the current node at the end of the current frame." -#~ msgstr "" -#~ "Iniziare aggiungendo una nuova funzione a ''Mob.gd''. ''queue_free()'' " -#~ "eliminerà il nodo corrente alla fine del frame corrente." - -#~ msgid "" -#~ "Then in ``Main.gd`` add a new line inside the ``_on_MobTimer_timeout()`` " -#~ "function, at the end." -#~ msgstr "" -#~ "Quindi in ''Main.gd'' aggiungere una nuova riga all'interno della " -#~ "funzione ''_on_MobTimer_timeout()'', alla fine." - -#~ msgid "" -#~ "This line tells the new Mob node (referenced by the ``mob`` variable) to " -#~ "respond to any ``start_game`` signal emitted by the ``HUD`` node by " -#~ "running its ``_on_start_game()`` function." -#~ msgstr "" -#~ "Questa linea dice al nuovo nodo Mob (a cui fa riferimento la variabile " -#~ "``mob``) di rispondere a qualsiasi segnale ``start_game`` emesso dal nodo " -#~ "``HUD`` eseguendo la sua funzione ``_on_start_game()``." - -#~ msgid "" -#~ "The last third party scripting language that was used for shipped games " -#~ "was `Squirrel `__, but it was dropped as well. " -#~ "At that point, it became evident that a custom scripting language could " -#~ "more optimally make use of Godot's particular architecture:" -#~ msgstr "" -#~ "L'ultimo linguaggio di terze parti che venne usato fu `Squirrel `__, ma anche esso è stato scartato. A questo punto, fu " -#~ "evidente che era necessario creare un linguaggio di scripting realizzato " -#~ "ad-hoc per la particolare architettura di Godot:" - -#~ msgid "" -#~ "Godot embeds scripts in nodes. Most languages are not designed with this " -#~ "in mind." -#~ msgstr "" -#~ "Godot integra gli script nei nodi. Molti linguaggi non sono progettati " -#~ "per questo." - -#~ msgid "" -#~ "Godot uses several built-in data types for 2D and 3D math. Script " -#~ "languages do not provide this, and binding them is inefficient." -#~ msgstr "" -#~ "Godot usa diversi tipi incorporati (built-in) per la matematica del 2D e " -#~ "del 3D. I linguaggi di scripting non li hanno e integrarli li rende " -#~ "inefficenti." - -#~ msgid "" -#~ "Godot uses threads heavily for lifting and initializing data from the net " -#~ "or disk. Script interpreters for common languages are not friendly to " -#~ "this." -#~ msgstr "" -#~ "Godot usa pesantemente i thread per lanciarsi e inizializzare i dati " -#~ "dalla rete o da disco. Gli interpreti per linguaggi comuni non reagiscono " -#~ "bene." - -#~ msgid "" -#~ "Godot already has a memory management model for resources, most script " -#~ "languages provide their own, which results in duplicate effort and bugs." -#~ msgstr "" -#~ "Godot ha già un modello per la gestione della memoria delle risorse, " -#~ "molti linguaggi di scripting ne hanno un proprio, che ha come risultato " -#~ "uno sforzo doppio e possibili bug." - -#~ msgid "" -#~ "Binding code is always messy and results in several failure points, " -#~ "unexpected bugs and generally low maintainability." -#~ msgstr "" -#~ "Integrare il codice è sempre caotico e comporta diversi fallimenti, bug " -#~ "inaspettati e, generalmente, una bassa manutenibilità." - -#~ msgid "" -#~ "The result of these considerations is *GDScript*. The language and " -#~ "interpreter for GDScript ended up being smaller than the binding code " -#~ "itself for Lua and Squirrel, while having equal functionality. With time, " -#~ "having a built-in language has proven to be a huge advantage." -#~ msgstr "" -#~ "Il risultato di queste considerazioni è *GDScript*. Il linguaggio e " -#~ "l'interprete di GDScript richiede meno lavoro rispetto al codice per " -#~ "integrare Lua e Squirrel, i quali hanno le stesse funzionalità. Inoltre, " -#~ "avere un linguaggio integrato ha dimostrato di avere diversi vantaggi." - -#~ msgid "Arc-Sine" -#~ msgstr "Arcoseno" - -#~ msgid "Name" -#~ msgstr "Nome" - -#~ msgid "``CPUParticles2D``" -#~ msgstr "Particelle" - -#~ msgid "" -#~ "Welcome to Godot! With your project open, you should see the editor’s " -#~ "interface with empty docks on the right side." -#~ msgstr "" -#~ "Benvenuto su Godot! Con il progetto davanti, dovresti vedere " -#~ "l'interfaccia dell'editor con dei riquadri vuoti sul lato destro." - -#~ msgid "Future" -#~ msgstr "Futuro" - -#~ msgid "" -#~ "Godot supports Collada via the `OpenCollada `_ exporter (Maya, " -#~ "3DSMax)." -#~ msgstr "" -#~ "Godot supporta Collada tramite `OpenCollada `_ exporter (Maya, " -#~ "3DSMax)." - -#~ msgid "" -#~ "FBX SDK has a `restrictive license `_, that is incompatible with the `open license " -#~ "`_ provided by Godot. That being " -#~ "said, FBX support could still be provided by third parties as a plugin. " -#~ "(See Plugins question below.)" -#~ msgstr "" -#~ "FBX SDK ha una `licenza molto restrittiva `_, che non è compatibile con la `open license " -#~ "`_ di Godot. Detto questo, il " -#~ "supporto per FBX è ancora previsto da compagnie di terze parti come " -#~ "plugin. (Vedi la domanda sui Plugin sotto.)" - -#~ msgid "|image15|" -#~ msgstr "|image15|" - -#~ msgid "|image16|" -#~ msgstr "|image16|" - -#~ msgid "|image20|" -#~ msgstr "|image20|" - -#~ msgid "|image17|" -#~ msgstr "|image17|" - -#~ msgid "|image18|" -#~ msgstr "|image18|" - -#~ msgid "|image19|" -#~ msgstr "|image19|" - -#~ msgid "" -#~ "Let's make these abstract concepts more concrete with an example. " -#~ "Following a long tradition in tutorials, we'll start with a \"Hello World" -#~ "\" project. This will introduce us to using the editor." -#~ msgstr "" -#~ "Rendiamo questi concetti concreti attraverso un esempio. Seguendo una " -#~ "lunga tradizione dei tutorial, inizieremo con un progetto \"Hello World" -#~ "\". Questo ci introdurrá all'uso dell'editor." - -#~ msgid "" -#~ "If you run the Godot executable outside of a project, the Project Manager " -#~ "appears. This helps developers manage their projects." -#~ msgstr "" -#~ "Se avvii Godot al di fuori di un progetto apparirà il Gestore di " -#~ "Progetti. Questa finestra aiuta gli sviluppatori a gestire i propri " -#~ "progetti." - -#, fuzzy -#~ msgid "" -#~ "To create a new project, click the \"New Project\" option. Choose and " -#~ "create a path for the project and specify the project name." -#~ msgstr "" -#~ "Per creare un nuovo progetto, fai click sul bottone \"Nuovo Progetto\". " -#~ "Scegli e crea una cartella per il progetto e inserisci come nome del " -#~ "progetto \"Nuovo Progetto\":" - -#~ msgid "" -#~ "Once you've created the \"New Project\", then open it. This will open the " -#~ "Godot editor:" -#~ msgstr "" -#~ "Una volta che hai creato il \"Nuovo Progetto\", aprilo. Si aprirá " -#~ "l'editor di Godot:" - -#~ msgid "" -#~ "In the bottom-left are the key things you need to create a connection: a " -#~ "node which implements the method you want to trigger (represented here as " -#~ "a NodePath) and the name of the method to trigger." -#~ msgstr "" -#~ "In basso a sinistra ci sono gli elementi chiave necessari per creare una " -#~ "connessione: un nodo che implementa il metodo che vuoi attivare (qui " -#~ "rappresentato con un NodePath) e il nome del metodo da attivare." - -#~ msgid "" -#~ "The top-left section displays a list of your scene's nodes with the " -#~ "emitting node's name highlighted in red. Select the \"Panel\" node here. " -#~ "When you select a node, the NodePath at the bottom will automatically " -#~ "update to point to a relative path from the emitting node to the selected " -#~ "node." -#~ msgstr "" -#~ "La sezione in alto a sinistra ci mostra una lista di tutti i nodi della " -#~ "scena con il nome del nodo emittente evidenziato in rosso. Seleziona il " -#~ "nodo \"Panel\" da qui. Quando selezioni un nodo, la sezione NodePath sul " -#~ "fondo della schermata si aggiornerà automaticamente per puntare una path " -#~ "relativa dal nodo emittente al nodo selezionato." - -#~ msgid "" -#~ "By default, the method name will contain the emitting node's name " -#~ "(\"Button\" in this case), resulting in " -#~ "``_on_[EmitterNode]_[signal_name]``. If you do have the \"Make Function\" " -#~ "check button checked, then the editor will generate the function for you " -#~ "before setting up the connection." -#~ msgstr "" -#~ "Per default, il nome del metodo conterrà il nome del nodo emittente " -#~ "(\"Button\", in questo caso), risultando in " -#~ "\"_on_[EmitterNode]_[signal_name]\". Se hai il tasto a due vie \"Make " -#~ "function\" su attivato, allora l'editor genererà la funzione per te, " -#~ "prima di impostare la connessione col nodo selezionato." - -#~ msgid "" -#~ "Now click on ``MobTimer`` in the scene window then head to inspector " -#~ "window, switch to node view then click on ``timeout()`` and connect the " -#~ "signal." -#~ msgstr "" -#~ "Ora fare clic su ''MobTimer'' nella finestra della scena poi andare alla " -#~ "finestra di ispezione, passare alla vista nodo quindi fare clic su " -#~ "''timeout()'' e collegare il segnale." - -#~ msgid "" -#~ "To do this, press the \"New Node\" button (which looks like a plus " -#~ "symbol):" -#~ msgstr "" -#~ "Per fare questo, premi il bottone \"Nuovo Nodo\" (quello che sembra un " -#~ "piú):" - -#~ msgid "*Clamping* a value means restricting it to a given range." -#~ msgstr "" -#~ "Fare il *Clamp* di un valore significa restringerlo in un dato intervallo." - -#, fuzzy -#~ msgid "Step by step (Linux)" -#~ msgstr "Passo passo" - -#~ msgid "Step-by-step" -#~ msgstr "Passo passo" - -#~ msgid "" -#~ "A more flexible alternative to prefabs you might know from Unity (and " -#~ "much more powerful given that instances can be nested)." -#~ msgstr "" -#~ "Un'alternativa piú flessibile ai prefabs di Unity (e molto piú potente " -#~ "visto che le istanze possono essere annidate)." - -#, fuzzy -#~ msgid "There is a few things to note here." -#~ msgstr "Non ci sono restrizioni di utilizzo per Godot" - -#~ msgid "Mac OS X" -#~ msgstr "Mac OS X" - -#~ msgid "" -#~ "This means it is free as in \"free speech\" as well as in \"free beer\"." -#~ msgstr "" -#~ "Questo significa che Godot Engine è libero, con il significato di " -#~ "\"Libertà di espressione\", e gratuito." - -#~ msgid "There are no usage restrictions on Godot" -#~ msgstr "Non ci sono restrizioni di utilizzo per Godot" - -#~ msgid "" -#~ "This means you can use it for any game or application, commercially or " -#~ "non-commercially, in any industry" -#~ msgstr "" -#~ "Questo significa che può essere usato per ogni tipo di gioco o " -#~ "applicazione, commerciale o meno, in ogni tipo di settore" - -#~ msgid "" -#~ "For more, see `here `_ or ask " -#~ "your lawyer of choice." -#~ msgstr "" -#~ "Per ulteriori informazioni è possibile leggere il seguente articolo (in " -#~ "inglese) `_ o chiedere " -#~ "informazioni al vostro legale di fiducia." - -#~ msgid "" -#~ "Note that C# and Visual Scripting support is comparatively young and " -#~ "GDScript still has some advantages as outlined below." -#~ msgstr "" -#~ "Notare che il supporto a C# e VisualScript è relativamente recente e " -#~ "GDScript presenta ancora dei vantaggi come indicato in seguito." - -#~ msgid "" -#~ "Support for new languages can be added by third parties using the " -#~ "GDNative / NativeScript / PluginScript facilities. (See question about " -#~ "plugins below.)" -#~ msgstr "" -#~ "Il supporto per nuovi linguaggi può essere aggiunto da terze parti " -#~ "tramite gli strumenti GDNative/NativeScript/PluginScript. (Vedere la " -#~ "domanda sui plugin più sotto)" - -#~ msgid "" -#~ "GDScript? Why use a custom scripting language instead of my language of " -#~ "choice?" -#~ msgstr "" -#~ "GDScript? Perché usare un linguaggio di programmazione personalizzato " -#~ "invece del mio linguaggio preferito?" - -#~ msgid "" -#~ "GDScript is designed to integrate from the ground to the way Godot works, " -#~ "more than any other language, and is simple and easy to learn. Takes at " -#~ "most a day or two to get comfortable and it's easy to see the benefits " -#~ "once you do. Please make the effort to learn GDScript, you will not " -#~ "regret it." -#~ msgstr "" -#~ "GDScript è stato progettato sin dal principio per essere integrato nel " -#~ "funzionamento di Godot, molto più di ogni altro linguaggio, ed è molto " -#~ "semplice e facile da imparare. Ci vogliono al massimo un paio di giorni " -#~ "per familiarizzare con il linguaggio e una volta fatto è molto semplice " -#~ "capirne i benefici. Non vi pentirete di avere fatto lo sforzo di imparare " -#~ "GDScript." - -#~ msgid "" -#~ "Godot C++ API is also efficient and easy to use (the entire Godot editor " -#~ "is made with this API), and an excellent tool to optimize parts of a " -#~ "project, but trying to use it instead of GDScript for an entire game is, " -#~ "in most cases, a waste of time." -#~ msgstr "" -#~ "L'API C++ di Godot è anch'essa efficiente e facile da usare (l'intero " -#~ "editor di Godot è basato su questa API), ed è un'eccellente strumento per " -#~ "ottimizzare alcune parti del progetto, ma cercare di utilizzarla per un " -#~ "intero gioco al posto di GDScript è, nella maggior parte dei casi, uno " -#~ "spreco di tempo." - -#~ msgid "" -#~ "Yes, for more than a decade we tried in the past integrating several VMs " -#~ "(and even shipped games using them), such as Python, Squirrel and Lua (in " -#~ "fact we authored tolua++ in the past, one of the most popular C++ " -#~ "binders). None of them worked as well as GDScript does now." -#~ msgstr "" -#~ "Sì, per più di una decade abbiamo cercato di integrare varie VM (e " -#~ "abbiamo anche rilasciato giochi con queste) come Python, Squirrel e Lua " -#~ "(in effetti abbiamo scritto tolua++ in passato, uno dei bind per C++ più " -#~ "popolari). Nessuno di essi ha funzionato così bene come GDScript ora." - -#~ msgid "For the more technically versed, proceed to the next item." -#~ msgstr "Per coloro più versati tecnicamente, procedere al punto seguente." - -#~ msgid "" -#~ "I don't believe you. What are the technical reasons for the item above?" -#~ msgstr "Non ti credo. Quali sono le ragioni tecniche del punto precedente?" - -#~ msgid "" -#~ "GDScript was designed to solve the issues above, and performs well in all " -#~ "the above scenarios. Please learn GDScript and enjoy a smooth integration " -#~ "of scripting with the game engine (yes, it's a rare but enjoyable " -#~ "situation when things just work). It's worth it, give it a try!" -#~ msgstr "" -#~ "GDScript è stato disegnato per risolvere i problemi elencati sopra e " -#~ "funziona molto bene in tutti gli scenari descritti. Per piacere impara " -#~ "GDScript e goditi una perfetta integrazione tra scripting e motore " -#~ "grafico (sì, è una rara occorrenza quando le cose semplicemente " -#~ "funzionano, ma è molto soddisfacente). Ne vale la pena, provalo!" - -#~ msgid "I want to extend Godot. What are my options for creating plugins?" -#~ msgstr "" -#~ "Voglio estendere Godot. Quali sono le mie opzioni per creare plugin?" - -#~ msgid "" -#~ "Additional languages could be added via PluginScript or the more low-" -#~ "level NativeScript." -#~ msgstr "" -#~ "Linugaggi aggiuntivi possono essere aggiunti attraverso PluginScript " -#~ "oppure, a più basso livello, attraverso NativeScript." - -#~ msgid "" -#~ "If you want to add a certain native library, your best bet is GDNative " -#~ "and custom C++ modules." -#~ msgstr "" -#~ "Se si vuole aggiungere una certa libreria nativa il modo migliore è " -#~ "attraverso GDNative e i moduli C++ personalizzati." - -#~ msgid "Why is FBX not supported for import?" -#~ msgstr "Perché il formato FBX non è supportato per l'importazione?" - -#~ msgid "Also, glTF support was added in Godot 3.0." -#~ msgstr "Inoltre è stato aggiunto in Godot 3.0 il supporto per glTF." - -#~ msgid "" -#~ "FBX support could still be provided by third parties as a plugin. (See " -#~ "Plugins question above.)" -#~ msgstr "" -#~ "Il supporto ad FBX può essere fornito da plugin di terze parti. (Vedere " -#~ "le domande sui Plugin poco sopra.)" - -#~ msgid "" -#~ "No, the aim of Godot is to create a complete open source engine licensed " -#~ "under MIT, so you have complete control over every single piece of it. " -#~ "Open versions of functionality or features from such SDKs may be " -#~ "eventually added though." -#~ msgstr "" -#~ "No, l'obiettivo di Godot è di create un motore grafico completamente open " -#~ "source sotto la licenza MIT, così da avere completo controllo di ogni " -#~ "singolo pezzo. Le funzionalità o caratteristiche Open Source dei suddetti " -#~ "SDK potrebbero essere aggiunte eventualmente." - -#~ msgid "I have a great idea that will make Godot better. What do you think?" -#~ msgstr "Ho un'idea grandiosa per migliorare Godot. Cosa ne pensate?" - -#~ msgid "" -#~ "Your idea will most certainly be ignored. Examples of stuff that is " -#~ "ignored by the developers:" -#~ msgstr "" -#~ "La tua idea sarà quasi sicuramente ignorata. Esempi di argomenti che " -#~ "vengono ignorati dagli sviluppatori:" - -#~ msgid "Let's do this because it will make Godot better" -#~ msgstr "Facciamo questo perchè renderà Godot migliore" - -#~ msgid "Let's do this in Godot because another game engine does it" -#~ msgstr "Facciamo questo in Godot perchè un altro motore di gioco lo fa" - -#~ msgid "Let's remove this because I think it's not needed" -#~ msgstr "Togliamo questo perchè credo che non sia necessario" - -#~ msgid "Let's remove clutter and bloat and make Godot look nicer" -#~ msgstr "" -#~ "Rimuoviamo tutto quello che è in più e crea disordine e rendiamo Godot " -#~ "bello" - -#~ msgid "Let's add an alternative workflow for people who prefer it" -#~ msgstr "" -#~ "Aggiungiamo dei flussi di lavoro alternativi per le persone che li " -#~ "preferiscono" - -#~ msgid "" -#~ "Godot developers are always willing to talk to you and listen to your " -#~ "feedback very openly, to an extent rarely seen in open source projects, " -#~ "but they will care mostly about real issues you have while using Godot, " -#~ "not ideas solely based on personal belief. Developers are interested in " -#~ "(for example):" -#~ msgstr "" -#~ "Gli sviluppatori di Godot sono sempre disposti a parlare con te ed " -#~ "ascoltare ituoi feedback in modo molto aperto, in una misura raramente " -#~ "vista in progetti open source, ma si preoccuperanno soprattutto dei " -#~ "problemi reali che hai durante l'utilizzo di Godot, non di idee basate " -#~ "esclusivamente sul convinzioni personali. Gli sviluppatori sono " -#~ "interessati (per esempio):" - -#~ msgid "" -#~ "Once one of the above points is stated, we can work together on a " -#~ "solution and this is where your ideas and suggestions are most valuable " -#~ "and welcome, they need to be in context of a real issue." -#~ msgstr "" -#~ "Dopo aver soddisfatto uno di questi punti, possiamo lavorare insieme a " -#~ "una soluzione ed è qui che le tue idee e suggerimenti sono più prezione " -#~ "ed ben accette, devono essere contestualizzate in un vero problema." - -#~ msgid "Examples of how NOT to state problems generally and vaguely are:" -#~ msgstr "Esempi di come NON impostare un problema di solito sono:" - -#~ msgid "Certain feature is ugly" -#~ msgstr "Una feature è brutta" - -#~ msgid "Certain workflow is slow" -#~ msgstr "Un certo modo di lavorare è lento" - -#~ msgid "Certain feature needs optimization" -#~ msgstr "Alcune features devono essere ottimizzate" - -#~ msgid "Certain aspect of the UI looks cluttered" -#~ msgstr "Alcune parti dell'interfaccia sembrano troppo pesanti" - -#~ msgid "" -#~ "Associating something with an adjective will not get you much attention " -#~ "and developers will most likely not understand you. Instead, try to " -#~ "reformulate your problem as a story such as:" -#~ msgstr "" -#~ "Descrivere un problema con un aggettivo non attirerà molto l'attenzione " -#~ "ed è probabile che gli sviluppatori sviluppatori non ti capiranno. Prova " -#~ "invece a riformulare il tuo problema come una storia, ad esempio:" - -#~ msgid "I try to move objects around but always end up picking the wrong one" -#~ msgstr "Provo a spostare oggetti ma prendo sempre quello sbagliato" - -#~ msgid "" -#~ "I tried to make a game like Battlefield but I'm not managing to " -#~ "understand how to get lighting to look the same." -#~ msgstr "" -#~ "Ho provato a rendere il gioco come un campo di battaglia ma non capisco " -#~ "come rendere la luce allo stesso modo." - -#~ msgid "" -#~ "I always forget which script I was editing, and it takes me too many " -#~ "steps to go back to it." -#~ msgstr "" -#~ "Mi dimentico sempre quale script stavo modificando e ci metto troppo a " -#~ "tornare indietro." - -#~ msgid "" -#~ "This will allow you to convey what you are thinking much better and set a " -#~ "common ground for discussion. Please try your best to state your problems " -#~ "as stories to the developers and the community, before discussing any " -#~ "idea. Be specific and concrete." -#~ msgstr "" -#~ "Questo permetterà di arrivare a ciò che stai pensando più in fretta " -#~ "impostando una base per discutere per la community. Fai del tuo meglio a " -#~ "dichiarare i tuoi problemi come delle storie agli sviluppatori e la " -#~ "community prima di discutere qualsiasi idea. Sii specifico e concreto." diff --git a/weblate/docs/ja.po b/weblate/docs/ja.po index ad0c1e95a4..45b1632c78 100644 --- a/weblate/docs/ja.po +++ b/weblate/docs/ja.po @@ -122758,5542 +122758,3 @@ msgid "" msgstr "" "\\ `Zeef Godot Engine: A curated directory of resources by Andre Schmitz " "`_" - -#~ msgid "Formats" -#~ msgstr "フォーマット" - -#~ msgid "" -#~ "|partial| Only critical, security and platform support fixes (last " -#~ "update: 3.1.2)." -#~ msgstr "" -#~ "|partial| 重要な、セキュリティとプラットフォームのサポートのための修正のみ" -#~ "(最後のアップデート: 3.1.2)。" - -#~ msgid "" -#~ "|partial| Only critical, security and platform support fixes (last " -#~ "update: 2.1.6)." -#~ msgstr "" -#~ "|partial| 重要な、セキュリティとプラットフォームのサポートのための修正のみ" -#~ "(最後のアップデート: 2.1.6)。" - -#~ msgid "" -#~ "If this is your first time encountering GDScript, please read :ref:" -#~ "`doc_scripting` before continuing." -#~ msgstr "" -#~ "GDScriptに初めて触れる場合は、続行する前に\\ :ref:`doc_scripting`\\ をお読" -#~ "みください。" - -#~ msgid "" -#~ "Ignoring a folder will also automatically hide it from the FileSystem " -#~ "dock, which can be useful to reduce clutter." -#~ msgstr "" -#~ "フォルダを無視すると、そのフォルダはファイルシステムドックから自動的に非表" -#~ "示になるので、煩雑さを軽減するのに役立ちます。" - -#~ msgid "WebP (``.webp``)" -#~ msgstr "\\ WebP (``.webp``)" - -#~ msgid "Stored as PNG" -#~ msgstr "PNG形式で保存" - -#~ msgid "SRGB" -#~ msgstr "\\ SRGB" - -#~ msgid "``_input()`` : NOTIFICATION_INPUT" -#~ msgstr "\\ ``_input()`` : NOTIFICATION_INPUT" - -#~ msgid "``_unhandled_input()`` : NOTIFICATION_UNHANDLED_INPUT" -#~ msgstr "\\ ``_unhandled_input()`` : NOTIFICATION_UNHANDLED_INPUT" - -#~ msgid "Why?" -#~ msgstr "どうして?" - -#~ msgid "But..." -#~ msgstr "しかし..." - -#~ msgid "OK, how?" -#~ msgstr "はい、どのようにですか?" - -#~ msgid "Oh, beautiful GUI!" -#~ msgstr "ああ、美しいGUI!" - -#, fuzzy -#~ msgid "" -#~ "This tutorial is about advanced skinning of a user interface. Most games " -#~ "generally don't need this, as they end up just relying on :ref:`Label " -#~ "`, :ref:`TextureRect `, :ref:" -#~ "`TextureButton ` and :ref:`TextureProgress " -#~ "`." -#~ msgstr "" -#~ "このチュートリアルは、ユーザーインターフェイスの高度なスキン処理に関するも" -#~ "のです。通常、ほとんどのゲームは :ref:`Label `\\ 、\\ :ref:" -#~ "`TextureRect `\\ 、\\ :ref:`TextureButton " -#~ "` および :ref:`TextureProgress " -#~ "` に依存するため、これを必要としません。" - -#~ msgid "" -#~ "However, many types of games often need complex user interfaces, like " -#~ "MMOs, traditional RPGs, Simulators, Strategy, etc. These kinds of " -#~ "interface are also common in some games that include editors to create " -#~ "content, or interfaces for network connectivity." -#~ msgstr "" -#~ "ただし、多くの種類のゲームでは、MMO、従来のRPG、シミュレーター、戦略などの" -#~ "複雑なユーザーインターフェイスが必要になることがよくあります。これらの種類" -#~ "のインターフェイスは、コンテンツを作成するエディタやネットワーク接続用のイ" -#~ "ンターフェイスを含む一部のゲームでも一般的です。" - -#~ msgid "" -#~ "Godot's user interface uses these kinds of control with the default " -#~ "theme, but they can be skinned to resemble pretty much any kind of user " -#~ "interface." -#~ msgstr "" -#~ "Godotのユーザーインターフェイスは、デフォルトテーマでこれらの種類のコント" -#~ "ロールを使用しますが、それらは、ほぼすべての種類のユーザーインターフェイス" -#~ "に似せてスキン化できます。" - -#~ msgid "Theme" -#~ msgstr "テーマ" - -#~ msgid "" -#~ "The GUI is skinned through the :ref:`Theme ` resource. Theme " -#~ "contains all the information required to change the entire visual styling " -#~ "of all controls. Theme options are named, so it's not obvious which name " -#~ "changes what (especially from code), but several tools are provided. The " -#~ "ultimate place to look at what each theme option is for each control, " -#~ "which will always be more up to date than any documentation, is the file " -#~ "`scene/resources/default_theme/default_theme.cpp `__. The rest of this document will explain the different tools used " -#~ "to customize the theme." -#~ msgstr "" -#~ "GUIは :ref:`Theme ` リソースを通じてスキン化されています。" -#~ "テーマには、すべてのコントロールの視覚的なスタイル全体を変更するために必要" -#~ "なすべての情報が含まれています。テーマオプションには名前が付けられているた" -#~ "め、どの名前が(特にコードから)何を変更するかは明確ではありませんが、いくつ" -#~ "かのツールが提供されています。各コントロールの各テーマオプションが何である" -#~ "かを確認する究極の場所は、どのドキュメントよりも常に最新である、\\ `scene/" -#~ "resources/default_theme/default_theme.cpp `__ ファ" -#~ "イルです。このドキュメントの残りの部分では、テーマのカスタマイズに使用され" -#~ "るさまざまなツールについて説明します。" - -#~ msgid "" -#~ "A Theme can be applied to any control in the scene. As a result, all " -#~ "children and grand-children controls will use that same theme, too " -#~ "(unless another theme is specified further down the tree). If a value is " -#~ "not found in a theme, it will be searched in themes higher up in the " -#~ "hierarchy, towards the root. If nothing was found, the default theme is " -#~ "used. This system allows for flexible overriding of themes in complex " -#~ "user interfaces." -#~ msgstr "" -#~ "テーマは、シーン内の任意のコントロールに適用できます。その結果、すべての子" -#~ "コントロールと孫コントロールも同じテーマを使用します(ツリーの下で別のテー" -#~ "マが指定されていない限り)。テーマで値が見つからない場合、ルートに向かって" -#~ "階層の上位のテーマで検索されます。何も見つからなかった場合、デフォルトの" -#~ "テーマが使用されます。このシステムにより、複雑なユーザーインターフェイスで" -#~ "テーマを柔軟にオーバーライドできます。" - -#~ msgid "Each kind of option in a theme can be:" -#~ msgstr "テーマ内のオプションの種類は次のとおりです:" - -#~ msgid "" -#~ "**An integer constant**: A single numerical constant. Generally used to " -#~ "define spacing between components or alignment." -#~ msgstr "" -#~ "**整数定数**: 単一の数値定数。通常、コンポーネント間の間隔または配置を定義" -#~ "するために使用されます。" - -#~ msgid "" -#~ "**A Color**: A single color, with or without transparency. Colors are " -#~ "usually applied to fonts and icons." -#~ msgstr "" -#~ "**色**: 透過の有無にかかわらず、単色。通常、色はフォントとアイコンに適用さ" -#~ "れます。" - -#~ msgid "" -#~ "**A Texture**: A single image. Textures are not often used, but when they " -#~ "are, they represent handles to pick or icons in a complex control (such " -#~ "as a file dialog)." -#~ msgstr "" -#~ "**テクスチャ**: 単一の画像。テクスチャはあまり使用されませんが、使用される" -#~ "場合は、選択用のハンドルまたは複雑なコントロール(ファイルダイアログなど)の" -#~ "アイコンを表します。" - -#~ msgid "" -#~ "**A Font**: Every control that uses text can be assigned the fonts used " -#~ "to draw strings." -#~ msgstr "" -#~ "**フォント**: テキストを使用するすべてのコントロールには、文字列の描画に使" -#~ "用されるフォントを割り当てることができます。" - -#~ msgid "" -#~ "**A StyleBox**: Stylebox is a resource that defines how to draw a panel " -#~ "in varying sizes (more information on them later)." -#~ msgstr "" -#~ "**StyleBox **: Styleboxは、さまざまなサイズでパネルを描画する方法を定義す" -#~ "るリソースです(詳細については後で説明します)。" - -#~ msgid "Every option is associated with:" -#~ msgstr "すべてのオプションは、次の項目と関連付けられています:" - -#~ msgid "A name (the name of the option)" -#~ msgstr "名前(オプションの名前)" - -#~ msgid "A Control (the name of the control)" -#~ msgstr "コントロール(コントロールの名前)" - -#~ msgid "An example usage:" -#~ msgstr "使用例:" - -#, fuzzy -#~ msgid "" -#~ "In the example above, a new theme is created. The \"font_color\" option " -#~ "is changed and then applied to a label. Therefore, the label's text (and " -#~ "all children and grandchildren labels) will be red." -#~ msgstr "" -#~ "上記の例では、新しいテーマが作成されます。”font_color\" オプションが変更さ" -#~ "れ、ラベルに適用されます。その結果、ラベル(およびすべての子および孫ラベル)" -#~ "はその色を使用します。" - -#~ msgid "" -#~ "It is possible to override those options without using the theme " -#~ "directly, and only for a specific control, by using the override API in :" -#~ "ref:`Control.add_color_override() " -#~ "`:" -#~ msgstr "" -#~ ":ref:`Control.add_color_override() " -#~ "` のオーバーライドAPIを使用するこ" -#~ "とにより、テーマを直接使用せずに、特定のコントロールに対してだけ、これらの" -#~ "オプションをオーバーライドすることもできます。" - -#, fuzzy -#~ msgid "" -#~ "In the inline help of Godot (in the Script tab), you can check which " -#~ "theme options are overridable, or check the :ref:`Control " -#~ "` class reference." -#~ msgstr "" -#~ "Godo のインライン ヘルプ(スクリプト タブ) で、オーバーライド可能なテーマ " -#~ "オプションを確認するか、\\ :ref:`Control ` クラスのリファレ" -#~ "ンスをチェックしてください。" - -#~ msgid "" -#~ "If only a few controls need to be skinned, it is often not necessary to " -#~ "create a new theme. Controls offer their theme options as special kinds " -#~ "of properties. If checked, overriding will take place:" -#~ msgstr "" -#~ "いくつかのコントロールのみをスキン化する必要がある場合、多くの場合、新しい" -#~ "テーマを作成する必要はありません。コントロールは、特別な種類のプロパティと" -#~ "してテーマオプションを提供します。チェックをオンにすると、オーバーライドが" -#~ "行われます:" - -#~ msgid "" -#~ "As can be seen in the image above, theme options have little check boxes. " -#~ "If checked, they can be used to override the value of the theme just for " -#~ "that control." -#~ msgstr "" -#~ "上の画像に見られるように、テーマオプションには小さなチェックボックスがあり" -#~ "ます。チェックされている場合、それらはコントロールのテーマの値をオーバーラ" -#~ "イドするために使用できます。" - -#~ msgid "" -#~ "The simplest way to create a theme is to edit a theme resource. Create a " -#~ "Theme from the resource menu; the editor will appear immediately. After " -#~ "that, save it (for example, with the name mytheme.theme):" -#~ msgstr "" -#~ "テーマを作成する最も簡単な方法は、テーマリソースを編集することです。リソー" -#~ "スメニューからテーマを作成します。エディタがすぐに表示されます。その後、そ" -#~ "れを保存します(たとえば、mytheme.themeという名前で):" - -#~ msgid "" -#~ "This will create an empty theme that can later be loaded and assigned to " -#~ "controls." -#~ msgstr "" -#~ "これにより、後でコントロールに読み込んで割り当てることができる空のテーマが" -#~ "作成されます。" - -#~ msgid "Example: theming a button" -#~ msgstr "例: ボタンのテーマ化" - -#~ msgid "" -#~ "Download these assets (:download:`skin_assets.zip `) and add them to your project. Open the theme editor, click on " -#~ "\"Edit Theme\" and select \"Add Class Items\":" -#~ msgstr "" -#~ "これらのアセット(:download:`skin_assets.zip `)を" -#~ "ダウンロードして、プロジェクトに追加します。テーマエディタを開き、 \"Edit " -#~ "Theme\" をクリックして、[クラスアイテム追加]を選択します:" - -#~ msgid "" -#~ "A menu will appear prompting the type of control to create. Select " -#~ "\"Button\":" -#~ msgstr "" -#~ "作成するコントロールのタイプを求めるメニューが表示されます。 \"Button\" を" -#~ "選択します:" - -#~ msgid "" -#~ "Immediately, all button theme options will appear in the property editor, " -#~ "where they can be edited:" -#~ msgstr "" -#~ "すぐに、すべてのボタンテーマオプションがプロパティエディタに表示され、そこ" -#~ "で編集できます:" - -#, fuzzy -#~ msgid "" -#~ "From ``Styles``, open the \"Normal\" drop-down menu next to where it " -#~ "probably says \"null\" and create a \"New StyleBoxTexture\", then edit " -#~ "it. A texture stylebox contains a texture and the size of the margins " -#~ "that will not stretch when the texture is stretched. This is called nine-" -#~ "patch or \"3x3\" stretching:" -#~ msgstr "" -#~ "``Styles`` 内で、\"Normal\" の横にある、おそらく[空]と表示されているドロッ" -#~ "プダウンメニューを開き、「新規 StyleBoxTexture」を作成して編集します。テ" -#~ "クスチャスタイルボックスには、基本的にテクスチャと、テクスチャが引き伸ばさ" -#~ "れたときに引き伸ばされないマージンのサイズが含まれます。これは ”3x3\" スト" -#~ "レッチングと呼ばれます:" - -#~ msgid "" -#~ "Repeat the steps and add the other assets. There is no hover or disabled " -#~ "image in the example files, so use the same stylebox as in normal. Set " -#~ "the supplied font as the button font and change the font color to black. " -#~ "Soon, your button will look different and retro:" -#~ msgstr "" -#~ "手順を繰り返して、他のアセットを追加します。サンプルファイルにはホバーまた" -#~ "は無効な画像がないため、通常と同じスタイルボックスを使用します。提供された" -#~ "フォントをボタンのフォントとして設定し、フォントの色を黒に変更します。すぐ" -#~ "に、ボタンはレトロな見ために変わります:" - -#~ msgid "" -#~ "Save this theme to the .theme file. Go to the 2D editor and create a few " -#~ "buttons:" -#~ msgstr "" -#~ "このテーマを.themeファイルに保存します。 2Dエディタに移動して、いくつかの" -#~ "ボタンを作成します:" - -#~ msgid "" -#~ "Now, go to the root node of the scene and locate the \"theme\" property, " -#~ "replace it with the theme that was just created. It should look like this:" -#~ msgstr "" -#~ "次に、シーンのルートノードに移動し、”Theme” プロパティを見つけて、作成した" -#~ "テーマに置き換えます。次のようになります:" - -#~ msgid "Congratulations! You have created a reusable GUI Theme!" -#~ msgstr "おめでとう!再利用可能なGUIテーマが作成されました!" - -#, fuzzy -#~ msgid "Makes {text} reference (underlined and clickable)." -#~ msgstr "{text}名付きのを作成します。" - -#~ msgid "" -#~ "The inspector dock supports custom plugins to create your own widgets for " -#~ "editing properties. This tutorial explains how to use the :ref:" -#~ "`class_EditorInspectorPlugin` and :ref:`class_EditorProperty` classes to " -#~ "write such plugins with the example of creating a custom value editor." -#~ msgstr "" -#~ "インスペクタドックは、プロパティを編集するための独自のウィジェットを作成す" -#~ "るカスタムプラグインをサポートしています。このチュートリアルでは、\\ :ref:" -#~ "`class_EditorInspectorPlugin` および :ref:`class_EditorProperty` クラスを" -#~ "使用して、カスタム値エディタを作成する例を使用して、このようなプラグインを" -#~ "作成する方法を説明します。" - -#~ msgid "" -#~ "Just like :ref:`doc_making_plugins`, we start out by making a new plugin, " -#~ "getting a ``plugin.cfg`` file created, and start with our :ref:" -#~ "`class_EditorPlugin`. However, instead of using ``add_custom_node`` or " -#~ "``add_control_to_dock`` we'll use ``add_inspector_plugin``." -#~ msgstr "" -#~ ":ref:`doc_making_plugins` と同様に、新しいプラグインを作成し、 ``plugin." -#~ "cfg`` ファイルを作成して、 :ref:` class_EditorPlugin` から始めます。ただ" -#~ "し、``add_custom_node`` または ``add_control_to_dock`` を使用する代わり" -#~ "に、``add_inspector_plugin`` を使用します。" - -#~ msgid "EditorInspectorPlugin" -#~ msgstr "EditorInspectorPlugin" - -#~ msgid "" -#~ "To actually connect into the Inspector, we create a :ref:" -#~ "`class_EditorInspectorPlugin` class. This script provides the \"hooks\" " -#~ "to the inspector. Thanks to this class, the editor will call the " -#~ "functions within the EditorInspectorPlugin while it goes through the " -#~ "process of building the UI for the inspector. The script is used to check " -#~ "if we should enable ourselves for any :ref:`class_Object` that is " -#~ "currently in the inspector (including any :ref:`class_Resource` that is " -#~ "embedded!)." -#~ msgstr "" -#~ "実際にインスペクタに接続するには、\\ :ref:`class_EditorInspectorPlugin` ク" -#~ "ラスを作成します。このスクリプトはインスペクタに\"hooks\"(フック)を提供し" -#~ "ます。このクラスのおかげで、エディタは、インスペクタのUIを構築するプロセス" -#~ "を実行している間にEditorInspectorPlugin内の関数を呼び出します。このスクリ" -#~ "プトは、現在インスペクタにある :ref:`class_Object` (埋め込まれている :ref:" -#~ "`class_Resource` を含む!) に対して有効にする必要があるかどうかを確認する" -#~ "ために使用されます。" - -#~ msgid "" -#~ "Once enabled, EditorInspectorPlugin has methods that allow for adding :" -#~ "ref:`class_EditorProperty` nodes or just custom :ref:`class_Control` " -#~ "nodes to the beginning and end of the inspector for that :ref:" -#~ "`class_Object`, or for overriding or changing existing property editors." -#~ msgstr "" -#~ "有効にすると、EditorInspectorPluginには、その :ref:`class_Object` のインス" -#~ "ペクタの最初と最後に :ref:`class_EditorProperty` ノードまたはカスタム :" -#~ "ref:`class_Control` ノードを追加したり、既存のプロパティエディタをオーバー" -#~ "ライドまたは変更したりできるメソッドがあります。" - -#~ msgid "EditorProperty" -#~ msgstr "EditorProperty" - -#~ msgid "" -#~ "Next, we define the actual :ref:`class_EditorProperty` custom value " -#~ "editor that we want instantiated to edit integers. This is a custom :ref:" -#~ "`class_Control` and we can add any kinds of additional nodes to make " -#~ "advanced widgets to embed in the inspector." -#~ msgstr "" -#~ "次に、インスタンス化して整数を編集する実際の :ref:`class_EditorProperty` " -#~ "カスタム値エディタを定義します。これはカスタムの :ref:`class_Control` であ" -#~ "り、任意の種類の追加ノードを追加して、インスペクタに埋め込む高度なウィ" -#~ "ジェットを作成できます。" - -#~ msgid "``Error purchase(Variant p_params);``" -#~ msgstr "``Error purchase(Variant p_params);``" - -#~ msgid "``Error request_product_info(Variant p_params);``" -#~ msgstr "``Error request_product_info(Variant p_params);``" - -#~ msgid "``Error restore_purchases();``" -#~ msgstr "``Error restore_purchases();``" - -#~ msgid "Purchases a product id through the Store Kit API." -#~ msgstr "Store Kit APIを介して製品IDを購入します。" - -#, fuzzy -#~ msgid "``Error authenticate();``" -#~ msgstr "``bool is_authenticated();``" - -#~ msgid "``bool is_authenticated();``" -#~ msgstr "``bool is_authenticated();``" - -#~ msgid "``Error post_score(Variant p_score);``" -#~ msgstr "``Error post_score(Variant p_score);``" - -#~ msgid "``Error award_achievement(Variant p_params);``" -#~ msgstr "``Error award_achievement(Variant p_params);``" - -#~ msgid "``void reset_achievements();``" -#~ msgstr "``void reset_achievements();``" - -#~ msgid "``void request_achievements();``" -#~ msgstr "``void request_achievements();``" - -#~ msgid "``void request_achievement_descriptions();``" -#~ msgstr "``void request_achievement_descriptions();``" - -#~ msgid "``Error show_game_center(Variant p_params);``" -#~ msgstr "``Error show_game_center(Variant p_params);``" - -#~ msgid "``Error request_identity_verification_signature();``" -#~ msgstr "``Error request_identity_verification_signature();``" - -#~ msgid "plus the standard pending event interface." -#~ msgstr "さらに、標準の pending event インターフェイス。" - -#, fuzzy -#~ msgid "" -#~ "Godot currently does not officially support consoles. The reasons for " -#~ "this are:" -#~ msgstr "" -#~ "現在、Godotはコンソールを公式にサポートしていません(UWPを使用するXbox One" -#~ "を除く)。" - -#~ msgid "" -#~ "If you don't add custom normals yourself, you can add them using " -#~ "``generate_normals()``. The same goes for tangents." -#~ msgstr "" -#~ "自分でカスタム法線を追加しない場合は、\\ ``generate_normals()`` を使用して" -#~ "追加できます。同じことが接線にも当てはまります。" - -#~ msgid "" -#~ "*Optional* - `yasm `_ (for WebM SIMD " -#~ "optimizations)" -#~ msgstr "" -#~ "\\ *任意* - `yasm `_ (WebM SIMD最適化のため)" - -#~ msgid "JDK 9 or later are not currently supported." -#~ msgstr "JDK 9以降は、現在はまだサポートされていません。" - -#~ msgid "#7: Solutions must be local" -#~ msgstr "#7: 解決策はローカルでなければなりません" - -#~ msgid "WebGL 2" -#~ msgstr "\\ WebGL 2" - -#~ msgid "" -#~ "Until the *OpenGL ES 3* renderer is removed from Godot in favor of " -#~ "*Vulkan*, HTML5 export uses *WebGL 2* when the *GLES3* option is selected." -#~ msgstr "" -#~ "*OpenGL ES 3* レンダラーがGodotから削除され *Vulkan* が採用されるまで、\\ " -#~ "*GLES3* オプションが選択されている場合、HTML5エクスポートでは *WebGL 2* が" -#~ "使用されます。" - -#, fuzzy -#~ msgid "" -#~ "Using WebGL 2 is not recommended due to its expected removal from Godot " -#~ "without replacement." -#~ msgstr "" -#~ "置き換えなしにGodotから削除されることが予想されるため、WebGL 2の使用はお勧" -#~ "めしません。" - -#~ msgid "" -#~ "WebGL 2 is not supported in all browsers. **Firefox** and **Chromium** " -#~ "(Chrome, Opera) are the most popular supported browsers, **Safari** and " -#~ "**Edge** do not work. On **iOS**, all browsers are based on WebKit (i.e. " -#~ "Safari), so they will also not work." -#~ msgstr "" -#~ "WebGL 2はすべてのブラウザーでサポートされているわけではありません。\\ " -#~ "**Firefox** と **Chromium系** (クローム、オペラ)は、最も人気のあるWebGL 2" -#~ "をサポートしているブラウザですが、\\ **Safari** と **Edge** では動作しませ" -#~ "ん。\\ **iOS** では、すべてのブラウザは、WebKitの(すなわち、Safariなど)に" -#~ "基づいているので、同様に動作しません。" - -#~ msgid "" -#~ "Godot's WebGL 2 renderer has issues with 3D and is no longer maintained." -#~ msgstr "" -#~ "GodotのWebGL 2レンダラーには3Dの問題があり、メンテナンスが行われなくなりま" -#~ "した。" - -#~ msgid "en_CU" -#~ msgstr "\\ en_CU" - -#~ msgid "Whether to fallback to xbuild if MSBuild is not available." -#~ msgstr "MSBuildが利用できない場合にxbuildにフォールバックするかどうか。" - -#~ msgid ":kbd:`Shift + F1`" -#~ msgstr ":kbd:`Shift + F1`" - -#~ msgid "Sounds good, what is it?" -#~ msgstr "いいですね、それは何ですか?" - -#~ msgid "Configure target platform." -#~ msgstr "ターゲットプラットフォームを構成します。" - -#~ msgid "" -#~ "Configure device (make sure it's in developer mode, likes the computer, " -#~ "USB cable is plugged, USB is recognized, etc.)." -#~ msgstr "" -#~ "デバイスを構成します(デベロッパーモードであること、同様にコンピューターに" -#~ "USBケーブルが接続されていること、USBが認識されていることなどを確認しま" -#~ "す)。" - -#~ msgid "Connect the device..." -#~ msgstr "デバイスを接続します..." - -#~ msgid "And voilà!" -#~ msgstr "そしてほら!" - -#~ msgid "Click once... and deploy!" -#~ msgstr "1 回クリックすると...デプロイ完了!" - -#~ msgid "" -#~ "As they are baked, they have fewer problems than ``GIProbe`` regarding " -#~ "light bleeding, and indirect light can look better if using Raytrace mode " -#~ "on high quality setting (but baking can take a while)." -#~ msgstr "" -#~ "焼き込むと、\\ ``GIProbe`` よりもライトブリーディング(光線漏れ)に関する問" -#~ "題が少なく、高品質の設定でレイトレースモードを使用すると間接光の見栄えが良" -#~ "くなります(ただし、焼き込み処理には時間がかかる場合があります)。" - -#~ msgid "" -#~ "**Indirect:** This is the default mode. Only indirect lighting will be " -#~ "baked." -#~ msgstr "" -#~ "**Indirect(間接): **これはデフォルトのモードです。間接照明のみがベイク処理" -#~ "されます。" - -#~ msgid "" -#~ "**All:** Both indirect and direct lighting will be baked. If you don't " -#~ "want the light to appear twice (dynamically and statically), simply hide " -#~ "it." -#~ msgstr "" -#~ "**All(すべて):** 間接照明と直接照明の両方がベイク処理されます。ライトを2回" -#~ "(動的および静的に)表示したくない場合は、単に非表示にしてください。" - -#~ msgid "Baking quality" -#~ msgstr "焼き込みの品質" - -#~ msgid "" -#~ "``BakedLightmap`` uses, for simplicity, a voxelized version of the scene " -#~ "to compute lighting. Voxel size can be adjusted with the **Bake Subdiv** " -#~ "parameter. More subdivision results in more detail, but also takes more " -#~ "time to bake." -#~ msgstr "" -#~ "``BakedLightmap`` は、単純化するために、ボクセル化されたシーンを使用して照" -#~ "明を計算します。ボクセルのサイズは、\\ **Bake Subdiv* *パラメーターで調整" -#~ "できます。細分化を行うとより詳細になりますが、焼き込みに時間がかかります。" - -#~ msgid "" -#~ "In general, the defaults are good enough. There is also a **Capture " -#~ "Subdivision** (that must always be equal to or less than the main " -#~ "subdivision), which is used for capturing light in dynamic objects (more " -#~ "on that later). Its default value is also good enough for most cases." -#~ msgstr "" -#~ "一般に、デフォルトで十分です。また、\\ **Capture Subdivision** (常にメイン" -#~ "サブディビジョン以下である必要があります)もあります。これは、動的オブジェ" -#~ "クトの光をキャプチャするために使用されます(詳細は後述)。ほとんどの場合、こ" -#~ "のデフォルト値で十分です。" - -#~ msgid "" -#~ "Besides the capture size, quality can be modified by setting the **Bake " -#~ "Mode**. Two modes of capturing indirect are provided:" -#~ msgstr "" -#~ "キャプチャサイズに加えて、\\ **Bake Mode** を設定することで品質を変更でき" -#~ "ます。間接的なキャプチャの2つのモードが提供されます:" - -#~ msgid "" -#~ "**Voxel Cone**: Trace: Is the default one; it's less precise, but faster. " -#~ "Looks similar to (but slightly better than) ``GIProbe``." -#~ msgstr "" -#~ "**ConeTrace(ボクセルコーントレース)**: デフォルトです。精度は劣りますが、" -#~ "高速です。\\ ``GIProbe`` に似ています(ただし、わずかに優れています)。" - -#~ msgid "" -#~ "**Ray Tracing**: This method is more precise, but can take considerably " -#~ "longer to bake. If used in low or medium quality, some scenes may produce " -#~ "grain." -#~ msgstr "" -#~ "**RayTrace(レイ トレーシング)**: この方法はより正確ですが、ベイク処理にか" -#~ "なり時間がかかります。低品質または中品質で使用すると、一部のシーンで粒子が" -#~ "生成される場合があります。" - -#~ msgid "" -#~ "**Bake Subdiv**: The Godot lightmapper uses a grid to transfer light " -#~ "information around; the default value is fine and should work for most " -#~ "cases. Increase it in case you want better lighting on small details or " -#~ "your scene is large." -#~ msgstr "" -#~ "**Bake Subdiv**: Godotライトマッパーは、周りの光の情報を転送するためにグ" -#~ "リッドを使用しています。デフォルト値のままで問題はなく、ほとんどの場合に適" -#~ "しています。細部の照明をより良くしたい場合や、シーンが大きい場合には増やし" -#~ "ます。" - -#~ msgid "" -#~ "**Capture Subdiv**: This is the grid used for real-time capture " -#~ "information (lighting dynamic objects). Default value is generally OK, " -#~ "it's usually smaller than Bake Subdiv and can't be larger than it." -#~ msgstr "" -#~ "**Capture Subdiv**: これは、リアルタイムのキャプチャ情報(動的オブジェクト" -#~ "の照明)に使用されるグリッドです。ほとんどの場合、デフォルト値で問題ありま" -#~ "せん。通常、この値はBake Subdivより小さく、それより大きくすることはできま" -#~ "せん。" - -#~ msgid "" -#~ "**Bake Quality**: Three bake quality modes are provided, Low, Medium and " -#~ "High. Higher quality takes more time." -#~ msgstr "" -#~ "**Bake Quality**: Low、Medium、Highの3つの焼き込み品質モードが用意されてい" -#~ "ます。品質が高いほど時間がかかります。" - -#~ msgid "" -#~ "**Bake Mode**: The baker can use two different techniques: *Voxel Cone " -#~ "Tracing* (fast, but approximate), or *RayTracing* (slow, but accurate)." -#~ msgstr "" -#~ "**Bake Mode**: ベイカーは2つの異なる手法を使用できます: *Voxel Cone " -#~ "Tracing* (高速ですが近似的)、または *RayTracing* (低速ですが正確)。" - -#~ msgid "" -#~ "**Propagation**: Used for the *Voxel Cone Trace* mode. Works just like in " -#~ "``GIProbe``." -#~ msgstr "" -#~ "**Propagation**: *Voxel Cone Trace* モードで使用されます。\\ ``GIProbe`` " -#~ "と同じように機能します。" - -#~ msgid "" -#~ "**HDR**: If disabled, lightmaps are smaller, but can't capture any light " -#~ "over white (1.0)." -#~ msgstr "" -#~ "**HDR**: 無効にすると、ライトマップは小さくなりますが、白(1.0)を超える光を" -#~ "キャプチャできません。" - -#~ msgid "" -#~ "**Image Path**: Where lightmaps will be saved. By default, on the same " -#~ "directory as the scene (\".\"), but can be tweaked." -#~ msgstr "" -#~ "**Image Path**: ライトマップが保存される場所。デフォルトでは、シーン (\"." -#~ "\") と同じディレクトリにありますが、微調整できます。" - -#~ msgid "**Extents**: Size of the area affected (can be edited visually)" -#~ msgstr "**Extents**: 影響を受ける領域のサイズ(視覚的に編集できます)" - -#~ msgid "" -#~ "Adding animated nodes as children to the AnimationPlayer node is not " -#~ "required, but it is a nice way of distinguishing animated nodes from non-" -#~ "animated nodes in the Scene Tree." -#~ msgstr "" -#~ "アニメーションするノードを子としてAnimationPlayerノードに追加する必要はあ" -#~ "りませんが、シーンツリー内のアニメーションするノードと非アニメーションノー" -#~ "ドを区別するのに便利な方法です。" - -#~ msgid "" -#~ "Create a new class in the plugin module and make sure it extends ``org." -#~ "godotengine.godot.plugin.GodotPlugin``. At runtime, it will be used to " -#~ "instantiate a singleton object that will be used by the Godot engine to " -#~ "load, initialize and run the plugin." -#~ msgstr "" -#~ "プラグインモジュールで新しいクラスを作成し、それが ``org.godotengine." -#~ "godot.plugin.GodotPlugin`` を拡張していることを確認します。実行時に、プラ" -#~ "グインをロード、初期化、および実行するためにGodotエンジンによって使用され" -#~ "るシングルトンオブジェクトをインスタンス化するために使用されます。" - -#, fuzzy -#~ msgid "" -#~ "`Godot Oculus Mobile plugin `_" -#~ msgstr "" -#~ "`Godot Oculus Mobileプラグイン `_" - -#~ msgid "" -#~ "The example module will be called \"summator\", and is placed inside the " -#~ "Godot source tree (``C:\\godot`` refers to wherever the Godot sources are " -#~ "located):" -#~ msgstr "" -#~ "例のモジュールは「summator」と呼ばれ、Godot ソースツリー内に配置されます" -#~ "( ``C:\\godot`` は Godot ソースが配置されている場所を指します):" - -#~ msgid "Inside we will create a simple summator class:" -#~ msgstr "内部では、単純なsummatorクラスを作成します:" - -#~ msgid "" -#~ "`Jeremy Bullock `_ (2D and 3D, GDScript, VisualScript and C#)." -#~ msgstr "" -#~ "`Jeremy Bullock `_ (2Dおよび3D、GDScript、VisualScript、C#)。" - -#~ msgid "Audio input to record microphones." -#~ msgstr "マイクを録音するための音声入力。" - -#~ msgid "" -#~ "|partial| Only critical, security and platform support fixes (last " -#~ "update: 3.2.3)." -#~ msgstr "" -#~ "|partial| 重要な、セキュリティとプラットフォームのサポートのための修正のみ" -#~ "(最終更新:3.2.3)。" - -#~ msgid ":kbd:`F2`" -#~ msgstr ":kbd:`F2`" - -#, fuzzy -#~ msgid "" -#~ "Install the `godot-tools `__ extension." -#~ msgstr "" -#~ "`VSMonoDebugger拡張機能 `_ をインストールします。" - -#, fuzzy -#~ msgid "" -#~ "Next, follow the instructions found in the :ref:" -#~ "`doc_c_sharp_configuring_vs_code_for_debugging` section below." -#~ msgstr "" -#~ "Visual Studio 2019を使用している場合は、以下の「VS2019をデバッグ用に構成す" -#~ "る」セクションに記載されている指示に従う必要があります。" - -#, fuzzy -#~ msgid "" -#~ "Next, follow the instructions found in the :ref:" -#~ "`doc_c_sharp_configuring_vs_2019_for_debugging` section below." -#~ msgstr "" -#~ "Visual Studio 2019を使用している場合は、以下の「VS2019をデバッグ用に構成す" -#~ "る」セクションに記載されている指示に従う必要があります。" - -#~ msgid "" -#~ "By default, tools like NuGet put ``Version`` as an attribute of the " -#~ "```PackageReference``` Node. **You must manually create a Version node as " -#~ "shown above.** This is because the version of MSBuild used requires " -#~ "this. (This will be fixed in Godot 4.0.)" -#~ msgstr "" -#~ "デフォルトでは、NuGetのようなツールは ``Version`` を " -#~ "```PackageReference``` ノードの属性として配置します。\\ **上記のように、" -#~ "バージョンノードを手動で作成する必要があります。** これは、使用するMSBuild" -#~ "のバージョンで必要なためです。(これはGodot 4.0で修正される予定です。)" - -#~ msgid "" -#~ "Whenever packages are added or modified, run ``nuget restore`` (*not* " -#~ "``dotnet restore``) in the root of the project directory. To ensure that " -#~ "NuGet packages will be available for msbuild to use, run:" -#~ msgstr "" -#~ "パッケージが追加または変更されるたびに、プロジェクトディレクトリのルート" -#~ "で ``nuget restore`` (``dotnet restore`` *ではなく*) を実行します。Nubuild" -#~ "パッケージをmsbuildで使用できるようにするには、次を実行します:" - -#~ msgid "Configuring VS 2019 for debugging" -#~ msgstr "VS2019をデバッグ用に構成する" - -#~ msgid "" -#~ "Godot has built-in support for workflows involving several popular C# " -#~ "IDEs. Built-in support for Visual Studio will be including in future " -#~ "versions, but in the meantime, the steps below can let you configure VS " -#~ "2019 for use with Godot C# projects." -#~ msgstr "" -#~ "Godotには、いくつかの一般的なC# IDEに関係するワークフローのサポートが組み" -#~ "込まれています。 Visual Studioの組み込みサポートは将来のバージョンに含まれ" -#~ "ますが、それまでの間、以下の手順でGodot C# プロジェクトで使用するためにVS " -#~ "2019を構成できます。" - -#~ msgid "" -#~ "Install VS 2019 with ``.NET desktop development`` and ``Desktop " -#~ "development with C++`` workloads selected." -#~ msgstr "" -#~ "``.NETデスクトップ開発`` および `` C++によるデスクトップ開発`` ワークロー" -#~ "ドを選択してVS 2019をインストールします。" - -#~ msgid "" -#~ "**Ensure that you do not have Xamarin installed.** Do not choose the " -#~ "``Mobile development with .NET`` workload. Xamarin changes the DLLs used " -#~ "by MonoDebugger, which breaks debugging." -#~ msgstr "" -#~ "**Xamarinがインストールされていないことを確認してください。** ``.NETワーク" -#~ "ロードによるモバイル開発`` を選択しないでください。 Xamarinは、" -#~ "MonoDebuggerが使用するDLLを変更し、デバッグを中断します。" - -#~ msgid "" -#~ "Install the `VSMonoDebugger extension `_." -#~ msgstr "" -#~ "`VSMonoDebugger拡張機能 `_ をインストールします。" - -#~ msgid "In VS 2019 --> Extensions --> Mono --> Settings:" -#~ msgstr "VS2019で → 拡張機能 → Mono → Setting:" - -#~ msgid "Select ``Debug/Deploy to local Windows``." -#~ msgstr "``Debug/Deploy to local Windows``を選択してください。." - -#~ msgid "Leave ``Local Deploy Path`` blank." -#~ msgstr "``Local Deploy Path``を空にしてください。" - -#~ msgid "" -#~ "Set the ``Mono Debug Port`` to the port in Godot --> Project --> Project " -#~ "Settings --> Mono --> Debugger Agent." -#~ msgstr "" -#~ "Godot --> プロジェクト--> プロジェクト設定 --> Mono --> Debugger Agentで " -#~ "``Mono Debug Port`` にポートを設定してください。" - -#~ msgid "" -#~ "Also select ``Wait for Debugger`` in the Godot Mono options. `This Godot " -#~ "Addon `_ may be helpful." -#~ msgstr "" -#~ "また、GodotのMonoオプションで``Wait For Debugger`` オプションを選択してく" -#~ "ださい。\\ `このGodotアドオン ` が役に立つかもしれません。" - -#~ msgid "" -#~ "Run the game in Godot. It should hang at the Godot splash screen while it " -#~ "waits for your debugger to attach." -#~ msgstr "" -#~ "Godotでゲームを実行してください。Godotのスプラッシュ・スクリーンでデバッガ" -#~ "がアタッチされるのを待つために止まるでしょう。" - -#~ msgid "" -#~ "In VS 2019, open your project and choose Extensions --> Mono --> Attach " -#~ "to Mono Debugger." -#~ msgstr "" -#~ "VS2019で、プロジェクトを開いて 拡張機能 --> Mono --> Attach to Mono " -#~ "Debugger を選択してください。" - -#, fuzzy -#~ msgid "Configuring Visual Studio Code for debugging" -#~ msgstr "VS2019をデバッグ用に構成する" - -#~ msgid "" -#~ "Configuring the custom build is a more or less straightforward process, " -#~ "but it may take a while to get used to how the Android SDK works." -#~ msgstr "" -#~ "カスタムビルドの設定は、多かれ少なかれ簡単なプロセスですが、Android SDKの" -#~ "動作に慣れるまでに時間がかかる場合があります。" - -#~ msgid "" -#~ "Instructions will be provided as detailed as possible to do this process." -#~ msgstr "このプロセスを行うための手順は、可能な限り詳細に提供されます。" - -#~ msgid "Install the Android SDK (command-line version)" -#~ msgstr "Android SDKのインストール(コマンドラインバージョン)" - -#~ msgid "" -#~ "These are the steps for installing the Android SDK using command line. " -#~ "The advantage of this approach is the simplicity and small download/" -#~ "install size. It can be more challenging though. The Android Studio " -#~ "approach is easier, but it requires downloading and installing Android " -#~ "Studio (which may require more than 1 GB of storage)." -#~ msgstr "" -#~ "コマンド ラインを使用してAndroid SDKをインストールする手順を次に示します。" -#~ "このアプローチの利点は、シンプルさと小さなダウンロード/インストールサイズ" -#~ "です。しかし、それはかなり挑戦的な作業です。Android Studioのアプローチは簡" -#~ "単ですが、Android Studioのダウンロードとインストールが必要です(1GBを超える" -#~ "ストレージが必要な場合があります)。" - -#~ msgid "Install a JDK" -#~ msgstr "JDKのインストール" - -#, fuzzy -#~ msgid "" -#~ "The Android SDK doesn't come with Java, so it needs to be installed " -#~ "manually. You need to install a Java SDK (**not** just the runtime or " -#~ "JRE). `OpenJDK 8 `__ is required, " -#~ "newer versions won't work." -#~ msgstr "" -#~ "Android SDKにはJavaが付属していないため、手動でインストールする必要があり" -#~ "ます。(**ランタイムまたはJREだけでなく**)Java SDKをインストールする必要が" -#~ "あります。\\ `OpenJDK 8 `_ が推奨され" -#~ "ます。Oracle JDK 8も動作するはずです。それ以降のバージョンは、Androidの開" -#~ "発用途では動作しない可能性があります。" - -#~ msgid "Download the command-line tools" -#~ msgstr "コマンドラインツールをダウンロード" - -#~ msgid "" -#~ "Go to the `Android Studio download page `_. To save disk space, you don't want the full " -#~ "IDE, so don't download it." -#~ msgstr "" -#~ "`Android Studioダウンロードページ `_ に移動します。完全なIDEは必要ないので、ディスク容量を節" -#~ "約するために、それはダウンロードしないでください。" - -#~ msgid "" -#~ "If you do want Android Studio, read further down for instructions for " -#~ "doing the same using Android Studio." -#~ msgstr "" -#~ "Android Studioが必要な場合は、Android Studioを使用して同じことを行うための" -#~ "手順をさらに読んでください。" - -#, fuzzy -#~ msgid "" -#~ "Look on that page for the *Command line tools only* section. Currently, " -#~ "they are listed under *Download Options*. Scroll down a bit until you see " -#~ "them and download the ZIP file for your platform." -#~ msgstr "" -#~ "*コマンドラインツールのみ* セクションについては、そのページをご覧くださ" -#~ "い。現在、それらは *ダウンロードオプション* の下にリストされています。表示" -#~ "されるまで少し下にスクロールします。" - -#~ msgid "" -#~ "This may appear a little confusing, but be sure to follow these " -#~ "instructions carefully:" -#~ msgstr "" -#~ "これは少しわかりにくいかもしれませんが、次の指示に注意深く従ってください。" - -#~ msgid "" -#~ "Create a new folder anywhere you want named ``android-sdk`` (it **must** " -#~ "be an empty directory). On Windows, the following path is usually good " -#~ "enough:" -#~ msgstr "" -#~ "任意の場所に ``android-sdk`` という名前の新しいフォルダを作成します(空の" -#~ "ディレクトリで\\ **なければなりません**)。 Windowsでは、通常、次のパスで十" -#~ "分です。" - -#, fuzzy -#~ msgid "Your final directory structure should look like this :" -#~ msgstr "シーンツリーは次のようになります:" - -#~ msgid "" -#~ "To be able to use the Android SDK tools, Google requires you to accept " -#~ "its licenses." -#~ msgstr "" -#~ "Android SDKツールを使用できるようにするには、そのライセンスに同意する必要" -#~ "があります。" - -#~ msgid "" -#~ "To do this, the ``sdkmanager`` must be executed from the command line " -#~ "with a special argument. Navigate to the ``tools/bin`` directory inside " -#~ "the SDK folder (instructions provided for Windows users, as Linux and " -#~ "macOS users are expected to understand how command line navigation works):" -#~ msgstr "" -#~ "これを行うには、コマンドラインから特別な引数を指定して ``sdkmanager`` を実" -#~ "行する必要があります。SDKフォルダ内の ``tools/bin`` ディレクトリに移動しま" -#~ "す(LinuxおよびmacOSユーザーはコマンドラインナビゲーションのしくみを理解す" -#~ "ることが求められているため、Windowsユーザー向けの手順を参照してください):" - -#~ msgid "Then open a command line window:" -#~ msgstr "次に、コマンド ラインウィンドウを開きます:" - -#~ msgid "In there, run ``sdkmanager --licenses``:" -#~ msgstr "そこで ``sdkmanager --licenses`` を実行します:" - -#~ msgid "" -#~ "This will ask you to accept several licenses, just write ``y`` and press :" -#~ "kbd:`Enter` on every of them until it's done." -#~ msgstr "" -#~ "これにより、いくつかのライセンスを受け入れるように求められます。\\ ``y`` " -#~ "と入力し、すべてが完了するまで :kbd:`Enter` を押します。" - -#~ msgid "" -#~ "Afterwards, install the platform tools (this is required to install " -#~ "``adb``):" -#~ msgstr "" -#~ "その後、プラットフォームツールをインストールします(``adb`` をインストール" -#~ "するために必要です):" - -#~ msgid "Generating the keystore" -#~ msgstr "キーストアの作成" - -#~ msgid "" -#~ "Once the *platform tools* are installed, the last step is to generate a " -#~ "debug keystore (this is needed to build). Go up two folders by writing:" -#~ msgstr "" -#~ "*プラットフォームツール* をインストールしたら、最後のステップはデバッグ" -#~ "キーストアを生成することです(これはビルドに必要です)。次のように記述して、" -#~ "2つのフォルダに移動します:" - -#~ msgid "(or open a new shell in the ``android-sdk`` folder)." -#~ msgstr "(または ``android-sdk`` フォルダで新しいシェルを開きます)。" - -#, fuzzy -#~ msgid "" -#~ "And you need to input the following line (This should work out of the " -#~ "box. However, if you haven't set the ``JAVA_HOME`` variable on Windows, " -#~ "there are further instructions below):" -#~ msgstr "" -#~ "そして、次の行を入力する必要があります(LinuxおよびmacOSでは、これはそのま" -#~ "まで機能するはずです。Windowsの場合、さらに詳しい手順があります)。" - -#, fuzzy -#~ msgid "" -#~ "On Windows, if you did not install the ``JAVA_HOME`` variable, the full " -#~ "path to Java should be provided. You need to add ``&`` at the beginning " -#~ "of the line if you use PowerShell; it's not needed for the regular ``cmd." -#~ "exe`` console." -#~ msgstr "" -#~ "Windowsでは、Javaへのフルパスを指定する必要があります。 PowerShellを使用す" -#~ "る場合は、行の先頭に ``&`` を追加する必要があります。通常の ``cmd.exe`` コ" -#~ "ンソールには必要ありません。" - -#~ msgid "" -#~ "To make it clearer, here is an capture of a line that works on PowerShell " -#~ "(by adding ``&`` and the full Java path before ``keytool.exe``). Again, " -#~ "keep in mind that you need Java installed:" -#~ msgstr "" -#~ "わかりやすくするために、PowerShellで機能する行のキャプチャを次に示します" -#~ "(``&`` と ``keytool.exe`` の前に完全なJavaパスを追加する)。繰り返します" -#~ "が、Javaをインストールする必要があることに注意してください。" - -#~ msgid "" -#~ "(right-click and open the image in a new tab if this appears too small)" -#~ msgstr "(画像が小さすぎる場合は、右クリックして新しいタブで開きます)" - -#~ msgid "" -#~ "Go to the **Editor Settings** and set up a few fields in **Export > " -#~ "Android**. Make sure they look like the following:" -#~ msgstr "" -#~ "**エディタ設定**\\ に移動し、\\ **Export > Android** でいくつかのフィール" -#~ "ドを設定します。次のように表示されていることを確認します。" - -#~ msgid "" -#~ "As it can be seen, most paths are inside either the ``android-sdk`` " -#~ "folder you originally created, or inside the Java install. For Linux and " -#~ "macOS users, ``jarsigner`` is often located in ``/usr/bin``." -#~ msgstr "" -#~ "ご覧のように、ほとんどのパスは、最初に作成した ``android-sdk`` フォルダ" -#~ "内、またはJavaインストール内にあります。Linuxおよび macOSユーザーの場合、" -#~ "一般的に ``jarsigner`` は ``/usr/bin`` 内にあります。" - -#~ msgid "With this, you should be all set." -#~ msgstr "これで、すべての準備が整います。" - -#~ msgid "Install the Android SDK (Android Studio)" -#~ msgstr "Android SDK(Android Studio)のインストール" - -#~ msgid "" -#~ "If you just finished installing the SDK via the command-line tools, feel " -#~ "free to skip this section entirely. The Android Studio path is easier, " -#~ "but it takes up more disk space. It's also useful if you plan to develop " -#~ "Godot for Android (modify the Java source code) or if you plan to develop " -#~ "add-ons." -#~ msgstr "" -#~ "コマンドラインツールを使用してSDKのインストールを完了している場合は、この" -#~ "セクションを完全にスキップしてください。 Android Studioを使用する道筋は手" -#~ "順が簡単ですが、より多くのディスク容量を占有します。ですが、 Android用の" -#~ "Godotの開発(Javaソースコードの変更)を計画している場合、またはアドオンの開" -#~ "発を計画している場合にも役立ちます。" - -#~ msgid "Download and install Android Studio" -#~ msgstr "Android Studioのダウンロードとインストール" - -#~ msgid "" -#~ "Download the latest version of Android Studio. When installing, pay " -#~ "attention to where the *android-sdk* directory is created." -#~ msgstr "" -#~ "Android Studioの最新バージョンをダウンロードします。インストール時に、\\ " -#~ "*android-sdk* ディレクトリが作成される場所に注意してください。" - -#~ msgid "" -#~ "This is funny, the path it proposes by default contains whitespace (and " -#~ "complains about it). It must be changed." -#~ msgstr "" -#~ "これは奇妙な事ですが、デフォルトで提案するパスには空白が含まれています(そ" -#~ "して、それについて文句を言います)。なので、変更する必要があります。" - -#~ msgid "" -#~ "In any case, it's better to select a different path inside your user " -#~ "folders. The recommended one is usually:" -#~ msgstr "" -#~ "いずれにしても、ユーザーフォルダ内で別のパスを選択するほうが良いでしょう。" -#~ "通常は次をお勧めします:" - -#~ msgid "" -#~ "Replace *yourusername* by your actual user name. Once it's correct, " -#~ "select from the list above in the same screen:" -#~ msgstr "" -#~ "* yourusername * を実際のユーザー名に置き換えます。正しい場合は、同じ画面" -#~ "で上記のリストから選択します。" - -#~ msgid "Android SDK" -#~ msgstr "\\ Android SDK" - -#~ msgid "Android SDK Platform" -#~ msgstr "\\ Android SDK Platform" - -#~ msgid "" -#~ "The rest are not needed, because the build system will fetch them itself. " -#~ "After selecting them, go on with the installation." -#~ msgstr "" -#~ "それらを選択した後、インストールに進みます。その他の項目はビルド システム" -#~ "が自動で選択するため、手動での選択は必要ありません。" - -#~ msgid "" -#~ "Go to the folder where you installed ``android-sdk`` in the previous " -#~ "step, use File Explorer and open a command line tool there:" -#~ msgstr "" -#~ "前の手順で ``android-sdk`` をインストールしたフォルダに移動し、エクスプ" -#~ "ローラーを使用してコマンドラインツールを開きます:" - -#~ msgid "" -#~ "The actual command line to type is the following. On Linux and macOS, it " -#~ "should work out of the box, but on Windows, it needs additional details " -#~ "(keep reading afterwards)." -#~ msgstr "" -#~ "入力する実際のコマンドラインは次のとおりです。 LinuxおよびmacOSでは、その" -#~ "まま使用できますが、Windowsでは、細かい追加が必要です(後ほど説明がありま" -#~ "す)。" - -#~ msgid "" -#~ "On Windows, the full path to Java should be provided (and ``&`` needs to " -#~ "be added at the beginning on the line if you use PowerShell, it's not " -#~ "needed for the regular ``cmd.exe`` console). Don't worry, at least by " -#~ "using Android Studio on Windows, Java comes bundled with it." -#~ msgstr "" -#~ "Windowsでは、Javaへのフルパスを指定する必要があります(PowerShellを使用する" -#~ "場合は、行の先頭に ``&`` を追加する必要があります。通常の ``cmd.exe`` コン" -#~ "ソールには必要ありません)。WindowsでAndroid Studioを使用すると、最低でも" -#~ "Javaがバンドルされるので、Javaについて心配する必要はありません。" - -#~ msgid "" -#~ "To make it clearer, here is a screen capture of a line that works on " -#~ "PowerShell (by adding ``&`` and the full Java Path to ``keytool.exe``; " -#~ "remove ``&`` if you use ``cmd.exe``). It uses a path to the Java version " -#~ "that comes with Android Studio:" -#~ msgstr "" -#~ "わかりやすくするために、PowerShellで機能する行のスクリーンキャプチャを次に" -#~ "示します(``&`` と、Javaへのフルパスを ``keytool.exe`` に追加します。\\ " -#~ "``cmd.exe`` を使用する場合は ``&``を削除します)。このパスにはAndroid " -#~ "Studioに付属しているJavaバージョンへのパスを使用します:" - -#~ msgid "" -#~ "Many browsers, including Firefox and Chromium-based browsers, will not " -#~ "load exported projects when **opened locally** per ``file://`` protocol. " -#~ "To get around this, use a local server." -#~ msgstr "" -#~ "FirefoxやChromiumベースのブラウザを含む、多くのブラウザは、\\ ``file://`` " -#~ "プロトコルごとに\\ **ローカルで開いたとき**\\ に、エクスポートされたプロ" -#~ "ジェクトをロードしません。 これを回避するには、ローカルサーバーを使用しま" -#~ "す。" - -#, fuzzy -#~ msgid "" -#~ "Python offers an easy method to start a local server. Use ``python -m " -#~ "http.server 8000 --bind 127.0.0.1`` with Python 3 to serve the current " -#~ "working directory at ``http://localhost:8000``. `Refer to MDN for " -#~ "additional information `__." -#~ msgstr "" -#~ "Pythonは、ローカルサーバーを起動するための簡単な方法を提供しています。" -#~ "Python 2 で ``python -m SimpleHTTPServer`` を使用するか、Python 3 で " -#~ "``python -m http.server`` を使用して、現在の作業ディレクトリを ``http://" -#~ "localhost:8000`` で提供します。" - -#~ msgid "Audio autoplay" -#~ msgstr "オーディオ自動再生" - -#~ msgid "Exported ``.html`` file must not be reused" -#~ msgstr "エクスポートされた ``.html`` ファイルを再利用することはできません" - -#~ msgid "Unimplemented functionality" -#~ msgstr "実装されていない機能" - -#~ msgid "" -#~ "The following functionality is currently unavailable on the HTML5 " -#~ "platform:" -#~ msgstr "現在、HTML5 プラットフォームでは次の機能を使用できません:" - -#, fuzzy -#~ msgid "Clipboard synchronization between engine and operating system" -#~ msgstr "エンジンとオペレーティングシステム間のクリップボード同期" - -#~ msgid "" -#~ "Networking other than :ref:`class_HTTPClient` and :ref:" -#~ "`class_WebSocketClient`" -#~ msgstr "" -#~ ":ref:`class_HTTPClient` および :ref:`class_WebSocketClient` 以外のネット" -#~ "ワーク処理" - -#, fuzzy -#~ msgid "" -#~ "At the time of writing, 3.0 is the stable release version. The 3.1 " -#~ "development branch contains many changes to the animation system, so the " -#~ "animations in the demo will not be covered here. See :ref:" -#~ "`doc_introduction_animation` for more information." -#~ msgstr "" -#~ "執筆時点では、3.0 は安定版リリース版です。3.1 開発ブランチにはアニメーショ" -#~ "ン システムに対する多くの変更が含まれているため、デモのアニメーションにつ" -#~ "いてはここでは説明しません。詳細については、\\ :ref:" -#~ "`doc_introduction_2d_animation` を参照してください。" - -#~ msgid "" -#~ "**Cull Mask**: Objects that are in the selected layers below will be " -#~ "affected by this light." -#~ msgstr "" -#~ "**Cull Mask**: 下の選択されたレイヤーにあるオブジェクトは、このライトの影" -#~ "響を受けます。" - -#~ msgid "GI Probes" -#~ msgstr "GIプローブ" - -#~ msgid "Using gridmaps" -#~ msgstr "グリッドマップ(GridMap)の使用" - -#~ msgid "RigidBody" -#~ msgstr "リジットボディ(RigidBody/剛体)" - -#~ msgid "" -#~ "Before starting, confirm that the Emscripten configuration file exists " -#~ "and specifies all settings correctly. This file is available as ``~/." -#~ "emscripten`` on UNIX-like systems and ``%USERPROFILE%\\.emscripten`` on " -#~ "Windows. It's usually written by the Emscripten SDK, e.g. when invoking " -#~ "``emsdk activate latest``, or by your package manager. It's also created " -#~ "when starting Emscripten's ``emcc`` program if the file doesn't exist." -#~ msgstr "" -#~ "開始する前に、Emscripten構成ファイルが存在することを確認し、すべての設定を" -#~ "正しく指定します。このファイルは、UNIX ライクなシステムでは``~/." -#~ "emscripten`` 、Windows では ``%USERPROFILE%\\.emscripten`` として使用でき" -#~ "ます。通常はEmscripten SDKで書かれていて、例えば ``emsdk activate " -#~ "latest`` を起動した時や、またはパッケージマネージャによって呼び出す場合、" -#~ "また、ファイルが存在しない場合、Emscriptenの ``emcc`` プログラムを開始する" -#~ "ときに作成されます。" - -#~ msgid "" -#~ "On Windows, make sure to escape backslashes of paths within the " -#~ "Emscripten configuration file as double backslashes ``\\\\`` or use Unix-" -#~ "style paths with a single forward slash ``/``." -#~ msgstr "" -#~ "Windowsでは、Emscripten構成ファイル内のパスのバックスラッシュを二重のバッ" -#~ "クスラッシュ ``\\\\`` としてエスケープするか、単一のスラッシュ ``/`` で" -#~ "Unixスタイルのパスを使用してください。" - -#~ msgid "Building per asm.js translation or LLVM backend" -#~ msgstr "\\ asm.js変換または LLVMバックエンドごとのビルド" - -#~ msgid "" -#~ "WebAssembly can be compiled in two ways: The default is to first compile " -#~ "to asm.js, a highly optimizable subset of JavaScript, using Emscripten's " -#~ "*fastcomp* fork of LLVM. This code is then translated to WebAssembly " -#~ "using a tool called ``asm2wasm``. Emscripten automatically takes care of " -#~ "both processes, we simply run SCons." -#~ msgstr "" -#~ "WebAssemblyは2つの方法でコンパイルできます。デフォルトでは、Emscriptenの" -#~ "LLVMの\\ *fastcomp*\\ フォークを使用して、JavaScriptの高度に最適化可能なサ" -#~ "ブセットであるasm.jsに最初にコンパイルします。 このコードは、 " -#~ "``asm2wasm`` というツールを使用してWebAssemblyに変換されます。 Emscripten" -#~ "は両方のプロセスを自動的に処理します。SConsを実行するだけです。" - -#~ msgid "" -#~ "The other method uses LLVM's WebAssembly backend. This backend is " -#~ "available starting with LLVM 8 or in development builds. Emscripten " -#~ "manages this process as well, so we just invoke SCons." -#~ msgstr "" -#~ "もう1つの方法は、LLVMのWebAssemblyバックエンドを使用します。このバックエン" -#~ "ドは、LLVM 8以降または開発ビルドで利用可能です。 Emscriptenはこのプロセス" -#~ "も管理するため、SConsを呼び出します。" - -#~ msgid "" -#~ "In order to choose one of the two methods, the ``LLVM_ROOT`` variable in " -#~ "the Emscripten configuration file is used. If it points to a directory " -#~ "containing binaries of Emscripten's *fastcomp* fork of clang, " -#~ "``asm2wasm`` is used. This is the default in a normal Emscripten " -#~ "installation. Otherwise, LLVM binaries built with the WebAssembly backend " -#~ "will be expected and the LLVM's WebAssembly backend is used." -#~ msgstr "" -#~ "2つの方法のいずれかを選択するために、Emscripten構成ファイルの " -#~ "``LLVM_ROOT`` 変数が使用されます。Emscriptenのclangの *fastcomp* フォーク" -#~ "のバイナリを含むディレクトリを指している場合、\\ ``asm2wasm`` が使用されま" -#~ "す。これは、通常のEmscriptenインストールのデフォルトです。それ以外の場合、" -#~ "WebAssemblyバックエンドで構築されたLLVMバイナリが期待され、LLVMの" -#~ "WebAssemblyバックエンドが使用されます。" - -#~ msgid "" -#~ "Godot uses ``major.minor.patch`` version numbering. However, it does not " -#~ "strictly follow `Semantic Versioning `__. This means " -#~ "that releases considered \"semver-minor\" by that standard (such as 3.1 -" -#~ "> 3.2) will most likely introduce breaking changes. Still, there won't be " -#~ "as many breaking changes as a \"semver-major\" version bump such as 3.2 -" -#~ "> 4.0." -#~ msgstr "" -#~ "Godot は ``major.minor.patch`` のバージョン番号を使用しています。しかし、 " -#~ "`Semantic Versioning `__ に厳密に従っているわけではあ" -#~ "りません。つまり、セマンティックバージョニングの基準で「semver-minor」とみ" -#~ "なされるリリース (3.1 -> 3.2 のような) は、ほとんどの場合、破壊的な変更が" -#~ "加えられる可能性が高いということです。それでも、3.2 -> 4.0 のような" -#~ "「semver-major」バージョンアップほど多くの変更点があるわけではありません。" - -#~ msgid "" -#~ "In the interest of stability and usability, patch releases may " -#~ "occasionally introduce small breaking changes as well. When repackaging " -#~ "Godot projects (e.g. in a Flatpak), make sure to always use the same " -#~ "patch version as the one used to initially export the project." -#~ msgstr "" -#~ "安定性と使いやすさを考慮して、パッチリリースでは小さな変更が加えられること" -#~ "があります。Godot プロジェクトを再パッケージする場合 (Flatpak など) は、プ" -#~ "ロジェクトをエクスポートする際に使用したものと同じパッチバージョンを使用す" -#~ "るようにしてください。" - -#~ msgid "" -#~ "The first release in a major/minor release series doesn't end with a " -#~ "trailing zero. For example, the first release in the 3.2 series is " -#~ "``3.2``, not ``3.2.0``." -#~ msgstr "" -#~ "メジャー/マイナーリリースのシリーズにおける最初のリリースは、末尾のゼロで" -#~ "終わることはありません。例えば、3.2シリーズの最初のリリースは ``3.2.0`` で" -#~ "はなく ``3.2`` です。" - -#~ msgid "" -#~ "Godot versions are supported for a certain amount of time. While these " -#~ "durations are not set in stone, here's a table with the expected level of " -#~ "support for each Godot version:" -#~ msgstr "" -#~ "Godot のバージョンは一定期間サポートされます。この期間は明確に決まっている" -#~ "わけではありませんが、各バージョンのGodotにおけるサポートレベルの予定表で" -#~ "す:" - -#~ msgid "" -#~ "|supported| Backwards-compatible new features (backported from the " -#~ "``master`` branch) as well as bug, security, and platform support fixes." -#~ msgstr "" -#~ "|supported| 後方互換の新機能(``master`` ブランチからのバックポート)および" -#~ "バグ、セキュリティ、プラットフォームサポートの修正。" - -#~ msgid "" -#~ "Patch releases are made available more frequently, typically every 2-6 " -#~ "months while a release is fully supported. Partially supported releases " -#~ "will only have new patch releases once an important security or platform " -#~ "support fix has been merged." -#~ msgstr "" -#~ "パッチリリースは、リリースが完全にサポートされている間は、より頻繁に提供さ" -#~ "れ、通常は2~6ヶ月ごとに提供されます。部分的にサポートされているリリース" -#~ "は、重要なセキュリティやプラットフォームサポートの修正がマージされた場合に" -#~ "のみ、新しいパッチリリースが提供されます。" - -#~ msgid "" -#~ "If you upgrade Godot, you must download templates that match the new " -#~ "version or your exported projects may not work correctly." -#~ msgstr "" -#~ "Godotをアップグレードする場合、新しいバージョンに一致するテンプレートをダ" -#~ "ウンロードする必要があります。そうしないと、エクスポートされたプロジェクト" -#~ "が正しく機能しない場合があります。" - -#~ msgid "" -#~ "You have many container nodes at your disposal that scale and place UI " -#~ "elements for you. They take control over their children." -#~ msgstr "" -#~ "UI要素をスケールして配置するコンテナノードが多数あります。それらは子を制御" -#~ "します。" - -#~ msgid "" -#~ "The platform names recognized by the ``--export`` switch are the same as " -#~ "displayed in the export wizard of the editor. To get a list of supported " -#~ "platforms from the command line, try exporting to a non-recognized " -#~ "platform and the full listing of platforms your configuration supports " -#~ "will be shown." -#~ msgstr "" -#~ "``--export`` スイッチによって認識されるプラットフォーム名は、エディタのエ" -#~ "クスポートウィザードに表示されるものと同じです。サポートされているプラット" -#~ "フォームの一覧をコマンドラインから取得するには、認識されていないプラット" -#~ "フォームにエクスポートすると設定がサポートしているプラットフォームの一覧が" -#~ "表示されます。" - -#~ msgid "Windows (Visual Studio)" -#~ msgstr "Windows (Visual Studio)" - -#~ msgid "" -#~ "Download and install the latest version of `Visual Studio `_ (*not* Visual Studio Code), " -#~ "which contains utilities required to use C# in Godot. If you don't plan " -#~ "on using the Visual Studio IDE, you can download just the `Visual Studio " -#~ "Build Tools `_ instead. Make sure you at least " -#~ "have the .NET Framework 4.5 targeting pack installed, you can get it " -#~ "using any of the installers mentioned above inside the \"Individual " -#~ "components\" tab." -#~ msgstr "" -#~ "GodotでC#を使用するために必要なユーティリティが含まれている、最新バージョ" -#~ "ンの `Visual Studio `_ " -#~ "(Visual Studio Code *ではありません*\\ ) をダウンロードしてインストールし" -#~ "ます。 Visual Studio IDEを使用する予定がない場合は、代わりに\\ `Visual " -#~ "Studio ビルドツール `_\\ のみをダウンロードで" -#~ "きます。少なくとも.NET Framework 4.5ターゲットパックがインストールされてい" -#~ "ることを確認してください。上記の「個別コンポーネント」タブ内のインストー" -#~ "ラーのいずれかを使用して入手できます。" - -#~ msgid "Windows (JetBrains Rider)" -#~ msgstr "Windows (JetBrains Rider)" - -#~ msgid "macOS and Linux" -#~ msgstr "macOSおよびLinux" - -#~ msgid "" -#~ "Download and install the latest version of the `Mono SDK `_. As of Godot 3.1 beta 3, the version number " -#~ "doesn't matter since Godot bundles its own Mono 5.18 installation. We " -#~ "only need the Mono installation for NuGet and MSBuild which are required " -#~ "to use C# in Godot." -#~ msgstr "" -#~ "`Mono SDK ` の最新バージョンをダウ" -#~ "ンロードしてインストールします。Godot 3.1 beta 3の時点では、Godotには独自" -#~ "のMono 5.18インストールがバンドルされているため、バージョン番号は重要では" -#~ "ありません。 GodotでC#を使用するために必要なNuGetおよびMSBuildのMonoインス" -#~ "トールのみが必要です。" - -#~ msgid "" -#~ "To download Mono on macOS, use the \"Stable Channel\" link from the `Mono " -#~ "Downloads Page `_. The Visual " -#~ "Studio channel is an earlier version of Mono and will not work." -#~ msgstr "" -#~ "macOSにMonoをダウンロードするには、 `Mono Downloads Page ` から \"Stable Channel\" リンクを使用します。 " -#~ "Visual StudioチャネルはMonoの以前のバージョンであり、機能しません。" - -#~ msgid "" -#~ "If you are using Visual Studio Code, ensure you download and install the " -#~ "`C# extension `_ to enable features like syntax highlighting and " -#~ "IntelliSense." -#~ msgstr "" -#~ "Visual Studio Codeを使用している場合は、構文の強調表示やIntelliSenseなどの" -#~ "機能を有効にするために、必ず `C# extension ` をダウンロードしてイン" -#~ "ストールしてください。" - -#~ msgid "Why import?" -#~ msgstr "インポートする理由は?" - -#~ msgid "Services for iOS" -#~ msgstr "iOS向けサービス" - -#~ msgid "" -#~ "Here is a comparison of the two file types to help you choose the one " -#~ "that fits your use case best:" -#~ msgstr "" -#~ "以下は、ユースケースに最適なファイルを選択するのに役立つ2つのファイルタイ" -#~ "プの比較です。" - -#~ msgid "" -#~ "WAV files are quite large, but use little CPU power to play back. " -#~ "Hundreds of them can be played simultaneously with little impact on " -#~ "performance. This format is usually best for short sound effects." -#~ msgstr "" -#~ "WAVファイルは非常に大きくなりますが、再生にはCPUパワーをほとんど使用しませ" -#~ "ん。パフォーマンスにほとんど影響を与えることなく、それを何百も同時に再生で" -#~ "きます。通常、この形式は短い効果音に最適です。" - -#~ msgid "" -#~ "Ogg Vorbis files are much smaller, but use considerably more CPU power to " -#~ "play back, so only a few can be played back at once (especially on " -#~ "mobile). This format works well for music, long sound effect sequences, " -#~ "and voice at relatively low bitrates." -#~ msgstr "" -#~ "Ogg Vorbisファイルははるかに小さくなりますが、再生にはかなり多くのCPUパ" -#~ "ワーを使用するため、一度に再生できる数はごくわずかです(特にモバイル)。この" -#~ "形式は、音楽、長い効果音シーケンス、比較的低いビットレートの音声に適してい" -#~ "ます。" - -#, fuzzy -#~ msgid "" -#~ "Keep in mind that while WAV files may contain looping information in " -#~ "their metadata, Ogg Vorbis files do not. If looping an Ogg Vorbis file is " -#~ "desired, it must be set up using the import options:" -#~ msgstr "" -#~ "Ogg Vorbisファイルにはループ情報が含まれていないことに注意してください。 " -#~ "Ogg Vorbisファイルのループが必要な場合は、インポートオプションを使用して設" -#~ "定する必要があります。" - -#~ msgid "Encrypting save games" -#~ msgstr "セーブデータの暗号化" - -#~ msgid "" -#~ "Because the world today is not the world of yesterday. A capitalist " -#~ "oligarchy runs the world and forces us to consume in order to keep the " -#~ "gears of this rotten society on track. As such, the biggest market for " -#~ "video game consumption today is the mobile one. It is a market of poor " -#~ "souls forced to compulsively consume digital content in order to forget " -#~ "the misery of their everyday life, commute, or just any other brief free " -#~ "moment they have that they are not using to produce goods or services for " -#~ "the ruling class. These individuals need to keep focusing on their video " -#~ "games (because not doing so will fill them with tremendous existential " -#~ "angst), so they go as far as spending money on them to extend their " -#~ "experience, and their preferred way of doing so is through in-app " -#~ "purchases and virtual currency." -#~ msgstr "" -#~ "なぜなら、今日の世界は昨日の世界ではないからです。資本主義の少数独裁者は世" -#~ "界を運営し、この腐敗した社会の歯車を軌道に乗せるために私たちに消費を強制し" -#~ "ます。そのため、今日のビデオゲームの消費における最大の市場はモバイル市場で" -#~ "す。それは、日常生活の苦悩、通勤、または支配階級の商品やサービスの生産に使" -#~ "用していない他の短い自由時間を忘れるために、強制的にデジタルコンテンツを消" -#~ "費することを余儀なくされた貧しい亡霊たちの市場です。これらの個人は、ビデオ" -#~ "ゲームに集中し続ける必要があります(そうしないと、現実的な不安にとらわれて" -#~ "しまいます)。そのため、彼らは自分の経験を伸ばすためにそれにお金を費やしま" -#~ "すが、彼らの好む方法はアプリ内購入と仮想通貨を使用することです。" - -#, fuzzy -#~ msgid "" -#~ "But what if someone were to find a way to edit the saved games and assign " -#~ "the items and currency without effort? That would be terrible, because it " -#~ "would help players consume the content much faster, and therefore run out " -#~ "of it sooner than expected. If that happens, they will have nothing that " -#~ "prevents them from thinking, and the tremendous agony of realizing their " -#~ "own irrelevance would again take over their life." -#~ msgstr "" -#~ "しかし、誰かが保存されたゲームを編集し、手間をかけずにアイテムと通貨を割り" -#~ "当てる方法を見つけたらどうでしょうか?それはプレイヤーがはるかに速くコンテ" -#~ "ンツを消費し、したがって、予想よりも早くそれを使い果たすのを助けるので、そ" -#~ "れはひどい結果になります。それが起こると、彼らが現実から目を背けるためのも" -#~ "のは何もなくなり、自分自身の無意味さに気付くという恐ろしい苦悩が再び彼らの" -#~ "人生を覆いつくすでしょう。" - -#~ msgid "" -#~ "No, we definitely do not want that to happen, so let's see how to encrypt " -#~ "savegames and protect the world order." -#~ msgstr "" -#~ "いいえ、私たちは絶対にそれを望まないので、セーブゲームを暗号化し、世界の秩" -#~ "序を保護する方法を見てみましょう。" - -#~ msgid "How?" -#~ msgstr "どうやって?" - -#~ msgid "" -#~ "The class :ref:`File ` can open a file at a location and read/" -#~ "write data (integers, strings and variants). It also supports encryption. " -#~ "To create an encrypted file, a passphrase must be provided, like this:" -#~ msgstr "" -#~ "クラス :ref:`File ` は、ある場所でファイルを開き、データ(整" -#~ "数、文字列、バリアント)を読み書きできます。暗号化もサポートしています。暗" -#~ "号化されたファイルを作成するには、次のようにパスフレーズを提供する必要があ" -#~ "ります:" - -#~ msgid "" -#~ "This will make the file unreadable to users, but will still not prevent " -#~ "them from sharing savefiles. To solve this, use the device unique id or " -#~ "some unique user identifier, for example:" -#~ msgstr "" -#~ "これにより、ユーザーはファイルを読み取れなくなりますが、ユーザーがセーブ" -#~ "ファイルを共有できなくなることはありません。これを解決するには、デバイスの" -#~ "一意のIDまたは一意のユーザー識別子を使用します。次に例を示します:" - -#~ msgid "Note that ``OS.get_unique_id()`` does not work on UWP or HTML5." -#~ msgstr "" -#~ "``OS.get_unique_id()`` はUWPまたはHTML5では機能しないことに注意してくださ" -#~ "い。" - -#~ msgid "That is all! Thank you for your cooperation, citizen." -#~ msgstr "これだけです! 市民よ、ご協力に感謝します。" - -#~ msgid "" -#~ "This method cannot really prevent players from editing their savegames " -#~ "locally because, since the encryption key is stored inside the game, the " -#~ "player can still decrypt and edit the file themselves. The only way to " -#~ "prevent this from being possible is to store the save data on a remote " -#~ "server, where players can only make authorized changes to their save " -#~ "data. If your game deals with real money, you need to be doing this " -#~ "anyway." -#~ msgstr "" -#~ "暗号化キーはゲーム内に保存されているため、プレイヤーはファイルを自分で復号" -#~ "化および編集できるため、この方法では、プレイヤーがセーブゲームをローカルで" -#~ "編集することを実際に防ぐことはできません。これができないようにする唯一の方" -#~ "法は、セーブデータをリモートサーバーに保存することです。この場合、プレイ" -#~ "ヤーはセーブデータに対して許可された変更のみを行うことができます。ゲームで" -#~ "実際のお金を扱う場合は、とにかくこれを行う必要があります。" - -#~ msgid "" -#~ "You can also access the AssetLib directly from Godot. It is available " -#~ "from two places - in the Project Manager's Templates tab, and inside of a " -#~ "project, from the workspaces list." -#~ msgstr "" -#~ "Godotから直接AssetLibにアクセスすることもできます。プロジェクトマネー" -#~ "ジャーの[テンプレート]タブと、プロジェクト内のワークスペースリストからの2" -#~ "つの場所から利用できます。" - -#, fuzzy -#~ msgid "Creating Android plugins (Godot 3.2.2+)" -#~ msgstr "Androidプラグインの作成(Godot 4.0+)" - -#~ msgid "Implemented in ``platform/iphone/in_app_store.mm``." -#~ msgstr "``platform/iphone/in_app_store.mm`` に実装されています。" - -#~ msgid "Implemented in ``platform/iphone/game_center.mm``." -#~ msgstr "``platform/iphone/game_center.mm`` に実装されています。" - -#, fuzzy -#~ msgid "Instance Properties" -#~ msgstr "シグナルとプロパティ" - -#, fuzzy -#~ msgid "Emscripten ``Module``" -#~ msgstr "Emscripten ``Module`` へのアクセス" - -#, fuzzy -#~ msgid "Static Method Descriptions" -#~ msgstr "静的関数" - -#~ msgid "Promise which resolves once the engine is loaded." -#~ msgstr "エンジンがロードされた結果、得られたPromise。" - -#, fuzzy -#~ msgid "" -#~ "Set an alternative filename extension for the WebAssembly module. By " -#~ "default it is assumed to be ``wasm``." -#~ msgstr "" -#~ "エンジンをロードするとき、WebAssemblyモジュールのファイル名拡張子は " -#~ "``wasm`` であると想定されています。この関数により、代替の拡張機能を使用で" -#~ "きます。" - -#~ msgid "Filename extension without preceding dot." -#~ msgstr "ドットなしのファイル名拡張子。" - -#, fuzzy -#~ msgid "Instance Method Descriptions" -#~ msgstr "request_achievement_descriptions" - -#, fuzzy -#~ msgid "Command line argument." -#~ msgstr "コマンドライン引数。" - -#, fuzzy -#~ msgid "URL of the main pack to start the game." -#~ msgstr "開始するメインパックへのパス(URL)。" - -#~ msgid "" -#~ "``true`` if the engine shall be unloaded after initializing, ``false`` " -#~ "otherwise." -#~ msgstr "" -#~ "エンジンを初期化後にアンロードする場合は ``true``\\ 、そうでない場合は " -#~ "``false`` 。" - -#, fuzzy -#~ msgid "" -#~ "Specify a canvas HTML element to use. By default, the first canvas " -#~ "element on the page is used for rendering." -#~ msgstr "" -#~ "デフォルトでは、ページの最初のcanvas要素がレンダリングに使用されます。" - -#, fuzzy -#~ msgid "" -#~ "Specifies whether the canvas will be resized to the width and height " -#~ "specified in the project settings on start. Enabled by default." -#~ msgstr "" -#~ "開始時にプロジェクト設定で指定された幅と高さにcanvasのサイズを変更するかど" -#~ "うかを指定します。" - -#~ msgid "" -#~ "``true`` if the canvas shall be resized on start, ``false`` otherwise." -#~ msgstr "" -#~ "開始時にcanvasのサイズを変更する場合は ``true``\\ 、それ以外の場合は " -#~ "``false``\\ 。" - -#~ msgid "Language code." -#~ msgstr "言語コード。" - -#, fuzzy -#~ msgid "" -#~ "Specify the virtual filename of the executable. By default, the base name " -#~ "of the loaded engine files is used." -#~ msgstr "実行可能ファイルの仮想ファイル名を指定します。" - -#, fuzzy -#~ msgid "" -#~ "This affects the output of :ref:`OS.get_executable_path() " -#~ "` and sets the automatically started " -#~ "main pack to :file:`{ExecutableName}.pck`." -#~ msgstr "" -#~ "これは :ref:`OS.get_executable_path() " -#~ "` の出力と、自動的に開始されるメイン" -#~ "パック、\\ :file:`{ExecutableName}.pck` に影響します。" - -#~ msgid "Executable name." -#~ msgstr "実行可能ファイル名。" - -#, fuzzy -#~ msgid "" -#~ "The callback function must accept two numeric arguments: the amount of " -#~ "bytes loaded so far, and the total number of bytes to load." -#~ msgstr "" -#~ "2つの数値引数でフレームごとに1回呼び出されるコールバック: これまでにロード" -#~ "されたバイト数と、ロードされる総バイト数。" - -#, fuzzy -#~ msgid "" -#~ "The callback function must accept one string argument: the message to " -#~ "print." -#~ msgstr "1つの引数(出力する文字列)で呼び出されるコールバック関数。" - -#~ msgid "MBedTLS is Copyright (C) 2013-2019 ARM" -#~ msgstr "MBedTLS is Copyright (C) 2013-2019 ARM" - -#~ msgid "" -#~ "`Android NDK `_ r17 or " -#~ "later." -#~ msgstr "" -#~ "`Android NDK `_ r17以降。" - -#~ msgid "" -#~ "Set the environment variable ``ANDROID_HOME`` to point to the Android " -#~ "SDK. If you downloaded the Android command-line tools, this would be the " -#~ "folder where you extracted the contents of the ZIP archive. Later on, " -#~ "``gradlew`` will install necessary SDK components in this folder. " -#~ "However, you need to accept the SDK component licenses before they can be " -#~ "downloaded by Gradle. This can be done by running the following command " -#~ "from the root of the SDK directory, then answering all the prompts with " -#~ "``y``:" -#~ msgstr "" -#~ "環境変数 ``ANDROID_HOME`` として、Android SDKの場所を指定してください。も" -#~ "しAndroidコマンドライン ツールをダウンロードしたなら、ZIPアーカイブを解凍" -#~ "した中身のあるフォルダを指定します。そのあと、\\ ``gradlew`` は必要なSDKコ" -#~ "ンポーネントをこのフォルダにインストールします。ただし、Gradleでダウンロー" -#~ "ドする前に、SDKコンポーネントのライセンスに同意する必要があります。これは" -#~ "下記のコマンドをSDKディレクトリのルートで実行し、出てきたプロンプトのすべ" -#~ "てに ``y`` で答えれば完了します。" - -#~ msgid "" -#~ "Set the environment variable ``ANDROID_NDK_ROOT`` to point to the Android " -#~ "NDK. You also might need to set the variable ``ANDROID_NDK_HOME`` to the " -#~ "same path, especially if you are using custom Android modules, since some " -#~ "Gradle plugins rely on the NDK and use this variable to determine its " -#~ "location." -#~ msgstr "" -#~ "環境変数 ``ANDROID_NDK_ROOT`` をAndroid NDKの場所に設定します。ひょっとし" -#~ "たら、特にカスタムのAndroidモジュールを使用しているときは、変数\\ " -#~ "``ANDROID_NDK_HOME`` も同じパスに設定する必要があるかもしれません。この変" -#~ "数でNDKの場所を確認するGradleプラグインもいくつかあるためです。" - -#~ msgid "" -#~ "Brazilian Portuguese: `Godot Brasil (Discord) `_" -#~ msgstr "" -#~ "ブラジル系ポルトガル語: `Godot Brasil (Discord) `_" - -#~ msgid "" -#~ "French: `Godot Francophone Officiel (Discord) `_" -#~ msgstr "" -#~ "フランス語: `Godot Francophone Officiel (Discord) `_" - -#~ msgid "French: `SoloCode Godot (Discord) `_" -#~ msgstr "" -#~ "フランス語: `SoloCode Godot (Discord) `_" - -#~ msgid "" -#~ "German: `Deutsche Godot Community (Discord) `_" -#~ msgstr "" -#~ "ドイツ語: `Deutsche Godot Community (Discord) `_" - -#~ msgid "" -#~ "Swedish: `Swedish Godot Community (Discord) `_" -#~ msgstr "" -#~ "スウェーデン語: `Swedish Godot Community (Discord) `_" - -#~ msgid "" -#~ "If you install Android Studio, you need to run it once to complete the " -#~ "SDK setup." -#~ msgstr "" -#~ "Android Studioをインストールする場合、SDKのセットアップを完了するために1回" -#~ "実行する必要があります。" - -#~ msgid "Make sure you have adb" -#~ msgstr "アンドロイドデバッグブリッジ(adb)を持っていることを確認します" - -#~ msgid "" -#~ "Android Debug Bridge (``adb``) is the command line tool used to " -#~ "communicate with Android devices. It's installed with the SDK, but you " -#~ "may need to install one (any) of the Android API levels for it to be " -#~ "installed in the SDK directory." -#~ msgstr "" -#~ "Androidデバッグブリッジ(``adb``) は、Androidデバイスとの通信に使用されるコ" -#~ "マンドラインツールです。 SDKと共にインストールされますが、SDKディレクトリ" -#~ "にインストールするためにAndroid APIレベルのいずれか1つ(任意)をインストール" -#~ "する必要があります。" - -#~ msgid "" -#~ "The ``adb`` executable (``adb.exe`` on Windows) - It can usually be found " -#~ "at ``%LOCALAPPDATA%\\Android\\Sdk\\platform-tools\\adb.exe``." -#~ msgstr "" -#~ "``adb`` 実行可能ファイル(Windowsでは ``adb.exe``) - 通常は ``%LOCALAPPDATA" -#~ "%\\Android\\Sdk\\platform-tools\\adb.exe`` にあります。" - -#, fuzzy -#~ msgid "" -#~ "The ``jarsigner`` executable (from JDK 6 or 8) - On Windows, OpenJDK " -#~ "installs to a directory like ``%PROGRAMFILES%\\AdoptOpenJDK" -#~ "\\jdk-8.0.252.09-hotspot\\bin``. On Linux, it typically installs to a " -#~ "directory like ``/usr/bin/jarsigner``. The exact path may vary depending " -#~ "on the OpenJDK update you've installed and your machine's operating " -#~ "system." -#~ msgstr "" -#~ "``jarsigner`` 実行可能ファイル(JDK 6または8から) - Windowsでは、OpenJDKは " -#~ "``%PROGRAMFILES%\\ojdkbuild\\java-1.8.0-openjdk-1.8.0.232-2\\bin`` のよう" -#~ "なディレクトリにインストールされます。正確なパスは、インストールした" -#~ "OpenJDKアップデートによって異なる場合があります。" - -#~ msgid "" -#~ "Constants are similar to variables, but must be constants or constant " -#~ "expressions and must be assigned on initialization." -#~ msgstr "" -#~ "定数は変数に似ていますが、定数または定数式である必要があり、初期化時に割り" -#~ "当てる必要があります。" - -#~ msgid "Type hints" -#~ msgstr "タイプヒント" - -#~ msgid "" -#~ "Place the colon right after the variable's name, without a space, and let " -#~ "the GDScript compiler infer the variable's type when possible." -#~ msgstr "" -#~ "変数名の後にコロンをスペースを挟まずに配置し、可能ならばGDScript コンパイ" -#~ "ラに変数の型を推測させます。" - -#~ msgid "" -#~ "Add a space on either sides of the return type arrow when defining " -#~ "functions." -#~ msgstr "関数の定義をする時の戻り値の型の矢印の両側にスペースを追加します。" - -#~ msgid "" -#~ "Download the ZIP file for your platform, there will be a single ``tools`` " -#~ "folder inside:" -#~ msgstr "" -#~ "使用するプラットフォーム用のZIPファイルをダウンロードすると、内部に単一の " -#~ "``tools`` フォルダがあります。" - -#~ msgid "en_MT" -#~ msgstr "\\ en_MT" - -#~ msgid "English (Malta)" -#~ msgstr "英語 (マルタ)" - -#~ msgid "no" -#~ msgstr "\\ no" - -#~ msgid "no_NO" -#~ msgstr "\\ no_NO" - -#~ msgid "Norwegian (Norway)" -#~ msgstr "ノルウェー語 (ノルウェー)" - -#~ msgid "sr_BA" -#~ msgstr "\\ sr_BA" - -#~ msgid "Serbian (Bosnia and Herzegovina)" -#~ msgstr "セルビア語 (ボスニア・ヘルツェゴビナ)" - -#~ msgid "Serbian (Serbia and Montenegro)" -#~ msgstr "セルビア語 (セルビア、モンテネグロ)" - -#~ msgid "th_TH_TH" -#~ msgstr "\\ th_TH_TH" - -#, fuzzy -#~ msgid "Thai (Thailand, TH)" -#~ msgstr "タイ語 (タイ、TH)" - -#~ msgid "Makes {text} monospace." -#~ msgstr "{text}をモノスペース(等倍)にします。" - -#~ msgid "Show {url} as such." -#~ msgstr "{url}をそのまま表示します。" - -#~ msgid "" -#~ "The license needs to be correct. The license listed on the asset library " -#~ "must match the license in the repository." -#~ msgstr "" -#~ "ライセンスが正しい必要があります。アセットライブラリにリストされているライ" -#~ "センスは、リポジトリ内のライセンスと一致する必要があります。" - -#, fuzzy -#~ msgid "Render order" -#~ msgstr "レンダリングモード" - -#, fuzzy -#~ msgid "Try changing parameters" -#~ msgstr "描画パラメータ" - -#~ msgid "Using UPX to compress binaries" -#~ msgstr "UPXを使用してバイナリを圧縮する" - -#~ msgid "" -#~ "If you are targeting desktop platforms, the `UPX `_ compressor can be used. This can reduce binary size considerably." -#~ msgstr "" -#~ "デスクトッププラットフォームをターゲットにしている場合、\\ `UPX `_ コンプレッサーを使用できます。これにより、バイナリサイズ" -#~ "を大幅に削減できます。" - -#~ msgid "" -#~ "However, keep in mind that some antivirus programs may detect UPX-packed " -#~ "binaries as a virus. Therefore, if you are releasing a commercial game, " -#~ "make sure to sign your binaries or use a platform that will distribute " -#~ "them." -#~ msgstr "" -#~ "ただし、一部のウイルス対策プログラムでは、UPXで圧縮されたバイナリがウイル" -#~ "スとして検出される場合があることに注意してください。したがって、商用ゲーム" -#~ "をリリースする場合は、必ずバイナリに署名するか、それらを配布するプラット" -#~ "フォームを使用してください。" - -#~ msgid "Dozens of effects included." -#~ msgstr "数十のエフェクトを内蔵。" - -#~ msgid "This allows changing all the import parameters transparently." -#~ msgstr "これにより、すべてのインポートパラメータを透過的に変更できます。" - -#~ msgid "Why import them?" -#~ msgstr "なぜそれらをインポートするのですか?" - -#~ msgid "" -#~ "In Godot 3+, image files are no longer native resources and they must be " -#~ "imported. The reason behind this is the large amount of configuration " -#~ "parameters that image files can be imported with." -#~ msgstr "" -#~ "Godot 3+ では、イメージファイルはネイティブリソースではなくなり、インポー" -#~ "トする必要があります。その背景には、イメージファイルをインポートできる構成" -#~ "パラメータが大量に含まれることが理由です。" - -#~ msgid "" -#~ "This small tutorial will explain what these parameters are and how to " -#~ "best make use of them." -#~ msgstr "" -#~ "この小さなチュートリアルでは、これらのパラメータが何であるか、およびそれら" -#~ "を最大限に活用する方法について説明します。" - -#~ msgid "This is also the icon that gets displayed in the Godot project list." -#~ msgstr "これは、Godot プロジェクトリストに表示されるアイコンでもあります。" - -#~ msgid "" -#~ "You can use software such as GIMP to export an ICO image. For more " -#~ "information, please refer to `this tutorial `_." -#~ msgstr "" -#~ "GIMPなどのソフトウェアを使用して、ICOイメージをエクスポートできます。詳細" -#~ "については、\\ `このチュートリアル` を参照してください。" - -#~ msgid "ICO file requirements" -#~ msgstr "ICOファイルの要件" - -#~ msgid "" -#~ "Regardless of which program you use to create your `ICO file `_, there are some requirements to " -#~ "ensure the icon (and your executable) works on Windows." -#~ msgstr "" -#~ "`ICOファイル `_" -#~ "\\ の作成に使用するプログラムに関係なく、アイコン(および実行可能ファイル)" -#~ "がWindowsで機能することを保証するための要件がいくつかあります。" - -#~ msgid "" -#~ "This is a bit tricky, as can be seen in the following Stack Overflow " -#~ "threads: `one `_, `two `_." -#~ msgstr "" -#~ "次のstack overflowのスレッドに見られるように、これは少し注意が必要です: `" -#~ "一つ目 `_\\ 、\\ `二つ目 `_\\ 。" - -#~ msgid "" -#~ "Your ICO file should at least contain icons in the following resolutions: " -#~ "16×16, 48×48 and 256×256." -#~ msgstr "" -#~ "ICOファイルには少なくとも16×16、48×48、および256×256の解像度のアイコンが含" -#~ "まれている必要があります。" - -#~ msgid "" -#~ "If you want to fully support high-DPI screens, this is the full list of " -#~ "supported icon sizes on Windows 10: 16, 20, 24, 28, 30, 31, 32, 40, 42, " -#~ "47, 48, 56, 60, 63, 84 and one larger than 255 pixels (such as 256, 512 " -#~ "or 1024)." -#~ msgstr "" -#~ "高DPI画面を完全にサポートする場合、これはWindows10でサポートされるアイコン" -#~ "サイズの完全なリストです: 16、20、24、28、30、31、32、40、42、47、48、56、" -#~ "60、 63、84、および255ピクセルよりも大きいピクセル(256、512、1024など)。" - -#~ msgid "Godot scenes and scripts are classes" -#~ msgstr "Godotのシーンとスクリプトはクラスです" - -#~ msgid "" -#~ "In Godot, scripts and scenes can both be the equivalent of classes in an " -#~ "Object-Oriented programming language. The main difference is that scenes " -#~ "are `declarative code `_, while scripts can contain `imperative code " -#~ "`_." -#~ msgstr "" -#~ "Godotでは、スクリプトとシーンの両方をオブジェクト指向プログラミング言語の" -#~ "クラスに相当させることができます。主な違いは、シーンは `宣言型コード" -#~ "` であるのに対し" -#~ "て、スクリプトには `命令型コード` を含めることができることです。" - -#, fuzzy -#~ msgid "" -#~ "As a result, many best practices in Godot boil down to applying Object-" -#~ "Oriented design principles to the scenes, nodes, or scripts that make up " -#~ "your game." -#~ msgstr "" -#~ "その結果、Godotの多くのベストプラクティスは、ゲームを構成するシーン、ノー" -#~ "ド、またはスクリプトにオブジェクト指向の設計原則を適用することに要約されま" -#~ "す。" - -#~ msgid "Making sense of classes in Godot" -#~ msgstr "Godotのクラスを理解する" - -#~ msgid "constants" -#~ msgstr "定数" - -#~ msgid "signals" -#~ msgstr "シグナル" - -#~ msgid "" -#~ "On the engine's side, every class defines a static ``_bind_methods()`` " -#~ "function that describes what C++ content it registers to the database and " -#~ "how. When you use the engine, you can extend the methods, properties, and " -#~ "signals available from the ``ClassDB`` by attaching a :ref:`Script " -#~ "` to your node." -#~ msgstr "" -#~ "エンジン側では、すべてのクラスが静的な ``_bind_methods()`` 関数を定義し、" -#~ "データベースに登録するC++コンテンツとその方法を記述します。エンジンを使用" -#~ "する場合、ノードに :ref:`Script ` をアタッチすることにより" -#~ "\\ ``ClassDB`` から利用可能なメソッド、プロパティ、シグナルを拡張できま" -#~ "す。" - -#~ msgid "" -#~ "Objects check their attached script before the database. This is why " -#~ "scripts can override built-in methods. If a script defines a " -#~ "``_get_property_list()`` method, Godot appends that data to the list of " -#~ "properties the Object fetches from the ClassDB. The same is true for " -#~ "other declarative code." -#~ msgstr "" -#~ "オブジェクトは、データベースより以前にアタッチされたスクリプトをチェックし" -#~ "ます。このため、スクリプトは組み込みメソッドをオーバーライドできます。スク" -#~ "リプトで ``_get_property_list()`` メソッドが定義されている場合、Godotはオ" -#~ "ブジェクトがClassDBから取得するプロパティのリストにそのデータを追加しま" -#~ "す。同じことが他の宣言型コードにも当てはまります。" - -#~ msgid "" -#~ "As a result, you can instance scripts without the ``extends`` keyword " -#~ "from code, but you cannot attach them to a :ref:`Node `" -#~ msgstr "" -#~ "その結果、コードから ``extends`` キーワードを指定せずにスクリプトをインス" -#~ "タンス化することはできますが、\\ :ref:`Node ` にアタッチするこ" -#~ "とはできません" - -#~ msgid "Scenes and scripts are objects" -#~ msgstr "シーンとスクリプトはオブジェクト" - -#~ msgid "" -#~ "Many Object-Oriented principles which apply to written code *also* apply " -#~ "to scenes." -#~ msgstr "" -#~ "記述されたコードに適用される多くのオブジェクト指向の原則は、シーン\\ **に" -#~ "も**\\ 適用されます。" - -#~ msgid "Light transport in game engines" -#~ msgstr "ゲームエンジンでのライトトランスポート" - -#~ msgid "CSG" -#~ msgstr "CSG" - -#~ msgid "UV." -#~ msgstr "UV。" - -#~ msgid "" -#~ "For those, we follow the `PEP-8 style guide `__, this is however not as strongly enforced as for the C+" -#~ "+ code. If you are so inclined, you can check and format your Python " -#~ "changes using `autopep8 `__." -#~ msgstr "" -#~ "それらについては、\\ `PEP-8スタイルガイド`__に従いますが、これはC++コードほど強力ではありません。そうした" -#~ "い場合は、\\ `autopep8 `__を使用して" -#~ "Pythonの変更を確認およびフォーマットできます。" - -#~ msgid "" -#~ "When you need to highlight an area of the editor to show something, like " -#~ "a button or option, use a 2 pixel thick outline without a bevel." -#~ msgstr "" -#~ "ボタンやオプションなど、何かを表示するためにエディタの領域を強調表示する必" -#~ "要がある場合は、ベベルのない2ピクセルの太さのアウトラインを使用します。" - -#, fuzzy -#~ msgid "In Godot:" -#~ msgstr "Godot 3.1の場合:" - -#~ msgid "" -#~ "Option \"-col\" will work only for Mesh nodes. If it is detected, a child " -#~ "static collision node will be added, using the same geometry as the mesh." -#~ msgstr "" -#~ "オプション \"-col\" はメッシュノードに対してのみ機能します。検出されると、" -#~ "メッシュと同じジオメトリを使用して、静的コリジョン子ノードが追加されます。" - -#, fuzzy -#~ msgid "" -#~ "Option \"-convcol\" will create a :ref:`class_convexpolygonshape` instead " -#~ "of a :ref:`class_concavepolygonshape`." -#~ msgstr "" -#~ "オプション \"-convcolonly\" は、\\ :ref:`class_concavepolygonshape` の代わ" -#~ "りに :ref:`class_convexpolygonshape` を作成します。" - -#~ msgid "Creates a rigid body from this mesh." -#~ msgstr "このメッシュからリジッドボディを作成します。" - -#~ msgid "Lights and shadows" -#~ msgstr "ライトと影" - -#~ msgid "" -#~ "If they do, the bomb calls ``exploded`` on it. However, the ``exploded`` " -#~ "method in the player has a ``master`` keyword. This means that only the " -#~ "player who is master for that instance will actually get the function." -#~ msgstr "" -#~ "そうした場合、爆弾は ``爆発(exploded)`` します。ただし、プレイヤーの " -#~ "``exploded`` メソッドには ``master`` キーワードがあります。これは、そのイ" -#~ "ンスタンスのマスターであるプレイヤーのみが実際に関数を取得することを意味し" -#~ "ます。" - -#~ msgid "" -#~ "This instance, then, calls the ``stun`` method in the same instances of " -#~ "that same player (but in different peers), and only those which are set " -#~ "as puppet, making the player look stunned in all the peers (as well as " -#~ "the current, master one)." -#~ msgstr "" -#~ "次に、このインスタンスは、同じプレイヤーの同じインスタンス(ただし、異なる" -#~ "ピア)で ``stun`` メソッドを呼び出し、puppetとして設定されているインスタン" -#~ "スのみを呼び出して、すべてのピアでプレイヤーを驚かせます(および現在のマス" -#~ "ターも)。" - -#, fuzzy -#~ msgid "Measuring Performance" -#~ msgstr "パフォーマンス" - -#~ msgid "" -#~ "Restricting the flags to a certain number of named flags is also " -#~ "possible. The syntax is similar to the enumeration syntax::" -#~ msgstr "" -#~ "フラグを特定の数の名前付きフラグに制限することもできます。構文は列挙構文に" -#~ "似ています::" - -#~ msgid "" -#~ "Exporting arrays works, but with an important caveat: while regular " -#~ "arrays are created local to every class instance, exported arrays are " -#~ "*shared* between all instances. This means that editing them in one " -#~ "instance will cause them to change in all other instances. Exported " -#~ "arrays can have initializers, but they must be constant expressions." -#~ msgstr "" -#~ "通常の配列はすべてのクラスインスタンスに対してローカルに作成されますが、エ" -#~ "クスポートされた配列はすべてのインスタンス間で*共有* されます。つまり、1つ" -#~ "のインスタンスで編集すると、他のすべてのインスタンスで変更されます。エクス" -#~ "ポートされた配列は初期化子を持つことができますが、それらは定数式でなければ" -#~ "なりません。" - -#~ msgid "" -#~ "3D rendering is one of the most difficult areas to get performance from, " -#~ "so this section will have a list of tips." -#~ msgstr "" -#~ "3Dレンダリングはパフォーマンスを得るのが最も難しい分野の1つであるため、こ" -#~ "のセクションではヒントのリストを示します。" - -#~ msgid "" -#~ "An extra situation where vertex cost must be considered is objects that " -#~ "have extra processing per vertex, such as:" -#~ msgstr "" -#~ "頂点コストを考慮する必要がある追加の状況は、次のような頂点ごとに追加の処理" -#~ "があるオブジェクトです:" - -#~ msgid "" -#~ "As also mentioned before, using objects with fewer vertices can improve " -#~ "performance in some cases. Godot has a simple system to change level of " -#~ "detail, :ref:`GeometryInstance ` based objects " -#~ "have a visibility range that can be defined. Having several " -#~ "GeometryInstance objects in different ranges works as LOD." -#~ msgstr "" -#~ "前述したように、頂点の少ないオブジェクトを使用すると、パフォーマンスが向上" -#~ "する場合があります。 Godotにはレベルオブディテールを変更するシンプルなシス" -#~ "テムがあり、\\ :ref:`GeometryInstance ` ベースのオ" -#~ "ブジェクトには定義可能な可視範囲があります。複数のGeometryInstanceオブジェ" -#~ "クトが異なる可視範囲にあると、LODとして機能します。" - -#~ msgid "" -#~ "If working on mobile, baking to texture is recommended, since this method " -#~ "is even faster." -#~ msgstr "" -#~ "モバイルで作業する場合は、この方法でさらに高速になるため、テクスチャにベイ" -#~ "クすることをお勧めします。" - -#~ msgid "" -#~ "A \\cdot B = \\left \\| A \\right \\|\\left \\| B \\right \\|\\cos \\Theta" -#~ msgstr "" -#~ "A \\cdot B = \\left \\| A \\right \\|\\left \\| B \\right \\|\\cos \\Theta" - -#~ msgid "A \\cdot B = A_{x}B_{x} + A_{y}B_{y}" -#~ msgstr "A \\cdot B = A_{x}B_{x} + A_{y}B_{y}" - -#~ msgid "" -#~ "\\left \\|a \\times b \\right \\| = \\left \\| a \\right \\|\\left \\| b " -#~ "\\right \\|\\ |\\sin(a,b)|" -#~ msgstr "" -#~ "\\left \\|a \\times b \\right \\| = \\left \\| a \\right \\|\\left \\| b " -#~ "\\right \\|\\ |\\sin(a,b)|" - -#, fuzzy -#~ msgid "Cross croduct" -#~ msgstr "外積 (クロス積)" - -#, fuzzy -#~ msgid "Signed, 64-bit Integer" -#~ msgstr "符号付き32ビット整数" - -#~ msgid "X Size" -#~ msgstr "Xサイズ" - -#~ msgid "Y Size" -#~ msgstr "Yサイズ" - -#~ msgid "Z Size" -#~ msgstr "Zサイズ" - -#~ msgid "Red (0..1)" -#~ msgstr "赤 (0..1)" - -#~ msgid "Green (0..1)" -#~ msgstr "緑 (0..1)" - -#~ msgid "Blue (0..1)" -#~ msgstr "青 (0..1)" - -#~ msgid "`Discord Server `_" -#~ msgstr "`Discord Server `_" - -#~ msgid "" -#~ "The reason it starts with 1000 records, and the reason it forces large " -#~ "gaps of unused memory interspersed in the table is to minimize hash " -#~ "collisions and maintain the speed of the accesses." -#~ msgstr "" -#~ "1000個のレコードから始まり、テーブルに散在する未使用メモリの大きなギャップ" -#~ "を強制する理由は、ハッシュの衝突を最小限に抑え、アクセスの速度を維持するた" -#~ "めです。" - -#~ msgid "" -#~ "Check that the methods used in the Java singleton only use simple Java " -#~ "datatypes. More complex datatypes are not supported." -#~ msgstr "" -#~ "Javaシングルトンで使用されるメソッドが単純なJavaデータ型のみを使用すること" -#~ "を確認してください。より複雑なデータ型はサポートされていません。" - -#~ msgid "" -#~ "Open the ``Ball`` scene and add a ``PhysicsMaterial`` by opening the " -#~ "\"Physics Material Override\" dropdown in the Inspector dock and " -#~ "selecting \"New PhysicsMaterial\"." -#~ msgstr "" -#~ "``Ball`` シーンを開き、[インスペクタ]ドックの \"Physics Material Override" -#~ "\" ドロップダウンを開き、[新規 PhysicsMaterial]を選択して、 " -#~ "``PhysicsMaterial`` を追加します。" - -#~ msgid "" -#~ "Note that currently, there are some issues where Godot and the C# project " -#~ "don't stay in sync; if you delete, rename or move a C# script, the change " -#~ "may not be reflected in the C# project file. In cases like this, you will " -#~ "have to edit the C# project file manually." -#~ msgstr "" -#~ "現在、GodotとC#プロジェクトの同期が維持されないといういくつかの問題があり" -#~ "ます。 C#スクリプトを削除、名前変更、または移動した場合、変更がC#プロジェ" -#~ "クトファイルに反映されない場合があります。このような場合、C#プロジェクト" -#~ "ファイルを手動で編集する必要があります。" - -#~ msgid "" -#~ "For example, if you created a script (e.g. ``Test.cs``) and delete it in " -#~ "Godot, compilation will fail because the missing file is still expected " -#~ "to be there by the C# project file. For now, you can simply open up the " -#~ "``.csproj`` file and look for the ``ItemGroup``, there should be a line " -#~ "included like the following:" -#~ msgstr "" -#~ "たとえば、スクリプト (例:``Test.cs``) を作成してGodotで削除した場合、C#プ" -#~ "ロジェクトファイル上では削除されたファイルがまだ存在することになっているた" -#~ "め、コンパイルは失敗します。 この時点で単純に ``.csproj`` ファイルを開い" -#~ "て ``ItemGroup`` を探すと、次のような行が含まれているはずです。" - -#~ msgid "" -#~ "Simply remove that line and your project should build correctly again. " -#~ "Same for renaming and moving things, simply rename and move them in the " -#~ "project file if needed." -#~ msgstr "" -#~ "その行を削除するだけで、プロジェクトは再び正しくビルドされます。対象の名前" -#~ "を変更して移動する場合も同様です。必要に応じてプロジェクトファイル内の名前" -#~ "も変更して移動します。" - -#~ msgid "" -#~ "As explained above, the C# project isn't always kept in sync " -#~ "automatically when things are deleted, renamed or moved in Godot (`#12917 " -#~ "`_)." -#~ msgstr "" -#~ "上記で説明したように、C#プロジェクトは、Godotで削除、名前変更、または移動" -#~ "を行ったときに、常に自動的に同期されるとは限りません(`#12917 `_)。" - -#~ msgid "Export only resources (+ custom filter), this is the default." -#~ msgstr "" -#~ "リソースのみをエクスポート(+カスタムフィルタ)、これがデフォルトです。" - -#~ msgid "" -#~ "**Export every single file** - This mode exports every single file in the " -#~ "project. This is good to test if something is being forgotten, but " -#~ "developers often have a lot of unrelated stuff around in the project " -#~ "directory, which makes it a bad idea." -#~ msgstr "" -#~ "**プロジェクト内のリソースをすべてエクスポート** - このモードでは、プロ" -#~ "ジェクト内のすべてのファイルがエクスポートされます。これは何かが忘れられて" -#~ "いるかどうかをテストするのに適していますが、多くの場合、開発者はプロジェク" -#~ "トディレクトリに無関係なものをたくさん配置しているので、それは良い考えとは" -#~ "いえません。" - -#~ msgid "" -#~ "**Export only resources** - Only resources are exported. For most " -#~ "projects, this is enough. However many developers like to use custom " -#~ "datafiles in their games. To compensate for this, filters can be added " -#~ "for extra extensions (for instance, ``*.txt,*.csv``)." -#~ msgstr "" -#~ "**選択したシーン(と依存関係にあるもの)をエクスポート** - リソースのみがエ" -#~ "クスポートされます。ほとんどのプロジェクトでは、これで十分です。ただし、多" -#~ "くの開発者は、ゲームでカスタムデータファイルを使用することを好みます。これ" -#~ "を補うために、追加の拡張子用のフィルターを追加できます(たとえば、\\ ``*." -#~ "txt、*.csv``)。" - -#~ msgid "" -#~ "**Export only selected resources** - Only select resources from a list " -#~ "are exported. This is probably overkill for most projects, but in some " -#~ "cases it is justified (usually huge projects). This mode offers total " -#~ "control of what is exported. Individual resources can be selected and " -#~ "dependency detection is performed to ensure that everything needed is " -#~ "added." -#~ msgstr "" -#~ "**選択したリソース(と依存関係にあるもの)をエクスポート** - リストから選択" -#~ "したリソースのみがエクスポートされます。これはおそらくほとんどのプロジェク" -#~ "トではやり過ぎですが、場合によっては正当化されます(通常は巨大なプロジェク" -#~ "ト)。このモードでは、エクスポート対象を完全に制御できます。個々のリソース" -#~ "を選択し、依存関係の検出を実行して、必要なものがすべて追加されていることを" -#~ "確認できます。" - -#~ msgid "Install OpenJDK or Oracle JDK" -#~ msgstr "OpenJDKまたはOracleJDKのインストール" - -#~ msgid "" -#~ "Download and install `OpenJDK `__ or `Oracle JDK `__. Versions below JDK 8 may not work; some " -#~ "users have reported issues with the jarsigner (used to sign the APKs) in " -#~ "JDK 7." -#~ msgstr "" -#~ "`OpenJDK `__ または `Oracle JDK " -#~ "`__ を" -#~ "ダウンロードしてインストールします。 JDK 8以下のバージョンは動作しない可能" -#~ "性があります。一部のユーザーは、JDK 7の jarsigner (APKの署名に使用)の問題" -#~ "を報告しています。" - -#~ msgid "" -#~ "If you install OpenJDK, choose ``1.8``. Don't choose the ``openjdk-jre`` " -#~ "files as that only contains the JRE, not the JDK which is required here." -#~ msgstr "" -#~ "OpenJDKをインストールする場合は、\\ ``1.8`` を選択します。\\ ``openjdk-" -#~ "jre`` ファイルはJREのみを含み、ここで必要なJDKを含まないので、openjdk-jre" -#~ "ファイルは選択しないでください。" - -#~ msgid "" -#~ "In 3D, this is unavoidable because copying happens when opaque rendering " -#~ "completes." -#~ msgstr "" -#~ "3Dでは、不透明なレンダリングが完了するとコピーが行われるため、これは避けら" -#~ "れません。" - -#, fuzzy -#~ msgid "" -#~ "Godot Engine has integrated GooglePaymentsV3 module with which we can " -#~ "implement in-app purchases in our game." -#~ msgstr "" -#~ "GodotエンジンにはGooglePaymentsV3モジュールが統合されており、ゲーム内でア" -#~ "プリ内購入を実装できます。" - -#, fuzzy -#~ msgid "" -#~ "The `Godot demo projects repository `__ has an `android_iap `__ example project. It " -#~ "includes a GDScript interface for Android IAPs." -#~ msgstr "" -#~ "これがどのように機能するかの例については、デモプロジェクト `3D in 2D " -#~ "`_ および `2D in 3D `_ があります。" - -#, fuzzy -#~ msgid "Find the ``iap.gd`` script in:" -#~ msgstr "iap.gdスクリプトを探す" - -#, fuzzy -#~ msgid "" -#~ "Copy it to your project, then open the Project Settings, add it to the " -#~ "AutoLoad list and name it as IAP so that we can reference it anywhere in " -#~ "the game." -#~ msgstr "" -#~ "Autoloadリストに追加し、IAPという名前を付けて、ゲーム内のどこからでも参照" -#~ "できるようにします。" - -#~ msgid "Getting the product details" -#~ msgstr "製品の詳細を取得する" - -#, fuzzy -#~ msgid "" -#~ "When starting our game, we will need to get the item details from Google " -#~ "such as the product price, description, localized price string, etc." -#~ msgstr "" -#~ "ゲームを始める際には、商品価格、説明、ローカライズされた価格文字列など、" -#~ "Googleから商品の詳細を取得する必要があります。" - -#~ msgid "" -#~ "We can use the IAP details to display the title, price and/or description " -#~ "on our shop scene." -#~ msgstr "" -#~ "IAPの詳細を使用して、ショップシーンのタイトル、価格、説明を表示できます。" - -#, fuzzy -#~ msgid "" -#~ "When starting our game, we can check if the user has purchased any " -#~ "product. **You should do this only after 2/3 seconds after your game is " -#~ "loaded.** If we do this as the first thing when the game is launched, " -#~ "IAPs might not be initialized and our game will crash on start." -#~ msgstr "" -#~ "ゲームを開始するときに、ユーザーが製品を購入したかどうかを確認できます。" -#~ "ゲームをロードした後、2/3秒後にのみこれを行う必要があります。ゲームの起動" -#~ "時にこれを最初に行うと、IAPが初期化されない可能性があり、開始時にゲームが" -#~ "クラッシュします。" - -#, fuzzy -#~ msgid "" -#~ "The Google IAP policy says the game should restore the user's purchases " -#~ "if the user replaces their phone or reinstalls the same app. We can use " -#~ "the above code to check what products the user has purchased and we can " -#~ "make our game respond accordingly." -#~ msgstr "" -#~ "Google IAPポリシーでは、ユーザーが携帯電話を交換するか、同じアプリを再イン" -#~ "ストールした場合、ゲームはユーザーの購入を復元する必要があるとしています。" -#~ "上記のコードを使用して、ユーザーが購入した製品を確認し、それに応じてゲーム" -#~ "を応答させることができます。" - -#~ msgid "Simple Purchase" -#~ msgstr "簡単な購入" - -#~ msgid "We can put this purchase logic on a product's buy button." -#~ msgstr "この購入ロジックを製品の購入ボタンに配置できます。" - -#~ msgid "" -#~ "We can also implement other signals for the purchase flow and improve the " -#~ "user experience as you needed." -#~ msgstr "" -#~ "また、購入フローに他のシグナルを実装し、必要に応じてユーザーエクスペリエン" -#~ "スを向上させることもできます。" - -#, fuzzy -#~ msgid "``purchase_fail``: When the purchase is failed due to any reason." -#~ msgstr "``purchase_fail`` - 何らかの理由で購入が失敗したとき" - -#, fuzzy -#~ msgid "``purchase_cancel``: When the user cancels the purchase." -#~ msgstr "``purchase_cancel`` - ユーザーが購入をキャンセルしたとき" - -#, fuzzy -#~ msgid "" -#~ "``purchase_owned``: When the user already bought the product earlier." -#~ msgstr "``purchase_owned`` - ユーザーが既に以前に製品を購入している場合" - -#~ msgid "Consumables and Non-Consumables" -#~ msgstr "消耗品と非消耗品" - -#, fuzzy -#~ msgid "There are two types of products - consumables and non-consumables:" -#~ msgstr "Godotに必要なアイコンには2つのタイプがあります:" - -#~ msgid "" -#~ "Google doesn't have this separation in their dashboard. If our product is " -#~ "a consumable, and if a user has purchased it, it will not be available " -#~ "for purchase until it is consumed. So we should call the consume method " -#~ "for our consumables and don't call consume for your non-consumables." -#~ msgstr "" -#~ "Googleでは、ダッシュボードにこの分別はありません。提供する商品が消耗品であ" -#~ "り、ユーザーがそれを購入した場合、それが消費されるまで新たに購入できませ" -#~ "ん。したがって、私たちは消耗品に対して消費メソッドを呼び出し、非消耗品に対" -#~ "しては消費メソッドを呼び出さないでください。" - -#~ msgid "" -#~ "If our game has only consumables, we don't have to do this. We can set it " -#~ "to consume the item automatically after a purchase." -#~ msgstr "" -#~ "ゲームに消耗品しかない場合、これを行う必要はありません。購入後にアイテムを" -#~ "自動的に消費するように設定できます。" - -#~ msgid "If our game has only non-consumables, we can" -#~ msgstr "ゲームに非消耗品のみが含まれている場合、つぎのようにできます" - -#~ msgid "We should set the auto consume value only once when the game starts." -#~ msgstr "" -#~ "ゲームの開始時に1回だけ自動消費(auto consume)の値を設定する必要がありま" -#~ "す。" - -#~ msgid "Testing" -#~ msgstr "テストする" - -#, fuzzy -#~ msgid "" -#~ "If we add a Gmail ID as a tester in the Google Play dashboard, that " -#~ "tester can purchase items and they will not be charged. Another way to " -#~ "test IAP is using redeem codes generated by us for our game because the " -#~ "purchase flow is the same." -#~ msgstr "" -#~ "GoogleダッシュボードでテスターとしてGmail IDを追加すると、そのテスターはア" -#~ "イテムを購入でき、課金されません。 IAPをテストする別の方法は、購入フローが" -#~ "同じであるため、ゲーム用に生成されたコードを使用することです。" - -#, fuzzy -#~ msgid "" -#~ "Third way of testing is in development side. If we put the product ids as " -#~ "shown below, we will get a static fixed response according to the product " -#~ "ID. This is a quick way of testing things before going to the dashboard." -#~ msgstr "" -#~ "第3のテスト方法は開発側です。以下に示すように、製品IDを入力すると、製品ID" -#~ "に基づいて静的な固定応答が返されます。これは、ダッシュボードに移動する前" -#~ "に、簡単にテストする方法です。" - -#~ msgid "android.test.purchased" -#~ msgstr "android.test.purchased" - -#~ msgid "android.test.canceled" -#~ msgstr "android.test.canceled" - -#~ msgid "android.test.refunded" -#~ msgstr "android.test.refunded" - -#~ msgid "android.test.item_unavailable" -#~ msgstr "android.test.item_unavailable" - -#~ msgid "Debugging tools" -#~ msgstr "デバッグツール" - -#~ msgid "Video Memory" -#~ msgstr "ビデオメモリー" - -#~ msgid "" -#~ "The **Video Mem** tab lists the video memory usage of the running game " -#~ "and the resources using it." -#~ msgstr "" -#~ "[**ビデオメモリー**]タブには、実行中のゲームのビデオメモリ使用量とそれを使" -#~ "用するリソースが一覧表示されます。" - -#~ msgid "With the following contents:" -#~ msgstr "次の内容を使用します:" - -#~ msgid "Create a main menu screen" -#~ msgstr "メインメニュー画面の作成" - -#~ msgid "Create a game user interface" -#~ msgstr "ゲーム ユーザーインターフェイスの作成" - -#~ msgid "" -#~ "The last two arguments are constants from the ``Tween`` class. " -#~ "``TRANS_LINEAR`` means the animation should be linear. ``EASE_IN`` " -#~ "doesn't do anything with a linear transition, but we must provide this " -#~ "last argument or we'll get an error." -#~ msgstr "" -#~ "最後の2つの引数は、 ``Tween`` クラスの定数です。 ``TRANS_LINEAR`` は、アニ" -#~ "メーションがリニアでなければならないことを意味します。 ``EASE_IN`` は線形" -#~ "遷移では何も行いませんが、この最後の引数を指定しないとエラーが発生します。" - -#~ msgid "" -#~ "This should be fairly common sense, assuming that you read and understood " -#~ "the vector tutorial, but let's work through an example. Again, we'll " -#~ "start with the identity transform, but this time we'll also keep track of " -#~ "the origin vector:" -#~ msgstr "" -#~ "ベクトルに関するチュートリアルを読んで理解していると仮定した場合、かなり常" -#~ "識的な内容になりますが、例を見ていきましょう。再度、正規化変換から始めます" -#~ "が、今回は原点ベクトルも追跡します:" - -#~ msgid "Download the Godot engine library (godot-lib.x.y.aar)" -#~ msgstr "Godotエンジンライブラリ(godot-lib.x.y.aar)をダウンロードします" - -#~ msgid "pkg-config" -#~ msgstr "\\ pkg-config" - -#~ msgid "" -#~ "Java JDK: http://www.oracle.com/technetwork/java/javase/downloads/index." -#~ "html" -#~ msgstr "" -#~ "\\ Java JDK: http://www.oracle.com/technetwork/java/javase/downloads/" -#~ "index.html" - -#~ msgid "Signing the package" -#~ msgstr "パッケージへの署名" - -#~ msgid "" -#~ "Finally, use ``SignTool.exe`` from the Windows SDK or Visual Studio::" -#~ msgstr "" -#~ "最後に、Windows SDK またはVisual Studioから ``SignTool.exe`` を使用します:" - -#~ msgid "" -#~ "Thirdly, we check whether ``current_state`` is set. If ``current_state`` " -#~ "is *not* currently set, then we set ``current_state`` to the passed in " -#~ "animation name and tell :ref:`AnimationPlayer ` to " -#~ "start playing the animation with a blend time of ``-1`` at the speed set " -#~ "in ``animation_speeds`` and then we return ``true``." -#~ msgstr "" -#~ "第三に、\\ ``current_state`` が設定されているかどうかを確認します。\\ " -#~ "``current_state`` が現在設定\\*されていない*\\場合、渡されたアニメーション" -#~ "名を ``current_state`` に設定し、\\ :ref:`AnimationPlayer " -#~ "` にその名前と、blend time ``-1 ``\\ 、speed " -#~ "``animation_speeds`` を設定して ``true`` を返します。" - -#~ msgid "Choose the directory where you cloned Godot." -#~ msgstr "Godotのクローンを作成したディレクトリを選択します。" - -#~ msgid "" -#~ "Now that the project has been imported, open the project configuration." -#~ msgstr "プロジェクトがインポートされたので、プロジェクトの設定を開きます。" - -#~ msgid "Add the following includes/imports:" -#~ msgstr "次を includes/imports に追加します:" - -#, fuzzy -#~ msgid "" -#~ "Switch to the **Custom Build System** tab. Add a build configuration and " -#~ "keep the build directory blank. Enable build tools and add ``scons`` as " -#~ "the executable then add ``platform=linuxbsd target=debug`` " -#~ "(``platform=osx`` if you're on macOS) as the arguments." -#~ msgstr "" -#~ "\"Custom Build System\" タブに切り替えます。ビルド構成(Build " -#~ "configuration)を追加し、ビルドディレクトリ(Build Directory)を空白のままに" -#~ "します。ビルドツール(Build Tools)を有効(Enable)にし、実行可能ファイル" -#~ "(Executable)として `` scons`` を追加してから、引数(Arguments)として " -#~ "``platform = x11 target = debug`` (macOSを使用している場合は `` platform " -#~ "= osx``)を追加します。" - -#, fuzzy -#~ msgid "" -#~ "Next, we need to tell KDevelop where to find the binary. From the **Run** " -#~ "menu, choose **Configure Launches**." -#~ msgstr "" -#~ "次に、バイナリを見つける場所をKDevelopに指示する必要があります。\"Run\" メ" -#~ "ニューから[起動設定]を選択します。" - -#, fuzzy -#~ msgid "" -#~ "Click **Add** if no launcher exists. Then add the path to your executable " -#~ "in the executable section. Your executable should be located in the ``bin/" -#~ "`` subdirectory and should be named something like ``godot.linuxbsd." -#~ "tools.64`` (the name could be different depending on your platform and " -#~ "build options)." -#~ msgstr "" -#~ "ランチャーが存在しない場合は、[追加] をクリックします。次に、実行可能" -#~ "(Executable)セクションに実行可能ファイルへのパスを追加します。実行可能ファ" -#~ "イルは ``bin/`` サブディレクトリに配置し、\\ ``godot.x11.tools.64`` のよう" -#~ "な名前を付ける必要があります(名前はプラットフォームやビルドオプションに" -#~ "よって異なる場合があります) 。" - -#, fuzzy -#~ msgid "Qt Creator is a free, open source IDE for all desktop platforms." -#~ msgstr "" -#~ "`KDevelop `_ は、すべてのデスクトッププラット" -#~ "フォーム向けの無料のオープンソースIDEです。" - -#~ msgid "" -#~ "Set the path to your Godot root directory and enter the project name." -#~ msgstr "" -#~ "Godotルートディレクトリへのパスを設定し、プロジェクト名を入力します。" - -#, fuzzy -#~ msgid "Click **Finish**." -#~ msgstr "*完了* をクリックします。" - -#, fuzzy -#~ msgid "" -#~ "Add a line containing ``.`` to ``project_name.includes`` to get working " -#~ "code completion." -#~ msgstr "" -#~ "``.`` を含む行を\\ *project_name.includes*\\ に追加して、作業コードの完了" -#~ "を取得します。" - -#~ msgid "Build and run" -#~ msgstr "ビルドと実行" - -#~ msgid "Build configuration:" -#~ msgstr "ビルド構成:" - -#, fuzzy -#~ msgid "" -#~ "Fill the **Arguments** field with your compilation options (e.g.: " -#~ "``p=linuxbsd target=debug -j 4``)." -#~ msgstr "" -#~ "*引数*\\ フィールドにコンパイルオプションを入力します。(例: ``p=x11 " -#~ "target=debug -j 4`` )" - -#, fuzzy -#~ msgid "Open the **Run** tab." -#~ msgstr "*実行*\\ タブを開きます。" - -#, fuzzy -#~ msgid "" -#~ "Point the **Executable** to your compiled Godot binary (e.g: ``" -#~ "%{buildDir}/bin/godot.linuxbsd.opt.tools.64``)." -#~ msgstr "" -#~ "*Executable* をコンパイル済みのGodotバイナリにポイントします(例: ``" -#~ "%{buildDir}/bin/godot.x11.opt.tools.64``)" - -#~ msgid "Updating sources after pulling latest commits" -#~ msgstr "最新のコミットをプルした後のソースの更新" - -#, fuzzy -#~ msgid "" -#~ "As a developer, you usually want to frequently pull the latest commits " -#~ "from the upstream Git repository or a specific fork. However, this brings " -#~ "a problem with it: as the development continues, source files (and " -#~ "folders) are added or removed. These changes need to be reflected in your " -#~ "project files for Qt Creator too, so you continue to have a nice " -#~ "programming experience. A simple way to check is to right click at your " -#~ "root folder in the **Projects View** and click on **Edit files...**." -#~ msgstr "" -#~ "開発者は、通常、上流のgitリポジトリまたは特定のフォークなどから最新のコ" -#~ "ミットを頻繁にプルする必要があります。ただし、開発を続けると、ソースファイ" -#~ "ル(およびフォルダ)が追加または削除されるため、少し問題が生じます。 これら" -#~ "の変更はQt Creatorのプロジェクトファイルにも反映される必要があるため、それ" -#~ "をちゃんと反映した上で引き続きコーディングを行ってください。チェックする簡" -#~ "単な方法は、\"Projects View\"のルートフォルダを右クリックし、\"Edit " -#~ "files...\"をクリックすることです。" - -#, fuzzy -#~ msgid "" -#~ "Now a new dialog should appear that is similar in functionality to the " -#~ "one in the third step of the *Importing the project* section above. Here, " -#~ "you can check whether you want to add/remove specific files and/or " -#~ "folders. You can choose by clicking with your mouse or just simply by " -#~ "clicking the **Apply Filter** button. Click on **OK** and you're ready to " -#~ "continue working." -#~ msgstr "" -#~ "これで、 \"Importing the project\" セクションの3番目のステップの機能と同様" -#~ "の新しいダイアログが表示されます。ここで、特定のファイルやフォルダを追加ま" -#~ "たは削除するかどうかを確認できます。マウスでクリックするか、単に \"Apply " -#~ "Filter\" ボタンをクリックするだけで選択できます。 \"OK\" をクリックするだ" -#~ "けで、作業を続行できます。" - -#~ msgid "To start developing with Visual Studio, follow these steps:" -#~ msgstr "" -#~ "Visual Studioでの開発を始めるには、次の各ステップを進めていってください。" - -#~ msgid "You can now start developing with Visual Studio." -#~ msgstr "これでVisual Studioでの開発を始められます。" - -#, fuzzy -#~ msgid "" -#~ "The ``--path`` argument should be an *absolute* path to a project " -#~ "directory (not a `project.godot` file)." -#~ msgstr "" -#~ "プロジェクトへのパス (には 'project.godot' ファイルが含まれてい" -#~ "る必要があります)。" - -#, fuzzy -#~ msgid "" -#~ "Open the **Debug** view by pressing :kbd:`Ctrl + Shift + D` and select " -#~ "the cogwheel with an orange dot:" -#~ msgstr "" -#~ ":kbd:`Ctrl + Shift + D`を押してデバッグビューを開き、オレンジ色のドットが" -#~ "付いた歯車を選択します:" - -#, fuzzy -#~ msgid "" -#~ "Select **C++ (GDB/LLDB)** (it might be named differently on macOS or " -#~ "Windows)." -#~ msgstr "" -#~ "*C++ (GDB/LLDB)* を選択します(macOSまたはWindowsでは異なる名前が付けられる" -#~ "場合があります)" - -#, fuzzy -#~ msgid "Update ``launch.json`` to match:" -#~ msgstr "一致するように *launch.json* を更新します:" - -#, fuzzy -#~ msgid "" -#~ "Create a ``tasks.json`` file by starting the Debug process with :kbd:" -#~ "`F5`. Visual Studio Code will show a dialog with a **Configure Task** " -#~ "button. Choose it and select **Create tasks.json file from template**, " -#~ "then select **Others**." -#~ msgstr "" -#~ ":kbd:`F5` でデバッグプロセスを開始して *tasks.json* を作成します。VS Code" -#~ "には、\\ *タスクの構成* ボタンのあるダイアログが表示されます。それをタップ" -#~ "して、\\ *テンプレートから tasks.json を生成* を選択し、\\ *Others* を選択" -#~ "します" - -#, fuzzy -#~ msgid "Update ``tasks.json`` to match:" -#~ msgstr "一致するように *tasks.json* を更新します:" - -#~ msgid "" -#~ "You can now start the Debug process again to test that everything works." -#~ msgstr "" -#~ "デバッグプロセスを再度開始して、すべてが機能することをテストできます。" - -#, fuzzy -#~ msgid "" -#~ "If the build phase fails, check the console for hints. On Linux, it's " -#~ "most likely due to missing dependencies. Check :ref:" -#~ "`doc_compiling_for_linuxbsd`." -#~ msgstr "" -#~ "ビルドフェーズが失敗した場合は、コンソールでヒントを確認してください。 " -#~ "Linuxでは、いくつかの依存関係が欠落している可能性が最も高いです。要確認 :" -#~ "ref:`X11用のコンパイル (Linux、\\ * BSD) `" - -#, fuzzy -#~ msgid "Create an Xcode external build project anywhere." -#~ msgstr "任意の場所にXcode外部ビルドプロジェクトを作成する" - -#, fuzzy -#~ msgid "Set **Build Tool** to the full path to SCons." -#~ msgstr "*ビルドツール*\\ をsconsへのパスに設定します" - -#, fuzzy -#~ msgid "" -#~ "Set **Arguments** to something like ``platform=osx tools=yes bits=64 " -#~ "target=debug``." -#~ msgstr "" -#~ "*引数*\\ を次のようなものに設定します: platform=osx tools=はい bits=64 " -#~ "target=debug" - -#, fuzzy -#~ msgid "You may uncheck **Pass build settings in environment**." -#~ msgstr "*環境内のビルド設定を渡す*\\ のチェックを外すことが\\ *できます*" - -#, fuzzy -#~ msgid "" -#~ "In Xcode's menu, choose **File > New > Target...** and add a new Xcode " -#~ "command line tool target." -#~ msgstr "" -#~ "[Xcodeファイル]> [新規]> [ターゲット...]に移動し、新しいXcodeコマンドライ" -#~ "ンターゲットを追加します" - -#, fuzzy -#~ msgid "" -#~ "Set **Header Search Paths** to the absolute path to Godot's source folder." -#~ msgstr "*ヘッダー検索パス*\\ をGodotのソースフォルダへの絶対パスに設定する" - -#, fuzzy -#~ msgid "Add the Godot source to the project:" -#~ msgstr "プロジェクトにGodotソースを追加する:" - -#, fuzzy -#~ msgid "Click **Next**." -#~ msgstr "次へをクリックします" - -#~ msgid "Scheme setup" -#~ msgstr "スキームのセットアップ" - -#, fuzzy -#~ msgid "Expand the **Build** menu." -#~ msgstr "*ビルド*\\ メニューを展開する" - -#, fuzzy -#~ msgid "" -#~ "Add a new script run action, select your project in **Provide build " -#~ "settings from** as this allows you to use the``${PROJECT_DIR}`` variable." -#~ msgstr "" -#~ "新しいスクリプト実行アクションを追加し、 ``Provide build settings from`` " -#~ "でプロジェクトを選択すると、 ``${PROJECT_DIR}`` 変数を使用することができま" -#~ "す。" - -#, fuzzy -#~ msgid "" -#~ "Write a script that gives the binary a name that Xcode will recognize, " -#~ "such as: ``ln -f ${PROJECT_DIR}/godot/bin/godot.osx.tools.64 " -#~ "${PROJECT_DIR}/godot/bin/godot``" -#~ msgstr "" -#~ "例: ``ln -f ${PROJECT_DIR}/godot/bin/godot.osx.tools.64 ${PROJECT_DIR}/" -#~ "godot/bin/godot``" - -#, fuzzy -#~ msgid "Edit the external build target's Run scheme:" -#~ msgstr "外部ビルドターゲットの構築" - -#, fuzzy -#~ msgid "Click **Run**." -#~ msgstr "実行をクリック" - -#, fuzzy -#~ msgid "If all goes well, it should break at the specified breakpoint." -#~ msgstr "そのポイントでブレークするはずです!" - -#~ msgid "" -#~ "To begin, click the \"Add/Create a New Node\" button and add an :ref:" -#~ "`Area2D ` node to the scene." -#~ msgstr "" -#~ "まず、「新しいノードを追加/作成」ボタンをクリックし、\\ :ref:`Area2D " -#~ "`\\ ノードをシーンに追加します。" - -#~ msgid "" -#~ "Click \"Play Scene\" (``F6``) and confirm you can move the player around " -#~ "the screen in all directions. The console output that opens upon playing " -#~ "the scene can be closed by clicking ``Output`` (which should be " -#~ "highlighted in blue) in the lower left of the Bottom Panel." -#~ msgstr "" -#~ "「シーンを実行」(``F6``)をクリックし、画面上のプレイヤーが全方向に移動でき" -#~ "ることを確認します。シーンの実行時に開くコンソール出力は、下部パネルの左下" -#~ "にある ``出力`` (青で強調表示されているはず)をクリックして閉じることができ" -#~ "ます。" - -#~ msgid "" -#~ "When connecting a signal, instead of having Godot create a function for " -#~ "you, you can also give the name of an existing function that you want to " -#~ "link the signal to." -#~ msgstr "" -#~ "シグナルを接続する際に、Godotに関数を作成させる代わりに、シグナルをリンク" -#~ "する既存の関数の名前を付けることもできます。" - -#~ msgid "Add this code to the function:" -#~ msgstr "次のコードを関数に追加します:" - -#~ msgid "The Mob scene will use the following nodes:" -#~ msgstr "Mobシーンでは、次のノードが使用されます:" - -#~ msgid "" -#~ "``fly`` should be set to 3 FPS, with ``swim`` and ``walk`` set to 4 FPS." -#~ msgstr "" -#~ "``fly`` は3FPSに設定し、 ``swim`` と ``walk`` は4FPSに設定する必要がありま" -#~ "す。" - -#~ msgid "" -#~ "In the Node tab, connect the HUD's ``start_game`` signal to the " -#~ "``new_game()`` function of the Main node." -#~ msgstr "" -#~ "ノードタブで、HUDの ``start_game`` シグナルをMainノードの ``new_game()`` " -#~ "関数に接続します。" - -#~ msgid "" -#~ "We'll use the ``start_game`` signal that's already being emitted by the " -#~ "``HUD`` node to remove the remaining creeps. We can't use the editor to " -#~ "connect the signal to the mobs in the way we need because there are no " -#~ "``Mob`` nodes in the ``Main`` scene tree until we run the game. Instead " -#~ "we'll use code." -#~ msgstr "" -#~ "残りの「這うもの」を除去するために、すでに ``HUD`` ノードによって発信され" -#~ "る ``start_game`` シグナルを利用します。 ゲームを実行するまで ``Main`` " -#~ "シーンツリーには ``Mob`` ノードがないため、エディタを使用して必要なシグナ" -#~ "ルをMobに接続することはできません。 代わりに、コードを使用します。" - -#~ msgid "" -#~ "Start by adding a new function to ``Mob.gd``. ``queue_free()`` will " -#~ "delete the current node at the end of the current frame." -#~ msgstr "" -#~ "``Mob.gd`` に新しい関数を追加することから始めます。\\ ``queue_free()`` は" -#~ "現在のフレームが終わるときに現在のノードを削除します。" - -#~ msgid "" -#~ "Then in ``Main.gd`` add a new line inside the ``_on_MobTimer_timeout()`` " -#~ "function, at the end." -#~ msgstr "" -#~ "次に ``Main.gd`` で、\\ ``_on_MobTimer_timeout()`` 関数内の最後に新しい行" -#~ "を追加します。" - -#~ msgid "" -#~ "This line tells the new Mob node (referenced by the ``mob`` variable) to " -#~ "respond to any ``start_game`` signal emitted by the ``HUD`` node by " -#~ "running its ``_on_start_game()`` function." -#~ msgstr "" -#~ "この行は、\\ ``HUD`` ノードによって発行された ``start_game`` シグナルを受" -#~ "けたら、\\ ``_on_start_game()`` 関数を実行して応答するよう、新しいMobノー" -#~ "ド(``mob`` 変数によって参照される)に指示します。" - -#~ msgid "" -#~ "Resources and Dictionaries are both passed by reference, but only " -#~ "Resources are reference-counted. This means that if a Dictionary is " -#~ "passed between objects and the first object is deleted, all other " -#~ "objects' references to the Dictionary will be invalidated. Conversely, " -#~ "Resources will not be freed from memory until *all* the objects are " -#~ "deleted." -#~ msgstr "" -#~ "リソースと辞書(ディクショナリ)はどちらも参照によって渡されますが、参照カウ" -#~ "ントされるのはリソースだけです。つまり、オブジェクト間で辞書が渡され、最初" -#~ "のオブジェクトが削除されると、辞書への他のすべてのオブジェクトの参照は無効" -#~ "になります。逆に、関連するオブジェクトが\\ *全て*\\ 削除されるまで、リソー" -#~ "スはメモリから解放されません。" - -#~ msgid "" -#~ "Unzip the Android SDK ZIP file you just downloaded there. The only thing " -#~ "in the directory you created in the previous step should be the ``tools`` " -#~ "folder with its contents inside, like this:" -#~ msgstr "" -#~ "そこにダウンロードしたAndroid SDKのZIPファイルを解凍します。前の手順で作成" -#~ "したディレクトリ内の唯一のものは、次のように、その内容を含む ``tools`` " -#~ "フォルダである必要があります。" - -#~ msgid "Global time in seconds." -#~ msgstr "秒単位のグローバル時間。" - -#~ msgid "" -#~ "Asset's average rating, displayed in stars. (This is currently " -#~ "unimplemented.)" -#~ msgstr "" -#~ "アセットの平均評価。星印で表示されます。(これは現在は実装されていません。)" - -#~ msgid "A SHA-256 hash of the asset, for download validation purposes." -#~ msgstr "ダウンロードの検証を目的とした、アセットのSHA-256ハッシュ。" - -#~ msgid "" -#~ "Do not set the download commit to \"master\". The asset library validates " -#~ "all assets with a SHA256 hash, so the version hosted on GitHub needs to " -#~ "be *exactly* the same. Instead of \"master\", either specify a commit " -#~ "hash, or tag versions and specify a version number." -#~ msgstr "" -#~ "ダウンロードコミットを\"master\"に設定しないでください。アセットライブラリ" -#~ "はすべてのアセットをSHA256ハッシュで検証するため、GitHubでホストされるバー" -#~ "ジョンは *完全に* 同じである必要があります。\"master\"の代わりに、コミット" -#~ "ハッシュを指定するか、バージョンにタグを付けてバージョン番号を指定します。" - -#~ msgid "HDR support will be available for VR in Godot 3.2." -#~ msgstr "HDRサポートは、Godot 3.2でVRに対応します。" - -#~ msgid "" -#~ "Making modifications to the Android export template is another use-case " -#~ "since using a plugin for that task allows the project to remain " -#~ "compatible with newer Godot versions." -#~ msgstr "" -#~ "Androidのエクスポートテンプレートに変更を加えた場合、そのタスクのプラグイ" -#~ "ンを使用すると、プロジェクトは新しいGodotバージョンとの互換性を維持できる" -#~ "ため、別のユースケースです。" - -#~ msgid "" -#~ "While introduced in Godot 3.2.0, the Android plugin system got a " -#~ "significant architecture update starting with Godot 3.2.2. In Godot 4.0, " -#~ "the new architecture became the default, rendering plugins for Godot " -#~ "3.2.0 incompatible with Godot 4.0." -#~ msgstr "" -#~ "Godot 3.2.0で導入された一方で、AndroidプラグインシステムはGodot 3.2.2から" -#~ "始まる重要なアーキテクチャの更新を受けました。Godot 4.0では、新しいアーキ" -#~ "テクチャがデフォルトとなり、Godot 3.2.0のプラグインはGodot 4.0と互換性があ" -#~ "りません。" - -#~ msgid "" -#~ "**When exporting the project**, you need to add the plugin's name to the " -#~ "``Custom Template`` -> ``Plugins`` section. If trying to add multiple " -#~ "plugins, separate their names by a comma (``,``)." -#~ msgstr "" -#~ "**プロジェクトをエクスポートする場合は**\\ 、プラグインの名前を ``Custom " -#~ "Template`` -> ``Plugins`` セクションに追加する必要があります。複数のプラグ" -#~ "インを追加しようとする場合は、名前をコンマ( ``,``)で区切ります。" - -#~ msgid "" -#~ "The Godot engine demo project repository has an android-iap example " -#~ "project. It includes a gdscript interface for android IAP." -#~ msgstr "" -#~ "Godotエンジンのデモプロジェクトリポジトリには、android-iapサンプルプロジェ" -#~ "クトがあります。これには、Android IAP用のgdscriptインターフェイスが含まれ" -#~ "ています。" - -#~ msgid "" -#~ "Check the repository here https://github.com/godotengine/godot-demo-" -#~ "projects" -#~ msgstr "" -#~ "ここでリポジトリを確認してください https://github.com/godotengine/godot-" -#~ "demo-projects" - -#~ msgid "" -#~ "There are two types of products - consumables and non-consumables. " -#~ "**Consumables** are purchased and used, for eg: healing potions which can " -#~ "be purchased again and again. **Non-consumables** are one time purchases, " -#~ "for eg: Level packs." -#~ msgstr "" -#~ "製品には、消耗品と非消耗品の2種類があります。\\ **消耗品** を購入して使用" -#~ "します。たとえば、何度も購入できる治癒ポーション。\\ **非消耗品** は1回限" -#~ "りの購入です。例: レベルパック。" - -#~ msgid "" -#~ "Modifying a unique resource from multiple threads is not supported, but " -#~ "loading them on threads or handling a reference is perfectly supported. " -#~ "Scenes, textures, meshes, etc. Can be loaded and manipulated on threads, " -#~ "then added to the active scene in the main thread." -#~ msgstr "" -#~ "複数のスレッドから一意のリソースを変更することはサポートされていませんが、" -#~ "スレッドへのリソースの読み込みや参照の処理は完全にサポートされています。" -#~ "シーン、テクスチャ、メッシュなどをスレッドでロードおよび操作し、メインス" -#~ "レッドのアクティブシーンに追加できます。" - -#~ msgid "" -#~ ":ref:`Qt Creator ` (all desktop " -#~ "platforms)" -#~ msgstr "" -#~ ":ref:`Qt Creator ` (すべてのデスクトップ" -#~ "プラットフォーム)" - -#~ msgid "" -#~ ":ref:`Kdevelop ` (all desktop platforms)" -#~ msgstr "" -#~ ":ref:`Kdevelop ` (すべてのデスクトッププ" -#~ "ラットフォーム)" - -#~ msgid ":ref:`Xcode ` (macOS)" -#~ msgstr ":ref:`Xcode ` (macOS)" - -#, fuzzy -#~ msgid ":ref:`Visual Studio ` (Windows)" -#~ msgstr "" -#~ ":ref:`Visual Studio ` (Windows)" - -#~ msgid "" -#~ ":ref:`Visual Studio Code` (all desktop " -#~ "platforms)" -#~ msgstr "" -#~ ":ref:`Visual Studio Code` (すべてのデスク" -#~ "トッププラットフォーム)" - -#~ msgid "" -#~ ":ref:`Android Studio` (all desktop " -#~ "platforms)" -#~ msgstr "" -#~ ":ref:`Android Studio` (すべてのデス" -#~ "クトッププラットフォーム)" - -#~ msgid ":ref:`CLion` (all desktop platforms)" -#~ msgstr "" -#~ ":ref:`CLion` (すべてのデスクトッププラット" -#~ "フォーム)" - -#~ msgid "" -#~ "You can find a video tutorial `here `_. Or you may follow this text version tutorial." -#~ msgstr "" -#~ "ビデオチュートリアルは `こちら `_ です。または、このテキストバージョンのチュートリアルに" -#~ "従ってください。" - -#~ msgid "That's it! Now you should be good to go :)" -#~ msgstr "以上です!これで準備完了です (^^)" - -#~ msgid "Modify Build Target's Xcode Info Tab:" -#~ msgstr "ビルドターゲットのXcode情報タブを変更します:" - -#~ msgid "" -#~ "Set *Directory* to the path to Godot's source folder. Keep it blank if " -#~ "project is already there." -#~ msgstr "" -#~ "*Directory*\\ を Godot のソース フォルダへのパスに設定します。プロジェクト" -#~ "が既に存在する場合は、空白のままにします。" - -#~ msgid "Add a Command Line Target:" -#~ msgstr "コマンドラインターゲットの追加:" - -#~ msgid "e.g. ``GodotXcodeIndex``" -#~ msgstr "例: ``GodotXcodeIndex``" - -#~ msgid "e.g. ``/Users/me/repos/godot-source/\\**``" -#~ msgstr "例: ``/Users/me/repos/godot-source/\\**``" - -#~ msgid "Grab a cup of coffee... Maybe make something to eat, too" -#~ msgstr "" -#~ "コーヒーを1杯取って...もしかしたら、何か食べるものも作るかもしれません" - -#~ msgid "Edit Build Scheme of External Build Target:" -#~ msgstr "外部ビルドターゲットのビルドスキームの編集:" - -#~ msgid "Edit Run Scheme of External Build Target:" -#~ msgstr "外部ビルドターゲットの実行スキームの編集:" - -#~ msgid "" -#~ "You can go to *Arguments* tab and add an -e and a -path to a project to " -#~ "debug the editor not the project selection screen" -#~ msgstr "" -#~ "*引数*\\ タブに移動し、プロジェクトに -e と -path を追加して、プロジェクト" -#~ "選択画面ではなくエディタをデバッグできます" - -#~ msgid "Test it:" -#~ msgstr "それをテストします:" - -#~ msgid "" -#~ "(Note that *godot.x11.tools.64* in \"program\" value might be named " -#~ "differently on macOS or Windows)" -#~ msgstr "" -#~ "(\"program\"値の *godot.x11.tools.64* の名前は、macOSまたはWindowsでは異な" -#~ "る場合があることに注意してください)" - -#~ msgid "(Note that *platform=x11* will be different for macOX and Windows)" -#~ msgstr "(*platform = x11* はmacOXとWindowsでは異なります)" - -#~ msgid "Choose *File* -> *Open*." -#~ msgstr "*File* → *Open* を選択します。" - -#~ msgid "Append the following code snippet to ``config.py``:" -#~ msgstr "次のコードスニペットを ``config.py`` に追加します:" - -#~ msgid "" -#~ "The ``get_doc_classes()`` method is necessary for the build system to " -#~ "know which documentation classes of the module must be merged, since the " -#~ "module may contain several classes. Replace ``ClassName`` with the name " -#~ "of the class you want to write documentation for. If you need docs for " -#~ "more than one class, append those as well." -#~ msgstr "" -#~ "``get_doc_classes()`` メソッドは、モジュールに複数のクラスが含まれている可" -#~ "能性があるため、モジュールのどのドキュメントクラスをマージする必要があるか" -#~ "をビルドシステムが知るために必要です。 ``ClassName`` をドキュメントを作成" -#~ "するクラスの名前に置き換えます。複数のクラスのドキュメントが必要な場合は、" -#~ "追加します。" - -#~ msgid "" -#~ "This will dump the engine API reference to the given ```` in XML " -#~ "format. Notice that you'll need to configure your ``PATH`` to locate " -#~ "Godot's executable, and make sure that you have write access rights. If " -#~ "not, you might encounter an error similar to the following:" -#~ msgstr "" -#~ "これは、指定された ```` へのエンジンAPIリファレンスをXML形式でダンプ" -#~ "します。 Godotの実行可能ファイルを見つけるために ``PATH`` を設定し、書き込" -#~ "みアクセス権があることを確認する必要があることに注意してください。 そうで" -#~ "ない場合は、次のようなエラーが発生する可能性があります:" - -#~ msgid "Get generated doc file from ``godot/doc/classes/ClassName.xml``" -#~ msgstr "" -#~ "``godot/doc/classes/ClassName.xml`` から生成されたドキュメントファイルを取" -#~ "得します" - -#~ msgid "" -#~ "Copy this file to ``doc_classes``, optionally edit it, then compile the " -#~ "engine." -#~ msgstr "" -#~ "このファイルを ``doc_classes`` にコピーし、オプションで編集してからエンジ" -#~ "ンをコンパイルします。" - -#~ msgid "" -#~ "As the engine is constantly evolving and new features are being added, it " -#~ "is important to familiarize yourself with the editor and tools " -#~ "development in C++. Without the editor, some of the engine's internal " -#~ "functionality would become unaccessible and make the development not " -#~ "intuitive." -#~ msgstr "" -#~ "エンジンは常に進化しており、新しい機能が追加されているため、C++でのエディ" -#~ "タとツールの開発に慣れることが重要です。エディタがなければ、エンジンの内部" -#~ "機能の一部にアクセスできなくなり、開発が直感的ではなくなります。" - -#~ msgid "Add them to the ``engine/icons/svg`` folder." -#~ msgstr "それらを ``engine/icons/svg`` フォルダに追加します。" - -#~ msgid "" -#~ "Run the ``optimize.py`` script. You must have the ``scour`` package " -#~ "installed:" -#~ msgstr "" -#~ "``optimize.py`` スクリプトを実行します。\\ ``scour`` パッケージをインス" -#~ "トールする必要があります:" - -#~ msgid "" -#~ "The optimized icons will be generated in the ``engine/icons/optimized`` " -#~ "folder." -#~ msgstr "" -#~ "最適化されたアイコンは ``engine/icons/optimized`` フォルダに生成されます。" - -#~ msgid "" -#~ "However, if you had local commits, this method will create a so-called " -#~ "\"merge commit\", and you will soon hear from fellow contributors that " -#~ "those are not wanted in PRs. To update the branch without creating a " -#~ "merge commit, you will have to use the ``--rebase`` option, so that your " -#~ "local commits are replayed on top of the updated upstream ``master`` " -#~ "branch. It will effectively modify the Git history of your branch, but " -#~ "that is for the greater good." -#~ msgstr "" -#~ "ただし、もしローカル コミットがあり、このメソッドがいわゆる「マージ コミッ" -#~ "ト」を作成し、すぐに仲間の貢献者からそれらがPRで望まれないと聞いたとしま" -#~ "す。マージコミットを作成せずにブランチを更新するには、``--rebase`` オプ" -#~ "ションを使い、ローカルコミットが更新されたアップストリーム ``master`` ブラ" -#~ "ンチの上で再生できるようにする必要があります。ブランチの Git履歴は効果的に" -#~ "変更されますが、それはより大きな利益のためです。" - -#~ msgid "Therefore, the command that you should (almost) always use is:" -#~ msgstr "" -#~ "したがって、(ほとんど)常に使用する必要があるコマンドは次のとおりです:" - -#~ msgid "" -#~ "Once you have done this, you may run ``--rebase`` to merge master " -#~ "correctly." -#~ msgstr "" -#~ "これを行ったら、\\ ``-rebase`` を実行してマスターを正しくマージできます。" - -#~ msgid "" -#~ "If you have already pushed the wrong commits to your remote branch, you " -#~ "will have to force push by using ``git push --force``." -#~ msgstr "" -#~ "間違ったコミットをリモートブランチにすでにプッシュしている場合、\\ ``git " -#~ "push --force`` を使用してプッシュを強制する必要があります。" - -#~ msgid "" -#~ "``git reset --hard`` can be a dangerous operation, especially if you have " -#~ "untracked or uncommitted changes. However, if you have committed changes " -#~ "that you reset using ``git reset --hard``, you may still be able to " -#~ "recover them by resetting to a commit ID found with the ``git reflog`` " -#~ "command." -#~ msgstr "" -#~ "``git reset --hard`` は、特に追跡されていないコミットされていない変更があ" -#~ "る場合、危険な操作になる可能性があります。ただし、\\ ``git reset --hard`` " -#~ "を使用してリセットした変更をコミットした場合、\\ ``git reflog`` コマンドで" -#~ "見つかったコミットIDにリセットすることでそれらを回復できる場合があります。" - -#~ msgid "That should do the trick, but..." -#~ msgstr "これでうまくいくはずですが、..." - -#~ msgid "Mastering the PR workflow: the rebase" -#~ msgstr "PRワークフローのマスタリング: リベース" - -#~ msgid "" -#~ "On the situation outlined above, your fellow contributors who are " -#~ "particularly pedantic regarding the Git history might ask your to " -#~ "*rebase* your branch to *squash* or *meld* the last two commits together " -#~ "(i.e. the two related to the project manager), as the second commit " -#~ "basically fixes an issue in the first one." -#~ msgstr "" -#~ "上記の状況では、Gitの履歴に関して特に熱心な仲間は、最後の2つのコミット(プ" -#~ "ロジェクトマネージャーに関連する2つ)を\\ *squashまたはmeld*\\ に\\ *リベー" -#~ "ス*\\ するように頼むかもしれません。 2番目のコミットは基本的に最初のコミッ" -#~ "トの問題を修正するためです。" - -#~ msgid "" -#~ "Once the PR is merged, it is not relevant for a changelog reader that the " -#~ "PR author made mistakes; instead, we want to keep only commits that bring " -#~ "from one working state to another working state." -#~ msgstr "" -#~ "PRがマージされると、PR作成者がミスをしたことは、変更ログの読者には関係あり" -#~ "ません。 代わりに、ある作業状態から別の作業状態に移行するコミットのみを保" -#~ "持する必要があります。" - -#~ msgid "This will open a text editor with:" -#~ msgstr "これにより、次のテキストエディタが開きます:" - -#~ msgid "" -#~ "You could have avoided this rebase by using ``git commit --amend`` when " -#~ "fixing the typo. This command will write the staged changes directly into " -#~ "the *last* commit (``HEAD``), instead of creating a new commit like we " -#~ "did in this example. So it is equivalent to what we did with a new commit " -#~ "and then a rebase to mark it as \"fixup\"." -#~ msgstr "" -#~ "タイプミスを修正するときに ``git commit --amend`` を使用すると、このリベー" -#~ "スを回避できます。 このコマンドは、この例のように新しいコミットを作成する" -#~ "代わりに、ステージングされた変更を\\ *最後の*\\ コミット( ``HEAD`` )に直接" -#~ "書き込みます。 つまり、新しいコミットでリフィックスし、それを「fixup」とし" -#~ "てマークすることと同じです。" - -#~ msgid "BMP (``.bmp``)" -#~ msgstr "\\ BMP (``.bmp``)" - -#~ msgid "" -#~ "This approach has the disadvantage that in Godot the running game can't " -#~ "be explored from different angles (though this may be supported in the " -#~ "future and displaying collision gizmos in the running game is already " -#~ "possible), but in exchange has several advantages:" -#~ msgstr "" -#~ "このアプローチには、Godotで実行中のゲームをさまざまな角度から探索できない" -#~ "という欠点がありますが(これは将来サポートされますし、実行中のゲームでのコ" -#~ "リジョンギズモの表示はすでに可能ですが)、引き換えにいくつかの利点がありま" -#~ "す:" - -#~ msgid "" -#~ "The last third party scripting language that was used for shipped games " -#~ "was `Squirrel `__, but it was dropped as well. " -#~ "At that point, it became evident that a custom scripting language could " -#~ "more optimally make use of Godot's particular architecture:" -#~ msgstr "" -#~ "出荷されたゲームに使用されていた最後のサードパーティ製スクリプト言語は " -#~ "`Squirrel `_ でしたが、これも削除されました。そ" -#~ "の時点で、カスタムスクリプト言語がGodotの特定のアーキテクチャをより最適に" -#~ "利用できることが明らかになってきました:" - -#~ msgid "" -#~ "Godot embeds scripts in nodes. Most languages are not designed with this " -#~ "in mind." -#~ msgstr "" -#~ "Godotはスクリプトをノードに埋め込みます。ほとんどの言語はこれを念頭に置い" -#~ "て設計されていません。" - -#~ msgid "" -#~ "Godot uses several built-in data types for 2D and 3D math. Script " -#~ "languages do not provide this, and binding them is inefficient." -#~ msgstr "" -#~ "Godotは、2Dおよび3D計算に複数の組み込みデータ型を使用します。スクリプト言" -#~ "語はこれを提供せず、それらをバインドすることは非効率的です。" - -#~ msgid "" -#~ "Godot uses threads heavily for lifting and initializing data from the net " -#~ "or disk. Script interpreters for common languages are not friendly to " -#~ "this." -#~ msgstr "" -#~ "Godotは、ネットやディスクからデータを取り出したり初期化したりするためにス" -#~ "レッドを多用しますが、一般的な言語のスクリプトインタプリタは、これに適して" -#~ "いません。" - -#~ msgid "" -#~ "Godot already has a memory management model for resources, most script " -#~ "languages provide their own, which results in duplicate effort and bugs." -#~ msgstr "" -#~ "Godotは既にリソースのメモリ管理モデルを持っており、ほとんどのスクリプト言" -#~ "語は独自のものを提供しているため、作業とバグが重複してしまいます。" - -#~ msgid "" -#~ "Binding code is always messy and results in several failure points, " -#~ "unexpected bugs and generally low maintainability." -#~ msgstr "" -#~ "バインディング・コードは常に乱雑で、いくつかの障害点、予期しないバグ、そし" -#~ "て一般的に保守性の低さをもたらします。" - -#~ msgid "" -#~ "The result of these considerations is *GDScript*. The language and " -#~ "interpreter for GDScript ended up being smaller than the binding code " -#~ "itself for Lua and Squirrel, while having equal functionality. With time, " -#~ "having a built-in language has proven to be a huge advantage." -#~ msgstr "" -#~ "これらの考慮の結果が *GDScript* です。GDScriptの言語とインタープリターは、" -#~ "LuaとSquirrelのバインディング・コードよりも小さく、機能は同じでした。時間" -#~ "の経過とともに、言語が組み込まれていることは大きな利点となってきました。" - -#~ msgid "Safe vs Unsafe Line" -#~ msgstr "セーフ・ラインVSセーフでないライン" - -#~ msgid "" -#~ "It is possible to specify multiple animations from a single timeline as " -#~ "clips. Specify from which frame to which frame each clip must be taken " -#~ "(and, of course, don't forget to specify the FPS option above)." -#~ msgstr "" -#~ "単一のタイムラインから複数のアニメーションをクリップとして指定することがで" -#~ "きます。どのフレームからどのフレームまでで各クリップを取得する必要があるか" -#~ "を指定します(もちろん、上記のFPSオプションを指定することを忘れないでくださ" -#~ "い)。" - -#~ msgid "Collision Shapes" -#~ msgstr "コリジョン形状" - -#~ msgid "" -#~ "Because this is such a common operation, ``Vector2`` and ``Vector3`` " -#~ "provide a method for normalizing:" -#~ msgstr "" -#~ "これはよくある操作なので、\\ ``Vector2``\\ と\\ ``Vector3``\\ には正規化の" -#~ "ためのメソッドがあります:" - -#~ msgid "Structs" -#~ msgstr "構造体" - -#~ msgid "" -#~ "Structs are compound types which can be used for better abstaction of " -#~ "shader code. You can declare them at the global scope like:" -#~ msgstr "" -#~ "構造体は、シェーダーコードのより良い抽象化に使用できる複合型です。次のよう" -#~ "なグローバルスコープで宣言できます:" - -#~ msgid "After declaration, you can instantiate and initialize them like:" -#~ msgstr "宣言後、次のようにインスタンス化および初期化できます:" - -#~ msgid "Or use struct constructor for same purpose:" -#~ msgstr "または、同じ目的で構造体コンストラクタを使用します:" - -#~ msgid "" -#~ "Structs may contain other struct or array, you can also instance them as " -#~ "global constant:" -#~ msgstr "" -#~ "構造体には他の構造体または配列を含めることができますが、グローバル定数とし" -#~ "てインスタンス化することもできます:" - -#~ msgid "bit-wise and" -#~ msgstr "ビット単位の論理積(and)" - -#~ msgid "Arc-Sine" -#~ msgstr "アークサイン(逆正弦)" - -#~ msgid "Hyperbolic-Sine" -#~ msgstr "双曲線サイン" - -#~ msgid "Inverse-Hyperbolic-Sine" -#~ msgstr "双曲線アークサイン" - -#~ msgid "Power" -#~ msgstr "累乗" - -#~ msgid "Dot Product" -#~ msgstr "内積(ドット積)" - -#~ msgid "Cross Product" -#~ msgstr "外積 (クロス積)" - -#~ msgid "Perform a 2D texture read with projection/lod" -#~ msgstr "プロジェクション/LODで2Dテクスチャの読み取りを実行する" - -#~ msgid "Perform a 3D texture read with projection/lod" -#~ msgstr "プロジェクション/LODで3Dテクスチャの読み取りを実行する" - -#~ msgid "Creating a main screen plugin" -#~ msgstr "メイン画面プラグインを作成" - -#~ msgid "" -#~ "Linking the main screen to another plugin GUI element (such as a Tab " -#~ "panel, similar to the Inspector tab)" -#~ msgstr "" -#~ "メイン画面を別のプラグインGUI要素([インスペクタ]タブに似たタブパネルなど)" -#~ "にリンクする" - -#~ msgid "" -#~ "For the sake of simplicity, the two GUI elements of our main screen " -#~ "plugin will both consist in a Label and a Button. Pressing one element's " -#~ "button will display some text on the other's label node." -#~ msgstr "" -#~ "簡単にするために、メイン画面プラグインの2つのGUI要素は両方ともラベルとボタ" -#~ "ンで構成されます。一方の要素のボタンを押すと、他方のラベルノードにテキスト" -#~ "が表示されます。" - -#~ msgid "" -#~ "The plugin itself is a Godot project. It is best to set its contents in " -#~ "an ``addons/my_plugin_name/`` structure. The only files that lie in the " -#~ "root folder are the project.godot file, and the project icon." -#~ msgstr "" -#~ "プラグイン自体はGodotプロジェクトです。内容を ``addons/my_plugin_name/`` " -#~ "構造に設定するのが最善です。ルートフォルダにあるファイルは、project.godot" -#~ "ファイルとプロジェクトアイコンのみです。" - -#~ msgid "" -#~ "In the ``addons/my_plugin_name/`` folder, we create the ``plugin.cfg`` " -#~ "file as described in the :ref:`doc_making_plugins` page." -#~ msgstr "" -#~ "``addons/my_plugin_name/`` フォルダで、\\ :ref:`doc_making_plugins` ページ" -#~ "で説明されている ``plugin.cfg`` ファイルを作成します。" - -#~ msgid "" -#~ "We also initialize the file targeted by the ``script=`` property of the " -#~ "``.cfg`` file. In our example, ``main_screen_plugin.gd``." -#~ msgstr "" -#~ "また、\\ ``.cfg`` ファイルの ``script =`` プロパティが対象とするファイルを" -#~ "初期化します。この例では、\\ ``main_screen_plugin.gd`` です。" - -#~ msgid "" -#~ "The ``main_screen_plugin.gd`` file will be responsible for each of our " -#~ "plugin's UI element instantiation, and it will also manage the " -#~ "communication between them." -#~ msgstr "" -#~ "``main_screen_plugin.gd`` ファイルは、プラグインの各UI要素のインスタンス化" -#~ "を担当し、それらの間の通信も管理します。" - -#~ msgid "" -#~ "As a matter of fact, we wish to design each UI element in their own " -#~ "scene. Different scenes are not aware of each other unless they are both " -#~ "children of a parent scene, yet they will then require ``get_node(\"../" -#~ "sibling\")`` accessors. Such practice is more likely to produce errors at " -#~ "runtime, especially if these scenes do not share the same parent node. " -#~ "This is why, they should only be allowed to access their children." -#~ msgstr "" -#~ "実際のところ、各UI要素をそれぞれのシーンで設計したいと考えています。 異な" -#~ "るシーンは、両方が親シーンの子でない限りお互いを認識しませんが、それでも " -#~ "``get_node(\"../sibling\")`` アクセサーが必要になります。特に、これらの" -#~ "シーンが同じ親ノードを共有していない場合、このような方法では実行時にエラー" -#~ "が発生する可能性が高くなります。これが、子供へのアクセスのみを許可する理由" -#~ "です。" - -#~ msgid "" -#~ "So, in order to communicate information to another scene, the best design " -#~ "is to define signals. If a user action in a UI scene #1 has to trigger " -#~ "something in another UI scene #2, then this user action has to emit a " -#~ "signal from scene #1, and scene #2 will be connected to that signal. " -#~ "Since all of our UI scenes will be instanced by ``main_screen_plugin.gd`` " -#~ "script, this one script will also connect each of them to the required " -#~ "signals." -#~ msgstr "" -#~ "そのため、別のシーンに情報を伝えるための最良の設計は、シグナルを定義するこ" -#~ "とです。UIシーン#1のユーザーアクションが別のUIシーン#2で何かをトリガーする" -#~ "必要がある場合、このユーザーアクションはシーン#1からシグナルを発信する必要" -#~ "があり、シーン#2はそのシグナルに接続されます。すべてのUIシーンは " -#~ "``main_screen_plugin.gd`` スクリプトによってインスタンス化されるため、この" -#~ "1つのスクリプトはそれぞれのシーンを必要なシグナルに接続します。" - -#~ msgid "" -#~ "If the ``main_screen_plugin.gd`` instantiates the UI scenes, won't they " -#~ "be sibling nodes then?" -#~ msgstr "" -#~ "``main_screen_plugin.gd`` がUIシーンをインスタンス化する場合、それらは兄弟" -#~ "ノードになりませんか?" - -#~ msgid "" -#~ "Not necessarily: this script may add all UI scenes as children of the " -#~ "same node of the editor's scene tree - but maybe it won't. And the " -#~ "``main_screen_plugin.gd`` script will *not* be the parent node of any " -#~ "instantiated scene because it is a script, not a node! This script will " -#~ "only hold references to instantiated scenes." -#~ msgstr "" -#~ "必ずしもそうではありません: このスクリプトは、エディタのシーンツリーの同じ" -#~ "ノードの子としてすべてのUIシーンを追加する場合がありますが、そうでない場合" -#~ "があります。そして、\\ ``main_screen_plugin.gd`` スクリプトは、ノードでは" -#~ "なくスクリプトであるため、インスタンス化されたシーンの親ノードではありませ" -#~ "ん!このスクリプトは、インスタンス化されたシーンへの参照のみを保持します。" - -#~ msgid "" -#~ "We then add 2 children to this Panel node: first a ``Button`` node. Place " -#~ "it anywhere on the Panel. Then add a ``Label`` node." -#~ msgstr "" -#~ "次に、このPanelノードに2つの子を追加します: 最初は ``Button`` ノードです。" -#~ "パネル上の任意の場所に配置します。次に、\\ ``Label`` ノードを追加します。" - -#~ msgid "" -#~ "Now we need to define a behaviour when this button is pressed. This is " -#~ "covered by the :ref:`Handling a signal ` " -#~ "page, so this part will not be described in details in this tutorial. " -#~ "Select the Button node and click the ``Node`` side dock. Select the " -#~ "``pressed()`` signal and click the ``Connect`` button (you can also " -#~ "double-click the ``pressed()`` signal instead). In the window that " -#~ "opened, select the Panel node (we will centralize all behaviors in its " -#~ "attached script). Keep the default function name, make sure that the " -#~ "``Make function`` toggle is ON and hit ``Connect``. This creates an " -#~ "``_on_Button_pressed()`` function in the ``main_panel.gd`` script, that " -#~ "will be called every time the button is pressed." -#~ msgstr "" -#~ "次に、このボタンが押されたときの動作を定義する必要があります。これは :ref:" -#~ "`シグナルの処理 ` ページでカバーされてい" -#~ "るため、このチュートリアルではこの部分について詳しく説明しません。Button" -#~ "ノードを選択し、\\ ``ノード`` サイドドックをクリックします。\\ `` " -#~ "pressed()`` シグナルを選択して ``接続...`` ボタンをクリックします(代わり" -#~ "に ``pressed()`` シグナルをダブルクリックすることもできます)。開いたウィン" -#~ "ドウで、Panelノードを選択します(アタッチされたスクリプトですべての動作を一" -#~ "元化します)。デフォルトの関数名を保持し、\\ ``関数の作成`` トグルがオンに" -#~ "なっていることを確認し、\\ ``接続`` を押します。これは ``main_panel.gd`` " -#~ "スクリプトに ``_on_Button_pressed()`` 関数を作成し、ボタンが押されるたびに" -#~ "呼び出されます。" - -#~ msgid "" -#~ "As the button gets pressed, we want the side-panel's ``Label`` node to " -#~ "show a specific text. As explained above, we cannot directly access the " -#~ "target scene, so we'll emit a signal instead. The ``main_screen_plugin." -#~ "gd`` script will then connect this signal to the target scene. Let's " -#~ "continue in the ``main_panel.gd`` script:" -#~ msgstr "" -#~ "ボタンが押されると、サイドパネルの ``Label`` ノードに特定のテキストが表示" -#~ "されるようにします。上記で説明したように、ターゲットシーンに直接アクセスす" -#~ "ることはできないため、代わりにシグナルを送信します。\\ " -#~ "``main_screen_plugin.gd`` スクリプトは、このシグナルをターゲットシーンに接" -#~ "続します。\\ ``main_panel.gd`` スクリプトを続けましょう:" - -#~ msgid "" -#~ "In the same way, this main scene's Label node has to show a value when it " -#~ "receives a specific signal. Let's create a new " -#~ "``_on_side_button_pressed(text_to_show)`` function for this purpose:" -#~ msgstr "" -#~ "同様に、このメインシーンのLabelノードは、特定のシグナルを受信したときに値" -#~ "を表示する必要があります。この目的のために新しい " -#~ "``_on_side_button_pressed(text_to_show)`` 関数を作成しましょう:" - -#~ msgid "Tabbed panel scene" -#~ msgstr "タブ付きパネルシーン" - -#~ msgid "" -#~ "The tabbed panel scene is almost identical to the main panel scene. You " -#~ "can either duplicate the ``main_panel.tscn`` file and name the new file " -#~ "``side_panel.tscn``, or re-create it from a new scene by following the " -#~ "previous section again. However, you will have to create a new script and " -#~ "attach it to the Panel root node. Save it as ``side_panel.gd``. Its " -#~ "content is slightly different, as the signal emitted and the target " -#~ "function have different names. Here is the script's full content:" -#~ msgstr "" -#~ "タブ付きパネルシーンは、メインパネルシーンとほぼ同じです。\\ ``main_panel." -#~ "tscn`` ファイルを複製して新しいファイルに ``side_panel.tscn`` という名前を" -#~ "付けるか、前のセクションを再度たどって新しいシーンから再作成できます。ただ" -#~ "し、新しいスクリプトを作成して、Panelルートノードにアタッチする必要があり" -#~ "ます。\\ ``side_panel.gd`` として保存します。発信されるシグナルとターゲッ" -#~ "ト関数の名前が異なるため、その内容は少し異なります。スクリプトの完全なコン" -#~ "テンツは次のとおりです:" - -#~ msgid "Connecting the two scenes in the plugin script" -#~ msgstr "プラグインスクリプトで2つのシーンを接続する" - -#~ msgid "" -#~ "A couple of specific lines were added. First, we defined the constants " -#~ "that contain our 2 GUI packed scenes (``MainPanel`` and ``SidePanel``). " -#~ "We will use these resources to instance both scenes." -#~ msgstr "" -#~ "いくつかの特定の行が追加されました。最初に、2つのGUIパックシーン" -#~ "(``MainPanel`` および ``SidePanel``)を含む定数を定義しました。これらのリ" -#~ "ソースを使用して、両方のシーンをインスタンス化します。" - -#~ msgid "" -#~ "The ``_enter_tree()`` function is called before ``_ready()``. This is " -#~ "where we actually instance the 2 GUI scenes, and add them as children of " -#~ "specific parts of the editor. The side panel case is similar to the " -#~ "example shown in :ref:`doc_making_plugins` page: we add the scene in an " -#~ "editor dock. We specified it will be placed in the left-side dock, upper-" -#~ "left tab." -#~ msgstr "" -#~ "``_enter_tree()`` 関数は ``_ready()`` の前に呼び出されます。ここで実際に2" -#~ "つのGUIシーンをインスタンス化し、それらをエディタの特定の部分の子として追" -#~ "加します。サイドパネルの場合は、\\ :ref:`doc_making_plugins` ページに示さ" -#~ "れている例に似ています: シーンをエディタドックに追加します。左側のドック、" -#~ "左上のタブに配置されるように指定しました。" - -#~ msgid "" -#~ "The ``_exit_tree()`` is pretty straightforward. It is automatically " -#~ "called when the plugin is deactivated. It is then important to " -#~ "``queue_free()`` the elements previously instanced to preserve memory. If " -#~ "you don't, the elements will effectively be invisible in the editor, but " -#~ "they will remain present in the memory. Multiple de-activations/re-" -#~ "activations will then increase memory usage without any way to free it, " -#~ "which is not good." -#~ msgstr "" -#~ "``_exit_tree()`` はとても簡単です。プラグインが非アクティブ化されると自動" -#~ "的に呼び出されます。メモリを温存するために、以前にインスタンス化された要素" -#~ "を ``queue_free()`` することが重要です。そうしないと、エレメントはエディタ" -#~ "で事実上見えなくなりますが、メモリ内には残っています。メモリを解放しない場" -#~ "合、複数の非アクティブ化/再アクティブ化によりメモリ使用量が増加していきま" -#~ "すが、これは良くありません。" - -#~ msgid "Customizing the Web export HTML page" -#~ msgstr "WebエクスポートHTMLページのカスタマイズ" - -#~ msgid "" -#~ "Rather than the default HTML page that comes with the export templates, " -#~ "it is also possible to use a custom HTML page. This allows drastic " -#~ "customization of the final web presentation and behavior. The path to the " -#~ "custom HTML page is specified in the export options as ``Html/Custom Html " -#~ "Shell``." -#~ msgstr "" -#~ "エクスポートテンプレートに付属しているデフォルトのHTMLページではなく、カス" -#~ "タムHTML ページを使用することもできます。これにより、最終的なWebプレゼン" -#~ "テーションと動作を大幅にカスタマイズできます。カスタムHTMLページへのパス" -#~ "は、エクスポートオプションで ``Html/Custom Html Shell`` として指定されま" -#~ "す。" - -#~ msgid "" -#~ "Another sample HTML page is available at `/misc/dist/html/fixed-size.html " -#~ "`__. This page uses a fixed size canvas with an output widget " -#~ "below. However, the F12 browser console should be preferred as it can " -#~ "display additional information, such as WebGL errors." -#~ msgstr "" -#~ "別のサンプルHTMLページは、\\ `/misc/dist/html/fixed-size.html `__で入手できます。このページは、以下の出力ウィジェットを備えた固定サ" -#~ "イズのcanvasを使用します。ただし、WebGLエラーなどの追加情報を表示できるた" -#~ "め、F12ブラウザーコンソールを使う事をお勧めします。" - -#~ msgid "Placeholder substitution" -#~ msgstr "プレースホルダの置換" - -#~ msgid "" -#~ "When exporting the game, several placeholders in the HTML page are " -#~ "replaced with values depending on the export:" -#~ msgstr "" -#~ "ゲームをエクスポートするとき、HTMLページ内のいくつかのプレースホルダは、エ" -#~ "クスポートに応じて値に置き換えられます。" - -#~ msgid "Substituted by" -#~ msgstr "置換内容" - -#~ msgid "``$GODOT_BASENAME``" -#~ msgstr "\\ ``$GODOT_BASENAME``" - -#~ msgid "" -#~ "Basename of exported files without suffixes, e.g. ``game`` when exporting " -#~ "``game.html``" -#~ msgstr "" -#~ "拡張子のないエクスポートされたファイルのベース名、例えば `` game.html`` を" -#~ "エクスポートする際の `` game``" - -#~ msgid "``$GODOT_DEBUG_ENABLED``" -#~ msgstr "\\ ``$GODOT_DEBUG_ENABLED``" - -#~ msgid "``true`` if debugging, ``false`` otherwise" -#~ msgstr "デバッグする場合は ``true`` 、それ以外の場合は ``false``" - -#~ msgid "``$GODOT_HEAD_INCLUDE``" -#~ msgstr "\\ ``$GODOT_HEAD_INCLUDE``" - -#~ msgid "" -#~ "Custom string to include just before the end of the HTML ```` " -#~ "element" -#~ msgstr "HTMLの `` `` 要素の直前に含めるカスタム文字列" - -#~ msgid "" -#~ "The HTML file must evaluate the JavaScript file ``$GODOT_BASENAME.js``. " -#~ "This file defines a global ``Engine`` object used to start the engine, :" -#~ "ref:`see below ` for details." -#~ msgstr "" -#~ "HTMLファイルは、JavaScriptファイル ``$GODOT_BASENAME.js`` を評価する必要が" -#~ "あります。このファイルは、エンジンの起動に使用されるグローバル ``Engine`` " -#~ "オブジェクトを定義します\\ :ref:`下記参照 " -#~ "` 。" - -#~ msgid "" -#~ "The boot splash image is exported as ``$GODOT_BASENAME.png`` and can be " -#~ "used e.g. in ```` elements." -#~ msgstr "" -#~ "ブートスプラッシュイメージは ``$GODOT_BASENAME.png`` としてエクスポートさ" -#~ "れ、 ```` 要素などで使用できます。" - -#~ msgid "" -#~ "``$GODOT_DEBUG_ENABLED`` can be useful to optionally display e.g. an " -#~ "output console or other debug tools." -#~ msgstr "" -#~ "``$GODOT_DEBUG_ENABLED`` は、出力コンソールやその他のデバッグ ツールを必要" -#~ "に応じて表示する場合に便利です。" - -#~ msgid "" -#~ "``$GODOT_HEAD_INCLUDE`` is replaced with the string specified by the " -#~ "export option ``Html/Head Include``." -#~ msgstr "" -#~ "``$GODOT_HEAD_INCLUDE`` は、エクスポートオプション ``Html/Head Include`` " -#~ "で指定された文字列に置き換えられます。" - -#~ msgid "" -#~ "The JavaScript global object ``Engine`` is defined by ``$GODOT_BASENAME." -#~ "js`` and serves as an interface to the engine start-up process." -#~ msgstr "" -#~ "JavaScriptグローバルオブジェクト ``Engine`` は ``$GODOT_BASENAME.js`` に" -#~ "よって定義され、エンジンの起動プロセスへのインターフェイスとして機能しま" -#~ "す。" - -#~ msgid "The object itself has only the following methods:" -#~ msgstr "オブジェクト自体には、次のメソッドしかありません:" - -#~ msgid "Check whether WebGL is available." -#~ msgstr "WebGLが利用可能かどうかを確認します。" - -#~ msgid "" -#~ "This is useful for outdated hosts that only accept uploads of files with " -#~ "certain filename extensions." -#~ msgstr "" -#~ "これは、特定のファイル拡張子を持つファイルのアップロードのみを受け付ける古" -#~ "いホストに便利です。" - -#~ msgid "" -#~ "Depending on the host, using an alternate filename extension can prevent " -#~ "some start-up optimizations. This occurs when the file is delivered with " -#~ "a MIME-type other than :mimetype:`application/wasm`." -#~ msgstr "" -#~ "ホストによっては、代替のファイル名拡張子を使用すると、起動時の最適化が妨げ" -#~ "られる場合があります。これは、ファイルが :mimetype:`application/wasm` 以外" -#~ "のMIMEタイプで配信されるときに発生します。" - -#~ msgid "Starting an ``Engine`` instance" -#~ msgstr "``Engine`` インスタンスの開始" - -#~ msgid ":js:class:`Engine` also acts a class:" -#~ msgstr ":js:class:`Engine` はクラスとしても機能します:" - -#~ msgid "An instance of the engine that can be started, usually a game." -#~ msgstr "開始できるエンジンのインスタンス、通常はゲーム。" - -#~ msgid "Instantiate the class using the ``new`` operator:" -#~ msgstr "``new`` 演算子を使用してクラスをインスタンス化します:" - -#~ msgid "" -#~ "This yields an :js:class:`Engine` instance, referred to as ``engine`` " -#~ "with a lower-case ``e`` from here." -#~ msgstr "" -#~ "これにより、\\ :js:class:`Engine` インスタンスが生成されます。これをこれ以" -#~ "降の説明では、小文字の ``e`` を持つ ``engine`` と呼びます。" - -#~ msgid "" -#~ "To start such an instance, the global ``Engine`` object must be loaded, " -#~ "then the ``engine`` instance must be initialized and finally started." -#~ msgstr "" -#~ "そのようなインスタンスを開始するには、グローバルな ``Engine`` オブジェクト" -#~ "をロードし、次に ``engine`` インスタンスを初期化し、最後に開始する必要があ" -#~ "ります。" - -#~ msgid "" -#~ "Initialize the instance. The instance can then be started with one of the " -#~ "``start`` functions, usually :js:func:`engine.startGame`." -#~ msgstr "" -#~ "インスタンスを初期化します。インスタンスは ``start`` 関数の1つ、通常は :" -#~ "js:func:`engine.startGame` で開始できます。" - -#~ msgid "" -#~ "The base path to the engine, same as in :js:func:`Engine.load`. Must be " -#~ "passed only if the engine hasn't been loaded yet." -#~ msgstr "" -#~ ":js:func:`Engine.load` と同じ、エンジンへのベースパス。エンジンがまだロー" -#~ "ドされていない場合にのみ渡す必要があります。" - -#~ msgid "" -#~ "If the instance has not yet been initialized with :js:func:`engine.init`, " -#~ "it will be." -#~ msgstr "" -#~ "インスタンスが :js:func:`engine.init` でまだ初期化されていない場合は、イン" -#~ "スタンスが初期化されます。" - -#~ msgid "The engine must be loaded beforehand." -#~ msgstr "エンジンは事前にロードする必要があります。" - -#~ msgid "" -#~ "Requires that the engine has been loaded, and that a canvas can be found " -#~ "on the page." -#~ msgstr "" -#~ "エンジンがロードされており、ページ上にcanvasが見つかる必要があります。" - -#~ msgid "" -#~ "Initializes the engine if not yet initialized, loads the executable, and " -#~ "starts the game with the main pack loaded from the passed URL." -#~ msgstr "" -#~ "まだ初期化されていない場合はエンジンを初期化し、実行可能ファイルをロード" -#~ "し、渡されたURLからロードされたメインパックでゲームを開始します。" - -#~ msgid "" -#~ "Executable's name (URL) to start. Also used as base path to load the " -#~ "engine if not loaded already. Should not contain the file's extension." -#~ msgstr "" -#~ "開始する実行可能ファイルの名前(URL)。まだロードされていない場合、エンジン" -#~ "をロードするためのベースパスとしても使用されます。ファイルの拡張子を含めな" -#~ "いでください。" - -#~ msgid "Configuring start-up behaviour" -#~ msgstr "起動時の動作の設定" - -#~ msgid "" -#~ "Beside starting the engine, other methods of the engine instance allow " -#~ "configuring the behavior:" -#~ msgstr "" -#~ "エンジンを起動する以外に、エンジン・インスタンスの他のメソッドを使用して動" -#~ "作を構成できます:" - -#~ msgid "" -#~ "This frees browser memory by unloading files that are no longer needed " -#~ "once the instance is initialized. However, if more instances of the " -#~ "engine will be started, the Engine will have to be loaded again." -#~ msgstr "" -#~ "これにより、インスタンスが初期化されると不要になったファイルをアンロードす" -#~ "ることにより、ブラウザのメモリが解放されます。ただし、エンジンのインスタン" -#~ "スをさらに起動する場合は、エンジンを再度ロードする必要があります。" - -#~ msgid "Enabled by default." -#~ msgstr "デフォルトでは有効になっています。" - -#~ msgid "Specify a canvas to use." -#~ msgstr "使用するcanvasを指定します。" - -#~ msgid "" -#~ "By default, the engine will try to guess the locale to use from the " -#~ "JavaScript environment. It is usually preferable to use a server-side " -#~ "user-specified locale, or at least use the locale requested in the HTTP " -#~ "``Accept-Language`` header. This method allows specifying such a custom " -#~ "locale string." -#~ msgstr "" -#~ "デフォルトでは、エンジンはJavaScript環境から使用するロケールを推測しようと" -#~ "します。通常は、サーバ側でユーザが指定したロケールを使用するか、少なくとも" -#~ "HTTPの ``Accept-Language`` ヘッダで要求されたロケールを使用することをお勧" -#~ "めします。このメソッドでは、そのようなカスタムロケール文字列を指定できま" -#~ "す。" - -#~ msgid "For example, with PHP:" -#~ msgstr "たとえば、PHPの場合:" - -#~ msgid "Locale." -#~ msgstr "ロケール。" - -#~ msgid "" -#~ "A real executable file doesn't exist for the HTML5 platform. However, a " -#~ "virtual filename is stored by the engine for compatibility with other " -#~ "platforms." -#~ msgstr "" -#~ "HTML5プラットフォーム用の実際の実行可能ファイルは存在しません。ただし、仮" -#~ "想ファイル名は、他のプラットフォームとの互換性のためにエンジンによって保存" -#~ "されます。" - -#~ msgid "" -#~ "By default, the base name of the loaded engine files is used. This method " -#~ "allows specifying another name." -#~ msgstr "" -#~ "デフォルトでは、ロードされたエンジンファイルのベース名が使用されます。この" -#~ "メソッドでは、別の名前を指定できます。" - -#~ msgid "" -#~ "If the total is 0, it couldn't be calculated. Possible reasons include:" -#~ msgstr "" -#~ "total(総バイト数)が0の場合は、計算できません。考えられる理由は次のとおりで" -#~ "す:" - -#~ msgid "Specify the standard output stream callback." -#~ msgstr "標準出力ストリームコールバックを指定します。" - -#~ msgid "" -#~ "This method should usually only be used in debug pages. The ``" -#~ "$GODOT_DEBUG_ENABLED`` placeholder can be used to check for this." -#~ msgstr "" -#~ "このメソッドは通常、デバッグページでのみ使用する必要があります。\\ ``" -#~ "$GODOT_DEBUG_ENABLED`` プレースホルダを使用して、これを確認できます。" - -#~ msgid "Specify the standard error stream callback." -#~ msgstr "標準エラーストリームコールバックを指定します。" - -#~ msgid "By default, ``console.warn()`` is used." -#~ msgstr "デフォルトでは ``console.warn()`` が使用されます。" - -#~ msgid "" -#~ "If you know what you're doing, you can access the runtime environment " -#~ "(Emscripten's ``Module``) as ``engine.rtenv``. Check the official " -#~ "Emscripten documentation for information on how to use it: https://" -#~ "kripken.github.io/emscripten-site/docs/api_reference/module.html" -#~ msgstr "" -#~ "自分のしていることがわかっていれば、ランタイム環境(Emscripten ``Module`` )" -#~ "に ``engine.rtenv`` としてアクセスできます。使用方法については、公式の" -#~ "Emscriptenドキュメントをご確認ください: https://kripken.github.io/" -#~ "emscripten-site/docs/api_reference/module.html" - -#~ msgid "" -#~ "Following this is the actual packet contents, which varies for each type " -#~ "of packet:" -#~ msgstr "次は実際のパケットの内容であり、パケットのタイプごとに異なります:" - -#~ msgid "3: :ref:`float`/real" -#~ msgstr "\\ 3: :ref:`float`/real" - -#~ msgid "[0][0]" -#~ msgstr "\\ [0][0]" - -#~ msgid "[0][1]" -#~ msgstr "\\ [0][1]" - -#~ msgid "[1][0]" -#~ msgstr "\\ [1][0]" - -#~ msgid "[1][1]" -#~ msgstr "\\ [1][1]" - -#~ msgid "[2][0]" -#~ msgstr "\\ [2][0]" - -#~ msgid "[2][1]" -#~ msgstr "\\ [2][1]" - -#~ msgid "[0][2]" -#~ msgstr "\\ [0][2]" - -#~ msgid "[1][2]" -#~ msgstr "\\ [1][2]" - -#~ msgid "[2][2]" -#~ msgstr "\\ [2][2]" - -#~ msgid "[3][0]" -#~ msgstr "\\ [3][0]" - -#~ msgid "[3][1]" -#~ msgstr "\\ [3][1]" - -#~ msgid "[3][2]" -#~ msgstr "\\ [3][2]" - -#~ msgid "" -#~ "`Python 3.5+ (recommended) or Python 2.7+. `_" -#~ msgstr "" -#~ "`Python 3.5以上 (推奨) あるいは Python 2.7以上。 `_" - -#~ msgid "" -#~ "By default, SCons will build a binary matching your CPU architecture, but " -#~ "this can be overridden using ``bits=64`` or ``bits=32``." -#~ msgstr "" -#~ "標準では、SConsはあなたのマシンのCPUアーキテクチャに合ったバイナリをビルド" -#~ "しますが、\\ ``bits=64`` あるいは ``bits=32`` でこれを上書きできます。" - -#~ msgid "SCons build system (3.0 or later for Python 3)" -#~ msgstr "SCons ビルドシステム (Python3には3.0以降)" - -#~ msgid "Python 3.5+ (recommended) or Python 2.7+." -#~ msgstr "Python 3.5+ (推奨) またはPython 2.7+。" - -#~ msgid "" -#~ "`Emscripten 1.38.27+ `__: If " -#~ "the version available per package manager is not recent enough, the best " -#~ "alternative is to install using the `Emscripten SDK `__" -#~ msgstr "" -#~ "`Emscripten 1.38.27+ `__: パッ" -#~ "ケージマネージャーごとに利用可能なバージョンが最新でない場合、最良の代替方" -#~ "法はこちらです `Emscripten SDK `__" - -#~ msgid "Customizing module types initialization" -#~ msgstr "モジュールタイプの初期化のカスタマイズ" - -#~ msgid "" -#~ "Modules can interact with other built-in engine classes during runtime " -#~ "and even affect the way core types are initialized. So far, we've been " -#~ "using ``register_summator_types`` as a way to bring in module classes to " -#~ "be available within the engine." -#~ msgstr "" -#~ "モジュールは、実行中に他の組み込みエンジンクラスとやり取りでき、コアタイプ" -#~ "の初期化方法にも影響を与えます。これまで、モジュールクラスをエンジン内で利" -#~ "用可能にする方法として ``register_summator_types`` を使用してきました。" - -#~ msgid "" -#~ "A crude order of the engine setup can be summarized as a list of the " -#~ "following type registration methods:" -#~ msgstr "" -#~ "エンジンセットアップの大まかな順序は、次のタイプ登録メソッドのリストとして" -#~ "要約できます:" - -#~ msgid "" -#~ "Our ``Summator`` class is initialized during the " -#~ "``register_module_types()`` call. Imagine that we need to satisfy some " -#~ "common module run-time dependency (like singletons), or allow us to " -#~ "override existing engine method callbacks before they can be assigned by " -#~ "the engine itself. In that case, we want to ensure that our module " -#~ "classes are registered *before* any other built-in type." -#~ msgstr "" -#~ "``Summator`` クラスは ``register_module_types()`` 呼び出し中に初期化されま" -#~ "す。一般的なモジュールの実行時依存性(シングルトンなど)を満たすか、エンジン" -#~ "自体によって割り当てられる前に既存のエンジンメソッドコールバックをオーバー" -#~ "ライドできるようにする必要があると想像してください。その場合、モジュールク" -#~ "ラスが他の組み込み型よりも *前に* 登録されるようにします。" - -#~ msgid "" -#~ "This is where we can define an optional ``preregister_summator_types()`` " -#~ "method which will be called before anything else during the " -#~ "``preregister_module_types()`` engine setup stage." -#~ msgstr "" -#~ "ここで、オプションの ``preregister_summator_types()`` メソッドを定義できま" -#~ "す。このメソッドは、\\ ``preregister_module_types()`` エンジンのセットアッ" -#~ "プ段階で他の何かの前に呼び出されます。" - -#~ msgid "" -#~ "We now need to add this method to ``register_types`` header and source " -#~ "files:" -#~ msgstr "" -#~ "このメソッドを ``register_types`` ヘッダーとソースファイルに追加する必要が" -#~ "あります:" - -#~ msgid "" -#~ "Unlike other register methods, we have to explicitly define " -#~ "``MODULE_SUMMATOR_HAS_PREREGISTER`` to let the build system know what " -#~ "relevant method calls to include at compile time. The module's name has " -#~ "to be converted to uppercase as well." -#~ msgstr "" -#~ "他の登録メソッドとは異なり、\\ ``MODULE_SUMMATOR_HAS_PREREGISTER`` を明示" -#~ "的に定義して、コンパイル時に含める関連メソッドの呼び出しをビルドシステムに" -#~ "知らせる必要があります。モジュールの名前も大文字に変換する必要があります。" - -#~ msgid "" -#~ "Once you're satisfied with the icon's design, save the icon in ``engine/" -#~ "icons/svg/`` folder. But in order for the engine to automatically pick up " -#~ "the icons, each icon's filename:" -#~ msgstr "" -#~ "アイコンのデザインに満足したら、\\ ``engine/icons/svg/`` フォルダにアイコ" -#~ "ンを保存します。しかし、エンジンが自動的にアイコンを取得するために、各アイ" -#~ "コンのファイル名は:" - -#~ msgid "Must be prefixed with ``icon_``." -#~ msgstr "接頭辞 ``icon_`` を付ける必要があります。" - -#~ msgid "" -#~ "``PascalCase`` name should be converted to ``snake_case``, so words are " -#~ "separated by ``_`` whenever case changes, and uppercase acronyms must " -#~ "also have all letters, numbers, and special characters separated as " -#~ "distinct words. Some examples:" -#~ msgstr "" -#~ "``PascalCase``の名前は ``snake_case`` に変換する必要があるため、大文字と小" -#~ "文字が変わるたびに単語は ``_``で区切られ、大文字の頭字語にもすべての文字、" -#~ "数字、特殊文字が別個の単語として区切られている必要があります。いくつかの" -#~ "例:" - -#~ msgid "Name" -#~ msgstr "名前" - -#~ msgid "``Polygon2D``" -#~ msgstr "``Polygon2D``" - -#~ msgid "``icon_polygon_2_d.svg``" -#~ msgstr "``icon_polygon_2_d.svg``" - -#~ msgid "``CSGPolygon``" -#~ msgstr "``CSGPolygon``" - -#~ msgid "``icon_c_s_g_polygon.svg``" -#~ msgstr "``icon_c_s_g_polygon.svg``" - -#~ msgid "``CPUParticles2D``" -#~ msgstr "``CPUParticles2D``" - -#~ msgid "``icon_c_p_u_particles_2_d.svg``" -#~ msgstr "``icon_c_p_u_particles_2_d.svg``" - -#~ msgid "``C#``" -#~ msgstr "``C#``" - -#~ msgid "``icon_c_#.svg``" -#~ msgstr "``icon_c_#.svg``" - -#~ msgid "" -#~ "Welcome to Godot! With your project open, you should see the editor’s " -#~ "interface with empty docks on the right side." -#~ msgstr "" -#~ "ゴドーへようこそ!プロジェクトを開くと、右側に空のドックがあるエディタのイ" -#~ "ンターフェースが表示されます。" - -#~ msgid "Windows, macOS, Linux (unofficial and unsupported)" -#~ msgstr "Windows、macOS、Linux(非公式およびサポートなし)" - -#~ msgid "The *adb* executable (adb.exe on Windows)" -#~ msgstr "*adb* 実行可能ファイル(Windows上のadb.exe)" - -#~ msgid "The *jarsigner* executable (from JDK 6 or 8)" -#~ msgstr "*jarsigner* 実行可能ファイル (JDK6または8から)" - -#~ msgid "The debug *keystore*" -#~ msgstr "デバッグ\\ *キーストア*" - -#~ msgid "" -#~ "This way, obtaining the actual playback position during *_process()* is " -#~ "possible:" -#~ msgstr "" -#~ "このようにして、\\ *_ process()* の処理中に実際の再生位置を取得することが" -#~ "可能です:" - -#~ msgid "" -#~ "This tutorial will be about *transformations* and will cover a little " -#~ "about matrices (but not in-depth)." -#~ msgstr "" -#~ "このチュートリアルでは\\ *変換*\\ についてと、加えて行列についても少し扱い" -#~ "ます(深くは掘り下げません)。" - -#~ msgid "" -#~ "Transformations are most of the time applied as translation, rotation and " -#~ "scale so they will be considered as priority here." -#~ msgstr "" -#~ "変換はほとんどの場合、移動、回転、拡大に応用されるので、ここでは優先的に扱" -#~ "います。" - -#~ msgid "Oriented coordinate system (OCS)" -#~ msgstr "直交座標系(OCS)" - -#~ msgid "" -#~ "Imagine we have a spaceship somewhere in space. In Godot this is easy, " -#~ "just move the ship somewhere and rotate it:" -#~ msgstr "" -#~ "宇宙のどこかに宇宙船があると想像してみてください。Godotではこれは簡単で" -#~ "す、ちょうどどこかに船を移動し、それを回転させます:" - -#~ msgid "" -#~ "Ok, so in 2D this looks simple, a position and an angle for a rotation. " -#~ "But remember, we are grown ups here and don't use angles (plus, angles " -#~ "are not even that useful when working in 3D)." -#~ msgstr "" -#~ "さて、2Dでは、これは単純に見えます。位置と回転の角度です。しかし、私たちは" -#~ "ここから成長し、角度を使用しないことを覚えておいてください(プラス、角度は" -#~ "3Dで作業する場合にはあまり役に立ちません)。" - -#~ msgid "" -#~ "We should realize that at some point, someone *designed* this spaceship. " -#~ "Be it for 2D in a drawing such as Paint.net, Gimp, Photoshop, etc. or in " -#~ "3D through a 3D DCC tool such as Blender, Max, Maya, etc." -#~ msgstr "" -#~ "ある時点で、誰かがこの宇宙船を\\ *設計*\\ したことを理解する必要がありま" -#~ "す。Paint.net、Gimp、Photoshopなどの図面で2Dを作成するか、Blender、Max、" -#~ "Mayaなどの3D DCCツールを使用して3Dを作成します。" - -#~ msgid "" -#~ "When it was designed, it was not rotated. It was designed in its own " -#~ "*coordinate system*." -#~ msgstr "" -#~ "設計時には、回転していませんでした。独自の\\ *座標系*\\ で設計されました。" - -#~ msgid "" -#~ "This means that the tip of the ship has a coordinate, the fin has " -#~ "another, etc. Be it in pixels (2D) or vertices (3D)." -#~ msgstr "" -#~ "これは、船の先端に座標があり、フィンに別の座標があることを意味します。ピク" -#~ "セル(2D)または頂点(3D)のいずれかです。" - -#~ msgid "So, let's recall again that the ship was somewhere in space:" -#~ msgstr "それでは、船が宇宙のどこかにあったことをもう一度思い出しましょう:" - -#~ msgid "" -#~ "How did it get there? What moved it and rotated it from the place it was " -#~ "designed to its current position? The answer is... a **transform**, the " -#~ "ship was *transformed* from their original position to the new one. This " -#~ "allows the ship to be displayed where it is." -#~ msgstr "" -#~ "どうやってそこに行きましたか?何が移動して、設計された場所から現在の位置に" -#~ "回転したのでしょうか?答えは...\\ **変換**\\ です。船は元の位置から新しい" -#~ "位置に\\ *変換*\\ されました。これにより、船舶を現在の場所に表示できます。" - -#~ msgid "" -#~ "But transform is too generic of a term to describe this process. To solve " -#~ "this puzzle, we will superimpose the ship's original design position at " -#~ "their current position:" -#~ msgstr "" -#~ "しかし、変換はこのプロセスを説明するには一般的な用語です。このパズルを解決" -#~ "するために、船の元の設計位置を現在の位置に重ね合わせます:" - -#~ msgid "" -#~ "So, we can see that the \"design space\" has been transformed too. How " -#~ "can we best represent this transformation? Let's use 3 vectors for this " -#~ "(in 2D), a unit vector pointing towards X positive, a unit vector " -#~ "pointing towards Y positive and a translation." -#~ msgstr "" -#~ "そのため、\\ ``デザインスペース`` も変化していることがわかります。この変換" -#~ "をどのように最もよく表現できますか?これに3つのベクトル(2D)を使用してみま" -#~ "しょう。Xの正の方向を指す単位ベクトル、Yの正の方向を指す単位ベクトル、およ" -#~ "び平行移動です。" - -#~ msgid "" -#~ "Let's call the 3 vectors \"X\", \"Y\" and \"Origin\", and let's also " -#~ "superimpose them over the ship so it makes more sense:" -#~ msgstr "" -#~ "3つのベクトルを\"X\"、\"Y\"、\"Origin(原点)\"と呼び、さらにそれらを船の上" -#~ "に重ねて、より意味のあるものにしましょう:" - -#~ msgid "" -#~ "Ok, this is nicer, but it still does not make sense. What do X,Y and " -#~ "Origin have to do with how the ship got there?" -#~ msgstr "" -#~ "さて、これは良い感じですが、まだ意味をなしていません。X、Y、Originは船がそ" -#~ "こに着いた方法と何の関係があるのでしょうか?" - -#~ msgid "Well, let's take the point from top tip of the ship as reference:" -#~ msgstr "では、船の先端のポイントを参考にしてみましょう:" - -#~ msgid "" -#~ "And let's apply the following operation to it (and to all the points in " -#~ "the ship too, but we'll track the top tip as our reference point):" -#~ msgstr "" -#~ "そして、次の操作をそれに適用してみましょう(そして船内のすべてのポイントに" -#~ "も適用しますが、基準点として先端を追跡します):" - -#~ msgid "Doing this to the selected point will move it back to the center:" -#~ msgstr "選択したポイントにこれを行うと、中心に戻ります:" - -#~ msgid "" -#~ "This was expected, but then let's do something more interesting. Use the " -#~ "dot product of X and the point, and add it to the dot product of Y and " -#~ "the point:" -#~ msgstr "" -#~ "これは予想されていましたが、それからもっと面白いことをしましょう。Xと点の" -#~ "内積を使用し、Yと点の内積に追加します。" - -#~ msgid "" -#~ "Then what we have is.. wait a minute, it's the ship in its design " -#~ "position!" -#~ msgstr "" -#~ "そして、私たちが持っているのは...ちょっと待ってください、それは元の設計位" -#~ "置にある船です!" - -#~ msgid "" -#~ "How did this black magic happen? The ship was lost in space, and now it's " -#~ "back home!" -#~ msgstr "" -#~ "この黒魔術はどのようして起きたのですか?船は宇宙から消え、今では家に戻って" -#~ "います!" - -#~ msgid "" -#~ "It might seem strange, but it does have plenty of logic. Remember, as we " -#~ "have seen in the :ref:`doc_vector_math`, what happened is that the " -#~ "distance to X axis, and the distance to Y axis were computed. Calculating " -#~ "distance in a direction or plane was one of the uses for the dot product. " -#~ "This was enough to obtain back the design coordinates for every point in " -#~ "the ship." -#~ msgstr "" -#~ "奇妙に見えるかもしれませんが、多くのロジックがあります。\\ :ref:" -#~ "`doc_vector_math` で見たように、X軸までの距離とY軸までの距離が計算されたこ" -#~ "とを思い出してください。方向または平面での距離の計算は、内積の用途の1つで" -#~ "す。これは、船内のすべてのポイントの設計座標を取り戻すのに十分でした。" - -#~ msgid "" -#~ "So, what we have been working with so far (with X, Y and Origin) is an " -#~ "*Oriented Coordinate System*. X an Y are the **Basis**, and *Origin* is " -#~ "the offset." -#~ msgstr "" -#~ "そのため、これまで(X、Y、およびOriginを使用して)取り組んできたのは \\*指向" -#~ "座標系(OCS)*\\です。 XとYは\\**基準軸(基底)**\\で、\\* Origin*\\はオフセッ" -#~ "トです。" - -#~ msgid "" -#~ "We know what the Origin is. It's where the 0,0 (origin) of the design " -#~ "coordinate system ended up after being transformed to a new position. " -#~ "This is why it's called *Origin*, But in practice, it's just an offset to " -#~ "the new position." -#~ msgstr "" -#~ "Originが何であるかを知っています。これは、新しい位置に変換された後、設計座" -#~ "標系の0,0(原点)が終わった場所です。これが\\*Origin*\\と呼ばれる理由です" -#~ "が、実際には、新しい位置へのオフセットにすぎません。" - -#~ msgid "" -#~ "The Basis is more interesting. The basis is the direction of X and Y in " -#~ "the OCS from the new, transformed location. It tells what has changed, in " -#~ "either 2D or 3D. The Origin (offset) and Basis (direction) communicate " -#~ "\"Hey, the original X and Y axes of your design are *right here*, " -#~ "pointing towards *these directions*.\"" -#~ msgstr "" -#~ "基準軸はもっと面白いです。基準軸は、新しい変換された場所からのOCSのXおよび" -#~ "Yの方向です。変更内容を2Dまたは3Dで通知します。 Origin(オフセット)と" -#~ "Basis(方向)は、次のように伝えます「デザインの元のX軸とY軸は\\ *ここ*\\ に" -#~ "あり、\\ *これらの方向*\\ を指しています」" - -#~ msgid "" -#~ "So, let's change the representation of the basis. Instead of 2 vectors, " -#~ "let's use a *matrix*." -#~ msgstr "" -#~ "それでは、基準軸の表現を変更しましょう。 2つのベクトルの代わりに、\\ " -#~ "*matrix*\\ を使用しましょう。" - -#~ msgid "" -#~ "The vectors are up there in the matrix, horizontally. The next problem " -#~ "now is that.. what is this matrix thing? Well, we'll assume you've never " -#~ "heard of a matrix." -#~ msgstr "" -#~ "ベクトルは、行列(matrix/マトリックス)内の水平方向にあります。次の問題は、" -#~ "それです..この行列って何ですか?さて、行列について聞いたことがないと仮定し" -#~ "ます。" - -#~ msgid "Transforms in Godot" -#~ msgstr "Godotで変換(幾何学変換)" - -#~ msgid "" -#~ "This tutorial will not explain matrix math (and their operations) in " -#~ "depth, only its practical use. There is plenty of material for that, " -#~ "which should be a lot simpler to understand after completing this " -#~ "tutorial. We'll just explain how to use transforms." -#~ msgstr "" -#~ "このチュートリアルでは、行列の数学(およびその演算)については詳しく説明せ" -#~ "ず、実用的な使い方のみを説明します。そのための資料はたくさんありますが、こ" -#~ "のチュートリアルを完了すると、理解しやすくなります。変換(Transform)の使用" -#~ "方法を説明します。" - -#~ msgid "" -#~ ":ref:`class_Transform2D` is a 3x2 matrix. It has 3 Vector2 elements and " -#~ "it's used for 2D. The \"X\" axis is the element 0, \"Y\" axis is the " -#~ "element 1 and \"Origin\" is element 2. It's not divided in basis/origin " -#~ "for convenience, due to its simplicity." -#~ msgstr "" -#~ ":ref:`class_Transform2D` は3x2行列です。 3つのVector2要素があり、2Dに使用" -#~ "されます。\"X\"軸は要素0、\"Y\"軸は要素1、\"Origin\"は要素2です。その単純" -#~ "さのため、便宜上、基準軸/原点で分割されていません。" - -#~ msgid "" -#~ "Most operations will be explained with this datatype (Transform2D), but " -#~ "the same logic applies to 3D." -#~ msgstr "" -#~ "ほとんどの操作はこのデータ型(Transform2D)で説明されますが、同じロジックが" -#~ "3Dにも適用されます。" - -#~ msgid "Identity" -#~ msgstr "単位" - -#~ msgid "An important transform is the \"identity\" matrix. This means:" -#~ msgstr "重要なTransformは「単位」行列です。これの意味は:" - -#~ msgid "'X' Points right: Vector2(1,0)" -#~ msgstr "'X'ポイント 右: Vector2(1,0)" - -#~ msgid "'Y' Points up (or down in pixels): Vector2(0,1)" -#~ msgstr "'Y'ポイント 上(またはピクセルの下): Vector2(0,1)" - -#~ msgid "'Origin' is the origin Vector2(0,0)" -#~ msgstr "'Origin'は原点 Vector2(0,0)" - -#~ msgid "" -#~ "It's easy to guess that an *identity* matrix is just a matrix that aligns " -#~ "the transform to its parent coordinate system. It's an *OCS* that hasn't " -#~ "been translated, rotated or scaled." -#~ msgstr "" -#~ "* 単位*\\ 行列は、変換を親座標系に合わせた行列にすぎないと推測するのは簡単" -#~ "です。これは、変換、回転、またはスケーリングされていない *OCS* です。" - -#~ msgid "Operations" -#~ msgstr "操作" - -#~ msgid "Rotation" -#~ msgstr "回転" - -#~ msgid "Rotating Transform2D is done by using the \"rotated\" function:" -#~ msgstr "Transform2Dの回転は、\"rotated\"関数を使用して行われます:" - -#~ msgid "Translation" -#~ msgstr "翻訳" - -#~ msgid "" -#~ "There are two ways to translate a Transform2D, the first one is moving " -#~ "the origin:" -#~ msgstr "" -#~ "Transform2Dの処理を翻訳するには2つの方法があります。最初の方法は原点を移動" -#~ "することです:" - -#~ msgid "This will always work in global coordinates." -#~ msgstr "これは常にグローバル座標で機能します。" - -#~ msgid "" -#~ "If instead, translation is desired in *local* coordinates of the matrix " -#~ "(towards where the *basis* is oriented), there is the :ref:`Transform2D." -#~ "translated() ` method:" -#~ msgstr "" -#~ "代わりに、行列の\\ *local*\\ 座標(\\ *基準軸*\\ が向いている方向)での変換" -#~ "が必要な場合、\\ :ref:`Transform2D.translated() " -#~ "` メソッドがあります:" - -#~ msgid "" -#~ "You could also transform the global coordinates to local coordinates " -#~ "manually:" -#~ msgstr "グローバル座標をローカル座標に手動で変換することもできます:" - -#~ msgid "" -#~ "But even better, there are helper functions for this as you can read in " -#~ "the next sections." -#~ msgstr "" -#~ "しかし、さらに良いことに、次のセクションに書かれているように、このためのヘ" -#~ "ルパー関数があります。" - -#~ msgid "Local to global coordinates and vice versa" -#~ msgstr "ローカル座標からグローバル座標、およびその逆" - -#~ msgid "" -#~ "There are helper methods for converting between local and global " -#~ "coordinates." -#~ msgstr "" -#~ "ローカル座標とグローバル座標を変換するためのヘルパーメソッドがあります。" - -#~ msgid "" -#~ "There are :ref:`Node2D.to_local() ` and :" -#~ "ref:`Node2D.to_global() ` for 2D as well " -#~ "as :ref:`Spatial.to_local() ` and :ref:" -#~ "`Spatial.to_global() ` for 3D." -#~ msgstr "" -#~ "2Dの場合は :ref:`Node2D.to_local() ` と :" -#~ "ref:`Node2D.to_global() `\\ 、3Dには :ref:" -#~ "`Spatial.to_local() `\\ 、および :ref:` " -#~ "Spatial.to_global() ` があります。" - -#~ msgid "" -#~ "A matrix can be scaled too. Scaling will multiply the basis vectors by a " -#~ "vector (X vector by x component of the scale, Y vector by y component of " -#~ "the scale). It will leave the origin alone:" -#~ msgstr "" -#~ "行列も拡大縮小できます。スケーリングは、基底ベクトル(基準軸)にベクトルを乗" -#~ "算します(Xベクトルとスケールのx要素、Yベクトルをスケールのy要素で乗算しま" -#~ "す)。このばあい原点はそのまま残します:" - -#~ msgid "" -#~ "These kind of operations in matrices are accumulative. It means every one " -#~ "starts relative to the previous one. For those who have been living on " -#~ "this planet long enough, a good reference of how transform works is this:" -#~ msgstr "" -#~ "行列内のこの種の演算は累積的です。これは、すべてが前のものに関連して開始す" -#~ "ることを意味します。この惑星に十分長く住んでいる人にとって、変換がどのよう" -#~ "に機能するかについての良いリファレンスはこれです:" - -#~ msgid "" -#~ "A matrix is used similarly to a turtle. The turtle most likely had a " -#~ "matrix inside (and you are likely learning this many years *after* " -#~ "discovering Santa is not real)." -#~ msgstr "" -#~ "行列はタートルと同様に使用されます。カメはおそらく内部に行列を持っていまし" -#~ "た(そして、おそらくサンタが本物ではないことを発見した\\ *後*\\ 、あなたは" -#~ "この何年も学んでいるでしょう)。訳注: 海外のプログラミング教育でLOGOなどの" -#~ "タートルグラフィックスが使用されている事に関連した文だと思われます。" - -#~ msgid "" -#~ "Transform is the act of switching between coordinate systems. To convert " -#~ "a position (either 2D or 3D) from \"designer\" coordinate system to the " -#~ "OCS, the \"xform\" method is used." -#~ msgstr "" -#~ "変換とは、座標系を切り替えることです。位置(2Dまたは3D)を「デザイナー」座標" -#~ "系からOCSに変換するには、\"xform\"メソッドが使用されます。" - -#~ msgid "And only for basis (no translation):" -#~ msgstr "そして、基準軸のみ(変換なし):" - -#~ msgid "Inverse transform" -#~ msgstr "逆変換" - -#~ msgid "" -#~ "To do the opposite operation (what we did up there with the rocket), the " -#~ "\"xform_inv\" method is used:" -#~ msgstr "" -#~ "逆の操作(ロケットで行ったこと)を行うには、\"xform_inv\"メソッドが使用され" -#~ "ます:" - -#~ msgid "Only for Basis:" -#~ msgstr "基準軸のみ:" - -#~ msgid "Orthonormal matrices" -#~ msgstr "直交行列" - -#~ msgid "" -#~ "However, if the matrix has been scaled (vectors are not unit length), or " -#~ "the basis vectors are not orthogonal (90°), the inverse transform will " -#~ "not work." -#~ msgstr "" -#~ "ただし、行列がスケーリングされている場合(ベクトルが単位長ではありません)、" -#~ "または基底ベクトルが直交(90°で交差)していない場合、逆変換は機能しません。" - -#~ msgid "" -#~ "In other words, inverse transform is only valid in *orthonormal* " -#~ "matrices. For this, these cases an affine inverse must be computed." -#~ msgstr "" -#~ "言い換えれば、逆変換は\\ *直交*\\ 行列でのみ有効です。このため、これらの場" -#~ "合、アフィン変換の逆行列を計算する必要があります。" - -#~ msgid "" -#~ "The transform, or inverse transform of an identity matrix will return the " -#~ "position unchanged:" -#~ msgstr "変換、または単位行列の逆変換は、変更されていない位置を返します:" - -#~ msgid "Affine inverse" -#~ msgstr "アフィン逆行列" - -#~ msgid "" -#~ "The affine inverse is a matrix that does the inverse operation of another " -#~ "matrix, no matter if the matrix has scale or the axis vectors are not " -#~ "orthogonal. The affine inverse is calculated with the affine_inverse() " -#~ "method:" -#~ msgstr "" -#~ "アフィン逆行列は、行列にスケールがあるか、軸ベクトルが直交していないかに関" -#~ "係なく、別の行列の逆演算を行う行列です。アフィン逆行列は、affine_inverse()" -#~ "メソッドを使用して計算されます:" - -#~ msgid "If the matrix is orthonormal, then:" -#~ msgstr "行列が正規直交の場合には:" - -#~ msgid "Matrix multiplication" -#~ msgstr "行列乗算" - -#~ msgid "" -#~ "Matrices can be multiplied. Multiplication of two matrices \"chains" -#~ "\" (concatenates) their transforms." -#~ msgstr "" -#~ "行列は乗算できます。 2つの行列の乗算は、変換を「結合」(連結)します。" - -#~ msgid "" -#~ "However, as per convention, multiplication takes place in reverse order." -#~ msgstr "ただし、慣例に従って、乗算は逆の順序で行われます。" - -#~ msgid "To make it a little clearer, this:" -#~ msgstr "もう少し明確にするために、次の手順を実行します:" - -#~ msgid "Is the same as:" -#~ msgstr "次の場合と同じです:" - -#~ msgid "However, this is not the same:" -#~ msgstr "ただし、これは同じではありません:" - -#~ msgid "Because in matrix math, A * B is not the same as B * A." -#~ msgstr "行列演算では、A * B は B * A と同じではないからです。" - -#~ msgid "Multiplication by inverse" -#~ msgstr "逆行列による乗算" - -#~ msgid "Multiplying a matrix by its inverse, results in identity:" -#~ msgstr "行列に逆行列を掛けると、次の結果が得られます:" - -#~ msgid "Multiplication by identity" -#~ msgstr "単位行列による乗算" - -#~ msgid "" -#~ "Multiplying a matrix by identity, will result in the unchanged matrix:" -#~ msgstr "行列を単位行列で乗算すると、変更されない行列が生まれます:" - -#~ msgid "Matrix tips" -#~ msgstr "行列のヒント" - -#~ msgid "" -#~ "When using a transform hierarchy, remember that matrix multiplication is " -#~ "reversed! To obtain the global transform for a hierarchy, do:" -#~ msgstr "" -#~ "階層変換を使用する場合、行列の乗算が逆になることに注意してください!階層の" -#~ "グローバル変換を取得するには、次を実行します:" - -#~ msgid "For 3 levels:" -#~ msgstr "3つのレベルの場合:" - -#~ msgid "" -#~ "To make a matrix relative to the parent, use the affine inverse (or " -#~ "regular inverse for orthonormal matrices)." -#~ msgstr "" -#~ "親を基準にして行列を作成するには、アフィン逆行列(または正規直交行列の場合" -#~ "は通常の逆行列)を使用します。" - -#~ msgid "Revert it just like the example above:" -#~ msgstr "上記の例と同じように元に戻します:" - -#~ msgid "" -#~ "OK, hopefully this should be enough! Let's complete the tutorial by " -#~ "moving to 3D matrices." -#~ msgstr "" -#~ "さて、うまくいけばこれで十分でしょう! 3Dマトリックスに移動してチュートリ" -#~ "アルを完了しましょう。" - -#~ msgid "Matrices & transforms in 3D" -#~ msgstr "3Dの行列と変換" - -#~ msgid "" -#~ "As mentioned before, for 3D, we deal with 3 :ref:`Vector3 " -#~ "` vectors for the rotation matrix, and an extra one for " -#~ "the origin." -#~ msgstr "" -#~ "前に述べたように、3Dの場合、回転行列用に3つの :ref:`Vector3 " -#~ "` ベクトルを処理し、原点用に追加のベクトルを処理します。" - -#~ msgid "" -#~ "Godot has a special type for a 3x3 matrix, named :ref:`Basis " -#~ "`. It can be used to represent a 3D rotation and scale. Sub " -#~ "vectors can be accessed as:" -#~ msgstr "" -#~ "Godotには、\\ :ref:`Basis ` という名前の3x3行列用の特別な型が" -#~ "あります。 3Dの回転とスケールを表すために使用できます。サブベクトルには次" -#~ "のようにアクセスできます:" - -#~ msgid "Or, alternatively as:" -#~ msgstr "または、次のようにします:" - -#~ msgid "The Identity Basis has the following values:" -#~ msgstr "単位基底(基準軸/Basis)には次の値があります:" - -#~ msgid "And can be accessed like this:" -#~ msgstr "そして、次のようにアクセスできます:" - -#~ msgid "Rotation in 3D" -#~ msgstr "3Dでの回転" - -#~ msgid "" -#~ "Rotation in 3D is more complex than in 2D (translation and scale are the " -#~ "same), because rotation is an implicit 2D operation. To rotate in 3D, an " -#~ "*axis*, must be picked. Rotation, then, happens around this axis." -#~ msgstr "" -#~ "3Dの回転は、2Dよりも複雑です(平行移動とスケールは同じです)。3Dで回転するに" -#~ "は、\\ *軸*\\ を選択する必要があります。回転はこの軸の周りに発生します。" - -#~ msgid "" -#~ "The axis for the rotation must be a *normal vector*. As in, a vector that " -#~ "can point to any direction, but length must be one (1.0)." -#~ msgstr "" -#~ "回転の軸は\\ *正規化ベクトル*\\ でなければなりません。なので、任意の方向を" -#~ "指すことができるベクトルですが、長さは1(1.0)でなければなりません。" - -#~ msgid "" -#~ "To add the final component to the mix, Godot provides the :ref:`Transform " -#~ "` type. Transform has two members:" -#~ msgstr "" -#~ "ミックスに最後の要素を追加するために、Godotは :ref:`Transform " -#~ "` タイプを提供します。 Transformには2つのメンバーがありま" -#~ "す:" - -#~ msgid "*basis* (of type :ref:`Basis `)" -#~ msgstr "*basis* (タイプ :ref:`Basis `\\ の)" - -#~ msgid "*origin* (of type :ref:`Vector3 `)" -#~ msgstr "*origin* (タイプ :ref:`Vector3 `\\ の)" - -#~ msgid "" -#~ "Any 3D transform can be represented with Transform, and the separation of " -#~ "basis and origin makes it easier to work translation and rotation " -#~ "separately." -#~ msgstr "" -#~ "どの3D変換もTransformで表すことができ、基底と原点を分離することで、移動/変" -#~ "形と回転を別々に簡単に行うことができます。" - -#~ msgid "[TODO]" -#~ msgstr "[TODO]" - -#~ msgid "" -#~ "To register these scripts as a new editor plugin, you have to create a " -#~ "``plugin.cfg`` file as described in :ref:`doc_making_plugins`." -#~ msgstr "" -#~ "これらのスクリプトを新しいエディタプラグインとして登録するには、\\ :ref:" -#~ "`doc_making_plugins` の説明に従って ` `plugin.cfg`` ファイルを作成する必要" -#~ "があります。" - -#~ msgid "" -#~ "We start by creating a script extending the :ref:" -#~ "`class_EditorInspectorPlugin` class. This is needed to initialize the " -#~ "plugin and add the custom property editor that we'll later define." -#~ msgstr "" -#~ ":ref:`class_EditorInspectorPlugin` クラスを拡張するスクリプトを作成するこ" -#~ "とから始めます。これは、プラグインを初期化し、後で定義するカスタムプロパ" -#~ "ティエディタを追加するために必要です。" - -#~ msgid "" -#~ "If you add a blank ``.gdignore`` file to the ``src`` folder, Godot will " -#~ "not try to import the compiler-generated files. This is necessary on " -#~ "Windows were compiled objects have the ``.obj`` extension, which is also " -#~ "a 3D model format supported by the engine." -#~ msgstr "" -#~ "空の ``.gdignore`` ファイルを ``src`` フォルダに追加すると、Godotはコンパ" -#~ "イラで生成されたファイルを(3Dモデルデータと間違えて)インポートしようとはし" -#~ "ません。これは、エンジンでサポートされている3Dモデル形式と同じ ``.obj`` 拡" -#~ "張子をコンパイルされたオブジェクトが持っているWindowsで必要な仕組みです。" - -#~ msgid "" -#~ "Making video games portable is all fine and dandy, until mobile gaming " -#~ "monetization shows up." -#~ msgstr "" -#~ "モバイルゲームの収益化が現われるまでは、ビデオゲームをポータブル型にするの" -#~ "はまったく問題ありません。" - -#~ msgid "" -#~ "This area is complex, usually a mobile game that monetizes needs special " -#~ "connections to a server for things like:" -#~ msgstr "" -#~ "このエリアは複雑です。通常、収益化を行うモバイル ゲームでは、次のような目" -#~ "的でサーバーへの特別な接続が必要です。" - -#~ msgid "" -#~ "On iOS, you can write a C++ module and take advantage of the C++/ObjC " -#~ "intercommunication. Even using GDNative is possible to make it a plug-in." -#~ msgstr "" -#~ "iOSでは、C++モジュールを記述して、C++/ObjC相互通信を利用できます。 " -#~ "GDNativeを使用してプラグインにすることも可能です。" - -#~ msgid "" -#~ "On Android, interfacing with C++ through JNI (Java Native Interface) " -#~ "isn't as flexible, so writing plugins is considerably more work." -#~ msgstr "" -#~ "Androidでは、JNI(Java Native Interface)を介したC++とのインターフェースは柔" -#~ "軟性に欠けるため、プラグインの作成はかなり手間がかかります。" - -#~ msgid "Maybe REST" -#~ msgstr "Maybe REST" - -#~ msgid "" -#~ "Most of these APIs allow communication via REST/JSON APIs. If the API is " -#~ "relatively simple and does not require complex authentication, this may " -#~ "be a better idea than writing a specific Android plugin." -#~ msgstr "" -#~ "これらのAPIのほとんどは、REST/JSON APIを介した通信を許可します。 APIが比較" -#~ "的単純で、複雑な認証を必要としない場合、これは特定のAndroidプラグインを記" -#~ "述するよりも良いアイデアかもしれません。" - -#~ msgid "" -#~ "Godot has great support for HTTP, HTTPS and JSON, so an API implemented " -#~ "this way will work on every platform, too." -#~ msgstr "" -#~ "GodotはHTTP、HTTPS、JSONを強力にサポートしているため、この方法で実装された" -#~ "APIはすべてのプラットフォームで機能します。" - -#~ msgid "" -#~ "Of course, in most of the cases, it's easier to just write an Android " -#~ "plugin, so keep reading." -#~ msgstr "" -#~ "もちろん、ほとんどの場合、Androidプラグインを作成する方が簡単なので、読み" -#~ "続けてください。" - -#~ msgid "" -#~ "Writing an Android plugin is now possible, beginning with Godot 3.2. It's " -#~ "also pretty easy! Re-compiling the engine is no longer needed." -#~ msgstr "" -#~ "Godot 3.2以降、Androidプラグインを作成できるようになりました。また、非常に" -#~ "簡単です!エンジンを再コンパイルする必要はなくなりました。" - -#~ msgid "" -#~ "Your plugin needs to be in a folder other than *\"build/\"* inside the *" -#~ "\"res://android\"* directory (which was created by following the link " -#~ "above). Any name is fine, so name it according to the SDK you will " -#~ "implement (or just your plugin name)." -#~ msgstr "" -#~ "プラグインは、\\*\"res://android\"* ディレクトリ(上記のリンクに従って作成" -#~ "された)内の *\"build/\"* 以外のフォルダにある必要があります。任意の名前で" -#~ "構いませんので、実装するSDKに従って名前を付けてください(またはプラグイン名" -#~ "のみ)。" - -#~ msgid "" -#~ "Once created, there are certain rules to follow, but they are simple." -#~ msgstr "作成後、従うべき特定のルールがありますが、それらは単純です。" - -#~ msgid "Android directories" -#~ msgstr "Androidディレクトリ" - -#~ msgid "" -#~ "Inside your plugin folder, you can use the standard folders as if they " -#~ "were from an Android Gradle project. Examples of this are:" -#~ msgstr "" -#~ "プラグインフォルダ内では、Android Gradleプロジェクトからのものであるかのよ" -#~ "うに標準フォルダを使用できます。この例は次のとおりです:" - -#~ msgid "" -#~ "Gradle will treat them as part of the project automatically when " -#~ "building, same as the default project files." -#~ msgstr "" -#~ "Gradleは、デフォルトのプロジェクトファイルと同じように、ビルド時にそれらを" -#~ "プロジェクトの一部として自動的に扱います。" - -#~ msgid "\"Chunk\" files" -#~ msgstr "\"Chunk\"ファイル" - -#~ msgid "" -#~ "It is now possible to modify *\"AndroidManifest.xml\"* and *build.gradle* " -#~ "in *\"res://android/build\"* directly and Godot will keep your changes " -#~ "when building. The problem, however, is that if you update Godot, you " -#~ "will also need to update the *build/* folder and your changes will be " -#~ "lost." -#~ msgstr "" -#~ "*\"res://android/build\"* の *\"AndroidManifest.xml\"* および *build." -#~ "gradle* を直接変更できるようになり、ビルド時にGodotが変更を保持します。た" -#~ "だし、問題は、Godotを更新する場合、\\ *build/* フォルダも更新する必要があ" -#~ "り、変更が失われることです。" - -#~ msgid "" -#~ "To overcome this, the Godot Android Plugin system lets you create *chunk* " -#~ "files, where you can specify little bits that can be inserted in both *" -#~ "\"AndroidManifest.xml\"* and *build.gradle*. They are inserted every time " -#~ "Godot builds the project for export or deploy." -#~ msgstr "" -#~ "これを克服するために、Godot Androidプラグインシステムでは *chunk* ファイル" -#~ "を作成できます。このファイルでは、\\ *\"AndroidManifest.xml\"* と *build." -#~ "gradle* の両方に挿入できる小さなビットを指定できます。Godotがエクスポート" -#~ "またはデプロイするプロジェクトをビルドするたびに挿入されます。" - -#~ msgid "AndroidManifest.conf" -#~ msgstr "AndroidManifest.conf" - -#~ msgid "" -#~ "This file allows to insert bits of chunk into *AndroidManifest.xml*, the " -#~ "following are supported tags and are entirely optional:" -#~ msgstr "" -#~ "このファイルにより、チャンクのビットを *AndroidManifest.xml* に挿入できま" -#~ "す。以下はサポートされているタグであり、完全にオプションです:" - -#~ msgid "" -#~ "Any bit of text below this tag is inserted inside the tag of " -#~ "the file. This is often used for permission tags." -#~ msgstr "" -#~ "このタグの下のテキストは、ファイルのタグ内に挿入されます。これ" -#~ "は、許可タグによく使用されます。" - -#~ msgid "" -#~ "Any bit of text below this tag inside the tag of the file. " -#~ "Many SDKs require this." -#~ msgstr "" -#~ "ファイルのタグ内のこのタグの下のテキストのビット。多くのSDKで" -#~ "これが必要です。" - -#~ msgid "" -#~ "These are attributes you can add at the end of the tag. " -#~ "Some SDKs require this." -#~ msgstr "" -#~ "これらは、タグの最後に追加できる属性です。一部のSDKではこれが" -#~ "必要です。" - -#~ msgid "gradle.conf" -#~ msgstr "gradle.conf" - -#~ msgid "" -#~ "This file allows to insert bits of chunk into *build.gradle*, the " -#~ "following are supported and are entirely optional:" -#~ msgstr "" -#~ "このファイルにより、チャンクのビットを *build.gradle* に挿入できます。以下" -#~ "がサポートされており、完全にオプションです:" - -#~ msgid "" -#~ "Any bit of text below this tag is inserted inside the buildscript." -#~ "repositories section of the build file." -#~ msgstr "" -#~ "このタグの下にあるテキストは、ビルドファイルのbuildscript.repositoriesセク" -#~ "ション内に挿入されます。" - -#~ msgid "" -#~ "Any bit of text below this tag is inserted inside the buildscript." -#~ "dependencies section of the build file." -#~ msgstr "" -#~ "このタグの下のテキストは、ビルドファイルのbuildscript.dependenciesセクショ" -#~ "ン内に挿入されます。" - -#~ msgid "" -#~ "Any bit of text below this tag is inserted inside the allprojects." -#~ "repositories section of the build file." -#~ msgstr "" -#~ "このタグの下にあるテキストは、ビルドファイルのallprojects.repositoriesセク" -#~ "ション内に挿入されます。" - -#~ msgid "" -#~ "Any bit of text below this tag is inserted inside the dependencies " -#~ "section of the build file." -#~ msgstr "" -#~ "このタグの下のテキストは、ビルドファイルの依存関係セクション内に挿入されま" -#~ "す。" - -#~ msgid "" -#~ "Any bit of text below this tag is inserted inside the android." -#~ "defaultconfig section of the build file." -#~ msgstr "" -#~ "このタグの下にあるテキストは、ビルドファイルのandroid.defaultconfigセク" -#~ "ション内に挿入されます。" - -#~ msgid "" -#~ "Any bit of text below this tag is inserted inside the global scope of the " -#~ "build file." -#~ msgstr "" -#~ "このタグの下のテキストは、ビルドファイルのグローバルスコープ内に挿入されま" -#~ "す。" - -#~ msgid "Java singleton" -#~ msgstr "Javaシングルトン" - -#~ msgid "" -#~ "An Android plugin will usually have a singleton class that will load it, " -#~ "this class inherits from ``Godot.SingletonBase``. Resource identifiers " -#~ "for any additional resources you have provided for the module will be in " -#~ "the ``com.godot.game.R`` class, so you'll likely want to import it." -#~ msgstr "" -#~ "通常、Androidプラグインにはそれをロードするシングルトンクラスがあり、この" -#~ "クラスは ``Godot.SingletonBase`` を継承します。モジュールに指定した追加リ" -#~ "ソースのリソース識別子は ``com.godot.game.R`` クラスに含まれるため、イン" -#~ "ポートする必要があります。" - -#~ msgid "A singleton object template follows:" -#~ msgstr "シングルトンオブジェクトテンプレートは次のとおりです:" - -#~ msgid "Calling back to Godot" -#~ msgstr "Godotにコールバックする" - -#~ msgid "" -#~ "Calling back to Godot from Java is a little more difficult. The instance " -#~ "ID of the script must be known first, this is obtained by calling " -#~ "``get_instance_ID()`` on the script. This returns an integer that can be " -#~ "passed to Java." -#~ msgstr "" -#~ "JavaからGodotにコールバックするのはもう少し難しいです。 最初にスクリプトの" -#~ "インスタンスIDを知る必要があります。これは、スクリプトで " -#~ "``get_instance_ID()`` を呼び出すことで取得されます。 これは、Javaに渡すこ" -#~ "とができる整数を返します。" - -#~ msgid "" -#~ "From Java, use the ``calldeferred`` function to communicate back with " -#~ "Godot. Java will most likely run in a separate thread, so calls are " -#~ "deferred:" -#~ msgstr "" -#~ "Javaから、 ``calldeferred`` 関数を使用してGodotと通信します。Javaは別のス" -#~ "レッドで実行される可能性が高いので、呼び出しは延期されます:" - -#~ msgid "" -#~ "Godot will detect this singleton and initialize it at the proper time." -#~ msgstr "Godotはこのシングルトンを検出し、適切なタイミングで初期化します。" - -#~ msgid "Using it from GDScript" -#~ msgstr "GDScriptから使用する" - -#~ msgid "" -#~ "First you will need to add your singleton into the android modules to be " -#~ "loaded. Go to \"Project > Project Settings\". Then on the tab \"General\" " -#~ "go to the \"Android\" section, and fill the Modules part with your module " -#~ "name. The module should include the full Java path. For our example: " -#~ "``org/godotengine/godot/MySingleton``." -#~ msgstr "" -#~ "最初に、ロードするAndroidモジュールにシングルトンを追加する必要がありま" -#~ "す。 「プロジェクト -> プロジェクト設定」に進みます。次に、「一般」タブで" -#~ "「Android」セクションに移動し、モジュール部分にモジュール名を入力します。" -#~ "モジュールには完全なJavaパスが含まれている必要があります。例: ``org/" -#~ "godotengine/godot/MySingleton``\\ 。" - -#~ msgid "Make sure libgodot_android.so is in the ``libs/armeabi`` folder" -#~ msgstr "" -#~ "libgodot_android.so が ``libs/armeabi`` フォルダにあることを確認してくださ" -#~ "い" - -#~ msgid "Future" -#~ msgstr "未来" - -#~ msgid "" -#~ "Godot has an experimental Java API Wrapper that allows to use the entire " -#~ "Java API from GDScript." -#~ msgstr "" -#~ "Godotには実験的なJava APIラッパーがあり、GDScriptからJava API全体を使用で" -#~ "きます。" - -#~ msgid "It's simple to use and it's used like this:" -#~ msgstr "使い方は簡単で、次のように使用します:" - -#~ msgid "" -#~ "This is most likely not functional yet, if you want to test it and help " -#~ "us make it work, contact us on irc.freenode.org:#godotengine-devel." -#~ msgstr "" -#~ "これはまだ機能していない可能性があります。テストして機能させるために、irc." -#~ "freenode.org:#godotengine-develでご連絡ください。" - -#~ msgid "" -#~ "This function ignores overrides of filenames and their extensions to " -#~ "start only the main pack passed as argument." -#~ msgstr "" -#~ "この関数は、ファイル名とその拡張子のオーバーライドを無視して、引数として渡" -#~ "されたメインパックのみを開始します。" - -#~ msgid "SCons build system" -#~ msgstr "SConsビルドシステム" - -#~ msgid "Compiling for 32 and 64-bit" -#~ msgstr "32ビットと64 ビット用のコンパイル" - -#~ msgid "" -#~ "All macOS versions after 10.6 are 64-bit exclusive, so the executable " -#~ "will be a \".64\" file by default for most users. If you would like to " -#~ "compile a \".fat\" executable which contains both 32 and 64-bit code, you " -#~ "can do so by specifying the bits in the scons command like so:" -#~ msgstr "" -#~ "10.6以降のすべてのmacOSバージョンは64ビット排他的なので、実行可能ファイル" -#~ "はほとんどのユーザーにとってデフォルトでは「.64」ファイルになります。32" -#~ "ビットコードと64ビット コードの両方を含む「.fat」実行可能ファイルをコンパ" -#~ "イルする場合は、次のようにscons コマンドのビットを指定します:" - -#~ msgid "" -#~ "`core/io/resource_loader.cpp `__" -#~ msgstr "" -#~ "`core/io/resource_loader.cpp `_" - -#~ msgid "" -#~ "If you are using Blender, take a look at our own `Better Collada Exporter " -#~ "`_." -#~ msgstr "" -#~ "もしあなたがBlenderを使っているなら、 `Better Collada Exporter `_\\ をご覧ください。" - -#~ msgid "" -#~ "FBX SDK has a `restrictive license `_, that is incompatible with the `open license " -#~ "`_ provided by Godot. That being " -#~ "said, FBX support could still be provided by third parties as a plugin. " -#~ "(See Plugins question below.)" -#~ msgstr "" -#~ "FBX SDKには、Godotが提供する\\ `オープン ライセンス `_\\ と互換性のない\\ `制限付きライセンス `_\\ があります。とは言え、FBXのサ" -#~ "ポートはプラグインとしてサードパーティから提供される可能性あります(以下の" -#~ "プラグインの質問を参照してください)" - -#~ msgid "" -#~ "Lossy Compression: For games with lots of large 2D assets, lossy " -#~ "compression can be a great choice. It has some artifacting, but less than " -#~ "VRAM and the file size is almost a tenth of Lossless." -#~ msgstr "" -#~ "非可逆圧縮(Lossy):大きな2Dアセットを多く使用するゲームでは、非可逆圧縮が適" -#~ "しています。多少の不自然さはありますが、VRAM圧縮より小さく、ファイルサイズ" -#~ "はロスレス圧縮の10分の1程度です。" - -#~ msgid "" -#~ "painting! Go to the *Bones* section again to assign them to the right " -#~ "bones." -#~ msgstr "" -#~ "ペインティング!もう一度\\ *ボーン* セクションに移動して、適切なボーンに割" -#~ "り当てます。" - -#~ msgid "" -#~ "The sample file to import contains only a line representing the pure blue " -#~ "color (zero red, zero green, and full blue):" -#~ msgstr "" -#~ "インポートするサンプルファイルには、純粋な青色(赤がゼロ、緑がゼロ、青がフ" -#~ "ル)を表す行のみが含まれています:" - -#~ msgid "|image15|" -#~ msgstr "\\ |image15|" - -#~ msgid "|image16|" -#~ msgstr "\\ |image16|" - -#~ msgid "|image20|" -#~ msgstr "\\ |image20|" - -#~ msgid "|image17|" -#~ msgstr "\\ |image17|" - -#~ msgid "|image18|" -#~ msgstr "\\ |image18|" - -#~ msgid "|image19|" -#~ msgstr "\\ |image19|" - -#~ msgid "" -#~ "Let's make these abstract concepts more concrete with an example. " -#~ "Following a long tradition in tutorials, we'll start with a \"Hello World" -#~ "\" project. This will introduce us to using the editor." -#~ msgstr "" -#~ "実例を用いて、これらの抽象概念をより具体化していきましょう。チュートリアル" -#~ "の長い伝統にしたがって \"Hello World\" プロジェクトから始めます。エディ" -#~ "ターの使い方をこれで紹介していきます。" - -#~ msgid "" -#~ "If you run the Godot executable outside of a project, the Project Manager " -#~ "appears. This helps developers manage their projects." -#~ msgstr "" -#~ "プロジェクトの外に置いたGodot実行ファイルを起動すると、まずプロジェクトマ" -#~ "ネージャーが現れます。これは開発者がプロジェクトを管理するためのものです。" - -#~ msgid "" -#~ "To create a new project, click the \"New Project\" option. Choose and " -#~ "create a path for the project and specify the project name." -#~ msgstr "" -#~ "新しいプロジェクトを作るには「新規プロジェクト」をクリックします。プロジェ" -#~ "クトを置くパスを指定し、プロジェクト名を指定してください." - -#~ msgid "" -#~ "Once you've created the \"New Project\", then open it. This will open the " -#~ "Godot editor:" -#~ msgstr "" -#~ "「新しいプロジェクト」を作成したら、それを開きましょう。これでGodotエディ" -#~ "タが開きます:" - -#~ msgid "int" -#~ msgstr "int" - -#~ msgid "Code structure" -#~ msgstr "コードの構造" - -#~ msgid "Indent type: Tabs *(editor default)*" -#~ msgstr "インデント・タイプ:Tab*(エディター既定)*" - -#~ msgid "Indent size: 4 *(editor default)*" -#~ msgstr "インデントのサイズ:4*(エディター既定)*" - -#~ msgid "**NEVER**:" -#~ msgstr "**最も悪い例**:" - -#~ msgid "Use PascalCase: ``extends KinematicBody``" -#~ msgstr "PascalCaseを使用: ``extends KinematicBody``" - -#~ msgid "Use snake\\_case: ``get_node()``" -#~ msgstr "snake\\_caseを使用: ``get_node()``" - -#~ msgid "" -#~ "These signals can then be connected either in the editor or from code " -#~ "with ``Connect``." -#~ msgstr "" -#~ "これらのシグナルはエディタで、あるいは ``Connect`` を使ってコードから接続" -#~ "することができます。" - -#~ msgid "" -#~ "**global resource allocation**: If all objects' data and processing is " -#~ "centralized from the start, then one must either..." -#~ msgstr "" -#~ "**グローバルなリソースの割り当て**: すべてのオブジェクトのデータと処理が最" -#~ "初から集中化されている場合は、次のいずれかを行う必要があります..." - -#~ msgid "risk under-allocating resources which might lead to faulty behavior." -#~ msgstr "" -#~ "誤った動作につながる可能性のあるリソースの割り当て不足というリスクの容認。" - -#~ msgid "" -#~ "Ex: Have too few AudioStreamPlayers in the object pool. Sound doesn't " -#~ "play or it interrupts another sound." -#~ msgstr "" -#~ "例: オブジェクトプール内のAudioStreamPlayerが少なすぎます。サウンドが再生" -#~ "されないか、別のサウンドが中断されます。" - -#~ msgid "" -#~ "over-allocate resources and use more memory/processing than it needs." -#~ msgstr "リソースを過剰に割り当てて、必要以上のメモリ/処理を使用する。" - -#~ msgid "" -#~ "Ex: Have an arbitrarily large number of AudioStreamPlayers, with many of " -#~ "them idling away and not doing anything." -#~ msgstr "" -#~ "例: 好き勝手な数のAudioStreamPlayerがあり、それらの多くがアイドル状態で何" -#~ "もしていない。" - -#~ msgid "" -#~ "have each object that needs an AudioStreamPlayer register exactly how " -#~ "many it needs and for which sounds. This defeats the purpose of using a " -#~ "3rd party though; it is now coupled to each object, just as a child node " -#~ "would have been. One has added an unnecessary middleman to the equation." -#~ msgstr "" -#~ "AudioStreamPlayerを必要とする各オブジェクトに、オブジェクトの数とサウンド" -#~ "を正確に登録させる。ただし、これはサウンドの処理に第三者を使用する目的に反" -#~ "しますし、子ノードと同じように、各オブジェクトの方程式に不必要な仲介者が加" -#~ "わります。" - -#~ msgid "" -#~ "Each scene accesses only its own nodes. Now, if there is a bug, tracing " -#~ "which node is responsible (probably the root node of the scene), and " -#~ "where in the code it's making the problematic call (locate where the code " -#~ "references the given node) is going to be much easier." -#~ msgstr "" -#~ "各シーンは、独自のノードのみにアクセスします。バグがある場合、どのノードが" -#~ "原因なのか(おそらくシーンのルートノード)、および問題のある呼び出しを行って" -#~ "いるコード内の場所(コードが指定されたノードを参照する場所を特定する)のト" -#~ "レースがはるかに簡単になります。" - -#~ msgid "" -#~ "Each scene knows exactly how many resources it needs for the task it " -#~ "performs. No waste of memory or processing due to a lack of information." -#~ msgstr "" -#~ "各シーンは、実行するタスクに必要なリソースの数を正確に把握しています。情報" -#~ "不足によるメモリや処理の無駄はありません。" - -#~ msgid "" -#~ "The typical justifications for the Autoload include, \"I have common Xs " -#~ "that involve many nodes across many scenes, and I want each scene to have " -#~ "X.\"" -#~ msgstr "" -#~ "自動読み込み(Autoload)を含める一般的な正当化の理由は、次のようなものです。" -#~ "「多くのシーンにまたがる多くのノードを含む共通のXがあり、各シーンにXが必" -#~ "要」" - -#~ msgid "" -#~ "If X is a function, then the solution is to create a new type of :ref:" -#~ "`Node ` that deals with providing that feature for an " -#~ "individual scene or node subtree." -#~ msgstr "" -#~ "Xが関数の場合、解決策は、個々のシーンまたはノードのサブツリーにその機能を" -#~ "提供する新しいタイプの :ref:`Node ` を作成することです。" - -#~ msgid "" -#~ "If X is data, then the solution is either 1) to create a new type of :ref:" -#~ "`Resource ` to share the data, or 2) to store the data in " -#~ "an object to which each node has access (nodes within a scene can use " -#~ "`get_owner()` to fetch the scene root for example)." -#~ msgstr "" -#~ "Xがデータの場合、ソリューションは、(1) データを共有する新しいタイプの :" -#~ "ref:`Resource ` を作成するか、(2) 各ノードがアクセスできる" -#~ "オブジェクトにデータを格納します (シーン内のノードは `get_owner()` を使用" -#~ "してシーンのルートを取得できます)。" - -#~ msgid "" -#~ "**Static Data**: if you need static data, i.e. data that should be " -#~ "associated with a class (so there is only ever one copy of the data), " -#~ "then autoloads are good opportunities for that. Static data doesn't exist " -#~ "in Godot's scripting API, so autoload singletons are the next best thing. " -#~ "If one creates a class as an autoload, and never creates another copy of " -#~ "that class within a scene, then it will function in place of a formal " -#~ "singleton API." -#~ msgstr "" -#~ "**静的データ**: 静的データ、つまりクラスに関連付ける必要があるデータが必要" -#~ "な場合(データのコピーは1つしかありません)、自動読み込みが適しています。 " -#~ "GodotのスクリプトAPIには静的データが存在しないため、自動読み込みシングルト" -#~ "ンが次善の策です。クラスを自動読み込みとして作成し、シーン内でそのクラスの" -#~ "別のコピーを作成しない場合、正式なシングルトンAPIの代わりに機能します。" - -#~ msgid "" -#~ "**Convenience**: autoloaded nodes have a global variable for their name " -#~ "generated in GDScript. This can be very convenient for defining objects " -#~ "that should always exist, but which need object instance information. The " -#~ "alternative is to create a namespace script: a script that's purpose is " -#~ "only to load and create constants to access other Script or PackedScene " -#~ "resources, resulting in something like ``MyAutoload.MyNode.new()``." -#~ msgstr "" -#~ "**利便性**: 自動読み込みされたノードには、GDScriptで生成された名前のグロー" -#~ "バル変数があります。これは、常に存在するはずの、オブジェクトインスタンス情" -#~ "報が必要なオブジェクトを定義するのに非常に便利です。別の方法は、名前空間ス" -#~ "クリプトを作成することです。目的は、他のScriptまたはPackedSceneリソースに" -#~ "アクセスするための定数をロードおよび作成することだけであり、\\ " -#~ "``MyAutoload.MyNode.new()`` のようなものになります。" - -#~ msgid "" -#~ "Note that the introduction of script classes in Godot 3.1 questions the " -#~ "validity of this reason. With them, one can access scripts using an " -#~ "explicit name from GDScript. Using an autoload to get to a namespace " -#~ "script becomes unnecessary, e.g. ``MyScriptClass.MyPreloadedScript." -#~ "new()``." -#~ msgstr "" -#~ "Godot 3.1でのスクリプトクラスの導入によって、この理由の妥当性が疑問視され" -#~ "るようになったことに注意してください。スクリプトクラスを使用すると、" -#~ "GDScriptから明示的な名前を使用してスクリプトにアクセスできます。自動読み込" -#~ "みを使用して名前空間スクリプトにアクセスする必要がなくなります。\\ " -#~ "``MyScriptClass.MyPreloadedScript.new()``\\ 。" - -#~ msgid "" -#~ "In the bottom-left are the key things you need to create a connection: a " -#~ "node which implements the method you want to trigger (represented here as " -#~ "a NodePath) and the name of the method to trigger." -#~ msgstr "" -#~ "左下には、接続を作成するために必要な重要な要素として、トリガーするメソッド" -#~ "(ここではNodePathとして表される)とトリガーするメソッドの名前を実装するノー" -#~ "ドがあります。" - -#~ msgid "" -#~ "The top-left section displays a list of your scene's nodes with the " -#~ "emitting node's name highlighted in red. Select the \"Panel\" node here. " -#~ "When you select a node, the NodePath at the bottom will automatically " -#~ "update to point to a relative path from the emitting node to the selected " -#~ "node." -#~ msgstr "" -#~ "左上のセクションには、シーンのノードのリストが表示され、シグナルを出すノー" -#~ "ドの名前が赤で強調表示されます。ここで「パネル」ノードを選択します。ノード" -#~ "を選択すると、下部のNodePathが自動的に更新され、シグナルを出すノードから選" -#~ "択したノードへの相対パスを指します。" - -#~ msgid "" -#~ "By default, the method name will contain the emitting node's name " -#~ "(\"Button\" in this case), resulting in " -#~ "``_on_[EmitterNode]_[signal_name]``. If you do have the \"Make Function\" " -#~ "check button checked, then the editor will generate the function for you " -#~ "before setting up the connection." -#~ msgstr "" -#~ "デフォルトでは、メソッド名にはシグナルを出すノードの名前(この場合は「ボタ" -#~ "ン」)が含まれ、_on_ [発信ノード] _ [シグナル名]になります。 「関数を作" -#~ "成」チェックボタンがオンになっている場合、エディターは接続を設定する前に関" -#~ "数を生成します。" - -#~ msgid "" -#~ "Now click on ``MobTimer`` in the scene window then head to inspector " -#~ "window, switch to node view then click on ``timeout()`` and connect the " -#~ "signal." -#~ msgstr "" -#~ "シーンウィンドウで「MobTimer」をクリックし、インスペクターウィンドウに移動" -#~ "してノードビューに切り替え、「timeout()」をクリックして信号を接続します。" - -#~ msgid "DAE (COLLADA), which is currently the most mature workflow." -#~ msgstr "DAE (COLLADA)。現時点で最も安定しているワークフローです。" - -#~ msgid "" -#~ "glTF 2.0. Both text and binary formats are supported. Godot has full " -#~ "support for it, but the format is new and gaining traction." -#~ msgstr "" -#~ "glTF 2.0。 テキスト形式とバイナリ形式の両方がサポートされています。 Godot" -#~ "はそれを完全にサポートしていますが、このフォーマットは新しく、普及途上にあ" -#~ "ります。" - -#~ msgid "Why not FBX?" -#~ msgstr "なぜFBXではないのですか?" - -#~ msgid "" -#~ "Most game engines use the FBX format for importing 3D scenes, which is " -#~ "definitely one of the most standardized in the industry. However, this " -#~ "format requires the use of a closed library from Autodesk, which is " -#~ "distributed with more restrictive licensing terms than Godot." -#~ msgstr "" -#~ "ほとんどのゲームエンジンは、業界標準の一つといえるFBXフォーマットによる3D" -#~ "シーンのインポートに対応しています。しかしながら、このフォーマットには" -#~ "Godotよりも制限されたライセンス下で配布される、Autodeskによるオープンでな" -#~ "いライブラリが必要なのです。" - -#~ msgid "" -#~ "The plan is, sometime in the future, to offer a binary plug-in using " -#~ "GDNative." -#~ msgstr "" -#~ "計画は、将来的には、GDNativeを使用してバイナリプラグインを提供することで" -#~ "す。" - -#~ msgid "" -#~ "To do this, press the \"New Node\" button (which looks like a plus " -#~ "symbol):" -#~ msgstr "そのためには「新しいノード」のボタン(+)を押します:" - -#~ msgid "*Clamping* a value means restricting it to a given range." -#~ msgstr "*クランプ*\\ 値は、特定の範囲に制限することを意味します。" - -#~ msgid "" -#~ "Use the ``[Export]`` attribute instead of the GDScript ``export`` keyword." -#~ msgstr "" -#~ "GDScriptの `` export`` キーワードの代わりに `` [Export] `` 属性を使用して" -#~ "ください。" - -#~ msgid "" -#~ "Open the script editor (F3) and create a new GDScript file called " -#~ "``custom_node.gd`` inside the ``my_custom_node`` folder. This script is " -#~ "special and it has two requirements: it must be a ``tool`` script and it " -#~ "has to inherit from :ref:`class_EditorPlugin`." -#~ msgstr "" -#~ "スクリプトエディター(F3)を開き、 ``my_custom_node`` フォルダ内に " -#~ "``custom_node.gd`` という新しいGDScriptファイルを作成します。 このスクリプ" -#~ "トは特別であり、2つの要件があります: ``tool`` スクリプトでなければなら" -#~ "ず、\\ :ref:`class_EditorPlugin`\\ から継承する必要があります。" - -#~ msgid "" -#~ "Multi-line comments can be created using \"\"\" (three quotes in a row) " -#~ "at the beginning and end of a block of text. Note that this creates a " -#~ "string, therefore, it will not be stripped away when the script is " -#~ "compiled." -#~ msgstr "" -#~ "複数行のコメントは、テキストブロックの先頭と末尾に \"\"\" (行内の3つの引用" -#~ "符)を使用して作成できます。これにより作成した文字列はスクリプトのコンパイ" -#~ "ル時に削除されないことに注意してください。" - -#~ msgid "" -#~ "The integer data type can only contain integer numbers, (both negative " -#~ "and positive)." -#~ msgstr "整数データ型には、整数(負と正の両方)のみを含めることができます。" - -#~ msgid "Used to contain a floating point value (real numbers)." -#~ msgstr "浮動小数点値(実数)を格納するために使用します。" - -#~ msgid "Every subpattern has to be comma separated. ::" -#~ msgstr "各サブパターンはカンマで区切る必要があります:" - -#~ msgid "" -#~ "The ``assert`` keyword can be used to check conditions in debug builds. " -#~ "These assertions are ignored in non-debug builds." -#~ msgstr "" -#~ "``assert`` キーワードを使用すると、デバッグビルドの条件をチェックできま" -#~ "す。デバッグ以外のビルドではこれらのアサーションは無視されます。" - -#~ msgid "576kb" -#~ msgstr "\\ 576kb" - -#~ msgid "88kb" -#~ msgstr "\\ 88kb" - -#~ msgid "22kb" -#~ msgstr "\\ 22kb" - -#~ msgid "OGG 128kbps, Stereo" -#~ msgstr "OGG 128kbps、ステレオ" - -#~ msgid "16kb" -#~ msgstr "\\ 16kb" - -#~ msgid "12kb" -#~ msgstr "\\ 12kb" - -#, fuzzy -#~ msgid "Global constants" -#~ msgstr "定数" - -#, fuzzy -#~ msgid "Step-by-step" -#~ msgstr "ステップ・バイ・ステップ" - -#~ msgid "" -#~ "Here's an example that creates a custom signal in one script and connects " -#~ "the custom signal to a method in a separate script, using the :ref:" -#~ "`Object.connect() ` method:" -#~ msgstr "" -#~ "以下は1つのスクリプトでカスタム信号を作成し、そのカスタム信号を別のスクリ" -#~ "プトで :ref:`Object.connect() ` メソッドを使" -#~ "用してメソッドに接続する例です:" - -#~ msgid "" -#~ "Here is an example that creates a connection between a button's " -#~ "``pressed`` signal and a method, binding the button instance to the " -#~ "connection. The handler uses the bound argument to print which button " -#~ "instance was pressed." -#~ msgstr "" -#~ "ボタンの ``pressed`` シグナルとメソッド間の接続を作成し、ボタン・インスタ" -#~ "ンスを接続にバインドする例を次に示します。ハンドラは、バインドされた引数を" -#~ "使用して、押されたボタン・インスタンスを出力します。" - -#~ msgid "" -#~ "Signals are generated by the :ref:`Object.emit_signal() " -#~ "` method which broadcasts the signal and " -#~ "arguments." -#~ msgstr "" -#~ "シグナルは、シグナルと引数をブロードキャストする :ref:`Object." -#~ "emit_signal() ` メソッドによって生成され" -#~ "ます。" - -#~ msgid "" -#~ "Extending a previous example to use all the features of GDScript signals:" -#~ msgstr "GDScriptシグナルのすべての機能を使用するために前の例を拡張します:" - -#~ msgid "End" -#~ msgstr "終り" - -#, fuzzy -#~ msgid "Placing of AnimationPlayer" -#~ msgstr "アニメーション" diff --git a/weblate/docs/ko.po b/weblate/docs/ko.po index 1bf6cc3bad..99efc4c025 100644 --- a/weblate/docs/ko.po +++ b/weblate/docs/ko.po @@ -107887,3721 +107887,3 @@ msgid "" msgstr "" "Zeef Godot Engine: Andre Schmitz 의 선별된 리소스 목록입니다. " - -#~ msgid "" -#~ "|partial| Only critical, security and platform support fixes (last " -#~ "update: 3.1.2)." -#~ msgstr "" -#~ "|partial| 중요한 보안 및 플랫폼 지원을 위한 수정만 제공(마지막 업데이트 : " -#~ "3.1.2)." - -#~ msgid "" -#~ "|partial| Only critical, security and platform support fixes (last " -#~ "update: 2.1.6)." -#~ msgstr "" -#~ "|partial| 중요한 보안 및 플랫폼 지원을 위한 수정만 제공(마지막 업데이트 : " -#~ "2.1.6)." - -#~ msgid "" -#~ "If this is your first time encountering GDScript, please read :ref:" -#~ "`doc_scripting` before continuing." -#~ msgstr "" -#~ "처음 GDScript를 보시는 거라면, 계속하기 전에 :ref:`doc_scripting` 를 읽어" -#~ "주세요." - -#~ msgid "Stored as PNG" -#~ msgstr "PNG로 저장됨" - -#~ msgid "SRGB" -#~ msgstr "SRGB" - -#~ msgid "Why?" -#~ msgstr "왜?" - -#, fuzzy -#~ msgid "EditorInspectorPlugin" -#~ msgstr ":ref:`doc_inspector_plugins`" - -#, fuzzy -#~ msgid "EditorProperty" -#~ msgstr "엔진 개발" - -#~ msgid "WebGL 2" -#~ msgstr "WebGL 2" - -#, fuzzy -#~ msgid "" -#~ "Until the *OpenGL ES 3* renderer is removed from Godot in favor of " -#~ "*Vulkan*, HTML5 export uses *WebGL 2* when the *GLES3* option is selected." -#~ msgstr "" -#~ "*OpenGL ES 3* 렌더러가 *Vulkan*\\ 을 위해 Godot에서 사라질 때까지는, " -#~ "HTML5 내보내기는 *GLES3* 옵션이 선택되어있다면 *WebGL 2*\\ 을 사용합니다." - -#, fuzzy -#~ msgid "" -#~ "Using WebGL 2 is not recommended due to its expected removal from Godot " -#~ "without replacement." -#~ msgstr "" -#~ "WebGL 2은 향후 Godot에서 교체없이 제거될 것이기에 사용하는 것을 추천하지 " -#~ "않습니다." - -#~ msgid "" -#~ "WebGL 2 is not supported in all browsers. **Firefox** and **Chromium** " -#~ "(Chrome, Opera) are the most popular supported browsers, **Safari** and " -#~ "**Edge** do not work. On **iOS**, all browsers are based on WebKit (i.e. " -#~ "Safari), so they will also not work." -#~ msgstr "" -#~ "WebGL 2은 모든 브라우저를 지원하지 않습니다. **파이어폭스**\\ 와 **크로뮴" -#~ "** (크롬, 오페라)은 가장 인기있는 브라우저로 지원하지만, **사파리**\\ 와 " -#~ "**엣지**\\ 는 그렇지 않습니다. **iOS**\\ 는, 모든 브라우저가 WebKit (즉, " -#~ "사파리)기반이기 때문에 역시 작동하지 않습니다." - -#~ msgid "" -#~ "Godot's WebGL 2 renderer has issues with 3D and is no longer maintained." -#~ msgstr "" -#~ "Godot의 WebGL 2 렌더러는 3D에 문제가 있어 더 이상 유지 관리가 되지 않습니" -#~ "다." - -#~ msgid "Sounds good, what is it?" -#~ msgstr "좋은거 같은데요, 이게 뭔가요?" - -#~ msgid "Configure target platform." -#~ msgstr "대상 플랫폼을 설정한다." - -#, fuzzy -#~ msgid "" -#~ "Configure device (make sure it's in developer mode, likes the computer, " -#~ "USB cable is plugged, USB is recognized, etc.)." -#~ msgstr "" -#~ "기기를 설정한다 (개발자 모드인지, 컴퓨터를 좋아하는지, usb 선이 꽂혀있고 " -#~ "usb는 감지되는 지 등을 확인해야 합니다)." - -#, fuzzy -#~ msgid "Connect the device..." -#~ msgstr "기기를 연결합니다.." - -#~ msgid "And voilà!" -#~ msgstr "그리고 짜잔!" - -#, fuzzy -#~ msgid "Click once... and deploy!" -#~ msgstr "한번 클릭하세요.. 그러면 배포합니다!" - -#~ msgid "" -#~ "`Jeremy Bullock `_ (2D and 3D, GDScript, VisualScript and C#)." -#~ msgstr "" -#~ "`Jeremy Bullock `_ (2D and 3D, GDScript, VisualScript and C#)." - -#, fuzzy -#~ msgid "" -#~ "Install the `godot-tools `__ extension." -#~ msgstr "" -#~ "`VSMonoDebugger 확장 프로그램 `_를 설치하십시오." - -#, fuzzy -#~ msgid "" -#~ "Next, follow the instructions found in the :ref:" -#~ "`doc_c_sharp_configuring_vs_code_for_debugging` section below." -#~ msgstr "" -#~ "Visual Studio 2019를 사용하는 경우 아래 \"Configure VS2019 for Debugging" -#~ "\" 지침을 따라야합니다." - -#, fuzzy -#~ msgid "" -#~ "Next, follow the instructions found in the :ref:" -#~ "`doc_c_sharp_configuring_vs_2019_for_debugging` section below." -#~ msgstr "" -#~ "Visual Studio 2019를 사용하는 경우 아래 \"Configure VS2019 for Debugging" -#~ "\" 지침을 따라야합니다." - -#, fuzzy -#~ msgid "" -#~ "Whenever packages are added or modified, run ``nuget restore`` (*not* " -#~ "``dotnet restore``) in the root of the project directory. To ensure that " -#~ "NuGet packages will be available for msbuild to use, run:" -#~ msgstr "" -#~ "패키지가 추가되고 수정될 때마다, 프로젝트 디렉토리 루트에서 ``nuget " -#~ "restore``\\ 를 실행하여, msbuild가 사용하고 실행하기 위한 NuGet 패키지를 " -#~ "이용할 수 있도록 합니다:" - -#~ msgid "Configuring VS 2019 for debugging" -#~ msgstr "디버깅을 위한 VS 2019 구성" - -#~ msgid "" -#~ "Godot has built-in support for workflows involving several popular C# " -#~ "IDEs. Built-in support for Visual Studio will be including in future " -#~ "versions, but in the meantime, the steps below can let you configure VS " -#~ "2019 for use with Godot C# projects." -#~ msgstr "" -#~ "Godot은 몇몇 인기 있는 C# IDE와 관련된 워크플로에 대한 기본 지원을 가지고 " -#~ "있습니다. Visual Studio에 대한 내장 지원은 향후 버전에서 포함되지만, 그 동" -#~ "안 아래 단계를 통해 Godot C# 프로젝트와 함께 사용할 VS 2019를 구성할 수 있" -#~ "습니다." - -#~ msgid "" -#~ "Install VS 2019 with ``.NET desktop development`` and ``Desktop " -#~ "development with C++`` workloads selected." -#~ msgstr "" -#~ "``.NET desktop development`` 및``Desktop development with C++``워크로드로 " -#~ "VS 2019를 설치하십시오." - -#~ msgid "" -#~ "**Ensure that you do not have Xamarin installed.** Do not choose the " -#~ "``Mobile development with .NET`` workload. Xamarin changes the DLLs used " -#~ "by MonoDebugger, which breaks debugging." -#~ msgstr "" -#~ "**Xamarin 이 설치되지 않았는지 확인하십시오.** ``.NET을 사용한 모바일 개발" -#~ "`` 워크로드를 선택하지 마십시오. Xamarin은 MonoDebugger에서 사용하는 DLL" -#~ "을 변경하여 디버깅을 중단합니다." - -#~ msgid "" -#~ "Install the `VSMonoDebugger extension `_." -#~ msgstr "" -#~ "`VSMonoDebugger 확장 프로그램 `_를 설치하십시오." - -#, fuzzy -#~ msgid "Configuring Visual Studio Code for debugging" -#~ msgstr "디버깅을 위한 VS 2019 구성" - -#, fuzzy -#~ msgid "" -#~ "Configuring the custom build is a more or less straightforward process, " -#~ "but it may take a while to get used to how the Android SDK works." -#~ msgstr "" -#~ "맞춤 빌드를 구성하는 것은 생각보다 간단한 과정이지만, Android SDK가 작동하" -#~ "는 방식에 익숙해지는 데는 시간이 걸릴 수 있습니다." - -#~ msgid "" -#~ "Instructions will be provided as detailed as possible to do this process." -#~ msgstr "이 과정을 따르기 위해 가능한 디테일하게 설명하겠습니다." - -#, fuzzy -#~ msgid "Install the Android SDK (command-line version)" -#~ msgstr "Android SDK 설치하기 (명령줄 버전)" - -#, fuzzy -#~ msgid "" -#~ "These are the steps for installing the Android SDK using command line. " -#~ "The advantage of this approach is the simplicity and small download/" -#~ "install size. It can be more challenging though. The Android Studio " -#~ "approach is easier, but it requires downloading and installing Android " -#~ "Studio (which may require more than 1 GB of storage)." -#~ msgstr "" -#~ "명령줄을 사용해서 Android SDK를 설치하려면 몇 가지 절차가 있습니다. 이 방" -#~ "식의 장점은 간단하며 작은 다운로드/설치 크기입니다. 그렇지만 조금 더 힘들 " -#~ "수 있습니다. Android 스튜디오 방식은 더 쉽지만, Android 스튜디오를 다운로" -#~ "드하고 설치해야 합니다 (이는 1기가보다 더 클 수도 있습니다)." - -#, fuzzy -#~ msgid "Install a JDK" -#~ msgstr "Java 설치하기" - -#, fuzzy -#~ msgid "" -#~ "The Android SDK doesn't come with Java, so it needs to be installed " -#~ "manually. You need to install a Java SDK (**not** just the runtime or " -#~ "JRE). `OpenJDK 8 `__ is required, " -#~ "newer versions won't work." -#~ msgstr "" -#~ "Android SDK에는 Java가 포함되지 않습니다, 따라서 수동으로 설치해야 합니" -#~ "다. Java SDK를 설치합니다 (runtime이나 JRE가 **아닙니다**). OpenSDK 8을 추" -#~ "천합니다, 다른 방법으로 Oracle의 버전 8 용 Java SDK도 가능합니다. 이후 버" -#~ "전은 Android 개발에 작동하지 않을 수 있습니다." - -#, fuzzy -#~ msgid "Download the command-line tools" -#~ msgstr "명령줄 도구 다운로드하기" - -#, fuzzy -#~ msgid "" -#~ "Go to the `Android Studio download page `_. To save disk space, you don't want the full " -#~ "IDE, so don't download it." -#~ msgstr "Android SDK: https://developer.android.com/studio/" - -#, fuzzy -#~ msgid "" -#~ "Look on that page for the *Command line tools only* section. Currently, " -#~ "they are listed under *Download Options*. Scroll down a bit until you see " -#~ "them and download the ZIP file for your platform." -#~ msgstr "" -#~ "해당 페이지에서 *Command Line Tools*\\ 를 찾아봅니다. 현재 *Download " -#~ "Options* 아래에 있습니다. 아래로 화면을 스크롤합니다." - -#~ msgid "" -#~ "This may appear a little confusing, but be sure to follow these " -#~ "instructions carefully:" -#~ msgstr "" -#~ "약간 혼란스러울 수 있습니다, 그러므로 다음 설명을 주의깊게 따르세요:" - -#, fuzzy -#~ msgid "" -#~ "Create a new folder anywhere you want named ``android-sdk`` (it **must** " -#~ "be an empty directory). On Windows, the following path is usually good " -#~ "enough:" -#~ msgstr "" -#~ "아무 위치에서 새 폴더를 만들고 *android-sdk*\\ 로 이름을 짓습니다 (**빈 디" -#~ "렉토리이어야 합니다). Windows에서는," - -#, fuzzy -#~ msgid "Your final directory structure should look like this :" -#~ msgstr "씬 트리는 다음과 같아야 합니다:" - -#, fuzzy -#~ msgid "" -#~ "To be able to use the Android SDK tools, Google requires you to accept " -#~ "its licenses." -#~ msgstr "" -#~ "여기에서 하는 모든 것이 좋거나 나쁠 수 있습니다, 하지만 무엇을 하든 지 구" -#~ "글은 라이선스 수락을 요청합니다." - -#, fuzzy -#~ msgid "" -#~ "To do this, the ``sdkmanager`` must be executed from the command line " -#~ "with a special argument. Navigate to the ``tools/bin`` directory inside " -#~ "the SDK folder (instructions provided for Windows users, as Linux and " -#~ "macOS users are expected to understand how command line navigation works):" -#~ msgstr "" -#~ "수락하기 위해선, *sdkmanager*\\ 를 특별한 인수를 가진 명령줄에서 실행해야 " -#~ "합니다. sdk 폴더 내의 *tools/bin* 디렉토리로 갑니다 (Windows 사용자를 위" -#~ "한 설명이며, Unix 사용자는 명령줄 내비게이션이 작동하는 방식을 알고 있다" -#~ "고 가정합니다):" - -#~ msgid "Then open a command line window:" -#~ msgstr "그 후 명령줄 창을 엽니다:" - -#, fuzzy -#~ msgid "In there, run ``sdkmanager --licenses``:" -#~ msgstr "여기서 \"--licenses\" 인수가 있는 sdkmanager를 수동으로 실행합니다:" - -#, fuzzy -#~ msgid "" -#~ "This will ask you to accept several licenses, just write ``y`` and press :" -#~ "kbd:`Enter` on every of them until it's done." -#~ msgstr "" -#~ "이것으로 몇 가지 라이선스를 수락하는 요청들이 들어옵니다, 모든 요청이 끝" -#~ "날 때까지 *\"y\"*\\ 를 치고 *엔터*\\ 를 누릅니다." - -#, fuzzy -#~ msgid "" -#~ "Afterwards, install the platform tools (this is required to install " -#~ "``adb``):" -#~ msgstr "" -#~ "그런 다음, 플랫폼 도구를 실행합니다 (*adb*\\ 를 설치하는 데 필요합니다):" - -#, fuzzy -#~ msgid "Generating the keystore" -#~ msgstr "Keystore 생성하기" - -#, fuzzy -#~ msgid "" -#~ "Once the *platform tools* are installed, the last step is to generate a " -#~ "debug keystore (this is needed to build). Go up two folders by writing:" -#~ msgstr "" -#~ "*플랫폼 도구*\\ 를 설치하면, 마지막 단계는 디버그 Keystore를 생성하는 것입" -#~ "니다 (빌드에 필요합니다). 다음 명령을 쳐서 두 폴더 위로 이동합니다:" - -#, fuzzy -#~ msgid "(or open a new shell in the ``android-sdk`` folder)." -#~ msgstr "(혹은 *android-sdk* 폴더에서 새 셸을 엽니다)." - -#, fuzzy -#~ msgid "" -#~ "And you need to input the following line (This should work out of the " -#~ "box. However, if you haven't set the ``JAVA_HOME`` variable on Windows, " -#~ "there are further instructions below):" -#~ msgstr "" -#~ "그리고 다음 문장을 입력해야 합니다 (Unix에서 즉시 실행될 것이며, Windows에" -#~ "서는 아래 추가 설명이 있습니다):" - -#, fuzzy -#~ msgid "" -#~ "On Windows, if you did not install the ``JAVA_HOME`` variable, the full " -#~ "path to Java should be provided. You need to add ``&`` at the beginning " -#~ "of the line if you use PowerShell; it's not needed for the regular ``cmd." -#~ "exe`` console." -#~ msgstr "" -#~ "Windows에서는, Java를 향하는 전체 경로를 제공해야 합니다 (그리고 " -#~ "PowerShell을 사용한다면 문장의 시작에 &를 추가해야 합니다, 일반적인 콘솔에" -#~ "는 필요하지 않습니다)." - -#, fuzzy -#~ msgid "" -#~ "To make it clearer, here is an capture of a line that works on PowerShell " -#~ "(by adding ``&`` and the full Java path before ``keytool.exe``). Again, " -#~ "keep in mind that you need Java installed:" -#~ msgstr "" -#~ "명확하게 하기 위해, PowerShell에서 작동하는 문장 캡쳐본이 있습니다 (&를 추" -#~ "가하고 keytool.exe에 대한 전체 Java 경로를 추가함). 다시 말하지만, Java가 " -#~ "설치되어 있어야 합니다:" - -#, fuzzy -#~ msgid "" -#~ "(right-click and open the image in a new tab if this appears too small)" -#~ msgstr "(이미지가 너무 작으면, 우클릭하고 새 탭에서 이미지를 여세요)" - -#, fuzzy -#~ msgid "" -#~ "Go to the **Editor Settings** and set up a few fields in **Export > " -#~ "Android**. Make sure they look like the following:" -#~ msgstr "" -#~ "*편집기 설정*\\ 으로 가서 *Export -> Android*\\ 의 몇 가지 영역을 설정합니" -#~ "다. 다음과 같아야 합니다:" - -#, fuzzy -#~ msgid "" -#~ "As it can be seen, most paths are inside either the ``android-sdk`` " -#~ "folder you originally created, or inside the Java install. For Linux and " -#~ "macOS users, ``jarsigner`` is often located in ``/usr/bin``." -#~ msgstr "" -#~ "보시다시피, 대부분의 경로는 원래 만든 *android-sdk*\\ 에 있거나 Java 내부" -#~ "에 있습니다. Unix 사용자의 경우, *jarsigner*\\ 는 종종 \"/usr/bin\"\\ 에 " -#~ "있습니다." - -#~ msgid "With this, you should be all set." -#~ msgstr "이것으로 모두 설정되었습니다." - -#~ msgid "Install the Android SDK (Android Studio)" -#~ msgstr "Android SDK 설치하기 (Android 스튜디오)" - -#, fuzzy -#~ msgid "" -#~ "If you just finished installing the SDK via the command-line tools, feel " -#~ "free to skip this section entirely. The Android Studio path is easier, " -#~ "but it takes up more disk space. It's also useful if you plan to develop " -#~ "Godot for Android (modify the Java source code) or if you plan to develop " -#~ "add-ons." -#~ msgstr "" -#~ "명령줄 도구를 통해 SDK 설치하기를 끝냈다면, 이 섹션은 편하게 넘어가세요. " -#~ "Android 스튜디오 경로는 더 쉽지만, 더 많은 디스크 공간을 차지합니다. " -#~ "Android 용 Godot를 개발하려는 계획이라면 (Java 소스 코드 수정), 혹은 애드" -#~ "온을 개발할 계획이라면 좋을 것입니다." - -#, fuzzy -#~ msgid "Download and install Android Studio" -#~ msgstr "Android 스튜디오 다운로드하고 설치하기" - -#~ msgid "" -#~ "Download the latest version of Android Studio. When installing, pay " -#~ "attention to where the *android-sdk* directory is created." -#~ msgstr "" -#~ "최신 Android 스튜디오를 다운로드합니다. 설치할 때, 어디에 *android-sdk* 디" -#~ "렉토리가 만들어지는 지 확인하세요." - -#~ msgid "" -#~ "This is funny, the path it proposes by default contains whitespace (and " -#~ "complains about it). It must be changed." -#~ msgstr "" -#~ "이게 재밌는 것이, 기본적으로 제안하는 경로에는 공백이 포함됩니다 (그리고 " -#~ "그것에 불평합니다). 이것은 바꾸어야 합니다." - -#~ msgid "" -#~ "In any case, it's better to select a different path inside your user " -#~ "folders. The recommended one is usually:" -#~ msgstr "" -#~ "어쨌든, 사용자 폴더 내에서 다른 경로를 선택하는 것이 좋습니다. 추천하는 경" -#~ "로는 보통 이렇습니다:" - -#~ msgid "" -#~ "Replace *yourusername* by your actual user name. Once it's correct, " -#~ "select from the list above in the same screen:" -#~ msgstr "" -#~ "*yourusername* 부분을 실제 사용자 이름으로 바꿉니다. 올바르면 위와 같은 화" -#~ "면에서 다음을 선택하세요:" - -#~ msgid "Android SDK" -#~ msgstr "Android SDK" - -#~ msgid "Android SDK Platform" -#~ msgstr "Android SDK Platform" - -#~ msgid "" -#~ "The rest are not needed, because the build system will fetch them itself. " -#~ "After selecting them, go on with the installation." -#~ msgstr "" -#~ "나머지는 필요없습니다, 빌드 시스템이 자체적으로 이들을 가져오기 때문이죠. " -#~ "선택한 추 설치를 계속하세요." - -#, fuzzy -#~ msgid "" -#~ "Go to the folder where you installed ``android-sdk`` in the previous " -#~ "step, use File Explorer and open a command line tool there:" -#~ msgstr "" -#~ "이전 단계에서 android-sdk를 설치한 폴더로 가서, 파일 탐색기를 사용하고 거" -#~ "기에서 명령줄 도구를 엽니다:" - -#, fuzzy -#~ msgid "" -#~ "The actual command line to type is the following. On Linux and macOS, it " -#~ "should work out of the box, but on Windows, it needs additional details " -#~ "(keep reading afterwards)." -#~ msgstr "" -#~ "실제 입력할 명령 문장은 다음과 같습니다. Unix에서 이것은 즉시 작동하지만, " -#~ "Windows에서는 추가 세부 사항이 필요합니다 (계속 읽어주세요)." - -#, fuzzy -#~ msgid "" -#~ "On Windows, the full path to Java should be provided (and ``&`` needs to " -#~ "be added at the beginning on the line if you use PowerShell, it's not " -#~ "needed for the regular ``cmd.exe`` console). Don't worry, at least by " -#~ "using Android Studio on Windows, Java comes bundled with it." -#~ msgstr "" -#~ "Windows에서는, Java에 대한 전체 경로를 제공해야 합니다 (그리고 PowerShell" -#~ "을 사용한다면, 문장의 시작 부분에 &를 추가해야 합니다, 일반 명령줄에서는 " -#~ "필요하지 않습니다). 걱정하지 마세요, 적어도 Windows에서 Android 스튜디오" -#~ "를 쓴다면, Java가 번들로 제공됩니다." - -#, fuzzy -#~ msgid "" -#~ "To make it clearer, here is a screen capture of a line that works on " -#~ "PowerShell (by adding ``&`` and the full Java Path to ``keytool.exe``; " -#~ "remove ``&`` if you use ``cmd.exe``). It uses a path to the Java version " -#~ "that comes with Android Studio:" -#~ msgstr "" -#~ "명확하게 하기 위해, PowerShell에서 작동하는 문장 캡쳐본이 있습니다 (&를 추" -#~ "가하고 keytool.exe에 대한 전체 Java 경로를 추가합니다, 일반 콘솔을 사용한" -#~ "다면 &를 제거하세요). Android 스튜디오와 함께 제공되는 Java 버전에 대한 경" -#~ "로를 사용합니다:" - -#, fuzzy -#~ msgid "" -#~ "Many browsers, including Firefox and Chromium-based browsers, will not " -#~ "load exported projects when **opened locally** per ``file://`` protocol. " -#~ "To get around this, use a local server." -#~ msgstr "" -#~ "많은 브라우저, 특히 크로뮴 기반 브라우저들이 ``file://`` 프로토콜마다 **지" -#~ "역으로 열릴 때** 내보낸 프로젝트를 불러오지 않습니다. 이 문제를 해결하려" -#~ "면, 지역 서버를 사용해야 합니다." - -#, fuzzy -#~ msgid "" -#~ "Python offers an easy method to start a local server. Use ``python -m " -#~ "http.server 8000 --bind 127.0.0.1`` with Python 3 to serve the current " -#~ "working directory at ``http://localhost:8000``. `Refer to MDN for " -#~ "additional information `__." -#~ msgstr "" -#~ "파이썬은 지역 서버를 시작하기 위한 좋은 방법이 있습니다. 파이썬 2에서는 " -#~ "``python -m SimpleHTTPServer``\\ 를, 파이썬 3에서는 ``python -m http." -#~ "server``\\ 를 사용해 ``http://localhost:8000``\\ 으로 현재 작업 중인 디렉" -#~ "토리를 전달합니다." - -#~ msgid "Audio autoplay" -#~ msgstr "오디오 자동재생" - -#~ msgid "Exported ``.html`` file must not be reused" -#~ msgstr "내보낸 ``.html`` 파일은 반드시 재 사용될 수 없습니다" - -#~ msgid "Unimplemented functionality" -#~ msgstr "구현되지 않은 기능" - -#~ msgid "" -#~ "The following functionality is currently unavailable on the HTML5 " -#~ "platform:" -#~ msgstr "다음 기능은 현재 HTML5 플랫폼에서 사용할 수 없습니다:" - -#, fuzzy -#~ msgid "Clipboard synchronization between engine and operating system" -#~ msgstr "엔진과 운영체제 간의 클립보드 동기화" - -#~ msgid "" -#~ "Networking other than :ref:`class_HTTPClient` and :ref:" -#~ "`class_WebSocketClient`" -#~ msgstr "" -#~ ":ref:`class_HTTPClient`\\ 와 :ref:`class_WebSocketClient` 이외의 네트워킹" - -#, fuzzy -#~ msgid "" -#~ "At the time of writing, 3.0 is the stable release version. The 3.1 " -#~ "development branch contains many changes to the animation system, so the " -#~ "animations in the demo will not be covered here. See :ref:" -#~ "`doc_introduction_animation` for more information." -#~ msgstr "" -#~ "집필 당시 3.0은 안정적인 릴리스 버전입니다. 3.1 개발 분기에는 애니메이션 " -#~ "시스템에 대한 많은 변경사항이 포함되어 있어 데모에 나오는 애니메이션은 여" -#~ "기서 다루지 않을 것입니다. 자세한 내용은 :ref:" -#~ "`doc_introduction_2d_animation` 를 참조하세요." - -#~ msgid "Using gridmaps" -#~ msgstr "GridMap(그리드맵) 사용하기" - -#~ msgid "RigidBody" -#~ msgstr "RigidBody" - -#~ msgid "" -#~ "Godot uses ``major.minor.patch`` version numbering. However, it does not " -#~ "strictly follow `Semantic Versioning `__. This means " -#~ "that releases considered \"semver-minor\" by that standard (such as 3.1 -" -#~ "> 3.2) will most likely introduce breaking changes. Still, there won't be " -#~ "as many breaking changes as a \"semver-major\" version bump such as 3.2 -" -#~ "> 4.0." -#~ msgstr "" -#~ "Godot는 ``major.minor.patch``버전 번호를 사용합니다. 그러나, `의미론적 버" -#~ "전 지정 `__ 은 엄격히 따르지는 않아도 됩니다 . 즉, 해" -#~ "당 표준 (3.1 -> 3.2 등) 에 의해 \"Semver-minor\"로 간주되는 릴리스는 변경" -#~ "사항을 가장 많이 도입할 것 입니다. 그럼에도 불구하고 3.2 -> 4.0 과 같은 " -#~ "\"Semver-major\" 버전 범프만큼 많은 획기적인 변화는 없을 것 입니다." - -#~ msgid "" -#~ "If you upgrade Godot, you must download templates that match the new " -#~ "version or your exported projects may not work correctly." -#~ msgstr "" -#~ "Godot를 업그레이드 하셨다면, 새로운 버전에 맞는 템플릿을 다운로드 해야 하" -#~ "고 그렇지 않으면 프로젝트가 제대로 내보내기가 작동하지 않습니다." - -#~ msgid "" -#~ "You have many container nodes at your disposal that scale and place UI " -#~ "elements for you. They take control over their children." -#~ msgstr "" -#~ "원하는 만큼의 UI 요소들을 확장하고 배치할 수 있는 많은 컨테이너 노드들이 " -#~ "있습니다. 컨테이너는 그들의 자식인 UI 요소들을 제어합니다." - -#~ msgid "" -#~ "The platform names recognized by the ``--export`` switch are the same as " -#~ "displayed in the export wizard of the editor. To get a list of supported " -#~ "platforms from the command line, try exporting to a non-recognized " -#~ "platform and the full listing of platforms your configuration supports " -#~ "will be shown." -#~ msgstr "" -#~ "``--export`` 스위치가 인식하는 플랫폼 이름은 편집기의 내보내기 마법사에 표" -#~ "시된 것과 동일합니다. 명령줄에서 지원하는 플랫폼 목록을 얻기 위해, 인지하" -#~ "지 않는 플랫폼으로 내보내기를 시도하고 그러면 구성이 지원되는 전체 플랫폼 " -#~ "목록이 나타날 것입니다." - -#, fuzzy -#~ msgid "Windows (Visual Studio)" -#~ msgstr "Visual Studio Code" - -#~ msgid "" -#~ "Download and install the latest version of `Visual Studio `_ (*not* Visual Studio Code), " -#~ "which contains utilities required to use C# in Godot. If you don't plan " -#~ "on using the Visual Studio IDE, you can download just the `Visual Studio " -#~ "Build Tools `_ instead. Make sure you at least " -#~ "have the .NET Framework 4.5 targeting pack installed, you can get it " -#~ "using any of the installers mentioned above inside the \"Individual " -#~ "components\" tab." -#~ msgstr "" -#~ "`Visual Studio `_\\ 의 최" -#~ "신 버전을 다운로드 하고 설치하세요 (Visual Studio Code *아닙니다*), 여기에" -#~ "는 Godot에서 C#을 사용하기 위한 기능들이 있습니다. Visual Studio IDE를 사" -#~ "용할 계획이 없다면, 대신 `Visual Studio Build Tools `_\\ 를 다운로드 할 수 있습니다. 최소한 설치 대상" -#~ "이 .NET Framework 4.5를 갖고 있어야 합니다, 앞에서 언급한 설치 프로그램를 " -#~ "보면 \"Individual components\" 탭 안에서 그것을 얻을 수 있습니다." - -#, fuzzy -#~ msgid "Windows (JetBrains Rider)" -#~ msgstr "JetBrains Rider" - -#~ msgid "" -#~ "JetBrains Rider comes with bundled MSBuild, so nothing extra is required. " -#~ "Make sure to set the following preferences:" -#~ msgstr "" -#~ "JetBrains Rider는 MSBuild가 번들로 함께 제공되므로 추가 작업이 필요하지 않" -#~ "습니다. 다음 기본 설정을 지정하십시오:" - -#~ msgid "macOS and Linux" -#~ msgstr "macOS와 Linux" - -#~ msgid "" -#~ "Download and install the latest version of the `Mono SDK `_. As of Godot 3.1 beta 3, the version number " -#~ "doesn't matter since Godot bundles its own Mono 5.18 installation. We " -#~ "only need the Mono installation for NuGet and MSBuild which are required " -#~ "to use C# in Godot." -#~ msgstr "" -#~ "`Mono SDK `_\\ 의 최신 버전을 다운" -#~ "로드 하고 설치하세요. Godot 3.1 베타 3에서부터, Godot는 자체적인 Mono " -#~ "5.18 설치를 포함하므로 버전 숫자는 문제가 되지 않습니다. Godot에서 C#을 사" -#~ "용하기 위해 필요한 것은 NuGet과 MSBuild 용 Mono 설치 뿐입니다." - -#~ msgid "" -#~ "To download Mono on macOS, use the \"Stable Channel\" link from the `Mono " -#~ "Downloads Page `_. The Visual " -#~ "Studio channel is an earlier version of Mono and will not work." -#~ msgstr "" -#~ "macOS에서 Mono를 다운로드 하기 위해, `Mono 다운로드 페이지 `_\\ 로 가서 \"Stable Channel\" 링크로 가세요. " -#~ "Visual Studio 채널은 이전 버전의 Mono로 작동되지 않을 것입니다." - -#~ msgid "" -#~ "If you are using Visual Studio Code, ensure you download and install the " -#~ "`C# extension `_ to enable features like syntax highlighting and " -#~ "IntelliSense." -#~ msgstr "" -#~ "만약 비주얼 스튜디오 코드를 사용하고 계신다면, 문법 강조와 IntelliSense 같" -#~ "은 기능들을 활성화하기 위해 `C# 확장 프로그램 `_을 다운받아 설치하는걸 " -#~ "잊지 마시기 바랍니다." - -#~ msgid "Why import?" -#~ msgstr "왜 가져오나요?" - -#, fuzzy -#~ msgid "Creating Android plugins (Godot 3.2.2+)" -#~ msgstr "간단한 플러그인 만들기" - -#, fuzzy -#~ msgid "Instance Properties" -#~ msgstr "시그널(Signal)과 속성(Property)" - -#, fuzzy -#~ msgid "Static Method Descriptions" -#~ msgstr "정적 함수(Static functions)" - -#, fuzzy -#~ msgid "Command line argument." -#~ msgstr "명령줄 인수." - -#, fuzzy -#~ msgid "Language code." -#~ msgstr "언어" - -#, fuzzy -#~ msgid "" -#~ "`Android NDK `_ r17 or " -#~ "later." -#~ msgstr "Android SDK: https://developer.android.com/studio/" - -#~ msgid "" -#~ "Brazilian Portuguese: `Godot Brasil (Discord) `_" -#~ msgstr "" -#~ "브라질식 포르투갈어: `Godot Brasil (Discord) `_" - -#~ msgid "Make sure you have adb" -#~ msgstr "adb가 있는지 확인하세요" - -#, fuzzy -#~ msgid "" -#~ "Android Debug Bridge (``adb``) is the command line tool used to " -#~ "communicate with Android devices. It's installed with the SDK, but you " -#~ "may need to install one (any) of the Android API levels for it to be " -#~ "installed in the SDK directory." -#~ msgstr "" -#~ "Android Debug Bridge (adb)는 명령줄 도구로 Android 기기와 통신하는데 사용" -#~ "됩니다. SDK와 함께 설치되지만, SDK 디렉토리에 설치하기 위해 Android API 수" -#~ "준에 맞는 것을 설치해야 할 지도 모릅니다." - -#~ msgid "" -#~ "Constants are similar to variables, but must be constants or constant " -#~ "expressions and must be assigned on initialization." -#~ msgstr "" -#~ "상수는 변수와 비슷하지만, 상수 또는 상수 식이어야만 하며 초기화 시 값이 지" -#~ "정되어야 합니다." - -#~ msgid "Type hints" -#~ msgstr "유형 힌트(Type Hint)" - -#~ msgid "" -#~ "Place the colon right after the variable's name, without a space, and let " -#~ "the GDScript compiler infer the variable's type when possible." -#~ msgstr "" -#~ "변수의 이름 바로 뒤에, 띄어쓰기 없이 쌍점을 배치하세요. 그러면 GDScript 컴" -#~ "파일러는 변수의 유형을 추론합니다." - -#~ msgid "" -#~ "Add a space on either sides of the return type arrow when defining " -#~ "functions." -#~ msgstr "" -#~ "함수를 정의할 때, 반환 유형 화살표의 양쪽에는 띄어쓰기를 추가하세요." - -#, fuzzy -#~ msgid "" -#~ "Download the ZIP file for your platform, there will be a single ``tools`` " -#~ "folder inside:" -#~ msgstr "" -#~ "플랫폼에 맞는 zip 파일을 다운로드합니다, 거기에는 하나의 *tools* 폴더가 있" -#~ "습니다:" - -#, fuzzy -#~ msgid "Render order" -#~ msgstr "플레이스 홀더 수정자" - -#, fuzzy -#~ msgid "Try changing parameters" -#~ msgstr "가져오기 매개변수 변경하기" - -#, fuzzy -#~ msgid "Dozens of effects included." -#~ msgstr "이런 예시로는..." - -#~ msgid "This allows changing all the import parameters transparently." -#~ msgstr "이를 통해 모든 가져오기 매개변수를 투명하게 변경할 수 있습니다." - -#~ msgid "Why import them?" -#~ msgstr "왜 이미지를 가져오나요?" - -#~ msgid "" -#~ "In Godot 3+, image files are no longer native resources and they must be " -#~ "imported. The reason behind this is the large amount of configuration " -#~ "parameters that image files can be imported with." -#~ msgstr "" -#~ "Godot 3+에서, 이미지 파일은 더 이상 고유 리소스가 아니고 반드시 가져와야 " -#~ "합니다. 그 이유는 이것이 가져올 수 있는 이미지 파일의 많은 양의 구성 매개" -#~ "변수 때문입니다." - -#~ msgid "" -#~ "This small tutorial will explain what these parameters are and how to " -#~ "best make use of them." -#~ msgstr "" -#~ "이 간단한 튜토리얼에서는 매개변수가 무엇이며 어떻게 사용하는 것이 최선인지" -#~ "를 설명하겠습니다." - -#~ msgid "This is also the icon that gets displayed in the Godot project list." -#~ msgstr "Godot 프로젝트 목록에서 표시되는 아이콘이기도 합니다." - -#~ msgid "" -#~ "You can use software such as GIMP to export an ICO image. For more " -#~ "information, please refer to `this tutorial `_." -#~ msgstr "" -#~ "GIMP와 같은 소프트웨어로 ICO 이미지를 내보낼 수 있습니다. 더 자세한 정보" -#~ "는 `이 튜토리얼 `_\\ 을 참고하세요." - -#~ msgid "ICO file requirements" -#~ msgstr "ICO 파일 요구사항" - -#~ msgid "" -#~ "Regardless of which program you use to create your `ICO file `_, there are some requirements to " -#~ "ensure the icon (and your executable) works on Windows." -#~ msgstr "" -#~ "`ICO 파일 `_\\ 을 만드는 " -#~ "어떤 프로그램이든 관계없이, Windows에 맞는 아이콘 (그리고 실행 파일)에는 " -#~ "몇 가지 요구사항이 있습니다." - -#~ msgid "" -#~ "This is a bit tricky, as can be seen in the following Stack Overflow " -#~ "threads: `one `_, `two `_." -#~ msgstr "" -#~ "다음 Stack Overflow 스레드가 있을 정도로 조금 까다롭습니다: `하나 " -#~ "`_, `둘 `_." - -#~ msgid "" -#~ "Your ICO file should at least contain icons in the following resolutions: " -#~ "16×16, 48×48 and 256×256." -#~ msgstr "" -#~ "ICO 파일은 적어도 아이콘이 다음 화면 비율에 있어야 합니다: 16x16, 48x48 그" -#~ "리고 256x256." - -#~ msgid "" -#~ "If you want to fully support high-DPI screens, this is the full list of " -#~ "supported icon sizes on Windows 10: 16, 20, 24, 28, 30, 31, 32, 40, 42, " -#~ "47, 48, 56, 60, 63, 84 and one larger than 255 pixels (such as 256, 512 " -#~ "or 1024)." -#~ msgstr "" -#~ "높은 DPI 화면을 완벽하게 지원하고 싶다면, 다음은 Windows 10에서 지원하는 " -#~ "아이콘 크기 전체 목록입니다: 16, 20, 24, 28, 30, 31, 32, 40, 42, 47, 48, " -#~ "56, 60, 63, 84 그리고 255 화소보다 큰 것 하나 (256, 512 또는 1024같은 것)." - -#, fuzzy -#~ msgid "Godot scenes and scripts are classes" -#~ msgstr "클래스로 스크립트를 등록하기" - -#, fuzzy -#~ msgid "Making sense of classes in Godot" -#~ msgstr "Godot 3.0+에서 에셋 가져오기" - -#~ msgid "constants" -#~ msgstr "상수" - -#~ msgid "signals" -#~ msgstr "시그널" - -#, fuzzy -#~ msgid "" -#~ "Objects check their attached script before the database. This is why " -#~ "scripts can override built-in methods. If a script defines a " -#~ "``_get_property_list()`` method, Godot appends that data to the list of " -#~ "properties the Object fetches from the ClassDB. The same is true for " -#~ "other declarative code." -#~ msgstr "" -#~ "*이것*\\ 이 바로 :ref:`Script `\\ 입니다. 객체는 데이터베이" -#~ "스 이전에 붙어있는 스크립트를 확인합니다, 즉 스크립트는 메서드를 재정의할 " -#~ "수도 있습니다. 스크립트가 `_get_property_list()` 메서드를 정의한다면, " -#~ "ClassDB에서 객체가 가져오는 속성 목록이 데이터로 추가됩니다. 이는 다른 선" -#~ "언적 코드에서도 마찬가지입니다." - -#, fuzzy -#~ msgid "Scenes and scripts are objects" -#~ msgstr "씬과 스크립트는 오브젝트입니다" - -#~ msgid "" -#~ "Many Object-Oriented principles which apply to written code *also* apply " -#~ "to scenes." -#~ msgstr "코드에 적용되는 많은 객체지향 원칙은 *씬에도* 적용됩니다." - -#, fuzzy -#~ msgid "In Godot:" -#~ msgstr "Godot 3.1에서는:" - -#~ msgid "" -#~ "Option \"-col\" will work only for Mesh nodes. If it is detected, a child " -#~ "static collision node will be added, using the same geometry as the mesh." -#~ msgstr "" -#~ "\"-col\" 설정은 오직 Mesh 노드에만 작동할 것입니다. 이것이 감지되면, 메시" -#~ "와 같은 기하학을 사용하여 자식 정적 충돌 노드가 추가될 것입니다." - -#, fuzzy -#~ msgid "" -#~ "Option \"-convcol\" will create a :ref:`class_convexpolygonshape` instead " -#~ "of a :ref:`class_concavepolygonshape`." -#~ msgstr "" -#~ "\"-convcolonly\" 설정은 :ref:`class_concavepolygonshape` 대신 :ref:" -#~ "`class_convexpolygonshape`\\ 를 만들 것입니다." - -#~ msgid "Creates a rigid body from this mesh." -#~ msgstr "이 메시에서 리지드 바디를 만듭니다." - -#, fuzzy -#~ msgid "Measuring Performance" -#~ msgstr "성능" - -#~ msgid "" -#~ "Restricting the flags to a certain number of named flags is also " -#~ "possible. The syntax is similar to the enumeration syntax::" -#~ msgstr "" -#~ "플래그를 특정 개수의 이름있는 플래그로 제한하는 것도 가능합니다. 문법은 열" -#~ "거형 문법과 유사합니다::" - -#~ msgid "" -#~ "Exporting arrays works, but with an important caveat: while regular " -#~ "arrays are created local to every class instance, exported arrays are " -#~ "*shared* between all instances. This means that editing them in one " -#~ "instance will cause them to change in all other instances. Exported " -#~ "arrays can have initializers, but they must be constant expressions." -#~ msgstr "" -#~ "배열을 내보낼 수 있지만 중요한 주의 사항이 있습니다: 정규 배열은 모든 클래" -#~ "스 인스턴스에 지역(Local)으로 만들어지지만, 내보낸 배열은 모든 인스턴스 간" -#~ "에 *공유됩니다*. 즉, 한 인스턴스에서 배열을 편집하면 다른 인스턴스에서도 " -#~ "영향을 줍니다. 내보낸 배열은 이니셜라이저(Initializer)를 갖지만, 반드시 상" -#~ "수 표현식이 되어야 합니다." - -#~ msgid "A \\cdot B = A_{x}B_{x} + A_{y}B_{y}" -#~ msgstr "A·B = Ax Bx + Ay By" - -#~ msgid "" -#~ "\\left \\|a \\times b \\right \\| = \\left \\| a \\right \\|\\left \\| b " -#~ "\\right \\|\\ |\\sin(a,b)|" -#~ msgstr "||a X b|| = ||a|| ||b|| |sin(a,b)|" - -#, fuzzy -#~ msgid "Cross croduct" -#~ msgstr "외적" - -#, fuzzy -#~ msgid "" -#~ "Open the ``Ball`` scene and add a ``PhysicsMaterial`` by opening the " -#~ "\"Physics Material Override\" dropdown in the Inspector dock and " -#~ "selecting \"New PhysicsMaterial\"." -#~ msgstr "" -#~ "``Ball`` 씬을 열고 아래 화살표를 클릭하고 \"새 PhysicsMaterial\"을 선택해" -#~ "서 ``PhysicsMaterial``\\ 을 추가하세요." - -#~ msgid "" -#~ "Note that currently, there are some issues where Godot and the C# project " -#~ "don't stay in sync; if you delete, rename or move a C# script, the change " -#~ "may not be reflected in the C# project file. In cases like this, you will " -#~ "have to edit the C# project file manually." -#~ msgstr "" -#~ "현재, Godot와 C# 프로젝트가 동기화되지 않는 문제가 있습니다; C# 스크립트" -#~ "를 삭제, 이름 변경, 이동을 한다면, 변경사항이 C# 프로젝트 파일에 반영되지 " -#~ "않을지도 모릅니다. 이 경우, 수동으로 C# 프로젝트 파일을 편집해야 할 것입니" -#~ "다." - -#~ msgid "" -#~ "For example, if you created a script (e.g. ``Test.cs``) and delete it in " -#~ "Godot, compilation will fail because the missing file is still expected " -#~ "to be there by the C# project file. For now, you can simply open up the " -#~ "``.csproj`` file and look for the ``ItemGroup``, there should be a line " -#~ "included like the following:" -#~ msgstr "" -#~ "예를 들어 스크립트를 생성하고 (예: ``Test.cs``) Godot에서 삭제한다면,누락" -#~ "된 파일이 C 프로젝트 파일에 남아있기 때문에 컴파일에 실패할 것입니다. 지금" -#~ "은, 단순히 ``.csproj`` 파일을 열고 ``ItemGroup``\\ 을 볼수 있고, 다음과 같" -#~ "은 글이 있어야 합니다:" - -#~ msgid "" -#~ "Simply remove that line and your project should build correctly again. " -#~ "Same for renaming and moving things, simply rename and move them in the " -#~ "project file if needed." -#~ msgstr "" -#~ "단순히 이 줄을 삭제하면 프로젝트는 다시 올바르게 빌드됩니다. 이름 변경과 " -#~ "이동도 이와 마찬가지로, 필요에 따라 이름을 바꾸고 프로젝트 파일로 옮깁니" -#~ "다." - -#~ msgid "" -#~ "As explained above, the C# project isn't always kept in sync " -#~ "automatically when things are deleted, renamed or moved in Godot (`#12917 " -#~ "`_)." -#~ msgstr "" -#~ "위에서 설명했듯이, C# 프로젝트가 Godot에서 삭제, 이름 변경, 이동을 할 때 " -#~ "항상 동기화를 자동으로 하지는 않습니다 (`#12917 `_)." - -#~ msgid "Export only resources (+ custom filter), this is the default." -#~ msgstr "리소스 (+ 맞춤 필터)만 내보내기, 기본 값입니다." - -#~ msgid "" -#~ "**Export every single file** - This mode exports every single file in the " -#~ "project. This is good to test if something is being forgotten, but " -#~ "developers often have a lot of unrelated stuff around in the project " -#~ "directory, which makes it a bad idea." -#~ msgstr "" -#~ "**모든 단일 파일 내보내기** - 이 모드는 프로젝트에서 모든 단일 파일을 내보" -#~ "냅니다. 잊어버린 것이 있는지 테스트하기는 좋지만, 개발자는 프로젝트 디렉토" -#~ "리에 종종 많은 관련은 없으므로, 나쁜 생각입니다." - -#~ msgid "" -#~ "**Export only resources** - Only resources are exported. For most " -#~ "projects, this is enough. However many developers like to use custom " -#~ "datafiles in their games. To compensate for this, filters can be added " -#~ "for extra extensions (for instance, ``*.txt,*.csv``)." -#~ msgstr "" -#~ "**리소스만 내보내기** - 리소스만 내보냅니다. 대부분의 프로젝트에는 충분합" -#~ "니다. 하지만 많은 개발자가 게임에 맞춤 데이터 파일을 사용하기를 좋아합니" -#~ "다. 이를 보완하기 위해, 추가 확장을 위한 필터가 추가될 수 있습니다 (예를 " -#~ "들어, ``*.txt,*.csv``\\ 가 있습니다)." - -#~ msgid "" -#~ "**Export only selected resources** - Only select resources from a list " -#~ "are exported. This is probably overkill for most projects, but in some " -#~ "cases it is justified (usually huge projects). This mode offers total " -#~ "control of what is exported. Individual resources can be selected and " -#~ "dependency detection is performed to ensure that everything needed is " -#~ "added." -#~ msgstr "" -#~ "**선택된 리소스만 내보내기** - 목록에서 선택된 리소스만 내보냅니다. 이것" -#~ "도 대부분의 프로젝트에는 과분할 정도일지 몰라도, 몇몇 경우에는 이것이 합당" -#~ "하다 (보통 거대한 프로젝트). 이 모드로 내보내는 것을 전부다 관리할 수 있습" -#~ "니다. 개별 리소스를 선택하고 필요한 모든 것을 추가하도록 종속 감지 여부를 " -#~ "확인합니다." - -#~ msgid "Install OpenJDK or Oracle JDK" -#~ msgstr "OpenJDK 또는 Oracle JDK 설치하기" - -#~ msgid "" -#~ "Download and install `OpenJDK `__ or `Oracle JDK `__. Versions below JDK 8 may not work; some " -#~ "users have reported issues with the jarsigner (used to sign the APKs) in " -#~ "JDK 7." -#~ msgstr "" -#~ "`OpenJDK `__ 또는 `Oracle JDK " -#~ "`__\\ " -#~ "를 다운로드하고 설치하세요. JDK 8 버전 아래는 작동하지 않을 것입니다; 일" -#~ "부 사용자가 JDK 7에서 jarsigner (APK를 서명하는데 사용됨)와 관련된 이슈를 " -#~ "제보했습니다." - -#, fuzzy -#~ msgid "There are two types of products - consumables and non-consumables:" -#~ msgstr "Godot에는 UI를 디자인하는 두 가지 방법이 있습니다. 먼저 당신은:" - -#~ msgid "Testing" -#~ msgstr "시험" - -#~ msgid "Create a main menu screen" -#~ msgstr "메인 메뉴 화면 만들기" - -#~ msgid "Create a game user interface" -#~ msgstr "게임 사용자 인터페이스 만들기" - -#~ msgid "" -#~ "The last two arguments are constants from the ``Tween`` class. " -#~ "``TRANS_LINEAR`` means the animation should be linear. ``EASE_IN`` " -#~ "doesn't do anything with a linear transition, but we must provide this " -#~ "last argument or we'll get an error." -#~ msgstr "" -#~ "마지막 두 인수는 ``Tween`` 클래스의 상수입니다. ``TRANS_LINEAR`` 는 애니메" -#~ "이션이 선형적인 것을 의미합니다. ``EASE_IN`` 선형 변환에선 아무것도 하지 " -#~ "않지만, 꼭 이 마지막 인수를 채워야 에러가 나지 않습니다." - -#~ msgid "" -#~ "Java JDK: http://www.oracle.com/technetwork/java/javase/downloads/index." -#~ "html" -#~ msgstr "" -#~ "자바 JDK: http://www.oracle.com/technetwork/java/javase/downloads/index." -#~ "html" - -#~ msgid "Signing the package" -#~ msgstr "패키지 서명하기" - -#~ msgid "" -#~ "Finally, use ``SignTool.exe`` from the Windows SDK or Visual Studio::" -#~ msgstr "" -#~ "마지막으로, Windows SDK나 Visual Studio에서 ``SignTool.exe``\\ 를 사용합니" -#~ "다::" - -#, fuzzy -#~ msgid "" -#~ "The ``--path`` argument should be an *absolute* path to a project " -#~ "directory (not a `project.godot` file)." -#~ msgstr "" -#~ "프로젝트를 향하는 경로 (에는 'project.godot' 파일이 있어야 합니" -#~ "다)." - -#, fuzzy -#~ msgid "Scheme setup" -#~ msgstr "씬 설정하기" - -#~ msgid "" -#~ "To begin, click the \"Add/Create a New Node\" button and add an :ref:" -#~ "`Area2D ` node to the scene." -#~ msgstr "" -#~ "시작하려면 \"새 노드 추가하기/만들기(Add/Create a New Node)\" 버튼을 클릭" -#~ "하고 :ref:`Area2D `노드를 씬에 추가하세요." - -#~ msgid "" -#~ "Click \"Play Scene\" (``F6``) and confirm you can move the player around " -#~ "the screen in all directions. The console output that opens upon playing " -#~ "the scene can be closed by clicking ``Output`` (which should be " -#~ "highlighted in blue) in the lower left of the Bottom Panel." -#~ msgstr "" -#~ "\"씬 실행하기\" (``F6``) 를 클릭하고 플레이어가 화면에서 전 방향으로 움직" -#~ "이는지 확인하세요. 씬을 실행할 때 열리는 콘솔 출력은 하단 패널의 왼쪽 하단" -#~ "에 ``출력`` 을 클릭해서 닫으실 수 있습니다 (파란색으로 강조되어 있을 것입" -#~ "니다)." - -#~ msgid "" -#~ "When connecting a signal, instead of having Godot create a function for " -#~ "you, you can also give the name of an existing function that you want to " -#~ "link the signal to." -#~ msgstr "" -#~ "시그널이 연결될 때, Godot가 함수를 만들어 주는 대신, 당신이 직접 연결하고 " -#~ "싶은 시그널에 존재하는 함수의 이름을 줄 수 있습니다." - -#~ msgid "The Mob scene will use the following nodes:" -#~ msgstr "적 씬은 다음 노드들을 사용할 것입니다:" - -#~ msgid "" -#~ "``fly`` should be set to 3 FPS, with ``swim`` and ``walk`` set to 4 FPS." -#~ msgstr "" -#~ "``fly`` 는 3 FPS로 설정하고, ``swim`` 과 ``walk`` 는 4 FPS로 설정합니다." - -#~ msgid "" -#~ "In the Node tab, connect the HUD's ``start_game`` signal to the " -#~ "``new_game()`` function of the Main node." -#~ msgstr "" -#~ "노드(Node) 탭에서, HUD의 ``start_game`` 시그널을 Main 노드의 " -#~ "``new_game()`` 함수에 연결하세요." - -#~ msgid "" -#~ "We'll use the ``start_game`` signal that's already being emitted by the " -#~ "``HUD`` node to remove the remaining creeps. We can't use the editor to " -#~ "connect the signal to the mobs in the way we need because there are no " -#~ "``Mob`` nodes in the ``Main`` scene tree until we run the game. Instead " -#~ "we'll use code." -#~ msgstr "" -#~ "이미 ``HUD`` 노드에 의해 방출되는 ``start_game`` 시그널을 사용해 남아있는 " -#~ "적들을 제거할 것입니다. 편집기를 사용해 적에게 시그널을 연결할 수는 없는" -#~ "데, 게임을 실행하기 전 까진 ``Mob`` 노드가 ``Main`` 씬 트리에 없기 때운입" -#~ "니다. 대신 코드를 사용합니다." - -#~ msgid "" -#~ "Start by adding a new function to ``Mob.gd``. ``queue_free()`` will " -#~ "delete the current node at the end of the current frame." -#~ msgstr "" -#~ "시작하려면 ``Mob.gd``\\ 에 새 함수를 추가합니다. ``queue_free()``\\ 는 현" -#~ "재 프레임이 끝나는 순간 현재 노드를 제거합니다." - -#~ msgid "" -#~ "Then in ``Main.gd`` add a new line inside the ``_on_MobTimer_timeout()`` " -#~ "function, at the end." -#~ msgstr "" -#~ "그런 다음 ``Main.gd``\\ 에서 ``_on_MobTimer_timeout()``\\ 의 끝에 새로운 " -#~ "줄을 추가합니다." - -#~ msgid "" -#~ "This line tells the new Mob node (referenced by the ``mob`` variable) to " -#~ "respond to any ``start_game`` signal emitted by the ``HUD`` node by " -#~ "running its ``_on_start_game()`` function." -#~ msgstr "" -#~ "이 줄은 (``mob`` 변수에 의해 참조된) 새로운 Mob 노드로, ``HUD`` 노드의 " -#~ "``_on_start_game()`` 함수가 실행하여 방출하는 ``start_game`` 시그널에 반응" -#~ "합니다." - -#~ msgid "" -#~ "Resources and Dictionaries are both passed by reference, but only " -#~ "Resources are reference-counted. This means that if a Dictionary is " -#~ "passed between objects and the first object is deleted, all other " -#~ "objects' references to the Dictionary will be invalidated. Conversely, " -#~ "Resources will not be freed from memory until *all* the objects are " -#~ "deleted." -#~ msgstr "" -#~ "리소스와 딕셔너리는 둘 다 참조로 전달되지만, 오직 리소스만 참조 횟수로 계" -#~ "산됩니다. 즉, 딕셔너리를 객체 사이로 전달한 뒤 첫 번째 객체를 삭제하면, 딕" -#~ "셔너리의 모든 다른 객체 참조는 무효화될 것입니다. 반면 리소스는 *모든* 객" -#~ "체가 사라질 때까지 메모리를 해제하지 않습니다." - -#, fuzzy -#~ msgid "" -#~ "Unzip the Android SDK ZIP file you just downloaded there. The only thing " -#~ "in the directory you created in the previous step should be the ``tools`` " -#~ "folder with its contents inside, like this:" -#~ msgstr "" -#~ "다음 명령이 충분합니다. 방금 다운로드한 *sdk zip 파일*\\ 의 압축을 풉니" -#~ "다. 이전 단계를 거치고 디렉토리에 있는 것은 파일이 들어 있는 *tools* 폴더" -#~ "이어야합니다, 이렇게 말입니다:" - -#~ msgid "" -#~ "This approach has the disadvantage that in Godot the running game can't " -#~ "be explored from different angles (though this may be supported in the " -#~ "future and displaying collision gizmos in the running game is already " -#~ "possible), but in exchange has several advantages:" -#~ msgstr "" -#~ "이 접근은 실행 중인 게임을 다른 각도롤 볼 수 없다는 단점이 있습니다 (이 기" -#~ "능을 향후 지원할지도 모르고 실행 중인 게임에 충돌 기즈모를 보여주는 것이 " -#~ "이미 가능합니다), 하지만 그 대가로 몇 가지 이점을 갖습니다:" - -#~ msgid "" -#~ "The last third party scripting language that was used for shipped games " -#~ "was `Squirrel `__, but it was dropped as well. " -#~ "At that point, it became evident that a custom scripting language could " -#~ "more optimally make use of Godot's particular architecture:" -#~ msgstr "" -#~ "게임을 배포하는데 사용한 마지막 외부 스크립팅 언어는 `Squirrel `__\\ 이었습니다, 하지만 역시 탈락했습니다. 이 시기에" -#~ "서, Godot의 특수한 구조에 최적화된 언어는 맞춤 스크립팅 언어라는 것을 확신" -#~ "했습니다:" - -#~ msgid "" -#~ "Godot embeds scripts in nodes. Most languages are not designed with this " -#~ "in mind." -#~ msgstr "" -#~ "Godot는 노드에 스크립트를 삽입합니다. 대부분의 언어는 이런 생각으로 설계되" -#~ "진 않죠." - -#~ msgid "" -#~ "Godot uses several built-in data types for 2D and 3D math. Script " -#~ "languages do not provide this, and binding them is inefficient." -#~ msgstr "" -#~ "Godot는 2D와 3D 수학 용 내장 데이터 유형을 여러 개 사용합니다. 스크립트 언" -#~ "어는 이런 데이터 유형을 제공하지 않고, 바인딩하는 것은 비효율적입니다." - -#~ msgid "" -#~ "Godot uses threads heavily for lifting and initializing data from the net " -#~ "or disk. Script interpreters for common languages are not friendly to " -#~ "this." -#~ msgstr "" -#~ "Godot는 넷 또는 디스크에서 데이터를 리프트하고 초기화하기 위해 스레드를 많" -#~ "이 사용합니다. 일반적인 언어 용 스크립트 인터프리터는 스레드 사용에 친절하" -#~ "지 않습니다." - -#~ msgid "" -#~ "Godot already has a memory management model for resources, most script " -#~ "languages provide their own, which results in duplicate effort and bugs." -#~ msgstr "" -#~ "Godot는 이미 리소스 용 메모리 관리 모델을 갖고 있지만, 대부분의 스크립트 " -#~ "언어는 자체적인 모델을 갖고 있어서, 노력이 배로 들면서 버그를 초래합니다." - -#~ msgid "" -#~ "Binding code is always messy and results in several failure points, " -#~ "unexpected bugs and generally low maintainability." -#~ msgstr "" -#~ "코드를 바인딩 하는 것은 항상 엉망이면서 동시에 여러 실패 지점, 예기치 못" -#~ "한 버그, 그리고 일반적으로 낮은 유지 능력을 초래합니다." - -#~ msgid "" -#~ "The result of these considerations is *GDScript*. The language and " -#~ "interpreter for GDScript ended up being smaller than the binding code " -#~ "itself for Lua and Squirrel, while having equal functionality. With time, " -#~ "having a built-in language has proven to be a huge advantage." -#~ msgstr "" -#~ "이 고려 사항의 결과물이 *GDScript*\\ 입니다. GDScript의 언어와 인터프리터" -#~ "는 Lua와 Squirrel의 바인딩 코드보다 작아졌으면서도 같은 기능을 갖습니다. " -#~ "시간이 흐르면서 내장 언어를 갖는 것이 큰 장점이 된다는 것이 증명됐습니다." - -#~ msgid "Safe vs Unsafe Line" -#~ msgstr "안전 vs 불안전 라인" - -#~ msgid "" -#~ "It is possible to specify multiple animations from a single timeline as " -#~ "clips. Specify from which frame to which frame each clip must be taken " -#~ "(and, of course, don't forget to specify the FPS option above)." -#~ msgstr "" -#~ "하나의 타임라인에서 여러 애니메이션을 클립처럼 지정하는 것이 가능합니다. " -#~ "어떤 프레임에서 각 클립을 가져와야 하는 프레임으로 지정하세요 (그리고 물" -#~ "론, 위의 FPS 설정을 지정하는 것도 잊지 마세요)." - -#, fuzzy -#~ msgid "Collision Shapes" -#~ msgstr "충돌 모양" - -#~ msgid "" -#~ "Because this is such a common operation, ``Vector2`` and ``Vector3`` " -#~ "provide a method for normalizing:" -#~ msgstr "" -#~ "이것은 일반적인 계산이기 때문에, ``vector2`` 와 ``vector3`` 는 표준화하는 " -#~ "방법을 제공합니다:" - -#, fuzzy -#~ msgid "Structs" -#~ msgstr "Constructors(생성자)" - -#, fuzzy -#~ msgid "Creating a main screen plugin" -#~ msgstr "간단한 플러그인 만들기" - -#, fuzzy -#~ msgid "The object itself has only the following methods:" -#~ msgstr "적 씬은 다음 노드들을 사용할 것입니다:" - -#, fuzzy -#~ msgid "Locale." -#~ msgstr "로케일" - -#~ msgid "Name" -#~ msgstr "이름" - -#, fuzzy -#~ msgid "``CPUParticles2D``" -#~ msgstr "파티클" - -#~ msgid "" -#~ "Welcome to Godot! With your project open, you should see the editor’s " -#~ "interface with empty docks on the right side." -#~ msgstr "" -#~ "Godot에 온 것을 환영합니다! 프로젝트를 열었으니 편집기의 인터페이스와 오른" -#~ "쪽의 빈 독이 있는 것을 확인할 수 있습니다." - -#~ msgid "Windows, macOS, Linux (unofficial and unsupported)" -#~ msgstr "Windows, macOS, Linux (비공식이고 지원되지 않음)" - -#~ msgid "The *adb* executable (adb.exe on Windows)" -#~ msgstr "*adb* 실행 파일 (Windows에서는 adb.exe)" - -#~ msgid "The *jarsigner* executable (from JDK 6 or 8)" -#~ msgstr "*jarsigner* 실행 파일 (JDK 6 또는 8에서)" - -#~ msgid "The debug *keystore*" -#~ msgstr "디버그 *keystore*" - -#~ msgid "" -#~ "This tutorial will be about *transformations* and will cover a little " -#~ "about matrices (but not in-depth)." -#~ msgstr "" -#~ "본 튜토리얼에서는 *변환* 에 대해 다루며 행렬에 대해 설명합니다(심층적이지" -#~ "는 않음)." - -#~ msgid "" -#~ "Transformations are most of the time applied as translation, rotation and " -#~ "scale so they will be considered as priority here." -#~ msgstr "" -#~ "변환은 변환, 회전 및 척도로 사용되는 대부분의 시간이기 때문에 여기서는 변" -#~ "환이 우선으로 간주됩니다." - -#~ msgid "Oriented coordinate system (OCS)" -#~ msgstr "OCS(주요 좌표계)" - -#~ msgid "" -#~ "Imagine we have a spaceship somewhere in space. In Godot this is easy, " -#~ "just move the ship somewhere and rotate it:" -#~ msgstr "" -#~ "우주 어딘가에 우주선이 있다고 상상해 보세요. Godot에서 이것은 쉽습니다. 배" -#~ "를 어딘가로 옮겨서 돌리십시오:" - -#~ msgid "" -#~ "Ok, so in 2D this looks simple, a position and an angle for a rotation. " -#~ "But remember, we are grown ups here and don't use angles (plus, angles " -#~ "are not even that useful when working in 3D)." -#~ msgstr "" -#~ "2D에서는 단순한 위치 및 회전각으로 보입니다. 하지만 기억하세요, 우리는 여" -#~ "기서 더 나아갔고, 각도는 사용하지 않습니다." - -#~ msgid "" -#~ "We should realize that at some point, someone *designed* this spaceship. " -#~ "Be it for 2D in a drawing such as Paint.net, Gimp, Photoshop, etc. or in " -#~ "3D through a 3D DCC tool such as Blender, Max, Maya, etc." -#~ msgstr "" -#~ "우리는 언젠가 누군가가 이 우주선을 *설계* 했다는 것을 깨달아야 합니다. " -#~ "Paint.net, Gimp, Photoshop 등과 같은 도면에서 2D로 제작하거나 Blender, " -#~ "Max, Maya 등과 같은 3D DCC 도구를 통해 3D로 제작해야 합니다." - -#~ msgid "" -#~ "When it was designed, it was not rotated. It was designed in its own " -#~ "*coordinate system*." -#~ msgstr "" -#~ "이것은 설계 시 회전하지 않았습니다. 그것은 자체적인 *좌표계 시스템* 으로 " -#~ "설계되었습니다." - -#~ msgid "" -#~ "This means that the tip of the ship has a coordinate, the fin has " -#~ "another, etc. Be it in pixels (2D) or vertices (3D)." -#~ msgstr "" -#~ "이것은 우주선의 끝이 좌표를 가지고 있고 판부분은 다른 것을 가지고 있다는 " -#~ "것을 의미합니다. 픽셀(2D) 또는 정점(3D)으로 지정합니다." - -#~ msgid "So, let's recall again that the ship was somewhere in space:" -#~ msgstr "그러면, 우주 어딘가에 우주선이 있었다는 것을 회상해봅시다:" - -#~ msgid "" -#~ "How did it get there? What moved it and rotated it from the place it was " -#~ "designed to its current position? The answer is... a **transform**, the " -#~ "ship was *transformed* from their original position to the new one. This " -#~ "allows the ship to be displayed where it is." -#~ msgstr "" -#~ "그건 어떻게 그곳에 도착했나요? 무엇을 움직여서 디자인된 위치에서 현재 위치" -#~ "로 회전시킨건가요? 답은... **변환** 입니다. 우주선은 원래 위치에서 새 위치" -#~ "로 *변환* 되었습니다. 이렇게 하면 우주선이 있는 곳에 표시될 수 있습니다." - -#~ msgid "" -#~ "But transform is too generic of a term to describe this process. To solve " -#~ "this puzzle, we will superimpose the ship's original design position at " -#~ "their current position:" -#~ msgstr "" -#~ "그러나 변환은 이 과정을 설명하기에는 너무 일반적인 용어입니다. 이 퍼즐을 " -#~ "해결하기 위해 우주선의 원래 설계 위치를 현재 위치에 겹치게 됩니다:" - -#~ msgid "" -#~ "So, we can see that the \"design space\" has been transformed too. How " -#~ "can we best represent this transformation? Let's use 3 vectors for this " -#~ "(in 2D), a unit vector pointing towards X positive, a unit vector " -#~ "pointing towards Y positive and a translation." -#~ msgstr "" -#~ "\"설계된 우주\"도 바뀌었습니다. 이러한 변화를 가장 잘 표현할 수 있는 방법" -#~ "은 무엇일까요? 이를 위해 (2D 단위) 3개의 벡터를 사용하겠습니다. X 양수를 " -#~ "가리키는 단위 벡터, Y 양수를 가리키는 단위 벡터 및 변환을 사용합니다." - -#~ msgid "" -#~ "Let's call the 3 vectors \"X\", \"Y\" and \"Origin\", and let's also " -#~ "superimpose them over the ship so it makes more sense:" -#~ msgstr "" -#~ "이 세 벡터를 \"X\", \"Y\" 및 \"Origin\"이라고 부르고, 이 세 벡터를 우주선 " -#~ "위에 겹쳐보자:" - -#~ msgid "" -#~ "Ok, this is nicer, but it still does not make sense. What do X,Y and " -#~ "Origin have to do with how the ship got there?" -#~ msgstr "" -#~ "좋아요, 이게 더 좋긴 한데, 그래도 말이 안 돼요. X,Y,Origin이 우주선이 어떻" -#~ "게 그곳에 도착했는지와 무슨 관계가 있는걸까요?" - -#~ msgid "Well, let's take the point from top tip of the ship as reference:" -#~ msgstr "자, 우주선으로부터 참고할 수 있는 요점부터 말씀드리겠습니다:" - -#~ msgid "" -#~ "And let's apply the following operation to it (and to all the points in " -#~ "the ship too, but we'll track the top tip as our reference point):" -#~ msgstr "" -#~ "다음 작업을 여기에 적용해 보겠습니다(그리고 우주선의 모든 지점에도 적용하" -#~ "되, 맨위의 꼭지 부분을 기준점으로 추적해 보겠습니다):" - -#~ msgid "Doing this to the selected point will move it back to the center:" -#~ msgstr "이렇게 하면 선택한 지점으로 다시 이동합니다:" - -#~ msgid "" -#~ "This was expected, but then let's do something more interesting. Use the " -#~ "dot product of X and the point, and add it to the dot product of Y and " -#~ "the point:" -#~ msgstr "" -#~ "이것은 예상된 것이지만, 좀 더 흥미로운 것을 해봅시다. X와 점의 내적에 Y와 " -#~ "점의 내적을 더해보는 것을 사용합시다:" - -#~ msgid "" -#~ "Then what we have is.. wait a minute, it's the ship in its design " -#~ "position!" -#~ msgstr "그럼 우리가 얻는 건.. 잠깐만, 우주선이 설계된 위치에 있습니다!" - -#~ msgid "" -#~ "How did this black magic happen? The ship was lost in space, and now it's " -#~ "back home!" -#~ msgstr "" -#~ "어떻게 이런 일이 일어난거죠? 우주선을 우주에서 잃어버렸는데 지금은 돌아왔" -#~ "어요!" - -#~ msgid "" -#~ "It might seem strange, but it does have plenty of logic. Remember, as we " -#~ "have seen in the :ref:`doc_vector_math`, what happened is that the " -#~ "distance to X axis, and the distance to Y axis were computed. Calculating " -#~ "distance in a direction or plane was one of the uses for the dot product. " -#~ "This was enough to obtain back the design coordinates for every point in " -#~ "the ship." -#~ msgstr "" -#~ "이상하게 보일지 모르지만, 그것은 많은 논리를 가지고 있습니다. :ref:" -#~ "`doc_vector_math` 에서 보았던 바와 같이 X축까지의 거리와 Y축까지의 거리가 " -#~ "계산되었다는 것을 기억하세요. 방향 또는 평면에서 거리를 계산하는 것은 내적" -#~ "을 사용하는 방법 중 하나입니다. 이것은 우주선 안의 모든 지점에 대한 설계 " -#~ "좌표를 다시 얻기에 충분했습니다." - -#~ msgid "" -#~ "So, what we have been working with so far (with X, Y and Origin) is an " -#~ "*Oriented Coordinate System*. X an Y are the **Basis**, and *Origin* is " -#~ "the offset." -#~ msgstr "" -#~ "지금까지 X, Y, 원점과 함께 작업한 것은 *지향적 좌표계* 입니다. X, Y는 " -#~ "**Basis** 이고 *원점* 은 오프셋입니다." - -#~ msgid "" -#~ "We know what the Origin is. It's where the 0,0 (origin) of the design " -#~ "coordinate system ended up after being transformed to a new position. " -#~ "This is why it's called *Origin*, But in practice, it's just an offset to " -#~ "the new position." -#~ msgstr "" -#~ "우리는 원점이 무엇인지 압니다. 그것은 설계 좌표계의 0,0(원래)이 새로운 위" -#~ "치로 변환된 후에 종료되는 곳입니다. 이것이 바로 *원점*이라고 불리는 이유지" -#~ "만 실제로는 새로운 위치로의 상쇄에 불과합니다." - -#~ msgid "" -#~ "The Basis is more interesting. The basis is the direction of X and Y in " -#~ "the OCS from the new, transformed location. It tells what has changed, in " -#~ "either 2D or 3D. The Origin (offset) and Basis (direction) communicate " -#~ "\"Hey, the original X and Y axes of your design are *right here*, " -#~ "pointing towards *these directions*.\"" -#~ msgstr "" -#~ "기저는 더 흥미롭습니다. 기저는 새로운 변환된 위치에서 OCS의 X와 Y의 방향입" -#~ "니다. 그것은 2D나 3D로 무엇이 바뀌었는지 말해줍니다. 원점(오프셋)과 베이스" -#~ "(방향)는 \"너의 설계된 원래 X와 Y 축은 바로 *여기에 있어* *이러한 방향* " -#~ "을 가리킵니다.\"" - -#~ msgid "" -#~ "So, let's change the representation of the basis. Instead of 2 vectors, " -#~ "let's use a *matrix*." -#~ msgstr "" -#~ "그러면, 기저의 표현을 바꿔보겠습니다. 2개의 벡터 대신에 *matrix* 를 사용합" -#~ "니다." - -#~ msgid "" -#~ "The vectors are up there in the matrix, horizontally. The next problem " -#~ "now is that.. what is this matrix thing? Well, we'll assume you've never " -#~ "heard of a matrix." -#~ msgstr "" -#~ "벡터는 위쪽에 수평으로 있습니다. 다음 문제는.. 이 매트릭스란 무엇일까요?? " -#~ "음, 우리는 당신이 매트릭스에 대해 들어본 적이 없다고 가정하겠습니다." - -#~ msgid "Transforms in Godot" -#~ msgstr "Godot 에서의 변환" - -#~ msgid "" -#~ "This tutorial will not explain matrix math (and their operations) in " -#~ "depth, only its practical use. There is plenty of material for that, " -#~ "which should be a lot simpler to understand after completing this " -#~ "tutorial. We'll just explain how to use transforms." -#~ msgstr "" -#~ "본 튜토리얼에서는 행렬 수학(및 그 연산)을 실제로 사용하기만 하고 자세히 설" -#~ "명하지는 않습니다. 이 튜토리얼을 완수한 후 이해하기 훨씬 더 간단할 수 있습" -#~ "니다. 변환 사용법에 대해 설명하겠습니다." - -#, fuzzy -#~ msgid "" -#~ ":ref:`class_Transform2D` is a 3x2 matrix. It has 3 Vector2 elements and " -#~ "it's used for 2D. The \"X\" axis is the element 0, \"Y\" axis is the " -#~ "element 1 and \"Origin\" is element 2. It's not divided in basis/origin " -#~ "for convenience, due to its simplicity." -#~ msgstr "" -#~ ":ref:`class_Transform2D` 는 3x2 행렬입니다. 이것은 세 가지 Vector2 원소들" -#~ "이 있고 2D에 사용됩니다. \"X\" 축은 원소 0, \"Y\" 축은 원소 1이고 \"원점" -#~ "\"은 원소 2입니다. 단순성 때문에 편의상 기저/원점으로 구분되지 않습니다." - -#~ msgid "" -#~ "Most operations will be explained with this datatype (Transform2D), but " -#~ "the same logic applies to 3D." -#~ msgstr "" -#~ "대부분의 연산들은 이 데이터 타입(Transform2D)으로 설명되지만 3D에도 동일" -#~ "한 논리가 적용됩니다." - -#~ msgid "Identity" -#~ msgstr "항등성" - -#~ msgid "An important transform is the \"identity\" matrix. This means:" -#~ msgstr "중요한 변환은 항등행렬이다. 이것의 의미는:" - -#~ msgid "'X' Points right: Vector2(1,0)" -#~ msgstr "X점 오른쪽: 벡터2(1.0)" - -#~ msgid "'Y' Points up (or down in pixels): Vector2(0,1)" -#~ msgstr "'Y' 점 위(또는 픽셀 단위 아래): Vector2(0,1)" - -#~ msgid "'Origin' is the origin Vector2(0,0)" -#~ msgstr "'원점'은 원점 벡터2(0,0)입니다" - -#~ msgid "" -#~ "It's easy to guess that an *identity* matrix is just a matrix that aligns " -#~ "the transform to its parent coordinate system. It's an *OCS* that hasn't " -#~ "been translated, rotated or scaled." -#~ msgstr "" -#~ "*항등* 행렬은 상위 좌표계에 대한 변환을 조정하는 행렬일 뿐입니다. *OCS*는 " -#~ "변환, 회전 또는 스케일링되지 않았습니다." - -#~ msgid "Operations" -#~ msgstr "연산" - -#~ msgid "Rotating Transform2D is done by using the \"rotated\" function:" -#~ msgstr "Rotated(회전) 기능을 사용하여 Transform2D를 회전합니다:" - -#~ msgid "Translation" -#~ msgstr "변환" - -#~ msgid "" -#~ "There are two ways to translate a Transform2D, the first one is moving " -#~ "the origin:" -#~ msgstr "" -#~ "Transform2D를 변환하는 두 가지 방법이 있습니다. 첫 번째 방법은 원점을 이동" -#~ "하는 것입니다:" - -#~ msgid "This will always work in global coordinates." -#~ msgstr "이 기능은 항상 전반적인 좌표에 적용됩니다." - -#~ msgid "" -#~ "If instead, translation is desired in *local* coordinates of the matrix " -#~ "(towards where the *basis* is oriented), there is the :ref:`Transform2D." -#~ "translated() ` method:" -#~ msgstr "" -#~ "대신 행렬의 *지역* 좌표에 변환을 원하는 경우(*기저* 가 있는 위치), :ref:" -#~ "`Transform2D.translated() `방법이 있" -#~ "다:" - -#~ msgid "" -#~ "You could also transform the global coordinates to local coordinates " -#~ "manually:" -#~ msgstr "전역 좌표를 수동으로 지역 좌표로 변환할 수도 있습니다:" - -#~ msgid "" -#~ "But even better, there are helper functions for this as you can read in " -#~ "the next sections." -#~ msgstr "" -#~ "더군다나, 다음 섹션에서 읽을 수 있는 것처럼 이것에 대한 도우미 기능도 있" -#~ "다." - -#~ msgid "Local to global coordinates and vice versa" -#~ msgstr "지역에서 전역 좌표로 또는 그 반대로" - -#~ msgid "" -#~ "There are helper methods for converting between local and global " -#~ "coordinates." -#~ msgstr "지역 좌표와 전역 좌표 사이를 변환하는 도우미 방법이 있습니다." - -#~ msgid "" -#~ "There are :ref:`Node2D.to_local() ` and :" -#~ "ref:`Node2D.to_global() ` for 2D as well " -#~ "as :ref:`Spatial.to_local() ` and :ref:" -#~ "`Spatial.to_global() ` for 3D." -#~ msgstr "" -#~ "2D를 위한 것에는 :ref:`Node2D.to_local() ` 와 :ref:" -#~ "`Node2D.to_global() ` , 뿐만 아니라 3D를 위" -#~ "한 :ref:`Spatial.to_local() ` 와 :ref:`Spatial." -#~ "to_global() ` 방법들이 있습니다." - -#~ msgid "" -#~ "A matrix can be scaled too. Scaling will multiply the basis vectors by a " -#~ "vector (X vector by x component of the scale, Y vector by y component of " -#~ "the scale). It will leave the origin alone:" -#~ msgstr "" -#~ "행렬도 스케일링할 수 있습니다. 스케일링은 기저에 벡터를 곱할 것입니다(스케" -#~ "일링의 X 성분별 X 벡터, 스케일의 y 성분별 Y 벡터). 원점은 그대로 둡니다:" - -#~ msgid "" -#~ "These kind of operations in matrices are accumulative. It means every one " -#~ "starts relative to the previous one. For those who have been living on " -#~ "this planet long enough, a good reference of how transform works is this:" -#~ msgstr "" -#~ "이런 종류의 행렬에서의 연산들은 축적되어 있습니다. 이것은 모든 사람들이 이" -#~ "전 것과 비교하여 시작한다는 것을 의미합니다. 이 지구에서 충분히 오래 살아" -#~ "온 사람들에게, 변환이 어떻게 작용하는지에 대한 좋은 참조는 다음과 같습니" -#~ "다:" - -#~ msgid "" -#~ "A matrix is used similarly to a turtle. The turtle most likely had a " -#~ "matrix inside (and you are likely learning this many years *after* " -#~ "discovering Santa is not real)." -#~ msgstr "" -#~ "행렬은 거북이와 비슷하게 사용됩니다. 거북이는 안에 행렬을 가지고 있을 가능" -#~ "성이 높습니다. (그리고 여러분은 산타는 진짜가 아니라는 것을 알게 된 후 수" -#~ "년 동안 이 사실을 배우게 될 것입니다)." - -#~ msgid "" -#~ "Transform is the act of switching between coordinate systems. To convert " -#~ "a position (either 2D or 3D) from \"designer\" coordinate system to the " -#~ "OCS, the \"xform\" method is used." -#~ msgstr "" -#~ "변환은 좌표계 사이를 전환하는 행위입니다. 위치(2D 또는 3D)를 \"설계자\" 좌" -#~ "표계에서 OCS로 변환하려면 \"xform\" 방법을 사용합니다." - -#~ msgid "And only for basis (no translation):" -#~ msgstr "그리고 오직 기저를 위한(변환 없음):" - -#~ msgid "" -#~ "To do the opposite operation (what we did up there with the rocket), the " -#~ "\"xform_inv\" method is used:" -#~ msgstr "" -#~ "반대되는 연산을 하기 위해 (우리가 위에서 로켓 가지고 했던 것) \"xform_inv" -#~ "\" 방법이 사용됩니다:" - -#~ msgid "Only for Basis:" -#~ msgstr "기저에만 해당:" - -#~ msgid "Orthonormal matrices" -#~ msgstr "직교 행렬" - -#~ msgid "" -#~ "However, if the matrix has been scaled (vectors are not unit length), or " -#~ "the basis vectors are not orthogonal (90°), the inverse transform will " -#~ "not work." -#~ msgstr "" -#~ "그러나 만약 행렬의 벡터가 단위 길이가 아니거나 기본 벡터가 직교(90°)가 아" -#~ "닌 경우 역변환이 작동하지 않습니다." - -#~ msgid "" -#~ "In other words, inverse transform is only valid in *orthonormal* " -#~ "matrices. For this, these cases an affine inverse must be computed." -#~ msgstr "" -#~ "즉, 역변환은 *직교* 행렬에서만 유효합니다. 이러한 경우, 아핀 역을 계산해" -#~ "야만 한다." - -#~ msgid "" -#~ "The transform, or inverse transform of an identity matrix will return the " -#~ "position unchanged:" -#~ msgstr "항등 행렬의 변환 또는 역 변환은 위치를 변경하지 않고 반환합니다:" - -#~ msgid "Affine inverse" -#~ msgstr "아핀 역" - -#~ msgid "" -#~ "The affine inverse is a matrix that does the inverse operation of another " -#~ "matrix, no matter if the matrix has scale or the axis vectors are not " -#~ "orthogonal. The affine inverse is calculated with the affine_inverse() " -#~ "method:" -#~ msgstr "" -#~ "아핀 역은 행렬에 축척이 있거나 축 벡터가 직교하지 않더라도 다른 행렬의 역 " -#~ "연산을 수행하는 행렬입니다. 아핀 역은 the affine_inverse() 방법으로 계산됩" -#~ "니다:" - -#~ msgid "If the matrix is orthonormal, then:" -#~ msgstr "만약 행렬이 직교한다면:" - -#~ msgid "" -#~ "Matrices can be multiplied. Multiplication of two matrices \"chains" -#~ "\" (concatenates) their transforms." -#~ msgstr "행렬은 곱해질 수 있습니다. 두 행렬의 곱은 그들의 변환을 연결합니다." - -#~ msgid "" -#~ "However, as per convention, multiplication takes place in reverse order." -#~ msgstr "그러나 관례에 따라 곱은 역순으로 진행됩니다." - -#~ msgid "To make it a little clearer, this:" -#~ msgstr "조금 더 깔끔하게 만들면, 이것이다:" - -#~ msgid "Is the same as:" -#~ msgstr "이것은 다음과 같다:" - -#~ msgid "However, this is not the same:" -#~ msgstr "그러나 이것은 같지 않다:" - -#~ msgid "Because in matrix math, A * B is not the same as B * A." -#~ msgstr "왜냐하면 행렬 연산에서, A*B는 B*A와 같지 않다." - -#~ msgid "Multiplication by inverse" -#~ msgstr "역 곱하기" - -#~ msgid "Multiplying a matrix by its inverse, results in identity:" -#~ msgstr "행렬에 그것의 역을 곱하는 것의 결과는 그것의 항등행렬이다:" - -#~ msgid "Multiplication by identity" -#~ msgstr "항등행렬 곱하기" - -#~ msgid "" -#~ "Multiplying a matrix by identity, will result in the unchanged matrix:" -#~ msgstr "항등행렬을 행렬에 곱하면 결과는 원래 행렬에서 변화가 없을 것이다:" - -#~ msgid "" -#~ "When using a transform hierarchy, remember that matrix multiplication is " -#~ "reversed! To obtain the global transform for a hierarchy, do:" -#~ msgstr "" -#~ "변환 층을 사용할 때 행렬 곱셈이 반전된다는 점을 기억하세요! 층에 대한 전" -#~ "역 변환을 얻으려면 다음을 수행합니다:" - -#~ msgid "For 3 levels:" -#~ msgstr "3단계:" - -#~ msgid "" -#~ "To make a matrix relative to the parent, use the affine inverse (or " -#~ "regular inverse for orthonormal matrices)." -#~ msgstr "" -#~ "상위에 상대적인 행렬을 만들려면 항렬 역(또는 직교 행렬의 경우 정규 역)을 " -#~ "사용합니다." - -#~ msgid "Revert it just like the example above:" -#~ msgstr "위의 예와 같이 되돌리시오:" - -#~ msgid "" -#~ "OK, hopefully this should be enough! Let's complete the tutorial by " -#~ "moving to 3D matrices." -#~ msgstr "" -#~ "좋아요, 이 정도면 됐어요! 튜토리얼을 완료하고 3D 행렬로 이동하겠습니다." - -#~ msgid "Matrices & transforms in 3D" -#~ msgstr "3D에서의 행렬과 변환" - -#~ msgid "" -#~ "As mentioned before, for 3D, we deal with 3 :ref:`Vector3 " -#~ "` vectors for the rotation matrix, and an extra one for " -#~ "the origin." -#~ msgstr "" -#~ "앞서 언급한 바와 같이 3D의 경우 :ref:`Vector3 ` 회전 행렬" -#~ "용 벡터 3개와 원점용 벡터 1개를 추가로 취급합니다." - -#, fuzzy -#~ msgid "" -#~ "Godot has a special type for a 3x3 matrix, named :ref:`Basis " -#~ "`. It can be used to represent a 3D rotation and scale. Sub " -#~ "vectors can be accessed as:" -#~ msgstr "" -#~ "고도는 3x3 매트릭스의 특별한 유형을 가지고 있습니다. 이름 :ref:`Basis " -#~ "`. 이것은 3D 회전 및 스케일을 나타내는 데 사용할 수 있습니" -#~ "다. 다음과 같이 하위 벡터에 접근할 수 있습니다:" - -#~ msgid "Or, alternatively as:" -#~ msgstr "또는 대신에:" - -#~ msgid "The Identity Basis has the following values:" -#~ msgstr "항등 기저는 다음과 같은 값을 가집니다:" - -#~ msgid "And can be accessed like this:" -#~ msgstr "다음과 같이 접근할 수 있습니다:" - -#~ msgid "Rotation in 3D" -#~ msgstr "3D에서의 회전" - -#~ msgid "" -#~ "Rotation in 3D is more complex than in 2D (translation and scale are the " -#~ "same), because rotation is an implicit 2D operation. To rotate in 3D, an " -#~ "*axis*, must be picked. Rotation, then, happens around this axis." -#~ msgstr "" -#~ "3D에서의 회전은 암시적인 2D 연산이므로 3D 회전은 2D보다 더 복잡합니다(변" -#~ "환 및 배율은 동일). 3D로 회전하려면 *축* 을 선택해야 합니다. 그런 다음 이 " -#~ "축을 중심으로 회전합니다." - -#~ msgid "" -#~ "The axis for the rotation must be a *normal vector*. As in, a vector that " -#~ "can point to any direction, but length must be one (1.0)." -#~ msgstr "" -#~ "회전 축은 *법선 벡터* 이어야 합니다. 임의의 방향을 가리킬 수 있지만 길이" -#~ "는 하나(1.0)여야 합니다." - -#~ msgid "" -#~ "To add the final component to the mix, Godot provides the :ref:`Transform " -#~ "` type. Transform has two members:" -#~ msgstr "" -#~ "믹스에 최종 구성요소를 추가하기 위해 고도는 :ref:\"Transform " -#~ " 유형을 제공합니다. Transform에는 두 개의 멤버가 있습니" -#~ "다:" - -#~ msgid "*basis* (of type :ref:`Basis `)" -#~ msgstr "*기저* (of type :ref:`Basis `)" - -#~ msgid "*origin* (of type :ref:`Vector3 `)" -#~ msgstr "*원점* (of type :ref:`Vector3 `)" - -#~ msgid "" -#~ "Any 3D transform can be represented with Transform, and the separation of " -#~ "basis and origin makes it easier to work translation and rotation " -#~ "separately." -#~ msgstr "" -#~ "모든 3D 변환은 Transform(변환)으로 나타낼 수 있으며, 기준 및 원점을 분리하" -#~ "면 변환 및 회전을 개별적으로 더 쉽게 수행할 수 있습니다." - -#, fuzzy -#~ msgid "Android directories" -#~ msgstr "벡터의 합" - -#, fuzzy -#~ msgid "Using it from GDScript" -#~ msgstr "GDScript에서 사용법" - -#~ msgid "Future" -#~ msgstr "미래" - -#~ msgid "" -#~ "Godot supports Collada via the `OpenCollada `_ exporter (Maya, " -#~ "3DSMax)." -#~ msgstr "" -#~ "Godot는 `OpenCollada `_ 내보내기를 통해 Collada를 지원합니다 (Maya, 3DSMax)." - -#~ msgid "" -#~ "FBX SDK has a `restrictive license `_, that is incompatible with the `open license " -#~ "`_ provided by Godot. That being " -#~ "said, FBX support could still be provided by third parties as a plugin. " -#~ "(See Plugins question below.)" -#~ msgstr "" -#~ "FBX SDK는 `제한적인 라이센스 `_\\ 를 갖고 있기 때문에, Godot의 `오픈 라이선스 " -#~ "`_\\ 와 맞지 않습니다. 즉, FBX 지원은 " -#~ "아직 제 3자의 플러그인으로만 사용할 수 있습니다. (아래의 플러그인 질문을 " -#~ "참고하세요.)" - -#~ msgid "" -#~ "Lossy Compression: For games with lots of large 2D assets, lossy " -#~ "compression can be a great choice. It has some artifacting, but less than " -#~ "VRAM and the file size is almost a tenth of Lossless." -#~ msgstr "" -#~ "손실 압축: 많은 양의 2D 애셋을 가진 게임에게, 손실 압축은 좋은 선택일 수 " -#~ "있습니다. 인위적 처리를 갖지만, VRAM보다 더 약하면서 파일 크기는 거의 무손" -#~ "실의 10분의 1이 됩니다." - -#~ msgid "|image15|" -#~ msgstr "|image15|" - -#~ msgid "|image16|" -#~ msgstr "|image16|" - -#~ msgid "|image20|" -#~ msgstr "|image20|" - -#~ msgid "|image17|" -#~ msgstr "|image17|" - -#~ msgid "|image18|" -#~ msgstr "|image18|" - -#~ msgid "|image19|" -#~ msgstr "|image19|" - -#~ msgid "" -#~ "Let's make these abstract concepts more concrete with an example. " -#~ "Following a long tradition in tutorials, we'll start with a \"Hello World" -#~ "\" project. This will introduce us to using the editor." -#~ msgstr "" -#~ "예제를 통해 이런 추상적인 개념들을 더 구체화해봅시다. 튜토리얼의 오랜 전통" -#~ "에 따라 \"Hello World\" 프로젝트를 시작하겠습니다. 이를 통해 편집기를 사용" -#~ "하는 법을 알게 될 것입니다." - -#~ msgid "" -#~ "If you run the Godot executable outside of a project, the Project Manager " -#~ "appears. This helps developers manage their projects." -#~ msgstr "" -#~ "프로젝트 외부에서 Godot 실행 파일을 실행하면, 프로젝트 매니저가 뜹니다. 개" -#~ "발자는 프로젝트 매니저로 프로젝트들을 관리할 수 있습니다." - -#~ msgid "" -#~ "To create a new project, click the \"New Project\" option. Choose and " -#~ "create a path for the project and specify the project name." -#~ msgstr "" -#~ "새 프로젝트를 만들려면 \"새 프로젝트(New Project)\" 버튼을 클릭하세요. 프" -#~ "로젝트의 경로를 지정하고 프로젝트 이름을 지정하세요." - -#~ msgid "" -#~ "Once you've created the \"New Project\", then open it. This will open the " -#~ "Godot editor:" -#~ msgstr "" -#~ "\"Nee Project\"를 만들고 프로젝트를 엽니다. 그러면 Godot 편집기가 열립니" -#~ "다:" - -#~ msgid "int" -#~ msgstr "int" - -#~ msgid "Code structure" -#~ msgstr "코드 구조" - -#~ msgid "Indent type: Tabs *(editor default)*" -#~ msgstr "들여쓰기 유형: Tabs *(편집기 기본)*" - -#~ msgid "Indent size: 4 *(editor default)*" -#~ msgstr "들여쓰기 크기: 4 *(편집기 기본)*" - -#~ msgid "**NEVER**:" -#~ msgstr "**절대 금지**:" - -#~ msgid "Use PascalCase: ``extends KinematicBody``" -#~ msgstr "파스칼 표기법(PascalCase)을 사용: ``extends KinematicBody``" - -#~ msgid "Use snake\\_case: ``get_node()``" -#~ msgstr "스네이크 표기법(snake\\_case)을 사용: ``get_node()``" - -#~ msgid "" -#~ "These signals can then be connected either in the editor or from code " -#~ "with ``Connect``." -#~ msgstr "" -#~ "이 시그널들은 ``Connect``\\ 로 코드나 편집기에서 한 쪽으로 연결될 수 있습" -#~ "니다." - -#~ msgid "" -#~ "**global resource allocation**: If all objects' data and processing is " -#~ "centralized from the start, then one must either..." -#~ msgstr "" -#~ "**전역 리소스 할당**: 모든 객체의 데이터와 처리가 처음부터 중앙 집중화 된" -#~ "다면, 다음 중 하나를 거쳐야 합니다..." - -#~ msgid "risk under-allocating resources which might lead to faulty behavior." -#~ msgstr "결함있는 행동으로 이어질 수 있는 자원을 과소 할당하게 됩니다." - -#~ msgid "" -#~ "Ex: Have too few AudioStreamPlayers in the object pool. Sound doesn't " -#~ "play or it interrupts another sound." -#~ msgstr "" -#~ "예: 객체 풀에 AudioStreamPlayer가 너무 적게 있습니다. 소리가 재생되지 않거" -#~ "나 다른 소리를 방해할 수 있습니다." - -#~ msgid "" -#~ "over-allocate resources and use more memory/processing than it needs." -#~ msgstr "과다 할당한 리소스로 필요보다 많은 메모리/처리를 사용합니다." - -#~ msgid "" -#~ "Ex: Have an arbitrarily large number of AudioStreamPlayers, with many of " -#~ "them idling away and not doing anything." -#~ msgstr "" -#~ "예: 임의로 많은 수의 AudioStreamPlayer가 있습니다, 이들 중 대부분이 휴식 " -#~ "상태이고 아무 것도 하지 않습니다." - -#~ msgid "" -#~ "have each object that needs an AudioStreamPlayer register exactly how " -#~ "many it needs and for which sounds. This defeats the purpose of using a " -#~ "3rd party though; it is now coupled to each object, just as a child node " -#~ "would have been. One has added an unnecessary middleman to the equation." -#~ msgstr "" -#~ "AudioStreamPlayer이 필요한 각 객체마다 얼마나 많이, 그리고 어떤 소리가 필" -#~ "요한지 등록하게 됩니다. 이것은 제 3자를 사용하는 목적을 없애버립니다; 이" -#~ "제 소리는 자식 노드처럼 각 객체에 연결되어버립니다. 누군가는 여기에 불필요" -#~ "한 중개자를 추가합니다." - -#~ msgid "" -#~ "Each scene accesses only its own nodes. Now, if there is a bug, tracing " -#~ "which node is responsible (probably the root node of the scene), and " -#~ "where in the code it's making the problematic call (locate where the code " -#~ "references the given node) is going to be much easier." -#~ msgstr "" -#~ "각 씬은 자체 노드에만 접근합니다. 이제 버그가 나타나면 (아마 씬의 루트 노" -#~ "드이겠지만) 어떤 노드에 책임이 있는 지를 추적하기 쉬워지고, 코드에서 문제" -#~ "가 되는 호출 (주어진 코드를 참조하는 코드가 위치한 곳)을 훨씬 더 쉽게 찾" -#~ "을 수 있습니다." - -#~ msgid "" -#~ "Each scene knows exactly how many resources it needs for the task it " -#~ "performs. No waste of memory or processing due to a lack of information." -#~ msgstr "" -#~ "각 씬은 실행하기 위해 얼마나 많은 리소스가 필요한지 확실하게 압니다. 정보 " -#~ "부족으로 인한 메모리나 처리의 낭비가 없습니다." - -#~ msgid "" -#~ "The typical justifications for the Autoload include, \"I have common Xs " -#~ "that involve many nodes across many scenes, and I want each scene to have " -#~ "X.\"" -#~ msgstr "" -#~ "오토로드의 일반적인 정당성은 이런 것입니다, \"나는 여러 씬에 많은 노드가 " -#~ "있는 X들을 갖고 있습니다, 그리고 각 씬이 X를 갖고 있도록 하고 싶습니다.\"" - -#~ msgid "" -#~ "If X is a function, then the solution is to create a new type of :ref:" -#~ "`Node ` that deals with providing that feature for an " -#~ "individual scene or node subtree." -#~ msgstr "" -#~ "X가 함수라면, 각 씬이나 노드 하위 트리에 기능을 제공하는 :ref:`Node " -#~ "`\\ 의 새로운 타입을 만드는 것으로 해결합니다." - -#~ msgid "" -#~ "If X is data, then the solution is either 1) to create a new type of :ref:" -#~ "`Resource ` to share the data, or 2) to store the data in " -#~ "an object to which each node has access (nodes within a scene can use " -#~ "`get_owner()` to fetch the scene root for example)." -#~ msgstr "" -#~ "X가 데이터라면, 해결 방법은 두 가지로, 1) :ref:`Resource `" -#~ "\\ 의 새로운 타입을 만들어 데이터를 공유하거나, 2) 각 노드가 접근할 수 있" -#~ "는 객체에 데이터를 저장하는 것입니다 (예를 들어 씬이 있는 노드는 " -#~ "`get_owner()`\\ 를 사용하여 씬 루트를 가져올 수 있습니다)." - -#~ msgid "" -#~ "**Static Data**: if you need static data, i.e. data that should be " -#~ "associated with a class (so there is only ever one copy of the data), " -#~ "then autoloads are good opportunities for that. Static data doesn't exist " -#~ "in Godot's scripting API, so autoload singletons are the next best thing. " -#~ "If one creates a class as an autoload, and never creates another copy of " -#~ "that class within a scene, then it will function in place of a formal " -#~ "singleton API." -#~ msgstr "" -#~ "**정적 데이터**: 클래스에 반드시 연관되어야 하는 (그래서 오직 하나의 데이" -#~ "터 사본만 있는) 정적 데이터가 필요하다면, 오토로드가 좋은 기회입니다. 정" -#~ "적 데이터는 Godot의 스크립팅 API에 존재하지 않기 때문에, 오토로드 싱글톤" -#~ "이 차선책이 됩니다. 클래스를 오토로드로 생성하고, 씬 내에서 클래스의 사본" -#~ "을 생성하지 않는다면, 그것은 형식적인 싱글톤 API를 대신할 것입니다." - -#~ msgid "" -#~ "**Convenience**: autoloaded nodes have a global variable for their name " -#~ "generated in GDScript. This can be very convenient for defining objects " -#~ "that should always exist, but which need object instance information. The " -#~ "alternative is to create a namespace script: a script that's purpose is " -#~ "only to load and create constants to access other Script or PackedScene " -#~ "resources, resulting in something like ``MyAutoload.MyNode.new()``." -#~ msgstr "" -#~ "**편의**: 오토로드된 노드는 GDScript에 그들의 이름으로 된 전역 변수를 갖습" -#~ "니다. 이것은 항상 존재해야 하지만 객체 인스턴스 정보가 필요한 객체를 정의" -#~ "하는 데 매우 편리합니다. 대안은 네임스페이스 스크립트를 만드는 것입니다: " -#~ "스크립트는 다른 스크립트나 PackedScene 리소스에 접근하기 위해 상수를 불러" -#~ "오고 생성하는 것으로도, ``MyAutoload.MyNode.new()``\\ 와 같은 결과를 낳습" -#~ "니다." - -#~ msgid "" -#~ "Note that the introduction of script classes in Godot 3.1 questions the " -#~ "validity of this reason. With them, one can access scripts using an " -#~ "explicit name from GDScript. Using an autoload to get to a namespace " -#~ "script becomes unnecessary, e.g. ``MyScriptClass.MyPreloadedScript." -#~ "new()``." -#~ msgstr "" -#~ "Godot 3.1에서 스크립트 클래스를 도입하면서 이런 이유의 정당성은 의문이 됩" -#~ "니다. 스크립트 클래스로 GDScript에서 명시적 이름을 사용해 스크립트에 접근" -#~ "할 수 있습니다. 오토로드를 사용하여 네임스페이스 스크립트를 갖는 행위는 불" -#~ "필요해졌습니다, 예시: ``MyScriptClass.MyPreloadedScript.new()``." - -#~ msgid "" -#~ "See the `animation panel reference <#animation-panel-reference>`__ below " -#~ "for details." -#~ msgstr "" -#~ "자세한 설명은 아래의 `animation panel reference <#animation-panel-" -#~ "reference>`__ 를 보세요." - -#~ msgid "" -#~ "The methods ``object Object.Call(string method, params object[] args)``, " -#~ "``object Object.Get(string field)`` and ``object Object.Set(string field, " -#~ "object value)`` are provided to communicate with instances of other " -#~ "scripting languages via the Variant API." -#~ msgstr "" -#~ "메서드 ``object Object.call(string method, params object[] args)``, " -#~ "``object Object.get(string field)`` 그리고 ``object Object.set(string " -#~ "field, object value)``\\ 는 Variant API를 통해 다른 스크립팅 언어의 인스턴" -#~ "스와 소통하기 위해 제공됩니다." - -#, fuzzy -#~ msgid "VR Starter Tutorial Part Two" -#~ msgstr "VR 초심자 튜토리얼" - -#~ msgid "" -#~ "In the bottom-left are the key things you need to create a connection: a " -#~ "node which implements the method you want to trigger (represented here as " -#~ "a NodePath) and the name of the method to trigger." -#~ msgstr "" -#~ "왼쪽 아래는 연결을 만들기 위한 핵심 사항이 있습니다: (노드 경로(NodePath)" -#~ "로 표현된) 조절하고 싶은 메서드가 있는 노드와 그 메서드의 이름입니다." - -#~ msgid "" -#~ "The top-left section displays a list of your scene's nodes with the " -#~ "emitting node's name highlighted in red. Select the \"Panel\" node here. " -#~ "When you select a node, the NodePath at the bottom will automatically " -#~ "update to point to a relative path from the emitting node to the selected " -#~ "node." -#~ msgstr "" -#~ "왼쪽 위 구역은 씬 노드 목록을 보여주며 방출하는 노드의 이름은 빨갛게 강조" -#~ "됩니다. \"Panel\" 노드를 선택하세요. 노드를 선택하면 아래의 노드 경로" -#~ "(NodePath)가 자동으로 업데이트됩니다. 방출하는 노드부터 선택한 노드까지 상" -#~ "대적인 경로를 가리킵니다." - -#~ msgid "" -#~ "By default, the method name will contain the emitting node's name " -#~ "(\"Button\" in this case), resulting in " -#~ "``_on_[EmitterNode]_[signal_name]``. If you do have the \"Make Function\" " -#~ "check button checked, then the editor will generate the function for you " -#~ "before setting up the connection." -#~ msgstr "" -#~ "기본적으로 메서드의 이름은 방출하는 노드의 이름을 포함합니다. " -#~ "``_on_[EmitterNode]_[signal_name]``\\ 으로 표시됩니다 (이 경우에 " -#~ "[EmitterNode]는 \"Button\"이죠). 만일 \"함수 만들기(Make Function)\" 버튼" -#~ "이 체크되어 있다면, 편집기는 연결을 설정하기 전에 함수를 만듭니다." - -#~ msgid "" -#~ "Now click on ``MobTimer`` in the scene window then head to inspector " -#~ "window, switch to node view then click on ``timeout()`` and connect the " -#~ "signal." -#~ msgstr "" -#~ "이제 씬 창에서 ``MobTimer`` 를 클릭하고 인스펙터 창으로 가서, 노드 화면으" -#~ "로 바꾼 후 ``timeout()`` 을 클릭하고 시그널을 연결합니다." - -#~ msgid "" -#~ "If a folder shouldn't be imported into Godot, an exception can be made " -#~ "with a .gdignore file." -#~ msgstr "" -#~ "Godot로 폴더를 가져오지 않는다면, .gdignore 파일과 함께 예외가 만들어질 " -#~ "수 있습니다." - -#~ msgid "DAE (COLLADA), which is currently the most mature workflow." -#~ msgstr "DAE (COLLADA), 현재 가장 성숙한 워크플로입니다." - -#, fuzzy -#~ msgid "" -#~ "glTF 2.0. Both text and binary formats are supported. Godot has full " -#~ "support for it, but the format is new and gaining traction." -#~ msgstr "" -#~ "GLTF 2.0. 텍스트와 이진 형식 모두 지원됩니다. Godot는 이를 완벽하게 지원하" -#~ "지만, 형식은 이제 막 추진력을 얻고 있습니다." - -#~ msgid "Why not FBX?" -#~ msgstr "FBX는 왜 안 되죠?" - -#~ msgid "" -#~ "Most game engines use the FBX format for importing 3D scenes, which is " -#~ "definitely one of the most standardized in the industry. However, this " -#~ "format requires the use of a closed library from Autodesk, which is " -#~ "distributed with more restrictive licensing terms than Godot." -#~ msgstr "" -#~ "대부분의 게임 엔진은 3D 씬을 가져오기 위해 FBX 형식을 사용합니다, 확실하" -#~ "게 업계에서 가장 표준화된 형식이죠. 하지만 이 형식은 Autodesk에서 닫힌 라" -#~ "이브러리를 사용해야 하는데, Godot보다 더 제한적인 라이선스 제약에서 배포됩" -#~ "니다." - -#~ msgid "" -#~ "The plan is, sometime in the future, to offer a binary plug-in using " -#~ "GDNative." -#~ msgstr "" -#~ "언젠가 미래에 세운 계획은, GDNative를 사용해 이진 플러그인을 제공하는 것입" -#~ "니다." - -#~ msgid "How to make various items that can be used in VR." -#~ msgstr "VR에서 사용할 수 있는 다양한 아이템을 만드는 법." - -#~ msgid "" -#~ "This tutorial assumes you have experience working with the Godot editor, " -#~ "have basic programming experience in GDScript, and have basic 3D game " -#~ "development experience." -#~ msgstr "" -#~ "이 튜토리얼은 당신이 Godot 편집기로 작업하면서, GDScript에 대한 기초 프로" -#~ "그래밍 경험과 기초 3D 게임 개발 경험이 있다고 가정합니다." - -#~ msgid "" -#~ "You can find the start assets for this tutorial here: :download:" -#~ "`VR_Starter_Tutorial_Start.zip `" -#~ msgstr "" -#~ "다음은 이 튜토리얼을 위한 시작 애셋입니다: :download:" -#~ "`VR_Starter_Tutorial_Start.zip `" - -#~ msgid "" -#~ "The provided starter assets contain some 3D models, sounds, and a few " -#~ "scenes already set up and configured for this tutorial." -#~ msgstr "" -#~ "제공되는 시작 애셋은 몇 가지 3D 모델, 소리, 그리고 미리 설정되고 이 튜토리" -#~ "얼에 맞게 구성된 씬들이 있습니다." - -#, fuzzy -#~ msgid "" -#~ "Firstly, open up ``Game.gd`` and add the following additional class " -#~ "variables:" -#~ msgstr "먼저 ``Game.gd`` 를 열고 다음의 멤버 변수를 추가해주세요:" - -#~ msgid "" -#~ "To do this, press the \"New Node\" button (which looks like a plus " -#~ "symbol):" -#~ msgstr "" -#~ "그러기 위해, \"새 노드(New node)\" 버튼을 누르세요 (더하기 기호처럼 생겼습" -#~ "니다):" - -#~ msgid "*Clamping* a value means restricting it to a given range." -#~ msgstr "" -#~ "*클램핑(Clamping)* 값은 주어진 범위로 그것을 제한한다는 것을 의미합니다." - -#~ msgid "" -#~ "Use the ``[Export]`` attribute instead of the GDScript ``export`` keyword." -#~ msgstr "GDScript의 ``export`` 키워드 대신 ``[Export]`` 속성을 사용합니다." - -#~ msgid "" -#~ "Go to Google's website for downloading the Android SDK. A search will " -#~ "take you to the *Android Studio* download page. You don't want it, so " -#~ "don't download (if you do want it, read further down for instructions for " -#~ "doing the same using Android Studio)." -#~ msgstr "" -#~ "Android SDK를 다운로드하기 위해 구글 웹사이트로 갑니다. 검색을 통해 " -#~ "*Android 스튜디오* 다운로드 페이지로 갑니다. Android 스튜디오를 원한 것은 " -#~ "아니므로, 다운로드하지 않습니다 (원한다면, 하단에서 Android 스튜디오를 사" -#~ "용해 같은 작업을 하는 설명을 읽으세요)." - -#~ msgid "" -#~ "(again, right-click, then open the image in a new tab if this appears too " -#~ "small)" -#~ msgstr "(또 이미지가 너무 작으면, 우클릭하고 새 탭에서 이미지를 여세요)" - -#~ msgid "" -#~ "You thought that by going the Android Studio way you could escape the " -#~ "Keystore generation, but no. It's back to haunt you." -#~ msgstr "" -#~ "Android 스튜디오 방식으로는 Keystore 생성에서 벗어날 수 있다고 생각했을텐" -#~ "데요, 아닙니다. 다시 돌아왔습니다." - -#, fuzzy -#~ msgid "which is exactly the same." -#~ msgstr "그러나 이것은 같지 않다:" - -#~ msgid "" -#~ "Multi-line comments can be created using \"\"\" (three quotes in a row) " -#~ "at the beginning and end of a block of text. Note that this creates a " -#~ "string, therefore, it will not be stripped away when the script is " -#~ "compiled." -#~ msgstr "" -#~ "여러 줄 주석은 \"\"\" (3 행 따옴표)를 시작과 끝에 사용해서 만들 수 있습니" -#~ "다. 이렇게 하면 문자열이 만들어지므로 스크립트를 컴파일할 때 문자열이 제거" -#~ "되지 않습니다." - -#~ msgid "" -#~ "The integer data type can only contain integer numbers, (both negative " -#~ "and positive)." -#~ msgstr "" -#~ "정수 데이터 타입은 오직 정수 값만 가질 수 있습니다, (음수와 양수 둘 다)." - -#~ msgid "Used to contain a floating point value (real numbers)." -#~ msgstr "부동 소수점 값 (실수)을 갖기 위해 사용됩니다." - -#~ msgid "Every subpattern has to be comma separated. ::" -#~ msgstr "모든 하위 패턴은 쉼표로 분리되어야 합니다. ::" - -#~ msgid "" -#~ "The ``assert`` keyword can be used to check conditions in debug builds. " -#~ "These assertions are ignored in non-debug builds." -#~ msgstr "" -#~ "``assert`` 키워드는 디버그 빌드에서 정황을 확인하는 데 사용할 수 있습니" -#~ "다. 디버그가 아닌 빌드에서는 무시됩니다." - -#~ msgid "576kb" -#~ msgstr "576kb" - -#~ msgid "88kb" -#~ msgstr "88kb" - -#~ msgid "22kb" -#~ msgstr "22kb" - -#~ msgid "OGG 128kbps, Stereo" -#~ msgstr "OGG 128kbps, 스테레오" - -#~ msgid "16kb" -#~ msgstr "16kb" - -#~ msgid "12kb" -#~ msgstr "12kb" - -#~ msgid "the export preset is not marked as runnable," -#~ msgstr "내보내기 프리셋이 실행 가능으로 표시되지 않고," - -#~ msgid "the target name ends with ``.pck`` or ``.zip``." -#~ msgstr "대상 이름이 ``.pck``\\ 이나 ``.zip``\\ 으로 끝나는 경우." - -#, fuzzy -#~ msgid "White and blue diamond shapes represent keyframes in the timeline." -#~ msgstr "흰색과 파란 다이아몬드 모양은 타임라인에서 키프레임을 나타냅니다." - -#, fuzzy -#~ msgid "Global constants" -#~ msgstr "상수" - -#, fuzzy -#~ msgid "Step by step (Linux)" -#~ msgstr "단계별" - -#~ msgid "" -#~ "This tutorial series aims to illustrate intended Godot workflows, i.e. " -#~ "the \"best practices\" of defining one's game API. Godot allows for a " -#~ "great amount of flexibility in how one designs a project's code and scene " -#~ "structure. Each method will have its own advantages and disadvantages, so " -#~ "outlining the best practices should help users feel less confused as they " -#~ "further explore Godot's depth." -#~ msgstr "" -#~ "이 튜토리얼 시리즈는 의도된 Godot 워크플로를 설명하는 데 초점을 맞추고 있" -#~ "습니다, 예를 들면 무언가의 게임 API를 정의하는 \"모범 사례\"가 있죠. Godot" -#~ "는 프로젝트의 코드와 씬 구조를 설계하는 방식에 대한 많은 유연성을 제공합니" -#~ "다. 각 방식은 각각의 장점과 단점이 있기 때문에 모범 사례를 요약해, 사용자" -#~ "로 하여금 Godot의 깊이를 더 깊이 탐구하면서 혼동을 덜 느끼게됩니다." - -#~ msgid "" -#~ "This series is also designed to help get users thinking about the best " -#~ "way to reason about best practices. It would be impossible to give a " -#~ "comprehensive overview of what one should do for any arbitrary design " -#~ "decision. As such, each article breaks problems down into the fundamental " -#~ "questions they pose, suggests the available solutions, analyzes the " -#~ "advantages and disadvantages of each option, and then highlights the best " -#~ "course of action depending on the circumstances." -#~ msgstr "" -#~ "이 시리즈은 또한 사용자들이 모범 사례를 통해 최선의 방법에 대해 생각하도" -#~ "록 해줍니다. 이것이 어떤 임의의 디자인 결정을 위해 해야할 것을 알려주는 포" -#~ "괄적인 개요가 될 수는 없을 것입니다. 이와 같이 각 문서에서의 문제는 이것" -#~ "의 근본적인 의문으로 나뉩니다, 가능한 해결책의 제안하고, 각 방식의 장단점" -#~ "을 분석하고, 그렇게 하여 상황에 맞는 최선의 행동 방침을 강조합니다." - -#~ msgid "" -#~ "While the articles in this series are largely topic-directed, it is " -#~ "recommended that users begin with the :ref:`doc_what_are_godot_classes` " -#~ "article. It is from there that the \"best practices\" for the rest of the " -#~ "engine become more clear, based on established OOP practices." -#~ msgstr "" -#~ "이 시리즈의 문서가 큰 주제로 되어있기 때문에, 사용자는 :ref:" -#~ "`doc_what_are_godot_classes` 문서로 시작하기를 추천합니다. 이 문서는 정착" -#~ "한 객체 지향 프로그래밍 사례를 기반으로 하여, 엔진의 나머지 부분의 \"모범 " -#~ "사례\"를 더 명확하게 해줍니다." - -#~ msgid "What are Godot classes really?" -#~ msgstr "Godot 클래스는 정말 무엇입니까?" - -#~ msgid "" -#~ "Godot offers two main means of creating types: scripts and scenes. Both " -#~ "of these represent a \"class\" since Godot revolves around Object-" -#~ "Oriented design. *How* they do this may not be clear to beginner or " -#~ "intermediate users though." -#~ msgstr "" -#~ "Godot는 생성 타입에 있어 두가지 중심 의미가 있습니다: 스크립트와 씬입니" -#~ "다. Godot를 객체 지향 디자인 중심으로 전개할 때, 둘은 모두 \"클래스\"를 나" -#~ "타냅니다. 초보자나 중급자에게 이것이 *어떻게* 가능한 지를 분명하게 알기는 " -#~ "어렵습니다." - -#~ msgid "" -#~ "So, if the engine provides all of this data at startup, then how does a " -#~ "user define their own data? It'd be nice if users could define a custom " -#~ "set of data to be appended to an object's data. That way, users could " -#~ "inject their own properties and methods into the engine's Object query " -#~ "requests." -#~ msgstr "" -#~ "따라서 엔진이 시작할 때 이 모든 데이터를 제공한다면, 사용자는 어떻게 고유" -#~ "의 데이터를 정의할까요? 사용자가 객체의 데이터에 추가하는 커스텀 데이터 세" -#~ "트를 정의하는 것이 좋습니다. 이 방법으로 사용자는 고유의 속성과 메서드를 " -#~ "엔진의 객체 쿼리 요청에 넣을 수 있습니다." - -#~ msgid "" -#~ "This can lead to some users' confusion when they see a script as being a " -#~ "class unto itself. In reality, the engine just auto-instantiates the base " -#~ "engine class and then adds the script to that object. This then allows " -#~ "the Object to defer to the Script's content where the engine logic deems " -#~ "appropriate." -#~ msgstr "" -#~ "스크립트가 그 자체로 하나의 클래스가 되는 것을 보면 일부 사용자는 혼란에 " -#~ "빠질 수 있습니다. 사실 엔진은 기본 엔진 클래스를 자동으로 인스턴스화한 뒤 " -#~ "그 객체에 스크립트를 추가합니다. 이것으로 객체는 엔진 논리에 적절하다고 판" -#~ "단하는 스크립트의 내용을 이행합니다." - -#~ msgid "let's see a simple example of creating a single Node as a child." -#~ msgstr "한 노드를 자식으로 만드는 예제를 알아봅시다." - -#~ msgid "" -#~ "Notice that only two pieces of declarative code are involved in the " -#~ "creation of this child node: the variable declaration and the constructor " -#~ "declaration. Everything else about the child must be setup using " -#~ "imperative code. However, script code is much slower than engine C++ " -#~ "code. Each change must make a separate call to the scripting API which " -#~ "means a lot of C++ \"lookups\" within data structures to find the " -#~ "corresponding logic to execute." -#~ msgstr "" -#~ "선언 노드의 두 부분만 자식 노드를 생성하는데 관여합니다: 변수 선언과 생성" -#~ "자 선언입니다. 자식에 관한 다른 나머지는 명령형 코드를 사용해 설정해야 합" -#~ "니다. 하지만 스크립트 코드는 엔진 C++ 코드보더 훨씬 더 느립니다. 각 변경사" -#~ "항은 스크립팅 API로의 호출을 만들게 되고, 이는 즉 데이터 구조 내 실행하기 " -#~ "위한 해당 논리를 찾는 많은 C++ \"lookup들\"을 의미합니다." - -#~ msgid "" -#~ "To help offload the work, it would be convenient if one could batch up " -#~ "all operations involved in creating and setting up node hierarchies. The " -#~ "engine could then handle the construction using its fast C++ code, and " -#~ "the script code would be free from the perils of imperative code." -#~ msgstr "" -#~ "작업량을 줄이기 위해 무언가가 노드 계층 구조를 만들고 설정하는 데 관련된 " -#~ "모든 작업을 처리할 수 있다면 편리할 것입니다. 그러면 엔진은 빠른 C++ 코드" -#~ "를 사용해 그 구조를 다룰 수 있을 것이고, 스크립트 코드는 명령형 코드의 위" -#~ "험으로부터 벗어날 수 있을 것입니다." - -#~ msgid "" -#~ "*This* is what a scene (:ref:`PackedScene `) is: a " -#~ "resource that provides an advanced \"constructor\" serialization which is " -#~ "offloaded to the engine for batch processing." -#~ msgstr "" -#~ "*이것*\\ 이 바로 씬입니다 (:ref:`PackedScene `): 고급 " -#~ "\"생성자\" 직렬화를 제공하는 리소스로 일괄 처리를 위해 엔진이 오프로드하도" -#~ "록 합니다." - -#~ msgid "It helps to define..." -#~ msgstr "씬이 정의하는 것은..." - -#~ msgid "what connections to each other do they have, if any?" -#~ msgstr "그렇다면 서로에게 어떤 연결이 있는지?" - -#~ msgid "" -#~ "As such, many Object-Oriented principles which apply to \"programming\", " -#~ "i.e. scripts, *also* apply to scenes. Some scripts are designed to only " -#~ "work in one scene (which are often bundled into the scene itself). Other " -#~ "scripts are meant to be re-used between scenes." -#~ msgstr "" -#~ "이처럼 많은 객체 지향 원칙들이 \"프로그래밍\"에 적용됩니다, 즉 스크립트 *" -#~ "또한* 씬에 적용됩니다. 어떤 스크립트는 오직 하나의 씬에서만 작동하도록 설" -#~ "계됩니다 (보통은 씬 자체에서 번들로 제공됩니다). 그렇지 않은 스크립트는 " -#~ "씬 사이에서 재사용될 수 있습니다." - -#~ msgid "" -#~ "**Regardless, the scene is always an extension of the root script, and " -#~ "can therefore be interpreted as a part of the class.** Most of the points " -#~ "covered in this series will build on this point, so keep it in mind." -#~ msgstr "" -#~ "**그럼에도 불구하고 씬은 항상 루트 스크립트의 확장이고, 그렇기에 클래스의 " -#~ "일부로 해석될 수 있습니다.** 이 시리즈의 대부분은 이러한 시점에서 다루게 " -#~ "될 것입니다, 그러니 명심하세요." - -#~ msgid "Step-by-step" -#~ msgstr "단계별" - -#~ msgid "After a comma." -#~ msgstr "반점 이후." - -#~ msgid "" -#~ ":ref:`Animating thousands of fish with MultiMesh " -#~ "`" -#~ msgstr "" -#~ ":ref:`MultiMesh로 수천개의 물고기를 움직이게 하기 " -#~ "`" - -#~ msgid "" -#~ "Note that Godot editor allows you to dock each panel at the side of the " -#~ "scene editor you wish." -#~ msgstr "" -#~ "Godot 에디터는 당신이 원하는 씬 에디터 옆에 각 패널을 고정할 수 있습니다." - -#~ msgid "" -#~ "These are the most important concepts you need to remember: \"node\", " -#~ "\"parent node\", and \"child node\"." -#~ msgstr "" -#~ "기억해야 할 가장 중요한 개념들 입니다: \"노드\", \"부모 노드\" 그리고 \"자" -#~ "식 노드\"." - -#~ msgid "" -#~ "We previously observed that there is no perfect solution to set a project " -#~ "architecture. Any solution will work for Unity and Godot, so this point " -#~ "has a lesser importance." -#~ msgstr "" -#~ "우리는 이전에 프로젝트 구조를 설정하는 완벽한 해결책이 없다는 것을 인지하" -#~ "였습니다. 어떤 해결책이든 유니티와 Godot를 위해 작동할 것이기에, 이 점은 " -#~ "덜 중요합니다." - -#~ msgid "Prefab -> Externalized branch" -#~ msgstr "프리펩 -> 외부화된 분기" - -#~ msgid "" -#~ "Here's an example that creates a custom signal in one script and connects " -#~ "the custom signal to a method in a separate script, using the :ref:" -#~ "`Object.connect() ` method:" -#~ msgstr "" -#~ "다음은 :ref:`Object.connect() ` 메서드를 이용" -#~ "해 한 스크립트에 커스텀 시그널을 만들고 이를 다른 스크립트에 연결하는 예시" -#~ "입니다:" - -#~ msgid "" -#~ "Here is an example that creates a connection between a button's " -#~ "``pressed`` signal and a method, binding the button instance to the " -#~ "connection. The handler uses the bound argument to print which button " -#~ "instance was pressed." -#~ msgstr "" -#~ "다음은 버튼을 연결에 묶어서, 버튼의 ``pressed`` 시그널과 메서드를 연결하" -#~ "는 예제입니다. handler는 눌린 버튼 인스턴스와 묶인 인수를 프린트 합니다." - -#~ msgid "" -#~ "Signals are generated by the :ref:`Object.emit_signal() " -#~ "` method which broadcasts the signal and " -#~ "arguments." -#~ msgstr "" -#~ "시그널은 시그널과 인수를 뿌리는 :ref:`Object.emit_signal() " -#~ "` 메서드로 생성됩니다." - -#~ msgid "" -#~ "Extending a previous example to use all the features of GDScript signals:" -#~ msgstr "" -#~ "다음은 GDScript 시그널의 모든 기능을 사용하기 위해 이전 예제에서 확장된 것" -#~ "입니다:" - -#~ msgid "" -#~ "Consider breaking a line when it's longer than 100 characters. And it's " -#~ "also a good practice to insert a line feed (LF) character at the end of a " -#~ "file because some utilities have trouble recognizing the last line " -#~ "without it (e.g. the *cat* command on Linux)." -#~ msgstr "" -#~ "문자 수가 100개가 넘으면 줄 바꿈을 생각해보세요. 그리고 파일의 마지막에 라" -#~ "인피드 (LF) 문자를 넣는 것은 좋은 경험이 될 것입니다, 일부 유틸리티는 마지" -#~ "막 줄을 인식하지 못하기 때문이죠 (예: Linux에서 *cat* 커맨드)." - -#~ msgid "Translators also usually prefer to work with spreadsheets." -#~ msgstr "번역가는 보통 스프레드시트로 작업하는 것을 선호합니다." - -#, fuzzy -#~ msgid "" -#~ "Collision shapes can be added to the tiles in a tileset to create solid " -#~ "geometry. Tilemaps can be used for both side view and top-down 2D games." -#~ msgstr "" -#~ "충돌 효과를 타일에 추가할 수도 있어 2D 사이드 스크롤링과 탑 다운 게임을 " -#~ "할 수 있습니다." - -#, fuzzy -#~ msgid "" -#~ "Here are some tiles for a tileset. They are all part of the same image " -#~ "file. This is helpful for a game's performance. There are so-called " -#~ "*texture packers* that will generate these spritesheets out of several " -#~ "separate tile images. But keeping them as separate images also works." -#~ msgstr "" -#~ "타일셋을 만들어야 합니다. 여기에 만들기 위한 약간의 타일이 있습니다. 최적" -#~ "화의 이유로 동일한 이미지에 모두 담겨있습니다. 각각의 텍스쳐 파일들을 이러" -#~ "한 스프라이트시트로 생성한 것을 *texture packers*라 불립니다. 또한 별도의 " -#~ "이미지로 가지고 있어도 효과가 있습니다" - -#, fuzzy -#~ msgid "" -#~ "Create a new project and move the above PNG image into the project " -#~ "directory. Next, go into the image's import settings and turn off " -#~ "``Filter``. Keeping it on will cause issues later. ``Mipmaps`` should " -#~ "already be disabled; if not, disable this too." -#~ msgstr "" -#~ "새 프로젝트를 만들고 위 PNG 이미지를 프로젝트 위치에 옮겨 봅시다. 다음으" -#~ "로 이미지 가져오기 설정에 가서 ``Filter``를 끕니다, keeping it on will " -#~ "cause issues later.. ``Mipmaps`` 옵션은 이미 비활성화되어 있지만 그렇지 않" -#~ "다면 이것도 끄도록 합니다." - -#, fuzzy -#~ msgid "" -#~ "Create a new scene with a regular Node or Node2D as root. For each " -#~ "reference tile you want to define, add a sprite node as a child. Since " -#~ "our tiles measure 50x50 pixels, you should turn on the grid (``View -> " -#~ "Show Grid`` or ``G`` key) and enable snap (``Use Snap`` icon or ``Shift + " -#~ "S`` keys). Moving tiles with the mouse might still be inaccurate, so use " -#~ "your arrow keys as well." -#~ msgstr "" -#~ "새 씬을 만들고 루트 노드는 Node 또는 Node2D로 합니다. 정의하려는 각 타일" -#~ "에 대해 스프라이트 노드를 자식 노드로 추가합니다. Since tiles here are " -#~ "50x50, you should turn on the grid (``보기 -> 격자 보기`` 또는 ``G`` 키) " -#~ "그리고 스냅을 활성화합니다 (``스냅 사용`` 아이콘 또는 ``Shift + S`` 키). " -#~ "마우스로 타일들을 움직이려면 여전히 약간 부정확할 수 있으므로 방향키를 사" -#~ "용합니다." - -#, fuzzy -#~ msgid "" -#~ "If more than one tile is present in the source image, make sure to use " -#~ "the region property of the sprite to adjust which part of the texture is " -#~ "being used." -#~ msgstr "" -#~ "원본 이미지에 두 개 이상의 타일이 있다면 사용 중인 텍스쳐 부분을 조정하기 " -#~ "위해서 스프라이트의 Region 속성을 사용해야 합니다." - -#, fuzzy -#~ msgid "" -#~ "Give the sprite node an appropriate and unique name. This will ensure " -#~ "that, in subsequent edits to the tileset (for example, if you've added " -#~ "collision, changed the region, etc), the tile will still be **identified " -#~ "correctly and updated**." -#~ msgstr "" -#~ "마지막으로 스프라이트 노드 이름을 올바르게 지어야 합니다. 그래야 다음의 타" -#~ "일셋 편집(예를 들어 충돌효과를 주거나 Region을 변경하는 등)에서 타일이 **" -#~ "정확하게 식별되고 업데이트** 됩니다. 이름은 유일해야 합니다." - -#, fuzzy -#~ msgid "Here's a screenshot that shows where everything of relevance is:" -#~ msgstr "" -#~ "아까 말한 필요사항이 어디에 있는지 보여주는 스크린샷이 여기에 있습니다:" - -#, fuzzy -#~ msgid "" -#~ "Add all the reference tiles in the way described above, adjusting the " -#~ "offsets as needed (that is, if you have multiple tiles in a single source " -#~ "image). Again, *remember that their names must be unique*." -#~ msgstr "" -#~ "모든 타일을 계속 추가하고 필요한 경우 오프셋을 조정하세요(즉, 단일 원본 이" -#~ "미지에 여러 타일이 있는 경우). 다시 말하자면 *타일 이름이 유일해야 한다는 " -#~ "것을 기억하세요*." - -#, fuzzy -#~ msgid "" -#~ "To add collision shapes to the tiles, create a StaticBody2D child for " -#~ "each sprite. This is a static collision node. Then create a " -#~ "CollisionShape2D or CollisionPolygon as a child of the StaticBody2D. The " -#~ "CollisionPolygon is easier to edit." -#~ msgstr "" -#~ "타일에 충돌효과를 넣기 위해서 스프라이트 자식 노드로 StaticBody2D 노드를 " -#~ "만듭니다. StaticBody2D는 static collision 노드입니다. 그런 다음 " -#~ "CollisionShape2D 또는 CollisionPolygon를 StaticBody2D 자식 노드로 만듭니" -#~ "다. CollisionPolygon이 편집하기 쉬우므로 추천합니다." - -#, fuzzy -#~ msgid "" -#~ "Edit the polygon; this will give the tile a collision shape and remove " -#~ "the warning icon next to the CollisionPolygon node. **Remember to use " -#~ "snap!** Using snap will make sure collision polygons are aligned " -#~ "properly, allowing a character to walk seamlessly from tile to tile. Also " -#~ "**do not scale or move** the collision and/or collision polygon nodes. " -#~ "Leave them at offset 0,0, with scale 1,1 and rotation 0 with respect to " -#~ "the parent sprite." -#~ msgstr "" -#~ "마지막으로, CollisionPolygon2D를 편집해서 타일에 충돌효과를 주고 " -#~ "CollisionPolygon node 옆 경고 아이콘을 고칩니다. **스냅 사용하는 것을 기억" -#~ "하세요!** 스냅 사용은 충돌 폴리곤(collision polygons)이 확실하게 제대로 정" -#~ "렬되어 캐릭터가 타일 간에 매끄럽게 이동할 수 있습니다. 또한 충돌 노드 및 " -#~ "충돌 폴리곤 노드 **크기를 조정하거나 움직이지 마세요**. 부모 스프라이트에 " -#~ "대하여 오프셋 0,0과 스케일 1,1 회전 0으로 두세요." - -#, fuzzy -#~ msgid "" -#~ "Keep adding collision shapes to all tiles that need them. Note that BG is " -#~ "a background tile, so it should not have a collision shape." -#~ msgstr "" -#~ "다 할 때까지 충돌 효과를 추가합니다. BG는 그냥 배경이므로 충돌효과를 주어" -#~ "선 안되는 것을 유의하세요." - -#, fuzzy -#~ msgid "" -#~ "Then save this scene for future editing. \"tileset_edit.scn\" would be a " -#~ "sensible name for it." -#~ msgstr "" -#~ "됐습니다! 우리는 해냈습니다! 나중에 편집할 수 있도록 이 씬을 저장하십시" -#~ "오. 씬을 \"tileset_edit.scn\" 또는 비슷한 이름으로 짓습니다." - -#, fuzzy -#~ msgid "" -#~ "With the scene created and still open in the editor, use Scene > Convert " -#~ "To > Tile Set from the Scene Menu:" -#~ msgstr "" -#~ "에디터에서 만들었던 씬을 연 다음 타일셋을 만들겁니다. 씬 메뉴에서 씬 > 변" -#~ "환... > 타일 셋... 을 이용하여 만듭니다:" - -#, fuzzy -#~ msgid "" -#~ "Then choose a filename, like \"mytiles.tres\". Make sure the \"Merge With " -#~ "Existing\" option is toggled on. This way, every time the tileset " -#~ "resource file is overwritten, existing tiles are merged and updated (they " -#~ "are referenced by their unique name, so again, **name your tiles " -#~ "properly**)." -#~ msgstr "" -#~ "\"mytiles.tres\"와 같은 파일이름으로 내보내십시오. 내보낼 때 \"기존과 병합" -#~ "\" 옵션을 켜져 있는지 확인하십시오. 이렇게 하면 매번 타일셋 리소스 파일을 " -#~ "덮어쓸 때마다 기존 파일이 병합되고 업데이트 됩니다. 타일들은 고유한 이름" -#~ "에 의하여 참조되므로 **타일 이름을 올바르게 지어주십시오**." - -#~ msgid "Using the TileSet in a TileMap" -#~ msgstr "타일맵에서 타일셋을 사용하기" - -#~ msgid "" -#~ "Create a new scene, using any node or node2d as root, and then create a :" -#~ "ref:`TileMap ` as a child." -#~ msgstr "" -#~ "새 씬을 만드십시오. 루트는 Node 또는 Node2D로 합니다. 그런 다음 자식 노드" -#~ "로 :ref:`TileMap `을 만드십시오." - -#~ msgid "" -#~ "Go to the TileSet property of this node and assign the one created in " -#~ "previous steps:" -#~ msgstr "" -#~ "타일맵 노드의 타일셋 속성으로 가서 이전 단계에서 만든 타일셋을 할당하십시" -#~ "오:" - -#, fuzzy -#~ msgid "" -#~ "Also set the cell size to '50', since that is the size used by the tiles. " -#~ "Quadrant size is a tuning value. The default value of 16 means that the " -#~ "engine will draw and cull (erase) the tilemap in blocks of 16x16 tiles. " -#~ "This value is usually fine, but can be used to fine tune performance in " -#~ "specific cases if you know what you're doing." -#~ msgstr "" -#~ "또한 타일에 사용되는 크기인 셀 크기를 50으로 설정하세요. . 사분면 크기" -#~ "(Quadrant size)는 엔진이 16x16 타일 블록으로 타일맵을 그리고 도려내는 것" -#~ "을 의미하는 튜닝(tuning) 값입니다. 이 값은 대개 양호하고 바꿀 필요는 없지" -#~ "만 특정 사례(무엇을 하고 있는지 알고 있는 경우)에서 성능을 미세조정하는데 " -#~ "사용될 수 있습니다." - -#, fuzzy -#~ msgid "" -#~ "Make sure the TileMap node is selected. A red grid will appear on the " -#~ "screen, allowing you to paint on it with the tile currently selected in " -#~ "the left palette." -#~ msgstr "" -#~ "모두 설정이 된 상태에서 타일맵 노드가 선택되었는지 확인하십시오. 왼쪽 팔레" -#~ "트에 선택된 타일로 칠할 수 있는 빨간 격자가 화면에 나타날 겁니다." - -#~ msgid "" -#~ "If you accidentally place a tile somewhere you don't want it to be, you " -#~ "can delete it with ``RMB`` (the right mouse button) while in the tilemap " -#~ "editor." -#~ msgstr "" -#~ "만약 실수로 원하지 않은 곳에 타일을 놓았다면 타일맵 에디터에서 ``RMB`` (마" -#~ "우스 오른쪽 버튼)으로 제거할 수 있습니다." - -#, fuzzy -#~ msgid "" -#~ "You can flip and rotate sprites in the TileMap editor (note: flipping the " -#~ "sprite in the TileSet will have no effect). Icons at the top right of the " -#~ "editor allow flipping and rotating of the currently selected sprite - you " -#~ "can also use the A and S keys to flip the sprite horizontally and " -#~ "vertically. With a brick pattern like this tutorial uses, flipping the " -#~ "sprites would create unpleasant discontinuities unless you're flipping an " -#~ "entire region of bricks. But for some kinds of tiles, flipping can be a " -#~ "convenient and space-saving feature." -#~ msgstr "" -#~ "타일맵 에디터에서 스프라이트를 뒤집고 회전할 수 있습니다(타일셋에서 스프라" -#~ "이트를 뒤집는 것은 효과가 없음). 에디터 상단 오른쪽에 있는 아이콘으로 선택" -#~ "한 스프라이트를 뒤집고 회전할 수 있습니다. 또한 A키와 S키로 상하 또는 좌우" -#~ "로 뒤집을 수 있습니다. With a brick pattern like this tutorial uses, " -#~ "flipping the sprites would create unpleasant discontinuities unless " -#~ "you're flipping an entire region of bricks. 하지만 이러한 유형의 타일들이 " -#~ "뒤집기가 편리하고 공간을 절약하는 특징이 될 수 있습니다." - -#, fuzzy -#~ msgid "" -#~ "When using a single texture for all the tiles, scaling the tileset or " -#~ "moving it to a non pixel-aligned location can cause filtering artifacts:" -#~ msgstr "" -#~ "모든 타일에 단일 텍스쳐를 사용할 때 타일셋을 스케일링(scaling)하는 것은(또" -#~ "는 심지어 픽셀이 정렬되지 않은 위치로 이동하는 경우에도) 다음과 같은 필터" -#~ "링 아티팩트(filtering artifacts)가 대부분 발생할 것이다." - -#, fuzzy -#~ msgid "" -#~ "Disable filtering and mipmaps for either the tileset texture or all tile " -#~ "textures if using separate images (see the :ref:`doc_import_images` asset " -#~ "pipeline tutorial)." -#~ msgstr "" -#~ "타일셋 텍스쳐 또는 만약 별도의 이미지를 사용한다면 모든 타일 텍스쳐에 대해" -#~ "서 filtering과 mipmaps를 비활성화하십시오 (see the :ref:" -#~ "`doc_import_images` asset pipeline tutorial)." - -#~ msgid "" -#~ "Enable pixel snap (Set ``Project > Project Settings > Rendering > Quality " -#~ "> 2d > Use Pixel Snap`` to true; you can also search for ``Pixel Snap``)." -#~ msgstr "" -#~ "픽셀 스냅을 활성화하세요. (``프로젝트 > 프로젝트 설정 > Rendering > " -#~ "Quality > 2d > Use Pixel Snap`` 또는 ``Pixel Snap`` 검색해서 사용으로 체" -#~ "크합니다)." - -#, fuzzy -#~ msgid "" -#~ "You can use a single, separate image for each tile. This will remove all " -#~ "artifacts, but can be more cumbersome to implement and is less optimized." -#~ msgstr "" -#~ "각 타일마다 별도의 이미지를 하나씩 사용할 수 있습니다. 이렇게 하면 모든 아" -#~ "티팩트(artifacts)를 없앨 수 있겠지만 구현하기가 더 번거로울 수 있고 최적화" -#~ "가 덜 됩니다." - -#~ msgid "arrays" -#~ msgstr "arrays" - -#~ msgid "" -#~ ":ref:`Vertex displacement with shaders " -#~ "`" -#~ msgstr "" -#~ ":ref:`셰이더를 사용한 정점 디스플레이스먼트" -#~ "`" - -#~ msgid "" -#~ "This method will be called every time a frame is drawn, so it's fully " -#~ "dependent on how many frames per second (FPS) the application is running " -#~ "at:" -#~ msgstr "" -#~ "이 메서드는 프레임을 들일 때 호출됩니다, 따라서 애플리케이션이 실행 중인 " -#~ "초당 프레임 수 (FPS) 에 전적으로 의존합니다:" - -#~ msgid "" -#~ "And the second way is from code. One example would be to tag nodes which " -#~ "are enemies:" -#~ msgstr "" -#~ "두 번째 방법은 코드를 사용하는 것입니다. 예를 들어 적으로 사용되는 노드에 " -#~ "태그를 지정할 수 있습니다:" - -#~ msgid "The five most common containers" -#~ msgstr "가장 일반적인 다섯 가지 컨테이너" - -#~ msgid "" -#~ "Only use Control nodes when you design your interfaces. They have unique " -#~ "properties that allow them to work with one another. Other nodes, like " -#~ "Node2D, Sprite, etc. will not work. You can still use some nodes that " -#~ "work with others, like the AnimationPlayer, Tween or the StreamPlayer. " -#~ "Control nodes are CanvasItems like Node2D, so you can apply shaders to " -#~ "them." -#~ msgstr "" -#~ "인터페이스를 설계할 때 오직 컨트롤 노드만 사용하세요. 그들은 서로 상호작용" -#~ "하는 독특한 속성을 지닙니다. Node2D, Sprite 등 과 같은 다른 노드들은 할 " -#~ "수 없습니다. 당신은 AnimationPlayer나 Tween, StreamPlayer같은 다른 노드들" -#~ "과 작동하는 일부 노드들을 사용할 수 있습니다. 컨트롤 노드는 Node2D와 같은 " -#~ "CanvasItems이므로, 그것들에 쉐이더를 적용할 수 있습니다." - -#, fuzzy -#~ msgid "" -#~ "Changing the canvas transform is useful because it is a lot more " -#~ "efficient than moving the root canvas item (and hence the whole scene). " -#~ "Canvas transform is a simple matrix that offsets the whole 2D drawing, so " -#~ "it's the most efficient way to do scrolling." -#~ msgstr "" -#~ "캔버스를 변형하는 것은 루트 캔버스 아이템(전체 씬)을 움직이는 것보다 많은 " -#~ "효율이 있으므로 유용합니다. 캔버스 변형은 전체 2D 그림을 상쇄하는 간단한 " -#~ "행렬입니다. 그래서 스크롤 하기에 대부분 효율적인 방법입니다." - -#~ msgid "" -#~ "**HUD**: Heads-up display, or user interface. If the world moves, the " -#~ "life counter, score, etc. must stay static." -#~ msgstr "" -#~ "**HUD**: 전방 표시 장치(Heads-up display) 또는 사용자 인터페이스. 세상이 " -#~ "움직이면 목숨, 점수와 같은 것은 정적인 상태를 유지해야 합니다." - -#, fuzzy -#~ msgid "" -#~ "Even though there shouldn't be any performance limitation, it is not " -#~ "advised to use excessive amount of layers to arrange drawing order of " -#~ "nodes. The most optimal way will always be arranging them by tree order. " -#~ "2d nodes also have a property for controlling their drawing order (see :" -#~ "ref:`Node2D.z_index `)." -#~ msgstr "" -#~ "Even though there shouldn't be any performance limitation, 노드의 그리기 " -#~ "순서를 정렬하기 위해 과도한 양의 레이어를 사용하는 것은 권장하지 않습니" -#~ "다. 대부분 최적의 방법은 항상 트리 순서에 따라 정렬해야 합니다. 또한 2d 노" -#~ "드들은 그리기 순서를 제어할 수 있는 속성이 있습니다(:ref:`Node2D.z_index " -#~ "`를 참고하세요)." - -#~ msgid "" -#~ "Tilemaps are a simple and quick way to make 2D game levels. Basically, " -#~ "you start with a bunch of reference tiles (or pieces) that can be put on " -#~ "a grid, as many times each as desired - think of it like a map editor:" -#~ msgstr "" -#~ "타일맵은 2D 게임 레벨들을 만들기에 간단하고 빠른 방법입니다. 기본적으로 격" -#~ "자에 원하는 횟수만큼 놓을 수 있는 참조 타일(또는 조각) 뭉치로 시작합니다. " -#~ "지도 편집기와 같은 것이라 생각하세요:" - -#, fuzzy -#~ msgid "" -#~ "We will be creating a :ref:`TileSet ` resource. While this " -#~ "resource exports properties, it's pretty difficult to get complex data " -#~ "into it and maintain it. Here is what it would look like to manually edit " -#~ "the resource:" -#~ msgstr "" -#~ "우리는 :ref:`TileSet ` 리소스를 만들겁니다. While this " -#~ "resource exports properties, it's pretty difficult to get complex data " -#~ "into it and maintain it. Here is what it would look like to manually edit " -#~ "the resource:" - -#~ msgid "Collision" -#~ msgstr "충돌 효과(Collision)" - -#, fuzzy -#~ msgid "" -#~ "To avoid accidentally moving and selecting the tilemap node (something " -#~ "common, given it's a huge node), it is recommended that you lock it, " -#~ "using the lock button:" -#~ msgstr "" -#~ "실수로 타일맵 노드를 이동하고 선택하지 않으려면 (something common, given " -#~ "it's a huge node), 잠금 버튼을 이용하여 노드를 잠그는 것을 권장합니다:" - -#, fuzzy -#~ msgid "" -#~ "This is unavoidable, as it is the way the hardware bilinear filter works. " -#~ "To avoid this situation, there are a few workarounds. Try the one that " -#~ "looks better for you:" -#~ msgstr "" -#~ "하드웨어 이선형 필터의 작동 방식이므로 이는 피할 수 없다. 이런 상황을 피하" -#~ "기 위해 몇 가지 해결책이 있다. 자신에게 더 잘 어울리는 것을 시도해 보십시" -#~ "오." - -#, fuzzy -#~ msgid "" -#~ "Cut-out is a technique of animating in 2D where pieces of paper (or " -#~ "similar material) are cut in special shapes and laid one over the other. " -#~ "The papers are animated and photographed, frame by frame using a stop " -#~ "motion technique (more info `here `__)." -#~ msgstr "" -#~ "컷아웃(cut-out)은 종이 조각(또는 이와 유사한 재료)을 특수 모양으로 잘라 다" -#~ "른 한 조각 위에 놓는 2D 애니메이션 기법입니다. The papers are animated " -#~ "and photographed, frame by frame using a stop motion technique(더 많은 정" -#~ "보는 `여기 `__)." - -#~ msgid "Cutout in Godot" -#~ msgstr "Godot에서의 컷아웃" - -#, fuzzy -#~ msgid "" -#~ "Godot provides a few tools for working with these kind of assets, but its " -#~ "overall design makes it ideal for the workflow. The reason is that, " -#~ "unlike other tools meant for this, Godot has the following advantages:" -#~ msgstr "" -#~ "Godot은 이러한 유형의 에셋을 작업하기 위한 몇가지 도구를 제공합니다, but " -#~ "its overall design makes it ideal for th workflow. The reason is that, " -#~ "unlike other tools meant for this, Godot은 다음과 같은 이점을 가집니다." - -#, fuzzy -#~ msgid "" -#~ "**Mix with Traditional**: AnimatedSprite allows traditional animation to " -#~ "be mixed, useful for complex objects, such as shape of hands and foot, " -#~ "changing facial expression, etc." -#~ msgstr "" -#~ "**기존 방식과 혼합**: AnimatedSprite는 전통적인 애니메이션을 혼합할 수 있" -#~ "게 해줍니다. 손과 발의 모양, 얼굴 표정 변화 등과 같은 복잡한 물체에 유용" -#~ "함." - -#~ msgid "" -#~ "Right. In 2D, parent nodes appear below children nodes. Well, this sucks. " -#~ "But how can this problem be solved? We want the left arm to appear behind " -#~ "the hip and the torso. For this, we can move the nodes behind the hip " -#~ "(note that you can bypass this by setting the Node2D Z property, but then " -#~ "you won't learn about all this!):" -#~ msgstr "" -#~ "맞습니다. 2D에서 상위 노드는 하위 노드 아래에 표시됩니다. 음, 이건 형편없" -#~ "습니다. 하지만 어떻게 이 문제가 해결될 수 있을까요? 우리는 왼쪽 팔이 엉덩" -#~ "이와 몸통 뒤에 표시되기를 원합니다. 이를 위해 우리는 노드를 엉덩이 뒤로 이" -#~ "동할 수 있습니다(Node2D Z 속성을 설정하여 이를 우회할 수 있지만 그러면 이 " -#~ "모든 것에 대해 배울 수 없다는 점에 유의하세요!):" - -#~ msgid "" -#~ "Simply create two more nodes as children from torso, remote_arm_l and " -#~ "remote_hand_l and link them to the actual sprites:" -#~ msgstr "" -#~ "몸통으로부터 remote_arm_l 및 remote_hand_l 자식 노드를 두 개 더 만들고 실" -#~ "제 스프라이트에 연결하세요:" - -#~ msgid "" -#~ "Godot doesn't actually support *true* Skeletons, but it does feature a " -#~ "helper to create \"bones\" between nodes. This is enough for most cases, " -#~ "but the way it works is not completely obvious." -#~ msgstr "" -#~ "Godot은 실제로 *진정한* 골격을 지원하지 않지만 노드 사이에 \"뼈\"를 만드" -#~ "는 도우미가 있습니다. 대부분의 경우 이 정도면 충분하지만 작동 방식이 완전" -#~ "히 명확하지는 않습니다." - -#~ msgid "2D animation" -#~ msgstr "2D 애니메이션" - -#~ msgid "" -#~ "Initial versions of the Godot engine (and previous iterations before it " -#~ "was named Godot) used a database. Assets were stored in it and assigned " -#~ "an ID. Other approaches were tried as well, such as local databases, " -#~ "files with metadata, etc. In the end, the simple approach won and now " -#~ "Godot stores all assets as files in the file system." -#~ msgstr "" -#~ "Godot 엔진의 초기 버전에는 (그리고 아직 Godot라는 이름이 붙기 전) 데이터베" -#~ "이스를 사용했습니다. 에셋은 그곳에 있었고 ID가 지정되었습니다. 다른 접근" -#~ "도 시도해보았습니다, 지역 데이터베이스나, 메타데이터가 있는 파일 등등을 말" -#~ "이죠. 결국 간단한 접근법을 얻게 되었고 지금 Godot는 모든 에셋을 파일 시스" -#~ "템에 저장합니다." - -#~ msgid "" -#~ "This is where things start getting abstract, but don't panic. There's not " -#~ "much more depth than this." -#~ msgstr "" -#~ "여기서 내용이 추상적으로 되기 시작합니다, 하지만 당황하지 마세요. 여기보" -#~ "다 훨씬 더 깊게 보는 곳은 없습니다." - -#~ msgid "" -#~ "This concept deserves going into a little more detail. In fact, the scene " -#~ "system is not even a core component of Godot as it is possible to skip it " -#~ "and write a script (or C++ code) that talks directly to the servers, but " -#~ "making a game that way would be a lot of work." -#~ msgstr "" -#~ "이 개념은 조금 더 자세히 설명할 가치가 있습니다. 사실, 씬 시스템은 Godot" -#~ "의 핵심 구성 요소도 아니기에 넘어가서 바로 서버와 직접 대화하는 스크립트" -#~ "를 (혹은 C++ 코드를) 쓸 수 있습니다, 하지만 그런 방식으로 게임을 만드는 일" -#~ "은 많은 작업이 될 것입니다." - -#~ msgid "" -#~ "The first step is to open \"Project Settings\" and find the *Handheld* " -#~ "section. Enable the *Emulate Touchscreen* option. This lets you treat " -#~ "mouse click events the same as touch events, so you can test the game on " -#~ "a computer without a touchscreen. Also, make sure to select \"portrait\" " -#~ "under *Orientation*." -#~ msgstr "" -#~ "첫 단계에서는 \"프로젝트 설정\"을 열고 *Handheld* 섹션으로 가세요. " -#~ "*Emulate Touchscreen* 설정을 키세요. 이것이 마우스 클릭 이벤트를 터치 이벤" -#~ "트로 만들어 줍니다, 따라서 당신은 터치 스크린없이도 게임을 테스트 할 수 있" -#~ "습니다. 또한, *Orientation*을 \"portrait\"으로 선택하세요." - -#~ msgid "" -#~ "As mentioned in the comments above, we need to avoid the situation of " -#~ "deleting the current scene while it is still being used (i.e. its code is " -#~ "still running), so using :ref:`Object.call_deferred() " -#~ "` is required at this point. The " -#~ "result is that the second function will run at a later time when any code " -#~ "from the current scene has completed." -#~ msgstr "" -#~ "위의 설명에서 언급했듯이, 우리는 현재 씬을 사용하는 도중 (즉 코드가 여전" -#~ "히 실행하는 도중) 삭제하는 상황을 피해야 합니다, 이 점에서 :ref:`Object." -#~ "call_deferred() `\\ 를 사용해야 합니" -#~ "다. 결과는 현재 씬의 코드가 완료될 때 두 번째 함수가 나중에 실행하는 것입" -#~ "니다." - -#~ msgid "" -#~ "This tutorial aims to propose a simple workflow on how to organize " -#~ "projects. Since Godot allows the programmer to use the filesystem as they " -#~ "please, figuring out a way to organize projects when starting to use the " -#~ "engine can be a little challenging. Because of this, the tutorial " -#~ "describes a simple workflow, which should work as a starting point, " -#~ "regardless of whether it is used." -#~ msgstr "" -#~ "이 튜토리얼은 어떻게 프로젝트를 구성하는 지에 대한 간단한 워크플로우 제안" -#~ "에 중점을 둡니다. Godot로 프로그래머가 원하는 대로 파일 시스템을 사용할 " -#~ "수 있기 때문에, 엔진을 사용하기 시작할 때, 프로젝트를 구성하는 법을 알아내" -#~ "는 일은 좀 까다로워졌습니다. 이 때문에, 튜토리얼은 시작 여부와 관계없이, " -#~ "출발점으로서 간단한 워크플로우를 설명하겠습니다." - -#~ msgid "" -#~ "Additionally, using version control can be challenging, so this " -#~ "proposition will include that too." -#~ msgstr "" -#~ "추가적으로, 버전 제어를 사용하는 일은 힘들 수도 있으므로, 이것도 포함되었" -#~ "습니다." - -#~ msgid "do" -#~ msgstr "do" - -#~ msgid "Reserved for future implementation of ``do... while`` loops." -#~ msgstr "이후 ``do... while`` 루프 구현을 위해 예약됩니다." - -#~ msgid "switch" -#~ msgstr "switch" - -#~ msgid "Reserved for future implementation. See match_." -#~ msgstr "향후 구현을 위해 예약됩니다. match_\\ 를 참고하세요." - -#~ msgid "" -#~ "Available under ``Godot.GD``. Some things were moved to their own " -#~ "classes, like Math and Random. See below." -#~ msgstr "" -#~ "``Godot.GD``\\ 하에 사용할 수 있습니다. 어떤 것은 자체적인 클래스로 옮겨졌" -#~ "습니다, Math나 Random같이 말이죠. 아래를 참고하세요." - -#~ msgid "``ERR_*`` constants were moved to ``Godot.Error``." -#~ msgstr "``ERR_*`` 상수는 ``Godot.Error``\\ 로 옮겨졌습니다." - -#~ msgid "Random" -#~ msgstr "Random(랜덤)" - -#~ msgid "get_origin()" -#~ msgstr "get_origin()" - -#~ msgid "end" -#~ msgstr "end" - -#~ msgid "End" -#~ msgstr "End" - -#~ msgid "object[]" -#~ msgstr "object[]" - -#~ msgid "int[]" -#~ msgstr "int[]" - -#~ msgid "" -#~ "In some exceptional cases, a raw array (``type[]``) may be required " -#~ "instead of a ``List``." -#~ msgstr "" -#~ "일부 예외적인 경우로, ``List`` 대신 미가공 배열 (``type[]``)이 필요할 수" -#~ "도 있습니다." - -#~ msgid "" -#~ "*This is temporary. Array is ref-counted, so it will need its own type " -#~ "that wraps the native side.*" -#~ msgstr "" -#~ "*이것은 일시적인 것입니다. 배열은 ref를 셀 수 있고, 네이티브 측을 감싸는 " -#~ "타입이 필요할 것입니다.*" - -#~ msgid "" -#~ "``preload``, ``assert`` and ``yield``, as they work in GDScript, are " -#~ "currently not available in C#." -#~ msgstr "" -#~ "``preload``, ``assert`` 그리고 ``yield``\\ 가 GDScript에서는 작동하지만, " -#~ "현재로써 C#에서는 이용할 수 없습니다." - -#~ msgid "load" -#~ msgstr "load" - -#~ msgid "GD.load, which is the same as ResourceLoader.load" -#~ msgstr "GD.load, which is the same as ResourceLoader.load" - -#~ msgid "" -#~ "Export of Blender materials is currently very primitive. However, it is " -#~ "the focus of a current GSoC project" -#~ msgstr "" -#~ "블렌더 머티리얼의 내보내기는 현재는 매우 원시적입니다. 하지만 현재 GSoC 프" -#~ "로젝트의 초점입니다" - -#~ msgid "" -#~ "Materials are currently exported using their \"Blender Render\" settings. " -#~ "When Blender 2.8 is released, this will be removed and this part of the " -#~ "exporter will change." -#~ msgstr "" -#~ "머티리얼은 현재 \"Blender Render(블렌더 렌더)\" 설정을 사용하는 동안 내보" -#~ "낼 수 있습니다. 블렌더 2.8이 출시될 때, 이것은 제거되고 내보내기의 이 부분" -#~ "이 바뀔 것입니다." - -#~ msgid "**1. Switch workspace to 'Dope Sheet'**" -#~ msgstr "**1. 작업 공간을 'Dope Sheet(도프시트)'로 바꾸기**" - -#~ msgid "**3. Check stashed actions in 'NLA Editor' [optional]**" -#~ msgstr "**3. 'NLA Editor(NLA 에디터)'에서 숨겨진 동작 확인하기 [선택]**" - -#~ msgid "Switch workspace to 'NLA Editor'." -#~ msgstr "작업 공간을 'NLA Editor'로 바꿉니다." - -#~ msgid "Make sure all stashed actions are muted." -#~ msgstr "모든 숨겨진 동작이 음소거인지 확인하세요." - -#~ msgid "If you are using Godot 3.0.2, you must use Mono 5.4." -#~ msgstr "Godot 3.0.2를 사용한다면, Mono 5.4를 사용해야 합니다." - -#~ msgid "Godot 3.0.3+ requires Mono 5.12 on all platforms." -#~ msgstr "Godot 3.0.3 이상은 모든 플랫폼에서 Mono 5.12가 필요합니다." - -#~ msgid "" -#~ "You also need MSBuild (at least version 15.0), which should come with the " -#~ "Mono installation." -#~ msgstr "" -#~ "또한 (적어도 15.0 버전 이상인) MSBuild가 필요한데, Mono 설치와 함께 제공됩" -#~ "니다." - -#~ msgid "" -#~ "For instructions on installing older versions of Mono on Linux, see `this " -#~ "page `_. Older versions of Mono for macOS and " -#~ "Windows can be found `here `_." -#~ msgstr "" -#~ "Linux에서 이전 버전의 Mono 설치에 대한 설명은, `이 페이지 `_\\ 를 참고하세요. macOS와 윈도우에서 이전 버전의 Mono 설치에 대" -#~ "한 설명은 `여기서 `_ 찾을 수 " -#~ "있습니다." - -#~ msgid "" -#~ "Additionally, your Godot version must have Mono support enabled, so " -#~ "ensure you download the **Mono version** of Godot." -#~ msgstr "" -#~ "또한, Godot가 Mono 지원이 되는 버전이어야 합니다, 따라서 Godot의 **Mono 버" -#~ "전**\\ 을 다운로드 해야 합니다." - -#~ msgid "" -#~ "If you are using Visual Studio Code, ensure you download and install the ." -#~ "NET tools extension. Without this, Godot will crash when trying to create " -#~ "a new C# project or edit a C# script." -#~ msgstr "" -#~ "Visual Studio Code를 사용한다면, .NET tools extension을 다운로드 하고 설치" -#~ "해야 합니다. 이것이 없으면 Godot가 새로운 C# 프로젝트를 만들고 C# 스크립트" -#~ "를 만들려 하면 팅길 것입니다." - -#~ msgid "" -#~ "Attached C# scripts should refer to a class that has a class name that " -#~ "matches the file name and is unique within the project assembly (`#7402 " -#~ "comment `_)" -#~ msgstr "" -#~ "붙인 C# 스크립트는 파일 이름과 일치한 이름의 클래스를 참조해야 하며 프로젝" -#~ "트 어셈블리 내에서 고유합니다 (`#7402 comment `_)" - -#~ msgid "" -#~ "It is often desired to send a notification that something happened in an " -#~ "instance. GDScript supports creation of built-in Godot signals. Declaring " -#~ "a signal in GDScript is easy using the `signal` keyword." -#~ msgstr "" -#~ "인스턴스에 어떤 일이 발생했다는 알림을 보내는 것이 종종 요구됩니다. " -#~ "GDScript는 내장 Godot 시그널을 지원합니다. `signal` 키워드를 사용하여 " -#~ "GDScript에 쉽게 시그널을 선언할 수 있습니다." - -#~ msgid "" -#~ "These signals can be connected in the editor or from code like regular " -#~ "signals. Take the instance of a class where the signal was declared and " -#~ "connect it to the method of another instance:" -#~ msgstr "" -#~ "이 시그널은 에디터나 다른 코드에서 정규 시그널처럼 연결될 수 있습니다. 시" -#~ "그널이 선언된 인스턴스에서 시그널을 가져와 다른 인스턴스의 메서드에 연결합" -#~ "니다:" - -#~ msgid "" -#~ "It is also possible to bind arguments to a signal that lacks them with " -#~ "your custom values:" -#~ msgstr "" -#~ "또한 커스텀 값으로 인수가 없는 시그널에 인수를 바인딩 할 수 있습니다:" - -#~ msgid "" -#~ "This is useful when a signal from many objects is connected to a single " -#~ "callback and the sender must be identified:" -#~ msgstr "" -#~ "다양한 객체들의 시그널이 단일 콜백함수에 연결되어 있고, 보내는 자(sender)" -#~ "가 식별되야 할 때 유용합니다:" - -#~ msgid "" -#~ "Finally, emitting a custom signal is done by using the Object.emit_signal " -#~ "method:" -#~ msgstr "" -#~ "마지막으로, 커스텀 시그널은 Object.emit_signal 메서드를 사용해 방출됩니다:" - -#~ msgid "" -#~ "Don't scale the shape's outline! Only use the size handles (circled in " -#~ "red) to adjust the shape!" -#~ msgstr "" -#~ "모양의 겉 테두리를 조정하지 마세요! 모양을 맞추기 위해 크기 핸들만 (빨간 " -#~ "동그라미 부분) 사용합니다!" - -#~ msgid "" -#~ "Disabling the area's collision shape means it won't detect collisions. By " -#~ "turning it off, we make sure we don't trigger the ``hit`` signal more " -#~ "than once." -#~ msgstr "" -#~ "영역의 충돌 모양을 사라지게 하는 것은 충돌을 감지하지 않는다를 의미합니" -#~ "다. 그것을 끈다면, ``hit`` 시그널을 두 번 이상 울리지 않게 됩니다." - -#~ msgid "``Layout``: \"Center Top\"" -#~ msgstr "``레이아웃``: \"Center Top\"" - -#~ msgid "``Margin``:" -#~ msgstr "``Margin``:" - -#~ msgid "Left: ``-25``" -#~ msgstr "Left: ``-25``" - -#~ msgid "Top: ``0``" -#~ msgstr "Top: ``0``" - -#~ msgid "Right: ``25``" -#~ msgstr "Right: ``25``" - -#~ msgid "Bottom: ``100``" -#~ msgstr "Bottom: ``100``" - -#~ msgid "Left: ``-200``" -#~ msgstr "Left: ``-200``" - -#~ msgid "Top: ``-150``" -#~ msgstr "Top: ``-150``" - -#~ msgid "Right: ``200``" -#~ msgstr "Right: ``200``" - -#~ msgid "Bottom: ``0``" -#~ msgstr "Bottom: ``0``" - -#~ msgid "Left: ``-100``" -#~ msgstr "Left: ``-100``" - -#~ msgid "Right: ``100``" -#~ msgstr "Right: ``100``" - -#~ msgid "" -#~ "For one last bit of visual appeal, let's add a trail effect to the " -#~ "player's movement. Choose your ``Player`` scene and add a :ref:" -#~ "`Particles2D ` node named ``Trail``." -#~ msgstr "" -#~ "마지막 시각적 효과를 위해, 플레이어의 움직임에 꼬리를 추가합시다. " -#~ "``Player`` 씬을 선택하고 :ref:`Particles2D ` 노드를 추" -#~ "가하고 ``Trail`` 이라고 이름지으세요." - -#~ msgid "" -#~ "There are a large number of properties to choose from when configuring " -#~ "particles. Feel free to experiment and create different effects. For the " -#~ "effect in this example, use the following settings:" -#~ msgstr "" -#~ "파티클을 구성할 땐 많은 고를 수 있는 속성들이 있습니다. 다양한 이펙트들을 " -#~ "만들고 자유롭게 경험해보세요. 이 예시의 이펙트를 위해서는, 다음의 설정을 " -#~ "사용하세요:" - -#~ msgid "" -#~ "You also need to create a ``Material`` by clicking on ```` and then " -#~ "\"New ParticlesMaterial\". The settings for that are below:" -#~ msgstr "" -#~ "당신은 또한 ```` 에서 \"새 ParticlesMaterial\"을 클릭해서 " -#~ "``Material`` 을 추가할 수도 있습니다. 이 설정은 다음과 같습니다:" - -#~ msgid "" -#~ "To make the gradient for the \"Color Ramp\" setting, we want a gradient " -#~ "taking the alpha (transparency) of the sprite from 0.5 (semi-transparent) " -#~ "to 0.0 (fully transparent)." -#~ msgstr "" -#~ "\"Color Ramp\" 설정에 그라디언트를 만들려면, 알파 (투명도)를 0.5 (반투명) " -#~ "에서 0.0 (완전 투명) 으로 설정하는 그라디언트가 필요합니다." - -#~ msgid "" -#~ "Click \"New GradientTexture\", then under \"Gradient\", click \"New " -#~ "Gradient\". You'll see a window like this:" -#~ msgstr "" -#~ "\"새 GradientTexture\"를 클릭하고, \"Gradient\" 아래에, \"새 Gradient\"를 " -#~ "클릭하세요. 이렇게 생긴 창이 뜰 것입니다:" - -#~ msgid "" -#~ "The left and right boxes represent the start and end colors. Click on " -#~ "each and then click the large square on the right to choose the color. " -#~ "For the first color, set the ``A`` (alpha) value to around halfway. For " -#~ "the second, set it all the way to ``0``." -#~ msgstr "" -#~ "왼쪽과 오른쪽 상자는 시작과 끝 색상을 나타냅니다. 각각을 클릭하고 오른쪽 " -#~ "넓은 사각형을 클릭해서 색상을 선택합니다. 첫 색상으로, ``A`` (알파) 값을 " -#~ "거의 절반으로 설정합니다. 두 번째 색상으로 \n" -#~ " ``0`` 으로 끝까지 설정합니다." - -#~ msgid "" -#~ "A more flexible alternative to prefabs you might know from Unity (and " -#~ "much more powerful given that instances can be nested)." -#~ msgstr "" -#~ "유니티의 프리펩보다 더 유연한 대안 (그리고 인스턴스가 중첩될 수 있기에 훨" -#~ "씬 더 강력함)." - -#~ msgid "" -#~ "GameObject -> Node Add a component -> Inheriting Prefab -> Externalized " -#~ "branch" -#~ msgstr "GameObject -> 노드 구성 요소 추가 -> 상속 프리펩 -> 표면화 된 분기" - -#~ msgid "In this guide you will learn:" -#~ msgstr "이 가이드에서는 다음 사항에 대해 알아봅니다:" - -#~ msgid "" -#~ "If you're using C#, you need to restart Godot editor temporarily to see " -#~ "exported variables in the editor until it's fixed." -#~ msgstr "" -#~ "C#을 사용하신다면, 에디터에 내보낸 값을 보기 위해 값이 고정될 때까지 " -#~ "Godot 에디터를 일시적으로 다시 시작해야 합니다." - -#~ msgid "" -#~ "NOTE: The result of these operations depends on the operands types. If " -#~ "both are Integers, then the result will be an Integer. That means 1/10 " -#~ "returns 0 instead of 0.1. If at least one of the operands is a float, " -#~ "then the result is a float: float(1)/10 or 1.0/10 return both 0.1. NOTE2: " -#~ "Remainder/Modulo only works on int. For floats use built in fmod()" -#~ msgstr "" -#~ "주석: 이러한 연산은 피연산자의 타입에 따라 다릅니다. 정수로 연산하면, 결과" -#~ "는 정수가 될 것입니다. 즉 1/10은 0.1이 아닌 0을 반환합니다. 둘 중 하나가 " -#~ "실수라면, 결과는 실수가 됩니다: 실수(1)/10 아니면 1.0/10으로 둘 다 0.1을 " -#~ "반환합니다. 주석 2: 나머지/모듈로(Modulo)는 오직 정수에서만 작동합니다. 실" -#~ "수에는 내장 fmod() 를 사용합니다" - -#~ msgid "There is a few things to note here." -#~ msgstr "적어 놓을 만한 사항들이 있습니다." - -#~ msgid "Mac OS X" -#~ msgstr "맥 OS X" - -#~ msgid "" -#~ "C# is usually the best choice for companies. The large amount of " -#~ "programmers familiar with it means less time can be spent learning Godot " -#~ "and more time can be spent programming with it." -#~ msgstr "" -#~ "C#은 보통 회사에게 잘 쓰입니다. 많은 프로그래머들이 Godot을 배우는 대신 이" -#~ "걸 가지고 프로그래밍하는데 시간을 투자 할 수 있습니다." - -#~ msgid "" -#~ "Where *Nodes* focus on behaviors, such as drawing a sprite, drawing a 3D " -#~ "model, physics, GUI controls, etc," -#~ msgstr "" -#~ "스프라이트 그리기, 3D 모델 그리기, 물리, GUI 제어, 등과 같이, *노드* 가 행" -#~ "동에 중점을 둔다면," - -#~ msgid "" -#~ "**Resources** are mere **data containers**. This means that they don't do " -#~ "any action nor process any information. Resources just contain data." -#~ msgstr "" -#~ "**리소스** 는 단순한 **데이터 컨테이너** 입니다. 즉 그들은 어떤 행동을 취" -#~ "하지 않을 뿐더러 어떤 정보도 출력하지 않습니다. 리소스는 단지 데이터를 담" -#~ "습니다." - -#~ msgid "" -#~ "When Godot saves or loads (from disk) a scene (.tscn or .scn), an image " -#~ "(png, jpg), a script (.gd) or pretty much anything, that file is " -#~ "considered a resource." -#~ msgstr "" -#~ "고도가 씬 (.tscn 이나 .scn), 이미지 (png, jpg), 스크립트 (.gd) 혹은 거의 " -#~ "모든 것을 저장하고 불러올 때 (디스크에서), 파일은 리소스로 간주됩니다." - -#~ msgid "" -#~ "The resource properties can reference resources in two ways, *external* " -#~ "(on disk) or **built-in**." -#~ msgstr "" -#~ "리소스 속성은 두 가지 방법으로 리소스를 참조할 수 있습니다, *외부* (디스크" -#~ "에서) 혹은 **내장** 입니다." - -#~ msgid "" -#~ "Pressing the \">\" button on the right side of the preview allows us to " -#~ "view and edit the resources properties. One of the properties (path) " -#~ "shows where it comes from. In this case, it comes from a png image." -#~ msgstr "" -#~ "미리보기의 오른쪽 모서리에 \">\" 버튼을 눌러서 리소스 속성을 보고 편집할 " -#~ "수 있습니다. 속성 중 하나 (path) 는 어디서 그것이 오는 지를 보여줍니다. " -#~ "이 경우에, 그것은 png 이미지에서 왔습니다." - -#~ msgid "" -#~ "When the resource comes from a file, it is considered an *external* " -#~ "resource. If the path property is erased (or it never had a path to begin " -#~ "with), it is considered a built-in resource." -#~ msgstr "" -#~ "리소스가 파일에서 오는 경우, 그것은 *외부* 리소스로 간주됩니다. 경로 속성" -#~ "이 지워지면 (혹은 경로조차 갖고 있지 않다면), 그것은 내장 리소스로 간주됩" -#~ "니다." - -#~ msgid "" -#~ "For example, if the path \\`\"res://robi.png\"\\` is erased from the " -#~ "\"path\" property in the above example, and then the scene is saved, the " -#~ "resource will be saved inside the .tscn scene file, no longer referencing " -#~ "the external \"robi.png\". However, even if saved as built-in, and even " -#~ "though the scene can be instanced multiple times, the resource will " -#~ "always be loaded only once. That means, different Robi robot scenes " -#~ "instanced at the same time will still share the same image." -#~ msgstr "" -#~ "예를 들어, 위 예시에서 \"path\" 속성의 \\`\"res://robi.png\"\\` 경로가 지" -#~ "워지면, 그리고 씬을 저장하면, 리소스는 더 이상 외부 \"robi.png\"를 참조하" -#~ "지 않고, .tscn 씬 파일에 저장될 것입니다. 하지만, 내장으로 저장되더라도, " -#~ "그리고 비록 씬이 여러 번 인스턴스 되더라도, 리소스는 오직 한번만 로드될 것" -#~ "입니다. 이는 즉, 동시에 인스턴스 된 다른 Robi robot 씬은 여전히 같은 이미" -#~ "지를 공유합니다." - -#~ msgid "" -#~ "Loading resources from code is easy. There are two ways to do it. The " -#~ "first is to use load(), like this:" -#~ msgstr "" -#~ "코드를 통해 리소스를 불러오는 것은 쉽습니다. 두 가지 방법이 있습니다. 첫 " -#~ "번째 방법은 load()를 사용하는 것입니다, 이처럼 말이죠:" - -#~ msgid "" -#~ "The second way is more optimal, but only works with a string constant " -#~ "parameter because it loads the resource at compile-time." -#~ msgstr "" -#~ "두 번째 방법이 더 최적이지만, 리소스를 컴파일 시간에 불러오기 때문에 오직 " -#~ "문자열 상수 매개 변수에서만 작동합니다." - -#~ msgid "" -#~ "Like any object in Godot, not just nodes, resources can be scripted, too. " -#~ "However, there isn't generally much of an advantage, as resources are " -#~ "just data containers." -#~ msgstr "" -#~ "단지 노드 뿐만 아니라, 고도에서 어떤 물체와 마찬가지로, 리소스도 스크립트" -#~ "를 쓸 수 있습니다. 하지만, 리소스가 단지 데이터 컨테이너이므로, 일반적으" -#~ "로 큰 이점은 없습니다." - -#~ msgid "Or even simpler using the name directly:" -#~ msgstr "혹은 직접 이름을 사용하면 더 간단합니다:" - -#~ msgid "slave" -#~ msgstr "slave" - -#~ msgid "sync" -#~ msgstr "sync" - -#~ msgid "Code Structure" -#~ msgstr "코드 구조" - -#~ msgid "Placing of AnimationPlayer" -#~ msgstr "AnimationPlayer 배치" - -#~ msgid "" -#~ "This means it is free as in \"free speech\" as well as in \"free beer\"." -#~ msgstr "" -#~ "여기서 자유란 \"공짜 맥주\"에서 공짜의 의미만이 아니라 \"표현의 자유\"에" -#~ "서 자유의 의미까지 있습니다." - -#~ msgid "There are no usage restrictions on Godot" -#~ msgstr "고도를 사용하는 데 제약이 없습니다" - -#~ msgid "" -#~ "This means you can use it for any game or application, commercially or " -#~ "non-commercially, in any industry" -#~ msgstr "" -#~ "즉, 어떤 업계에서 어떤 종류의 게임 혹은 응용 프로그램을 만들든 상업 혹은 " -#~ "비상업용으로 사용할 수 있습니다" - -#~ msgid "" -#~ "For more, see `here `_ or ask " -#~ "your lawyer of choice." -#~ msgstr "" -#~ "자세한 내용은 `여기 `_ 를 참고" -#~ "하거나 변호사에게 문의하세요." - -#~ msgid "" -#~ "Note that C# and Visual Scripting support is comparatively young and " -#~ "GDScript still has some advantages as outlined below." -#~ msgstr "" -#~ "다만 C#과 Visual Scripting 지원은 비교적 역사가 짧기 때문에 GDScript가 여" -#~ "전히 뒤에서 설명할 이점을 가지고 있습니다." - -#~ msgid "" -#~ "Support for new languages can be added by third parties using the " -#~ "GDNative / NativeScript / PluginScript facilities. (See question about " -#~ "plugins below.)" -#~ msgstr "" -#~ "서드파티가 GDNative / NativeScript / PluginScript 기능을 사용해 새로운 언" -#~ "어 지원을 추가할 수도 있습니다. (아래 플러그인에 관한 문답을 참고하세요.)" - -#~ msgid "" -#~ "GDScript? Why use a custom scripting language instead of my language of " -#~ "choice?" -#~ msgstr "" -#~ "GDScript요? 왜 내가 사용하는 언어가 아니라 독자적인 스크립트 언어를 사용하" -#~ "나요?" - -#~ msgid "" -#~ "GDScript is designed to integrate from the ground to the way Godot works, " -#~ "more than any other language, and is simple and easy to learn. Takes at " -#~ "most a day or two to get comfortable and it's easy to see the benefits " -#~ "once you do. Please make the effort to learn GDScript, you will not " -#~ "regret it." -#~ msgstr "" -#~ "GDScript는 다른 언어들과 달리 그 기반부터 고도의 구조와 작동에 긴밀하게 연" -#~ "결되도록 설계됐습니다. GDScript는 아주 간단하고 배우기 쉽습니다. 하루 이" -#~ "틀 시간을 들여 익히면 그 장점을 쉽게 발견할 수 있습니다. GDScript를 배워보" -#~ "세요. 후회하지 않을 겁니다." - -#~ msgid "" -#~ "Godot C++ API is also efficient and easy to use (the entire Godot editor " -#~ "is made with this API), and an excellent tool to optimize parts of a " -#~ "project, but trying to use it instead of GDScript for an entire game is, " -#~ "in most cases, a waste of time." -#~ msgstr "" -#~ "고도의 C++ API 역시 효율적이며 사용하기 쉽고 (고도 에디터 전체가 이 API로 " -#~ "만들어졌습니다.) 게임에서 최적화가 필요한 부분에 사용하기에 좋은 도구지" -#~ "만, 게임 전체를 GDScript 없이 C++ API로 만드는 것은 대부분의 경우 시간 낭" -#~ "비입니다." - -#~ msgid "" -#~ "Yes, for more than a decade we tried in the past integrating several VMs " -#~ "(and even shipped games using them), such as Python, Squirrel and Lua (in " -#~ "fact we authored tolua++ in the past, one of the most popular C++ " -#~ "binders). None of them worked as well as GDScript does now." -#~ msgstr "" -#~ "과거 우리는 10년 넘게 Python, Squirrel, Lua (우리는 인기 있는 C++ 바인더 " -#~ "중 하나인 tolua++를 만들기도 했습니다) 등 여러가지 가상 머신을 통합하려고 " -#~ "시도했습니다. 심지어 그중 몇 가지를 사용해 출시한 게임들도 있습니다. 하지" -#~ "만 그 어느 것도 지금 GDScript처럼 잘 결합되지 않았습니다." - -#~ msgid "For the more technically versed, proceed to the next item." -#~ msgstr "더 기술적인 설명을 듣고 싶다면 다음 항목을 참고하세요." - -#~ msgid "" -#~ "I don't believe you. What are the technical reasons for the item above?" -#~ msgstr "납득할 수 없습니다. GDScript를 만든 기술적인 이유가 뭔가요?" - -#~ msgid "" -#~ "GDScript was designed to solve the issues above, and performs well in all " -#~ "the above scenarios. Please learn GDScript and enjoy a smooth integration " -#~ "of scripting with the game engine (yes, it's a rare but enjoyable " -#~ "situation when things just work). It's worth it, give it a try!" -#~ msgstr "" -#~ "GDScript는 위 문제들을 해결하려고 설계되었고 위 모든 상황에서 아주 잘 작동" -#~ "합니다. GDScript를 배워서 스크립팅과 게임 엔진의 부드러운 결합을 경험해보" -#~ "세요. (이렇게 제대로 작동한다는 것은 매우 즐거운 경험입니다.) 배울 가치가 " -#~ "있습니다. 시도해보세요!" - -#~ msgid "I want to extend Godot. What are my options for creating plugins?" -#~ msgstr "" -#~ "고도를 확장시키고 싶습니다. 어떤 방법으로 플러그인을 만들 수 있나요?" - -#~ msgid "" -#~ "Additional languages could be added via PluginScript or the more low-" -#~ "level NativeScript." -#~ msgstr "" -#~ "언어 추가는 PluginScript나 더 낮은 단계로 NativeScript를 통해 가능합니다." - -#~ msgid "" -#~ "If you want to add a certain native library, your best bet is GDNative " -#~ "and custom C++ modules." -#~ msgstr "" -#~ "특정 네이티브 라이브러리를 추가하고 싶다면, GDNative와 커스텀 C++ 모듈이 " -#~ "가장 좋은 방법입니다." - -#~ msgid "Why is FBX not supported for import?" -#~ msgstr "왜 FBX 가져오기를 지원하지 않나요?" - -#~ msgid "Also, glTF support was added in Godot 3.0." -#~ msgstr "또한, Godot 3.0에서는 glTF 지원이 추가됐습니다." - -#~ msgid "" -#~ "FBX support could still be provided by third parties as a plugin. (See " -#~ "Plugins question above.)" -#~ msgstr "" -#~ "FBX 지원은 서드 파티 플러그인으로 개발될 수도 있습니다. (위의 플러그인 질" -#~ "문을 참고하세요.)" - -#~ msgid "" -#~ "No, the aim of Godot is to create a complete open source engine licensed " -#~ "under MIT, so you have complete control over every single piece of it. " -#~ "Open versions of functionality or features from such SDKs may be " -#~ "eventually added though." -#~ msgstr "" -#~ "아뇨, 고도의 목표는 MIT 라이선스 하에서 완전히 오픈 소스인 엔진, 여러분이 " -#~ "모든 코드를 마음대로 할 수 있는 엔진입니다. 하지만 그런 SDK들이 제공하는 " -#~ "기능이나 특징의 오픈 소스 버전이 있다면 추가될 수도 있습니다." - -#~ msgid "I have a great idea that will make Godot better. What do you think?" -#~ msgstr "고도를 더 좋게 만들 아이디어가 떠올랐어요. 어떻게 생각하세요?" - -#~ msgid "" -#~ "Your idea will most certainly be ignored. Examples of stuff that is " -#~ "ignored by the developers:" -#~ msgstr "" -#~ "이런 아이디어들은 개발자들이 무시할 수도 있어요. 몇가지 예를 들자면:" - -#~ msgid "Let's do this because it will make Godot better" -#~ msgstr "이게 있다면 고도가 더 좋아질 겁니다" - -#~ msgid "Let's do this in Godot because another game engine does it" -#~ msgstr "다른 게임엔진에도 있는 거니까 고도에도 추가합시다" - -#~ msgid "Let's remove this because I think it's not needed" -#~ msgstr "이건 쓸모없을 것 같은데 삭제합시다" - -#~ msgid "Let's remove clutter and bloat and make Godot look nicer" -#~ msgstr "고도가 깔끔하게 보이기 위해 난잡한 것들은 치워버립시다" - -#~ msgid "Let's add an alternative workflow for people who prefer it" -#~ msgstr "사람들이 더 좋아할만한 워크플로우를 추가합시다" - -#~ msgid "" -#~ "Godot developers are always willing to talk to you and listen to your " -#~ "feedback very openly, to an extent rarely seen in open source projects, " -#~ "but they will care mostly about real issues you have while using Godot, " -#~ "not ideas solely based on personal belief. Developers are interested in " -#~ "(for example):" -#~ msgstr "" -#~ "고도 개발자들은 어느 오픈 소스 프로젝트들에서도 보기 힘들정도로 여러분들" -#~ "과 의견을 주고 받습니다, 하지만 아이디어나 개인적인 의견이 아닌 고도를 사" -#~ "용하면서 불편한 점에 관심을 둡니다. 그러니까 이런 것에 흥미를 가집니다 (예" -#~ "시):" - -#~ msgid "" -#~ "Once one of the above points is stated, we can work together on a " -#~ "solution and this is where your ideas and suggestions are most valuable " -#~ "and welcome, they need to be in context of a real issue." -#~ msgstr "" -#~ "위의 것들이 제안되면, 우리는 해결책을 찾기위해 함께 일할 것이고 여기서 아" -#~ "이디어나 의견들이 필요할 것입니다, 이것들은 말그대로 진짜 문제이기 때문입" -#~ "니다." - -#~ msgid "Examples of how NOT to state problems generally and vaguely are:" -#~ msgstr "문제점들을 일반적이고 막연히 제시하면 안 되는 예시들이 있습니다:" - -#~ msgid "Certain feature is ugly" -#~ msgstr "어떤 기능은 나빠요" - -#~ msgid "Certain workflow is slow" -#~ msgstr "일부 워크플로우가 느려요" - -#~ msgid "Certain feature needs optimization" -#~ msgstr "어떤 기능들은 최적화가 필요해요" - -#~ msgid "Certain aspect of the UI looks cluttered" -#~ msgstr "특정 UI가 어수선해보여요" - -#~ msgid "" -#~ "Associating something with an adjective will not get you much attention " -#~ "and developers will most likely not understand you. Instead, try to " -#~ "reformulate your problem as a story such as:" -#~ msgstr "" -#~ "형용사나 다른 말들을 붙인다고 눈에 띄진 않으며 오히려 개발자들이 이해하지 " -#~ "못 할 수도 있습니다. 따라서, 이후 예시처럼 문제점을 상황으로 표현해보세요:" - -#~ msgid "I try to move objects around but always end up picking the wrong one" -#~ msgstr "오브젝트를 옮기려고 했지만 계속 다른 것들이 선택됩니다" - -#~ msgid "" -#~ "I tried to make a game like Battlefield but I'm not managing to " -#~ "understand how to get lighting to look the same." -#~ msgstr "" -#~ "저는 배틀필드같은 게임을 만들려고 하지만 똑같은 조명 효과를 넣는 방법을 이" -#~ "해하지 못했습니다." - -#~ msgid "" -#~ "I always forget which script I was editing, and it takes me too many " -#~ "steps to go back to it." -#~ msgstr "" -#~ "저는 편집했던 스크립트를 깜박해서, 다시 새 것으로 돌아가서 만듭니다." - -#~ msgid "" -#~ "This will allow you to convey what you are thinking much better and set a " -#~ "common ground for discussion. Please try your best to state your problems " -#~ "as stories to the developers and the community, before discussing any " -#~ "idea. Be specific and concrete." -#~ msgstr "" -#~ "이것으로 여러분들의 생각이 훨씬 더 잘 전달되고 토론의 쟁점을 마련해 줄 것" -#~ "입니다. 어떤 아이디어를 개발자와 커뮤니티가 토론하기 위한 문제점을 위 형식" -#~ "에 맞추기 위해 최선을 다해 주십시오. 구체적이고 명확해야 합니다." - -#~ msgid "Export Templates" -#~ msgstr "템플릿 내보내기" diff --git a/weblate/docs/lt.po b/weblate/docs/lt.po index 0978b50a41..af41b4c237 100644 --- a/weblate/docs/lt.po +++ b/weblate/docs/lt.po @@ -98504,7 +98504,3 @@ msgid "" "`Zeef Godot Engine: A curated directory of resources by Andre Schmitz " "`_" msgstr "" - -#, fuzzy -#~ msgid "signals" -#~ msgstr "Signalai" diff --git a/weblate/docs/ms.po b/weblate/docs/ms.po index 213d9d0814..30ec61e17d 100644 --- a/weblate/docs/ms.po +++ b/weblate/docs/ms.po @@ -98820,28 +98820,3 @@ msgid "" msgstr "" "`Zeef Godot Engine: A curated directory of resources by Andre Schmitz " "`_" - -#, fuzzy -#~ msgid "EditorInspectorPlugin" -#~ msgstr "Mencipta skrin menu utama" - -#, fuzzy -#~ msgid "EditorProperty" -#~ msgstr "Pembangunan" - -#, fuzzy -#~ msgid "Command line argument." -#~ msgstr "Perbezaan" - -#, fuzzy -#~ msgid "In Godot:" -#~ msgstr "Godot" - -#~ msgid "Create a main menu screen" -#~ msgstr "Mencipta skrin menu utama" - -#~ msgid "Windows, macOS, Linux (unofficial and unsupported)" -#~ msgstr "Windows, macOS, Linux (tidak rasmi dan tidak disokong)" - -#~ msgid "Why is FBX not supported for import?" -#~ msgstr "Kenapa tiada sokongan FBX untuk import?" diff --git a/weblate/docs/nb.po b/weblate/docs/nb.po index 77fd5d344f..0a90d1cce8 100644 --- a/weblate/docs/nb.po +++ b/weblate/docs/nb.po @@ -98660,17 +98660,3 @@ msgid "" "`Zeef Godot Engine: A curated directory of resources by Andre Schmitz " "`_" msgstr "" - -#, fuzzy -#~ msgid "EditorProperty" -#~ msgstr "Utvikling" - -#, fuzzy -#~ msgid "signals" -#~ msgstr "Signaler" - -#~ msgid "Testing" -#~ msgstr "Tester" - -#~ msgid "Name" -#~ msgstr "Navn" diff --git a/weblate/docs/nl.po b/weblate/docs/nl.po index b28284d7de..0357c27271 100644 --- a/weblate/docs/nl.po +++ b/weblate/docs/nl.po @@ -100536,224 +100536,3 @@ msgid "" "`Zeef Godot Engine: A curated directory of resources by Andre Schmitz " "`_" msgstr "" - -#~ msgid "" -#~ "If this is your first time encountering GDScript, please read :ref:" -#~ "`doc_scripting` before continuing." -#~ msgstr "" -#~ "Als dit de eerste keer is met GDScript, lees dan :ref:`doc_scripting` " -#~ "voordat je doorgaat." - -#, fuzzy -#~ msgid "EditorInspectorPlugin" -#~ msgstr "Android" - -#, fuzzy -#~ msgid "EditorProperty" -#~ msgstr "Ontwikkeling" - -#, fuzzy -#~ msgid "Your final directory structure should look like this :" -#~ msgstr "Je scèneboom hoort er zo uit te zien:" - -#, fuzzy -#~ msgid "Android SDK" -#~ msgstr "Android" - -#, fuzzy -#~ msgid "Windows (Visual Studio)" -#~ msgstr "Windows (en UWP)" - -#, fuzzy -#~ msgid "Windows (JetBrains Rider)" -#~ msgstr "Windows (en UWP)" - -#, fuzzy -#~ msgid "Creating Android plugins (Godot 3.2.2+)" -#~ msgstr "Aan de slag" - -#, fuzzy -#~ msgid "Instance Properties" -#~ msgstr "Knooppunt eigenschappen" - -#, fuzzy -#~ msgid "Command line argument." -#~ msgstr "Referentielijst Shading:" - -#, fuzzy -#~ msgid "Language code." -#~ msgstr "Taal" - -#, fuzzy -#~ msgid "constants" -#~ msgstr "Constanten" - -#, fuzzy -#~ msgid "signals" -#~ msgstr "Signalen" - -#, fuzzy -#~ msgid "In Godot:" -#~ msgstr "In Godot 3.1:" - -#~ msgid "" -#~ "A \\cdot B = \\left \\| A \\right \\|\\left \\| B \\right \\|\\cos \\Theta" -#~ msgstr "" -#~ "A \\cdot B = \\left \\| A \\right \\|\\left \\| B \\right \\|\\cos \\Theta" - -#~ msgid "A \\cdot B = A_{x}B_{x} + A_{y}B_{y}" -#~ msgstr "A \\cdot B = A_{x}B_{x} + A_{y}B_{y}" - -#~ msgid "" -#~ "\\left \\|a \\times b \\right \\| = \\left \\| a \\right \\|\\left \\| b " -#~ "\\right \\|\\ |\\sin(a,b)|" -#~ msgstr "" -#~ "\\left \\|a \\times b \\right \\| = \\left \\| a \\right \\|\\left \\| b " -#~ "\\right \\|\\ |\\sin(a,b)|" - -#, fuzzy -#~ msgid "" -#~ "Open the ``Ball`` scene and add a ``PhysicsMaterial`` by opening the " -#~ "\"Physics Material Override\" dropdown in the Inspector dock and " -#~ "selecting \"New PhysicsMaterial\"." -#~ msgstr "" -#~ "Open de ``Ball`` scène en voeg een ``PhysicsMaterial`` toe door te " -#~ "drukken op de pijl naar beneden en \"Nieuw PhysicsMaterial\" te kiezen." - -#~ msgid "Testing" -#~ msgstr "Testen" - -#~ msgid "" -#~ "To begin, click the \"Add/Create a New Node\" button and add an :ref:" -#~ "`Area2D ` node to the scene." -#~ msgstr "" -#~ "Om te beginnen, klik de \"Nieuwe knoop maken/toevoegen\"-knop en voeg " -#~ "een :ref:`Area2D `-knoop aan de scène toe." - -#~ msgid "" -#~ "Click \"Play Scene\" (``F6``) and confirm you can move the player around " -#~ "the screen in all directions. The console output that opens upon playing " -#~ "the scene can be closed by clicking ``Output`` (which should be " -#~ "highlighted in blue) in the lower left of the Bottom Panel." -#~ msgstr "" -#~ "Druk op \"Speel scène\" (``F6``) en bevestig dat je de speler binnen het " -#~ "scherm kan bewegen in alle richtingen. De consoleuitvoer wordt geopend " -#~ "bij het afspelen van een scène en kan gesloten worden door op ``Uitvoer`` " -#~ "te drukken (wat blauw gemarkeerd zou moeten zijn)." - -#~ msgid "" -#~ "When connecting a signal, instead of having Godot create a function for " -#~ "you, you can also give the name of an existing function that you want to " -#~ "link the signal to." -#~ msgstr "" -#~ "Bij het verbinden van een signaal, kan je, in plaats van Godot een " -#~ "methode te laten aanmaken, ook zelf de naam van een bestaande methode " -#~ "geven waar je het signaal mee wilt verbinden." - -#~ msgid "" -#~ "``fly`` should be set to 3 FPS, with ``swim`` and ``walk`` set to 4 FPS." -#~ msgstr "``fly`` hoort op 3 FPS te staan, en ``swim`` and ``walk`` op 4 FPS." - -#~ msgid "" -#~ "Because this is such a common operation, ``Vector2`` and ``Vector3`` " -#~ "provide a method for normalizing:" -#~ msgstr "" -#~ "Omdat dit zo vaak gedaan wordt bieden ``Vector2`` en ``Vector3`` een " -#~ "normaliseringsmethode:" - -#~ msgid "Name" -#~ msgstr "Naam" - -#~ msgid "" -#~ "Welcome to Godot! With your project open, you should see the editor’s " -#~ "interface with empty docks on the right side." -#~ msgstr "" -#~ "Welkom bij Godot! Als je project geopend is, zou je de editor " -#~ "gebruikersomgeving moeten zien met lege tabbladen aan de rechterkant." - -#~ msgid "Future" -#~ msgstr "Toekomst" - -#~ msgid "" -#~ "FBX SDK has a `restrictive license `_, that is incompatible with the `open license " -#~ "`_ provided by Godot. That being " -#~ "said, FBX support could still be provided by third parties as a plugin. " -#~ "(See Plugins question below.)" -#~ msgstr "" -#~ "De FBX SDK heeft een `beperkende licentie `_, die niet compatibel is met de `open licentie " -#~ "`_ van Godot zelf. FBX-ondersteuning " -#~ "kan echter nog steeds als plugin door derden worden geleverd. (Zie de " -#~ "vraag over Plugins hieronder)" - -#~ msgid "|image15|" -#~ msgstr "|image15|" - -#~ msgid "|image16|" -#~ msgstr "|image16|" - -#~ msgid "|image20|" -#~ msgstr "|image20|" - -#~ msgid "|image17|" -#~ msgstr "|image17|" - -#~ msgid "|image18|" -#~ msgstr "|image18|" - -#~ msgid "|image19|" -#~ msgstr "|image19|" - -#~ msgid "" -#~ "Let's make these abstract concepts more concrete with an example. " -#~ "Following a long tradition in tutorials, we'll start with a \"Hello World" -#~ "\" project. This will introduce us to using the editor." -#~ msgstr "" -#~ "Laat ons deze abstracte concepten wat concreter maken met een voorbeeld. " -#~ "In navolging van een lange traditie in zelfstudie, zullen we beginnen met " -#~ "een \"Hello World\" project. Dit zal ons laten kennismaken met het " -#~ "gebruik van de editor." - -#~ msgid "" -#~ "If you run the Godot executable outside of a project, the Project Manager " -#~ "appears. This helps developers manage their projects." -#~ msgstr "" -#~ "Als je Godot opstart buiten een project, verschijnt de Project Manager. " -#~ "Dit helpt spelontwikkelaars bij het beheren van hun projecten." - -#~ msgid "" -#~ "To create a new project, click the \"New Project\" option. Choose and " -#~ "create a path for the project and specify the project name." -#~ msgstr "" -#~ "Klik op de optie \"Nieuw project\" om een nieuw project te maken. Kies en " -#~ "maak een pad voor het project en geef de projectnaam op." - -#~ msgid "" -#~ "Once you've created the \"New Project\", then open it. This will open the " -#~ "Godot editor:" -#~ msgstr "" -#~ "Open het \"nieuwe project\" nadat je het hebt gemaakt. Dit opent de Godot-" -#~ "editor:" - -#~ msgid "End" -#~ msgstr "Einde" - -#~ msgid "" -#~ "This means it is free as in \"free speech\" as well as in \"free beer\"." -#~ msgstr "" -#~ "Dit betekent dat het gratis is als in \"free speech\" en \"gratis bier\"." - -#~ msgid "" -#~ "This means you can use it for any game or application, commercially or " -#~ "non-commercially, in any industry" -#~ msgstr "" -#~ "Dit betekent dat je het kan gebruiken voor elke game of applicatie, " -#~ "commercieel of niet-commercieel, in elke sector" - -#~ msgid "" -#~ "For more, see `here `_ or ask " -#~ "your lawyer of choice." -#~ msgstr "" -#~ "Voor meer info, zie `hier `_ " -#~ "of vraag het je advocaat." diff --git a/weblate/docs/pl.po b/weblate/docs/pl.po index 5058689a25..1b0cbdd8ab 100644 --- a/weblate/docs/pl.po +++ b/weblate/docs/pl.po @@ -105386,2938 +105386,3 @@ msgid "" msgstr "" "`Zeef Godot Engine: Prowadzony przez Andre Schmitza katalog zasobów `_" - -#~ msgid "Formats" -#~ msgstr "Formaty" - -#~ msgid "" -#~ "|partial| Only critical, security and platform support fixes (last " -#~ "update: 3.1.2)." -#~ msgstr "" -#~ "|częściowe| Poprawki dotyczące wyłącznie krytycznych błędów, " -#~ "bezpieczeństwa i wsparcia systemowego. (ostatnia aktualizacja 3.1.2)." - -#~ msgid "" -#~ "|partial| Only critical, security and platform support fixes (last " -#~ "update: 2.1.6)." -#~ msgstr "" -#~ "|częściowe| Poprawki dotyczące wyłącznie krytycznych błędów, " -#~ "bezpieczeństwa i wsparcia systemowego. (ostatnia aktualizacja 2.1.6)." - -#~ msgid "" -#~ "If this is your first time encountering GDScript, please read :ref:" -#~ "`doc_scripting` before continuing." -#~ msgstr "" -#~ "Jeśli po raz pierwszy spotykasz się z GDScriptem, przeczytaj :ref:" -#~ "`doc_scripting` zanim przejdziesz dalej." - -#~ msgid "Stored as PNG" -#~ msgstr "Przechowywane jako PNG" - -#~ msgid "SRGB" -#~ msgstr "SRGB" - -#~ msgid "Why?" -#~ msgstr "Dlaczego?" - -#~ msgid "But..." -#~ msgstr "Ale..." - -#~ msgid "OK, how?" -#~ msgstr "OK, ale jak?" - -#, fuzzy -#~ msgid "Oh, beautiful GUI!" -#~ msgstr "Piękne GUI!" - -#~ msgid "Theme" -#~ msgstr "Motyw" - -#, fuzzy -#~ msgid "Every option is associated with:" -#~ msgstr "Każda opcja powiązana jest do:" - -#~ msgid "A name (the name of the option)" -#~ msgstr "Nazwa (nazwa opcji)" - -#~ msgid "An example usage:" -#~ msgstr "Przykład użycia:" - -#~ msgid "Congratulations! You have created a reusable GUI Theme!" -#~ msgstr "Gratulacje! Stworzyłeś motyw GUI możliwy do ponownego użytku!" - -#, fuzzy -#~ msgid "Makes {text} reference (underlined and clickable)." -#~ msgstr "Tworzy {tekst} odwołujący się do ." - -#, fuzzy -#~ msgid "EditorInspectorPlugin" -#~ msgstr "Importowanie wtyczek" - -#, fuzzy -#~ msgid "EditorProperty" -#~ msgstr "Rozwój silnika" - -#~ msgid "``Error purchase(Variant p_params);``" -#~ msgstr "``Error purchase(Variant p_params);``" - -#~ msgid "``Error request_product_info(Variant p_params);``" -#~ msgstr "``Error request_product_info(Variant p_params);``" - -#, fuzzy -#~ msgid "``Error restore_purchases();``" -#~ msgstr "``Error reset_achievements();``" - -#~ msgid "``Error post_score(Variant p_score);``" -#~ msgstr "``Error post_score(Variant p_score);``" - -#, fuzzy -#~ msgid "``Error award_achievement(Variant p_params);``" -#~ msgstr "``Erroraward_achievement(Variant p_params);``" - -#~ msgid "``Error show_game_center(Variant p_params);``" -#~ msgstr "``Error show_game_center(Variant p_params);``" - -#, fuzzy -#~ msgid "``Error request_identity_verification_signature();``" -#~ msgstr "`Error request_achievement_descriptions();``" - -#~ msgid "" -#~ "Godot currently does not officially support consoles. The reasons for " -#~ "this are:" -#~ msgstr "Godot nie wspiera oficjalnie konsol(oprócz XBox One poprzez UWP):" - -#, fuzzy -#~ msgid "" -#~ "*Optional* - `yasm `_ (for WebM SIMD " -#~ "optimizations)" -#~ msgstr "*Opcjonalne* - yasm (dla opymalizacji WebM SIMD)" - -#~ msgid "en_CU" -#~ msgstr "en_CU" - -#~ msgid "Sounds good, what is it?" -#~ msgstr "Brzmi nieźle, co to jest?" - -#~ msgid "Configure target platform." -#~ msgstr "Konfigurowanie platform docelowych." - -#, fuzzy -#~ msgid "" -#~ "Configure device (make sure it's in developer mode, likes the computer, " -#~ "USB cable is plugged, USB is recognized, etc.)." -#~ msgstr "" -#~ "Skonfiguruj urządzenie (upewnij się że jest w trybie deweloperskim, do " -#~ "komputera podpięty jest kabel, jest rozpoznawany itp.)." - -#, fuzzy -#~ msgid "Connect the device..." -#~ msgstr "Podłącz urządzenie.." - -#, fuzzy -#~ msgid "And voilà!" -#~ msgstr "I voila!" - -#, fuzzy -#~ msgid "Baking quality" -#~ msgstr "Jakość wypalania" - -#, fuzzy -#~ msgid "" -#~ "`Godot Oculus Mobile plugin `_" -#~ msgstr "" -#~ "Sforkuj `repozytorium Godota `_" - -#~ msgid "Inside we will create a simple summator class:" -#~ msgstr "W środku stworzymy prostą klasę sumatora:" - -#~ msgid "" -#~ "`Jeremy Bullock `_ (2D and 3D, GDScript, VisualScript and C#)." -#~ msgstr "" -#~ "`Jeremy Bullock `_ (2D i 3D, GDScript, VisualScript i C#)." - -#~ msgid "" -#~ "|partial| Only critical, security and platform support fixes (last " -#~ "update: 3.2.3)." -#~ msgstr "" -#~ "|częściowe| Poprawki dotyczące wyłącznie krytycznych błędów, " -#~ "bezpieczeństwa i wsparcia systemowego (ostatnia aktualizacja 3.2.3)." - -#, fuzzy -#~ msgid "Install a JDK" -#~ msgstr "Instalacja" - -#, fuzzy -#~ msgid "Download the command-line tools" -#~ msgstr "Eksportowanie do sieci Web" - -#~ msgid "" -#~ "Go to the `Android Studio download page `_. To save disk space, you don't want the full " -#~ "IDE, so don't download it." -#~ msgstr "Android SDK: https://developer.android.com/studio/." - -#, fuzzy -#~ msgid "Your final directory structure should look like this :" -#~ msgstr "Drzewo sceny powinno tak wyglądać:" - -#, fuzzy -#~ msgid "Generating the keystore" -#~ msgstr "Zdobywanie kodu źródłowego" - -#~ msgid "With this, you should be all set." -#~ msgstr "I to powinno być wszystko." - -#, fuzzy -#~ msgid "Download and install Android Studio" -#~ msgstr "Pobieranie Android SDK" - -#, fuzzy -#~ msgid "Android SDK" -#~ msgstr "Android" - -#, fuzzy -#~ msgid "Android SDK Platform" -#~ msgstr "Android NDK r13 lub późniejszy" - -#, fuzzy -#~ msgid "" -#~ "Many browsers, including Firefox and Chromium-based browsers, will not " -#~ "load exported projects when **opened locally** per ``file://`` protocol. " -#~ "To get around this, use a local server." -#~ msgstr "" -#~ "Wiele przeglądarek, zwłaszcza bazujące na Chromium, nie będą ładowały " -#~ "wyeksportowanego projektu gdy jest **otwarty lokalnie** przez ``file://`` " -#~ "protokół. By obejść to, użyj lokalnego serwera." - -#~ msgid "Exported ``.html`` file must not be reused" -#~ msgstr "Wyeksportowany ``.html`` plik nie może być użyty ponownie" - -#~ msgid "Unimplemented functionality" -#~ msgstr "Niezaimplementowana funkcjonalność" - -#~ msgid "" -#~ "The following functionality is currently unavailable on the HTML5 " -#~ "platform:" -#~ msgstr "Poniższe funkcje są obecnie niedostępne na platformie HTML5:" - -#, fuzzy -#~ msgid "Clipboard synchronization between engine and operating system" -#~ msgstr "Synchronizacja schowka między Godotem a systemem operacyjnym" - -#~ msgid "" -#~ "Godot uses ``major.minor.patch`` version numbering. However, it does not " -#~ "strictly follow `Semantic Versioning `__. This means " -#~ "that releases considered \"semver-minor\" by that standard (such as 3.1 -" -#~ "> 3.2) will most likely introduce breaking changes. Still, there won't be " -#~ "as many breaking changes as a \"semver-major\" version bump such as 3.2 -" -#~ "> 4.0." -#~ msgstr "" -#~ "Godot używa ``major.minor.patch`` numerowania wersji, ale " -#~ "niekonsekwentnie `Semantic Versioning `__. Oznacza " -#~ "to, że wersje nazywane \"semver-minor\" według tego standardu (tak jak " -#~ "3.1 -> 3.2) wprowadzają znaczące zmiany. Jednakże, nie będą oczywiście " -#~ "zawierały tak wielu, tak znaczących zmian jak wersje \"semver-major" -#~ "\" (takie jak 3.2 -> 4.0)." - -#~ msgid "" -#~ "In the interest of stability and usability, patch releases may " -#~ "occasionally introduce small breaking changes as well. When repackaging " -#~ "Godot projects (e.g. in a Flatpak), make sure to always use the same " -#~ "patch version as the one used to initially export the project." -#~ msgstr "" -#~ "Pod względem stabilności i użyteczności, wydawane \"łatki\", mogą " -#~ "okazjonalnie wdrożyć niepozorne, ale znaczące zmiany. \"Przepakowując\" " -#~ "swoje projekty (jak w przypadku Flatpack), upewnij się, że używasz tej " -#~ "samej wersji \"łatki\", która została pierwotnie użyta do eksportu " -#~ "projektu." - -#~ msgid "" -#~ "The first release in a major/minor release series doesn't end with a " -#~ "trailing zero. For example, the first release in the 3.2 series is " -#~ "``3.2``, not ``3.2.0``." -#~ msgstr "" -#~ "Pierwsza wersja wydania w serii major/minor, nie kończy się zerem. Na " -#~ "przykład, pierwsze wydanie z serii 3.2 to ``3.2``, a nie ``3.2.0``." - -#~ msgid "" -#~ "Godot versions are supported for a certain amount of time. While these " -#~ "durations are not set in stone, here's a table with the expected level of " -#~ "support for each Godot version:" -#~ msgstr "" -#~ "Każda wersja Godot, jest wspierana indywidualnie przez wyznaczony okres, " -#~ "który nie jest oczywiście z kamienia i można go przesunąć w jedną, jak i " -#~ "drugą stronę, to społeczność twórców Godot wyznaczyła poniższe \"daty " -#~ "ważności\" poziomów wspierania danych wersji oprogramowania:" - -#~ msgid "" -#~ "|supported| Backwards-compatible new features (backported from the " -#~ "``master`` branch) as well as bug, security, and platform support fixes." -#~ msgstr "" -#~ "|wspierana| Wsteczna kompatybilność nowych funkcji (\"przeszczepiona\" z " -#~ "gałęzi ``master``), a także poprawki dotyczące błędów, bezpieczeństwa " -#~ "oraz wsparcia systemowego." - -#~ msgid "" -#~ "Patch releases are made available more frequently, typically every 2-6 " -#~ "months while a release is fully supported. Partially supported releases " -#~ "will only have new patch releases once an important security or platform " -#~ "support fix has been merged." -#~ msgstr "" -#~ "Łatki są wydawane częściej, zazwyczaj co 2-6 miesięcy podczas pełnego " -#~ "wsparcia danej wersji. Częściowo wspierane wersje \"łatane\" są jedynie w " -#~ "przypadku wprowadzenia ważnych poprawek bezpieczeństwa, bądź wsparcia " -#~ "systemowego." - -#~ msgid "" -#~ "If you upgrade Godot, you must download templates that match the new " -#~ "version or your exported projects may not work correctly." -#~ msgstr "" -#~ "Jeśli zaktualizujesz Godot, musisz pobrać szablony które zgadzają się z " -#~ "nową wersją, inaczej Twój eksportowany projekt może nie działać poprawnie." - -#~ msgid "" -#~ "You have many container nodes at your disposal that scale and place UI " -#~ "elements for you. They take control over their children." -#~ msgstr "" -#~ "Masz do dyspozycji wiele węzłów kontenerowych, które umożliwiają " -#~ "skalowanie i umieszczenie w nich elementów interfejsu użytkownika, które " -#~ "przejmują kontrolę ich dziećmi." - -#~ msgid "" -#~ "The platform names recognized by the ``--export`` switch are the same as " -#~ "displayed in the export wizard of the editor. To get a list of supported " -#~ "platforms from the command line, try exporting to a non-recognized " -#~ "platform and the full listing of platforms your configuration supports " -#~ "will be shown." -#~ msgstr "" -#~ "Nazwy platform rozpoznawane przez przełącznik ``--export``są takie same " -#~ "jak wyświetlane w kreatorze eksportu edytora. Aby uzyskać listę " -#~ "obsługiwanych platform z wiersza poleceń, spróbuj wyeksportować je na " -#~ "nierozpoznaną platformę, a zostanie wyświetlona pełna lista platform " -#~ "obsługiwanych przez konfigurację." - -#~ msgid "::" -#~ msgstr "::" - -#, fuzzy -#~ msgid "Windows (Visual Studio)" -#~ msgstr "Visual Studio lub VS Code" - -#, fuzzy -#~ msgid "Windows (JetBrains Rider)" -#~ msgstr "Windows (oraz Universal Windows Platform)" - -#, fuzzy -#~ msgid "macOS and Linux" -#~ msgstr "Na Linuksie:" - -#, fuzzy -#~ msgid "Why import?" -#~ msgstr "Dlaczego importować?" - -#~ msgid "Services for iOS" -#~ msgstr "Usługi dla iOS" - -#~ msgid "Encrypting save games" -#~ msgstr "Szyfrowanie zapisanych gier" - -#~ msgid "How?" -#~ msgstr "Jak?" - -#, fuzzy -#~ msgid "Creating Android plugins (Godot 3.2.2+)" -#~ msgstr "Tworzenie modułów w Androidzie" - -#, fuzzy -#~ msgid "Implemented in ``platform/iphone/in_app_store.mm``." -#~ msgstr "Zaimplementowane w platform/iphone/game_center.mm" - -#, fuzzy -#~ msgid "Implemented in ``platform/iphone/game_center.mm``." -#~ msgstr "Zaimplementowane w platform/iphone/game_center.mm" - -#, fuzzy -#~ msgid "Instance Properties" -#~ msgstr "Właściwości węzła" - -#, fuzzy -#~ msgid "" -#~ "`engine.setStdoutFunc <#engine.setStdoutFunc>`__ **(** function callback " -#~ "**)**" -#~ msgstr "``engine.setStdoutFunc(func)``, ``engine.setStderrFunc(func)``" - -#, fuzzy -#~ msgid "" -#~ "`engine.setStderrFunc <#engine.setStderrFunc>`__ **(** function callback " -#~ "**)**" -#~ msgstr "``engine.setStdoutFunc(func)``, ``engine.setStderrFunc(func)``" - -#, fuzzy -#~ msgid "Static Method Descriptions" -#~ msgstr "Funkcje statyczne" - -#, fuzzy -#~ msgid "Command line argument." -#~ msgstr "Linia komend" - -#, fuzzy -#~ msgid "" -#~ "``true`` if the engine shall be unloaded after initializing, ``false`` " -#~ "otherwise." -#~ msgstr "``true`` jeśli debuguje, ``false`` w przeciwnym wypadku" - -#, fuzzy -#~ msgid "" -#~ "Specifies whether the canvas will be resized to the width and height " -#~ "specified in the project settings on start. Enabled by default." -#~ msgstr "" -#~ "Podstawowa rozdzielczość ekranu dla projektu może być określona w " -#~ "ustawieniach projektu pod opcjami ``display``, ``window``" - -#, fuzzy -#~ msgid "" -#~ "``true`` if the canvas shall be resized on start, ``false`` otherwise." -#~ msgstr "``true`` jeśli debuguje, ``false`` w przeciwnym wypadku" - -#, fuzzy -#~ msgid "Language code." -#~ msgstr "Język" - -#, fuzzy -#~ msgid "" -#~ "`Android NDK `_ r17 or " -#~ "later." -#~ msgstr "Android SDK: https://developer.android.com/studio/" - -#~ msgid "" -#~ "Brazilian Portuguese: `Godot Brasil (Discord) `_" -#~ msgstr "" -#~ "Portugalska (w odmianie brazylijskiej): `Godot Brasil (Discord) `_" - -#~ msgid "" -#~ "French: `Godot Francophone Officiel (Discord) `_" -#~ msgstr "" -#~ "Francuska: `Godot Francophone Officiel (Discord) `_" - -#~ msgid "French: `SoloCode Godot (Discord) `_" -#~ msgstr "Francuska: `SoloCode Godot (Discord) `_" - -#~ msgid "" -#~ "German: `Deutsche Godot Community (Discord) `_" -#~ msgstr "" -#~ "Niemiecka: `Deutsche Godot Community (Discord) `_" - -#~ msgid "" -#~ "Swedish: `Swedish Godot Community (Discord) `_" -#~ msgstr "" -#~ "Szwedzka: `Swedish Godot Community (Discord) `_" - -#~ msgid "Make sure you have adb" -#~ msgstr "Upewnij się że masz adb" - -#~ msgid "" -#~ "Constants are similar to variables, but must be constants or constant " -#~ "expressions and must be assigned on initialization." -#~ msgstr "" -#~ "Stałe są podobne do zmiennych, ale muszą być stałe lub stałymi " -#~ "wyrażeniami i muszą być przypisane przy inicjalizacji." - -#, fuzzy -#~ msgid "Type hints" -#~ msgstr "Typy" - -#~ msgid "en_MT" -#~ msgstr "en_MT" - -#~ msgid "English (Malta)" -#~ msgstr "angielski (Malta)" - -#~ msgid "no" -#~ msgstr "no" - -#~ msgid "no_NO" -#~ msgstr "no_NO" - -#~ msgid "Norwegian (Norway)" -#~ msgstr "norweski (Norwegia)" - -#~ msgid "sr_BA" -#~ msgstr "sr_BA" - -#~ msgid "Serbian (Bosnia and Herzegovina)" -#~ msgstr "serbski (Bośnia i Hercegowina)" - -#~ msgid "Serbian (Serbia and Montenegro)" -#~ msgstr "serbski (Serbia i Czarnogóra)" - -#~ msgid "th_TH_TH" -#~ msgstr "th_TH_TH" - -#, fuzzy -#~ msgid "Thai (Thailand, TH)" -#~ msgstr "tajski (Tajlandia,TH)" - -#~ msgid "Show {url} as such." -#~ msgstr "Pokaż adres {url}." - -#, fuzzy -#~ msgid "Render order" -#~ msgstr "Tryby renderowania" - -#, fuzzy -#~ msgid "Try changing parameters" -#~ msgstr "Parametry Rysowania" - -#, fuzzy -#~ msgid "Why import them?" -#~ msgstr "Dlaczego importować je?" - -#~ msgid "" -#~ "In Godot 3+, image files are no longer native resources and they must be " -#~ "imported. The reason behind this is the large amount of configuration " -#~ "parameters that image files can be imported with." -#~ msgstr "" -#~ "W Godot 3+ pliki graficzne nie są już zasobami natywnymi i muszą być " -#~ "zaimportowane. Powodem tego jest duża ilość parametrów konfiguracyjnych, " -#~ "za pomocą których można zaimportować pliki obrazu." - -#~ msgid "" -#~ "This small tutorial will explain what these parameters are and how to " -#~ "best make use of them." -#~ msgstr "" -#~ "Ten mały samouczek wyjaśni, czym są te parametry i jak je najlepiej " -#~ "wykorzystać." - -#, fuzzy -#~ msgid "" -#~ "You can use software such as GIMP to export an ICO image. For more " -#~ "information, please refer to `this tutorial `_." -#~ msgstr "" -#~ "Aby wyeksportować obraz ICO, można użyć GIMP. Więcej informacji na ten " -#~ "temat można znaleźć w poradniku: http://skyboygames.com/easily-create-a-" -#~ "windows-app-icon-with-gimp/" - -#, fuzzy -#~ msgid "ICO file requirements" -#~ msgstr "Wymagania dotyczące ikon (ICO)" - -#, fuzzy -#~ msgid "" -#~ "Regardless of which program you use to create your `ICO file `_, there are some requirements to " -#~ "ensure the icon (and your executable) works on Windows." -#~ msgstr "" -#~ "Niezależnie od tego, którego programu używasz do utworzenia pliku ICO, są " -#~ "pewne wymagania, aby ikona (i plik wykonywalny) działały w systemie " -#~ "Windows." - -#, fuzzy -#~ msgid "" -#~ "This is a bit tricky, as can be seen in the following Stack Overflow " -#~ "threads: `one `_, `two `_." -#~ msgstr "" -#~ "Jest to nieco trudne, co widać na przykładzie StackOverflow: `pierwszy " -#~ "przykład `__, `drugi przykład `__." - -#, fuzzy -#~ msgid "" -#~ "If you want to fully support high-DPI screens, this is the full list of " -#~ "supported icon sizes on Windows 10: 16, 20, 24, 28, 30, 31, 32, 40, 42, " -#~ "47, 48, 56, 60, 63, 84 and one larger than 255 pixels (such as 256, 512 " -#~ "or 1024)." -#~ msgstr "" -#~ "Jeśli chcesz w pełni obsługiwać ekrany o wysokiej rozdzielczości, jest to " -#~ "pełna lista obsługiwanych rozmiarów ikon w systemie Windows 10: 16, 20, " -#~ "24, 28, 30, 31, 32, 40, 42, 47, 48, 56, 60, 63, 84 i jedna większa od " -#~ "255px. (Tj. 256 lub 512 lub 1024)" - -#, fuzzy -#~ msgid "Godot scenes and scripts are classes" -#~ msgstr "Rejstrowanie skryptów jako klasy" - -#, fuzzy -#~ msgid "Making sense of classes in Godot" -#~ msgstr "Importowanie zasobów w Godot 3.0+" - -#, fuzzy -#~ msgid "constants" -#~ msgstr "Stałe" - -#, fuzzy -#~ msgid "signals" -#~ msgstr "signal" - -#, fuzzy -#~ msgid "Scenes and scripts are objects" -#~ msgstr "Obiekty prześwitujące" - -#~ msgid "UV." -#~ msgstr "UV." - -#, fuzzy -#~ msgid "In Godot:" -#~ msgstr "W Godot 3.1:" - -#~ msgid "" -#~ "Option \"-col\" will work only for Mesh nodes. If it is detected, a child " -#~ "static collision node will be added, using the same geometry as the mesh." -#~ msgstr "" -#~ "Opcja \"-col\" będzie działać tylko dla siatki węzłów. Jeśli zostanie " -#~ "wykryty, dodany zostanie węzeł kolizji statycznej dla dziecka, " -#~ "wykorzystujący tę samą geometrię co siatka." - -#, fuzzy -#~ msgid "" -#~ "Option \"-convcol\" will create a :ref:`class_convexpolygonshape` instead " -#~ "of a :ref:`class_concavepolygonshape`." -#~ msgstr "" -#~ "Opcja \"-convcolonly\" utworzy :ref:`class_convexpolygonshape` zamiast :" -#~ "ref:`class_concavepolygonshape`." - -#, fuzzy -#~ msgid "Lights and shadows" -#~ msgstr "Światła i cienie" - -#, fuzzy -#~ msgid "Measuring Performance" -#~ msgstr "Wydajność" - -#, fuzzy -#~ msgid "Cross croduct" -#~ msgstr "Iloczyn skalarny" - -#, fuzzy -#~ msgid "Signed, 64-bit Integer" -#~ msgstr "32 Bity Dodatnich Liczb Całkowitych" - -#~ msgid "Z Size" -#~ msgstr "Wielkość Z" - -#~ msgid "Red (0..1)" -#~ msgstr "Czerwony (0..1)" - -#~ msgid "Green (0..1)" -#~ msgstr "Zielony (0..1)" - -#~ msgid "Blue (0..1)" -#~ msgstr "Niebieski (0..1)" - -#, fuzzy -#~ msgid "`Discord Server `_" -#~ msgstr "`Discord `_" - -#, fuzzy -#~ msgid "" -#~ "Open the ``Ball`` scene and add a ``PhysicsMaterial`` by opening the " -#~ "\"Physics Material Override\" dropdown in the Inspector dock and " -#~ "selecting \"New PhysicsMaterial\"." -#~ msgstr "" -#~ "Otwórz scenę ``Kula`` i dodaj ``Materiał fizyczny`` przez kliknięcie na " -#~ "strzałkę w dół i wybranie \"Nowy materiał fizyczny\"." - -#, fuzzy -#~ msgid "" -#~ "Note that currently, there are some issues where Godot and the C# project " -#~ "don't stay in sync; if you delete, rename or move a C# script, the change " -#~ "may not be reflected in the C# project file. In cases like this, you will " -#~ "have to edit the C# project file manually." -#~ msgstr "" -#~ "Zauważ, że obecnie są pewne problemy, czasami Godot i projekt C# nie są " -#~ "zsynchronizowane; jeśli usuniesz, zmienisz nazwę lub przeniesiesz skrypty " -#~ "lub węzły, mogą one już niepoprawnie działać. W takim przypadku pomocna " -#~ "może być ręczna edycja plików." - -#, fuzzy -#~ msgid "" -#~ "For example, if you created a script (e.g. ``Test.cs``) and delete it in " -#~ "Godot, compilation will fail because the missing file is still expected " -#~ "to be there by the C# project file. For now, you can simply open up the " -#~ "``.csproj`` file and look for the ``ItemGroup``, there should be a line " -#~ "included like the following:" -#~ msgstr "" -#~ "Przykład: Jeśli utworzyłeś skrypt (np. ``Test.cs``) i usunąłeś go w " -#~ "Godot, kompilacja zakończy się niepowodzeniem, ponieważ brakujący plik " -#~ "nadal jest oczekiwany przez projekt CS. Na razie można po prostu otworzyć " -#~ "``.csproj`` i szukać ``ItemGroup``, powinna być dołączona linia, jak " -#~ "poniżej:" - -#, fuzzy -#~ msgid "" -#~ "Simply remove that line and your project should build correctly again. " -#~ "Same for renaming and moving things, simply rename and move them in the " -#~ "project file if needed." -#~ msgstr "" -#~ "Po prostu usuń tę linię, a twój projekt powinien znów dobrze się budować. " -#~ "To samo dotyczy zmiany nazwy i przenoszenia prlikó, po prostu zmień nazwę " -#~ "i przenieś je w pliku projektu CS, jeśli zajdzie taka potrzeba." - -#, fuzzy -#~ msgid "" -#~ "As explained above, the C# project isn't always kept in sync " -#~ "automatically when things are deleted, renamed or moved in Godot (`#12917 " -#~ "`_)." -#~ msgstr "" -#~ "Jak wyjaśniono powyżej, projekt C# nie zawsze jest synchronizowany " -#~ "automatycznie, kiedy rzeczy są usuwane, zmieniana jest ich nazwa lub są " -#~ "przenoszone w Godocie (`#12917 `_)" - -#~ msgid "Install OpenJDK or Oracle JDK" -#~ msgstr "Zainstaluj OpenJDK lub Oracle JDK" - -#, fuzzy -#~ msgid "" -#~ "The `Godot demo projects repository `__ has an `android_iap `__ example project. It " -#~ "includes a GDScript interface for Android IAPs." -#~ msgstr "" -#~ "Dla przykładu jak to działa zobacz projekty demonstracyjne `3D w 2D " -#~ "`_ oraz `2D w 3D `_." - -#, fuzzy -#~ msgid "Find the ``iap.gd`` script in:" -#~ msgstr "Znajdź skrypt iap.gd" - -#, fuzzy -#~ msgid "" -#~ "Copy it to your project, then open the Project Settings, add it to the " -#~ "AutoLoad list and name it as IAP so that we can reference it anywhere in " -#~ "the game." -#~ msgstr "" -#~ "Dołącz go do listy AutoLoad i nazwij go IAP, mogąc używać tej referencji " -#~ "w całej swojej grze." - -#~ msgid "Simple Purchase" -#~ msgstr "Prosty zakup" - -#, fuzzy -#~ msgid "``purchase_fail``: When the purchase is failed due to any reason." -#~ msgstr "``purchase_fail`` - Kiedy zakup nie powiódł się z pewnego powodu" - -#, fuzzy -#~ msgid "``purchase_cancel``: When the user cancels the purchase." -#~ msgstr "``purchase_cancel`` - Kiedy użytkownik wycofał się z zakupu" - -#, fuzzy -#~ msgid "" -#~ "``purchase_owned``: When the user already bought the product earlier." -#~ msgstr "``purchase_owned`` - Kiedy użytkownik kupił produkt wcześniej" - -#, fuzzy -#~ msgid "There are two types of products - consumables and non-consumables:" -#~ msgstr "Typ połączenia" - -#~ msgid "Testing" -#~ msgstr "Testowanie" - -#~ msgid "android.test.purchased" -#~ msgstr "android.test.purchased" - -#~ msgid "android.test.canceled" -#~ msgstr "android.test.canceled" - -#~ msgid "android.test.refunded" -#~ msgstr "android.test.refunded" - -#~ msgid "Debugging tools" -#~ msgstr "Narzędzia dla debugowania" - -#, fuzzy -#~ msgid "Video Memory" -#~ msgstr "Pamięć wideo" - -#~ msgid "Create a main menu screen" -#~ msgstr "Tworzenie ekranu menu głównego" - -#~ msgid "Create a game user interface" -#~ msgstr "Tworzenie interfejsu gry" - -#~ msgid "pkg-config" -#~ msgstr "pkg-config" - -#~ msgid "" -#~ "Java JDK: http://www.oracle.com/technetwork/java/javase/downloads/index." -#~ "html" -#~ msgstr "" -#~ "Java JDK: http://www.oracle.com/technetwork/java/javase/downloads/index." -#~ "html" - -#, fuzzy -#~ msgid "Click **Finish**." -#~ msgstr "Naciśnij *Finish*." - -#, fuzzy -#~ msgid "To start developing with Visual Studio, follow these steps:" -#~ msgstr "Tworzone w Visual Studio albo innym IDE" - -#, fuzzy -#~ msgid "You can now start developing with Visual Studio." -#~ msgstr "Uruchamianie aplikacji UWP w Visual Studio" - -#, fuzzy -#~ msgid "Click **Next**." -#~ msgstr "Klinij Next" - -#, fuzzy -#~ msgid "Scheme setup" -#~ msgstr "Konfiguracja sceny" - -#, fuzzy -#~ msgid "Expand the **Build** menu." -#~ msgstr "Rozszerz menu *Budowanie*" - -#, fuzzy -#~ msgid "" -#~ "Write a script that gives the binary a name that Xcode will recognize, " -#~ "such as: ``ln -f ${PROJECT_DIR}/godot/bin/godot.osx.tools.64 " -#~ "${PROJECT_DIR}/godot/bin/godot``" -#~ msgstr "" -#~ "np. ``ln -f ${PROJECT_DIR}/godot/bin/godot.osx.tools.64 ${PROJECT_DIR}/" -#~ "godot/bin/godot``" - -#, fuzzy -#~ msgid "Click **Run**." -#~ msgstr "Kliknij Run" - -#, fuzzy -#~ msgid "If all goes well, it should break at the specified breakpoint." -#~ msgstr "Powinno zatrzymać się w tym punkcie!" - -#~ msgid "" -#~ "To begin, click the \"Add/Create a New Node\" button and add an :ref:" -#~ "`Area2D ` node to the scene." -#~ msgstr "" -#~ "Aby rozpocząć, kliknij przycisk \"Dodaj/Twórz nowy węzeł\" i dodaj węzeł :" -#~ "ref:`Area2D ` do sceny." - -#~ msgid "" -#~ "When connecting a signal, instead of having Godot create a function for " -#~ "you, you can also give the name of an existing function that you want to " -#~ "link the signal to." -#~ msgstr "" -#~ "Podczas podłączania sygnału, zamiast domyślnie utworzenie funkcję, możesz " -#~ "również podać nazwę już istniejącej funkcji, z którą chcesz powiązać " -#~ "sygnał." - -#~ msgid "The Mob scene will use the following nodes:" -#~ msgstr "Scena Mob będzie korzystać z następujących węzłów:" - -#~ msgid "" -#~ "``fly`` should be set to 3 FPS, with ``swim`` and ``walk`` set to 4 FPS." -#~ msgstr "" -#~ "``fly`` powinno wyświetlać się w 3 FPS, a ``swim`` i ``walk`` w 4 FPS." - -#, fuzzy -#~ msgid "" -#~ "In the Node tab, connect the HUD's ``start_game`` signal to the " -#~ "``new_game()`` function of the Main node." -#~ msgstr "" -#~ "W zakładce Węzeł należy podłączyć sygnał HUD'a ``start_game`` do funkcji " -#~ "``new_game()``." - -#~ msgid "A SHA-256 hash of the asset, for download validation purposes." -#~ msgstr "SHA-256 zasobu, by można było sprawdzić poprawność pobierania." - -#~ msgid "That's it! Now you should be good to go :)" -#~ msgstr "To wszystko! Teraz powinno wszystko działać :)" - -#~ msgid "e.g. ``GodotXcodeIndex``" -#~ msgstr "przykład ``GodotXcodeIndex``" - -#~ msgid "e.g. ``/Users/me/repos/godot-source/\\**``" -#~ msgstr "np. ``/Users/ja/repo/godot-source/\\**``" - -#~ msgid "Grab a cup of coffee... Maybe make something to eat, too" -#~ msgstr "Weź szklankę kawy... Może też coś do jedzenia" - -#~ msgid "Test it:" -#~ msgstr "Przetestuj to:" - -#~ msgid "This will open a text editor with:" -#~ msgstr "Otworzy to edytor tekstu:" - -#, fuzzy -#~ msgid "" -#~ "This approach has the disadvantage that in Godot the running game can't " -#~ "be explored from different angles (though this may be supported in the " -#~ "future and displaying collision gizmos in the running game is already " -#~ "possible), but in exchange has several advantages:" -#~ msgstr "" -#~ "Takie podejście ma tę wadę, że gra nie może być wystarczająco dobrze " -#~ "sprawdzona(choć może to być wspierane w przyszłości, a wyświetlanie " -#~ "kolizji w uruchomionej grze jest już możliwe), ale w zamian ma kilka " -#~ "zalet:" - -#~ msgid "" -#~ "The last third party scripting language that was used for shipped games " -#~ "was `Squirrel `__, but it was dropped as well. " -#~ "At that point, it became evident that a custom scripting language could " -#~ "more optimally make use of Godot's particular architecture:" -#~ msgstr "" -#~ "Ostatnim zewnętrznym językiem skryptowym który był używany w przesyłanych " -#~ "grach był `Squirrel `__, ale został on również " -#~ "upuszczony. Wtedy okazało się, że niestandardowy język skryptowy może w " -#~ "bardziej optymalny sposób wykorzystać specyficzną architekturę Godota:" - -#~ msgid "" -#~ "Godot embeds scripts in nodes. Most languages are not designed with this " -#~ "in mind." -#~ msgstr "" -#~ "Godot umieszcza skrypty w węzłach. Większość języków nie została " -#~ "zaprojektowana z myślą o tym." - -#~ msgid "" -#~ "Godot uses several built-in data types for 2D and 3D math. Script " -#~ "languages do not provide this, and binding them is inefficient." -#~ msgstr "" -#~ "Godot wykorzystuje kilka wbudowanych typów danych dla operacji " -#~ "matematycznych 2D i 3D. Języki skryptów tego nie zapewniają, a ich " -#~ "łączenie jest nieefektywne." - -#~ msgid "" -#~ "Godot uses threads heavily for lifting and initializing data from the net " -#~ "or disk. Script interpreters for common languages are not friendly to " -#~ "this." -#~ msgstr "" -#~ "Do inicjalizowania danych z sieci lub dysku program Godot mocno " -#~ "wykorzystuje wątki. Interpretery skryptów nie są do tego przystosowane." - -#~ msgid "" -#~ "Godot already has a memory management model for resources, most script " -#~ "languages provide their own, which results in duplicate effort and bugs." -#~ msgstr "" -#~ "Godot posiada model zarządzania pamięcią dla zasobów, większość języków " -#~ "skryptowych zapewnia swoje własne, co skutkuje zdublowanym wysiłkiem i " -#~ "błędami." - -#~ msgid "" -#~ "Binding code is always messy and results in several failure points, " -#~ "unexpected bugs and generally low maintainability." -#~ msgstr "" -#~ "Łączenie kodu zawsze skutkuje bałaganem objawiającym się wieloma błędami " -#~ "oraz trudną konserwacją kodu." - -#~ msgid "" -#~ "The result of these considerations is *GDScript*. The language and " -#~ "interpreter for GDScript ended up being smaller than the binding code " -#~ "itself for Lua and Squirrel, while having equal functionality. With time, " -#~ "having a built-in language has proven to be a huge advantage." -#~ msgstr "" -#~ "Rezultatem tych rozważań jest *GDScript*. Język i interpreter GDScript " -#~ "był mniejszy niż sam kod łączący dla Lua i Squirrel z edytorem, a " -#~ "jednocześnie miał taką samą funkcjonalność. Z czasem posiadanie " -#~ "wbudowanego języka okazało się ogromną zaletą." - -#, fuzzy -#~ msgid "Collision Shapes" -#~ msgstr "Kształty kolizji" - -#~ msgid "" -#~ "Because this is such a common operation, ``Vector2`` and ``Vector3`` " -#~ "provide a method for normalizing:" -#~ msgstr "" -#~ "Ponieważ jest to taka powszechna operacja, ``Vector2`` i ``Vector3`` " -#~ "zapewniają tę metodę normalizacji:" - -#, fuzzy -#~ msgid "Structs" -#~ msgstr "Konstruktory" - -#~ msgid "Arc-Sine" -#~ msgstr "Arcus sinus" - -#, fuzzy -#~ msgid "Creating a main screen plugin" -#~ msgstr "Tworzenie nowego projektu" - -#~ msgid "``$GODOT_BASENAME``" -#~ msgstr "`$GODOT_BASENAME``" - -#~ msgid "``$GODOT_DEBUG_ENABLED``" -#~ msgstr "``$GODOT_DEBUG_ENABLED``" - -#~ msgid "``true`` if debugging, ``false`` otherwise" -#~ msgstr "``true`` jeśli debuguje, ``false`` w przeciwnym wypadku" - -#~ msgid "``$GODOT_HEAD_INCLUDE``" -#~ msgstr "``$GODOT_HEAD_INCLUDE``" - -#, fuzzy -#~ msgid "The object itself has only the following methods:" -#~ msgstr "Scena Mob będzie korzystać z następujących węzłów:" - -#~ msgid "Starting an ``Engine`` instance" -#~ msgstr "Startuje instancję ``Engine``" - -#, fuzzy -#~ msgid "For example, with PHP:" -#~ msgstr "Na przykład:" - -#, fuzzy -#~ msgid "Locale." -#~ msgstr "Języki" - -#~ msgid "[0][0]" -#~ msgstr "[0][0]" - -#~ msgid "[0][1]" -#~ msgstr "[0][1]" - -#~ msgid "[1][0]" -#~ msgstr "[1][0]" - -#~ msgid "[1][1]" -#~ msgstr "[1][1" - -#~ msgid "[2][0]" -#~ msgstr "[2][0]" - -#~ msgid "[2][1]" -#~ msgstr "[2][1]" - -#~ msgid "[0][2]" -#~ msgstr "[0][2]" - -#~ msgid "[1][2]" -#~ msgstr "[1][2]" - -#~ msgid "[2][2]" -#~ msgstr "[2][2]" - -#~ msgid "[3][0]" -#~ msgstr "[3][0]" - -#~ msgid "[3][1]" -#~ msgstr "[3][1]" - -#~ msgid "[3][2]" -#~ msgstr "[3][2]" - -#, fuzzy -#~ msgid "" -#~ "`Python 3.5+ (recommended) or Python 2.7+. `_" -#~ msgstr "" -#~ "`Python 2.7+ lub Python 3.5+ `__." - -#, fuzzy -#~ msgid "Python 3.5+ (recommended) or Python 2.7+." -#~ msgstr "Python 2.7+ lub Python 3.5+" - -#, fuzzy -#~ msgid "`Python 2.7+ or Python 3.5+ `_" -#~ msgstr "" -#~ "`Python 2.7+ lub Python 3.5+ `__." - -#, fuzzy -#~ msgid "Customizing module types initialization" -#~ msgstr "Konfigurowanie kursora myszy" - -#~ msgid "Name" -#~ msgstr "Nazwa" - -#, fuzzy -#~ msgid "``CPUParticles2D``" -#~ msgstr "Particles2D" - -#, fuzzy -#~ msgid "" -#~ "Welcome to Godot! With your project open, you should see the editor’s " -#~ "interface with empty docks on the right side." -#~ msgstr "" -#~ "Teraz powinieneś zobaczyć interfejs, z pustymi dokami po prawej stronie." - -#~ msgid "Windows, macOS, Linux (unofficial and unsupported)" -#~ msgstr "Windows, MacOS, Linux (nieoficjalny i niewspierany)" - -#~ msgid "Operations" -#~ msgstr "Operacje" - -#~ msgid "Translation" -#~ msgstr "Translacja" - -#~ msgid "Rotation in 3D" -#~ msgstr "Obracanie w 3D" - -#~ msgid "[TODO]" -#~ msgstr "[TODO]" - -#, fuzzy -#~ msgid "" -#~ "On iOS, you can write a C++ module and take advantage of the C++/ObjC " -#~ "intercommunication. Even using GDNative is possible to make it a plug-in." -#~ msgstr "" -#~ "W systemie iOS można napisać moduł C++ i skorzystać z komunikacji C++/" -#~ "ObjC." - -#, fuzzy -#~ msgid "" -#~ "On Android, interfacing with C++ through JNI (Java Native Interface) " -#~ "isn't as flexible, so writing plugins is considerably more work." -#~ msgstr "" -#~ "W systemie Android połączenie z C++ poprzez JNI (Java Native Interface) " -#~ "nie jest aż tak wygodne." - -#, fuzzy -#~ msgid "Maybe REST" -#~ msgstr "Może REST?" - -#, fuzzy -#~ msgid "Android directories" -#~ msgstr "Moduł Androida" - -#, fuzzy -#~ msgid "Using it from GDScript" -#~ msgstr "Ładowanie go do GDScript" - -#~ msgid "Future" -#~ msgstr "Przyszłość" - -#~ msgid "It's simple to use and it's used like this:" -#~ msgstr "Łatwo jest ich używać, a używa się ich tak:" - -#~ msgid "SCons build system" -#~ msgstr "System buildów SCons" - -#~ msgid "Compiling for 32 and 64-bit" -#~ msgstr "Kompilowanie 32 i 64 bity" - -#~ msgid "" -#~ "Godot supports Collada via the `OpenCollada `_ exporter (Maya, " -#~ "3DSMax)." -#~ msgstr "" -#~ "Godot wspiera pliki Collada przez`OpenCollada `_ exporter (Maya, " -#~ "3DSMax)." - -#~ msgid "" -#~ "If you are using Blender, take a look at our own `Better Collada Exporter " -#~ "`_." -#~ msgstr "" -#~ "Jeśli korzystasz z Blendera zapoznaj się z stworzony przez nas `Better " -#~ "Collada Exporter `_." - -#~ msgid "" -#~ "FBX SDK has a `restrictive license `_, that is incompatible with the `open license " -#~ "`_ provided by Godot. That being " -#~ "said, FBX support could still be provided by third parties as a plugin. " -#~ "(See Plugins question below.)" -#~ msgstr "" -#~ "FBX SDK posiada `restrykcyjną licencję `_, która jest niezgodna z `otwartą licencją " -#~ "`_ Godota. Jednakże, wsparcie dla FBX " -#~ "wciąż jest możliwe za pośrednictwem oprogramowania third-party " -#~ "dostarczonego poprzez wtyczki. (Zobacz pytanie o Wtyczki wyżej.)" - -#~ msgid "" -#~ "Lossy Compression: For games with lots of large 2D assets, lossy " -#~ "compression can be a great choice. It has some artifacting, but less than " -#~ "VRAM and the file size is almost a tenth of Lossless." -#~ msgstr "" -#~ "Kompresja stratna : W grach z dużą ilością zasobów 2D, kompresja stratna " -#~ "może być doskonałym wyborem. Posiada ona pewne niedoskonałości, ale " -#~ "zajmuje prawie dziesięciokrotnie mniej pamięci VRAM niż kompresja " -#~ "bezstratna." - -#~ msgid "|image15|" -#~ msgstr "|image15|" - -#~ msgid "|image16|" -#~ msgstr "|image16|" - -#~ msgid "|image20|" -#~ msgstr "|image20|" - -#~ msgid "|image17|" -#~ msgstr "|image17|" - -#~ msgid "|image18|" -#~ msgstr "|image18|" - -#~ msgid "|image19|" -#~ msgstr "|image19|" - -#~ msgid "" -#~ "Let's make these abstract concepts more concrete with an example. " -#~ "Following a long tradition in tutorials, we'll start with a \"Hello World" -#~ "\" project. This will introduce us to using the editor." -#~ msgstr "" -#~ "Zróbmy te abstrakcyjne pojęcia bardziej konkretne ilustrując je na " -#~ "przykładzie. Zgodnie z długą tradycją poradników, zaczynamy od projektu " -#~ "\"Hello World\". To wprowadzi nas do korzystania z edytora." - -#~ msgid "" -#~ "If you run the Godot executable outside of a project, the Project Manager " -#~ "appears. This helps developers manage their projects." -#~ msgstr "" -#~ "Jeśli uruchomisz plik wykonawczy Godota poza projektem, pojawi się " -#~ "Menadżer Projektu. Pomaga to developerom w zarządzaniu projektem." - -#, fuzzy -#~ msgid "" -#~ "To create a new project, click the \"New Project\" option. Choose and " -#~ "create a path for the project and specify the project name." -#~ msgstr "" -#~ "Aby utworzyć nowy projekt, kliknij na opcji \"Nowy projekt\". Wybierz i " -#~ "utwórz ścieżkę dla projektu oraz określ nazwę projektu \"Nowy projekt\":" - -#~ msgid "" -#~ "Once you've created the \"New Project\", then open it. This will open the " -#~ "Godot editor:" -#~ msgstr "" -#~ "Po utworzeniu \"nowego projektu\" otwórz go. Otworzy się w ten sposób " -#~ "edytor Godota:" - -#~ msgid "int" -#~ msgstr "int" - -#, fuzzy -#~ msgid "Code structure" -#~ msgstr "Struktura węzła" - -#~ msgid "Indent type: Tabs *(editor default)*" -#~ msgstr "Typ wcięcia: Tabulator *(domyślne w edytorze) *" - -#~ msgid "Indent size: 4 *(editor default)*" -#~ msgstr "Rozmiar wcięcia: 4 *(domyślne w edytorze)*" - -#~ msgid "**NEVER**:" -#~ msgstr "**NIGDY**:" - -#~ msgid "Use PascalCase: ``extends KinematicBody``" -#~ msgstr "Użyj PascalCase: ``extends KinematicBody``" - -#~ msgid "Use snake\\_case: ``get_node()``" -#~ msgstr "Użyj snake\\_case: ``get_node()``" - -#~ msgid "" -#~ "These signals can then be connected either in the editor or from code " -#~ "with ``Connect``." -#~ msgstr "" -#~ "Sygnały te mogą być podłączone w edytorze lub z kodu za pomocą " -#~ "``Connect``." - -#, fuzzy -#~ msgid "VR Starter Tutorial Part Two" -#~ msgstr "Podstawy VR" - -#~ msgid "Miscellaneous options for debug." -#~ msgstr "Rożne opcje dla debugowania." - -#~ msgid "" -#~ "In the bottom-left are the key things you need to create a connection: a " -#~ "node which implements the method you want to trigger (represented here as " -#~ "a NodePath) and the name of the method to trigger." -#~ msgstr "" -#~ "W lewym dolnym rogu znajdują się kluczowe elementy potrzebne do " -#~ "utworzenia połączenia: węzeł, który implementuje metodę (reprezentowany " -#~ "tutaj jako NodePath) oraz nazwa metody, którą chcesz wykonać." - -#~ msgid "" -#~ "The top-left section displays a list of your scene's nodes with the " -#~ "emitting node's name highlighted in red. Select the \"Panel\" node here. " -#~ "When you select a node, the NodePath at the bottom will automatically " -#~ "update to point to a relative path from the emitting node to the selected " -#~ "node." -#~ msgstr "" -#~ "W lewym górnym rogu wyświetlana jest lista węzłów sceny, a nazwa węzła " -#~ "emitującego jest podświetlona na czerwono. Wybierz tutaj węzeł \"Panel\". " -#~ "Po wybraniu węzła, ścieżka NodePath na dole zostanie automatycznie " -#~ "zaktualizowana, aby wskazać ścieżkę względną od węzła emitującego do " -#~ "wybranego węzła." - -#, fuzzy -#~ msgid "" -#~ "By default, the method name will contain the emitting node's name " -#~ "(\"Button\" in this case), resulting in " -#~ "``_on_[EmitterNode]_[signal_name]``. If you do have the \"Make Function\" " -#~ "check button checked, then the editor will generate the function for you " -#~ "before setting up the connection." -#~ msgstr "" -#~ "Domyślnie nazwa metody zawiera nazwę węzła emitującego (w tym przypadku " -#~ "przycisk), w wyniku czego powstaje \"_on_[EmitterNode]_[signal_name]\". " -#~ "Jeśli przycisk kontrolny \"Stwórz Funkcję\" jest zaznaczony, edytor " -#~ "wygeneruje funkcję przed nawiązaniem połączenia." - -#, fuzzy -#~ msgid "" -#~ "If a folder shouldn't be imported into Godot, an exception can be made " -#~ "with a .gdignore file." -#~ msgstr "" -#~ "Jeśli folder nie powinien być zaimportowany do programu Godot, można " -#~ "zrobić wyjątek w pliku .gdignore." - -#~ msgid "DAE (COLLADA), which is currently the most mature workflow." -#~ msgstr "" -#~ "DAE (COLLADA), który jest obecnie najbardziej dojrzałym rozwiązaniem." - -#, fuzzy -#~ msgid "" -#~ "glTF 2.0. Both text and binary formats are supported. Godot has full " -#~ "support for it, but the format is new and gaining traction." -#~ msgstr "" -#~ "GLTF 2.0. Obsługiwane są zarówno formaty tekstowe, jak i binarne. Godot " -#~ "posiada dla niego pełne wsparcie, jednak format jest nowy i dopiero " -#~ "zyskuje na popularności." - -#~ msgid "Why not FBX?" -#~ msgstr "Dlaczego nie FBX?" - -#, fuzzy -#~ msgid "" -#~ "Most game engines use the FBX format for importing 3D scenes, which is " -#~ "definitely one of the most standardized in the industry. However, this " -#~ "format requires the use of a closed library from Autodesk, which is " -#~ "distributed with more restrictive licensing terms than Godot." -#~ msgstr "" -#~ "Większość silników gier używa formatu FBX do importowania scen 3D, który " -#~ "jest zdecydowanie jednym z najbardziej ustandaryzowanym formatem w " -#~ "branży. Format ten wymaga jednak korzystania z zamkniętej biblioteki " -#~ "Autodesk, która jest dystrybuowana na bardziej restrykcyjnych warunkach " -#~ "licencyjnych niż Godot." - -#~ msgid "" -#~ "The plan is, sometime in the future, to offer a binary plug-in using " -#~ "GDNative." -#~ msgstr "" -#~ "Planuje się, że w przyszłości będzie stworzona binarna wtyczka " -#~ "wykorzystująca GDNative." - -#~ msgid "" -#~ "While this tutorial can be completed by beginners, it is highly advised " -#~ "to complete :ref:`doc_your_first_game`, if you are new to Godot and/or " -#~ "game development and have some experience with making 3D games **before** " -#~ "going through this tutorial series." -#~ msgstr "" -#~ "Ten poradnik jest dla początkujących. Zalecamy jednak przejrzeć :ref:" -#~ "`doc_your_first_game`, jeśli Godot to dla ciebie nowość. Przyda się także " -#~ "doświadczenie w tworzeniu gier 3D." - -#, fuzzy -#~ msgid "" -#~ "This tutorial assumes you have experience working with the Godot editor, " -#~ "have basic programming experience in GDScript, and have basic 3D game " -#~ "development experience." -#~ msgstr "" -#~ "Ten poradnik zakłada, że potrafisz korzystać z edytora w Godocie i znasz " -#~ "podstawy GDScript oraz tworzenia gier 3D." - -#, fuzzy -#~ msgid "" -#~ "You can find the start assets for this tutorial here: :download:" -#~ "`VR_Starter_Tutorial_Start.zip `" -#~ msgstr "" -#~ "Możesz znaleźć zasoby z tego poradnika tutaj: :download:" -#~ "`Godot_FPS_Starter.zip `" - -#, fuzzy -#~ msgid "" -#~ "The provided starter assets contain some 3D models, sounds, and a few " -#~ "scenes already set up and configured for this tutorial." -#~ msgstr "" -#~ "Dostarczone zasoby startowe zawierają animowany model 3D, kilka modeli 3D " -#~ "do tworzenia poziomów oraz kilka scen już skonfigurowanych dla tego " -#~ "samouczka." - -#, fuzzy -#~ msgid "You can find the finished project at the bottom of this page." -#~ msgstr "Możesz znaleźć ukończony projekt dla każdej części, na dole strony" - -#, fuzzy -#~ msgid "With that done, let's quickly go over what this script does." -#~ msgstr "Sprawdźmy co dane funkcje robią." - -#, fuzzy -#~ msgid "" -#~ "``teleport_pos``: The position at which the teleport :ref:`Raycast " -#~ "` is aimed." -#~ msgstr "" -#~ "Najpierw otrzymujemy numer aktualnie używanej broni i przypisujemy go do " -#~ "``weapon_change_number``." - -#, fuzzy -#~ msgid "Next, let's go through ``_ready``." -#~ msgstr "Przejdźmy teraz przez proces ``_physics_process``." - -#, fuzzy -#~ msgid "" -#~ "Firstly, we get the teleport :ref:`Raycast ` node and " -#~ "assign it to ``teleport_raycast``." -#~ msgstr "" -#~ "Najpierw otrzymujemy numer aktualnie używanej broni i przypisujemy go do " -#~ "``weapon_change_number``." - -#, fuzzy -#~ msgid "Now, let's look at ``button_pressed``." -#~ msgstr "Spójrzmy teraz na ``_process``." - -#, fuzzy -#~ msgid "Let's look at ``button_released`` next." -#~ msgstr "Spójrzmy następnie na ``set_animation``." - -#, fuzzy -#~ msgid "" -#~ "Then, we teleport the :ref:`ARVROrigin ` to the " -#~ "teleport position, applying the camera offset." -#~ msgstr "" -#~ ":ref:`ARVROrigin ` - nasz punkt startowy w świecie" - -#, fuzzy -#~ msgid "" -#~ "Let's go over how this script works, starting with the class variables." -#~ msgstr "" -#~ "Przejdźmy do tego, co robi ten skrypt, zaczynając od jego zmiennych " -#~ "klasowych:" - -#, fuzzy -#~ msgid "Let's go over ``_ready``." -#~ msgstr "Spójrzmy na ``_ready``:" - -#, fuzzy -#~ msgid "Next, let's go over ``_physics_process``." -#~ msgstr "Przejdźmy teraz przez proces ``_physics_process``." - -#, fuzzy -#~ msgid "Finally, let's go over ``damage``." -#~ msgstr "Na koniec wykonajmy kilka zmian w ``_process``." - -#, fuzzy -#~ msgid "" -#~ "Firstly, we check to make sure the target has not already been destroyed." -#~ msgstr "Po pierwsze musimy się upewnić, że gracz próbuje przeładować." - -#, fuzzy -#~ msgid "" -#~ "If the target has zero or less health, then it has taken enough damage to " -#~ "break." -#~ msgstr "" -#~ "By dodać cele które niszczą się gdy otrzymają wystarczająco dużo obrażeń" - -#, fuzzy -#~ msgid "" -#~ "Firstly, open up ``Game.gd`` and add the following additional class " -#~ "variables:" -#~ msgstr "Dodaj skrypt do ``Mob`` i dodaj do niego następujące zmienne:" - -#, fuzzy -#~ msgid "" -#~ "``spheres_left``: The amount of sphere targets left in the game world." -#~ msgstr "" -#~ "``spare_ammo``: Liczna amunicji która została w rezerwie dla pistoletu" - -#, fuzzy -#~ msgid "Next, let's look at ``_physics_process``." -#~ msgstr "Następnie przyjrzyjmy się ``_physics_process``:" - -#, fuzzy -#~ msgid "" -#~ "Let's go through what this script does, starting with the class variables:" -#~ msgstr "" -#~ "Przejdźmy do tego, co robi ten skrypt, zaczynając od jego zmiennych " -#~ "klasowych:" - -#, fuzzy -#~ msgid "" -#~ "``explosion_timer``: A variable for tracking how long the explosion has " -#~ "lasted." -#~ msgstr "" -#~ "``grenade_timer``: Zmienna do śledzenia, kiedy granat został stworzony/" -#~ "rzucony." - -#, fuzzy -#~ msgid "" -#~ "``explosion_particles``: The explosion :ref:`Particles ` " -#~ "node." -#~ msgstr "" -#~ "``explosion_particles``: Cząsteczki :ref:`Particles " -#~ "`tworzące się gdy granat eksploduje." - -#, fuzzy -#~ msgid "Let's go through ``_ready``." -#~ msgstr "Spójrzmy na ``_ready``:" - -#, fuzzy -#~ msgid "Now, let's look at ``_physics_process``." -#~ msgstr "Spójrzmy teraz na ``_process``." - -#, fuzzy -#~ msgid "" -#~ "Next, we check to see if the bomb has exploded, as we need to wait until " -#~ "the explosion :ref:`Particles ` are done." -#~ msgstr "" -#~ "``explosion_particles``: Cząsteczki :ref:`Particles " -#~ "`tworzące się gdy granat eksploduje." - -#, fuzzy -#~ msgid "Finally, let's look at ``interact``." -#~ msgstr "Spójrzmy teraz na ``_process``." - -#, fuzzy -#~ msgid "" -#~ "Let's go over what this script does, starting with the two class " -#~ "variables:" -#~ msgstr "" -#~ "Przejdźmy do tego, co robi ten skrypt, zaczynając od jego zmiennych " -#~ "klasowych:" - -#, fuzzy -#~ msgid "``SWORD_DAMAGE``: The amount of damage a single sword slice does." -#~ msgstr "``DAMAGE``: Liczba obrażeń jakie zadaje pojedynczy pocisk." - -#, fuzzy -#~ msgid "Let's go over ``_ready`` next." -#~ msgstr "Spójrzmy na ``_ready``:" - -#, fuzzy -#~ msgid "Now let's go over ``body_entered_sword``." -#~ msgstr "Spójrzmy teraz na ``_process``." - -#, fuzzy -#~ msgid "" -#~ "You can download the finished project for this part here: :download:" -#~ "`VR_Starter_Tutorial_Complete.zip `" -#~ msgstr "" -#~ "Gotowy projekt dla tej części można pobrać tutaj: :download:" -#~ "`Godot_FPS_Part_1.zip `" - -#~ msgid "" -#~ "To do this, press the \"New Node\" button (which looks like a plus " -#~ "symbol):" -#~ msgstr "" -#~ "W tym celu należy nacisnąć przycisk \"Nowy węzeł\" (który wygląda jak " -#~ "symbol plusa):" - -#~ msgid "*Clamping* a value means restricting it to a given range." -#~ msgstr "*Clamp* oznacza ograniczenie go do określonego zakresu." - -#~ msgid "" -#~ "Use the ``[Export]`` attribute instead of the GDScript ``export`` keyword." -#~ msgstr "Użyj ``[Eksport]`` zamiast słowa kluczowego w GSDcript ``eksport``." - -#~ msgid "Particles2D" -#~ msgstr "Particles2D" - -#~ msgid "Print out errors when running the game." -#~ msgstr "Wyświetl błędy gdy gra jest uruchomiona." - -#~ msgid "" -#~ "Multi-line comments can be created using \"\"\" (three quotes in a row) " -#~ "at the beginning and end of a block of text. Note that this creates a " -#~ "string, therefore, it will not be stripped away when the script is " -#~ "compiled." -#~ msgstr "" -#~ "Komentarze wielowierszowe mogą być tworzone za pomocą \"\"\" (trzy " -#~ "cudzysłowy w rzędzie) na początku i na końcu bloku tekstu. Zauważ, że " -#~ "tworzy to łańcuch znaków, dlatego nie zostanie on usunięty podczas " -#~ "kompilacji skryptu." - -#~ msgid "" -#~ "The integer data type can only contain integer numbers, (both negative " -#~ "and positive)." -#~ msgstr "" -#~ "Typ danych int może zawierać tylko liczby całkowite (zarówno ujemne, jak " -#~ "i dodatnie)." - -#~ msgid "Used to contain a floating point value (real numbers)." -#~ msgstr "" -#~ "Używane do przechowywania wartości zmiennoprzecinkowej (liczby " -#~ "rzeczywiste)." - -#~ msgid "" -#~ "The ``assert`` keyword can be used to check conditions in debug builds. " -#~ "These assertions are ignored in non-debug builds." -#~ msgstr "" -#~ "Słowo kluczowe ``assert`` może być używane do sprawdzania warunków " -#~ "podczas debugowania. Te twierdzenia są ignorowane w kompilacjach " -#~ "niedebugowanych." - -#~ msgid "576kb" -#~ msgstr "576kb" - -#~ msgid "88kb" -#~ msgstr "88kb" - -#~ msgid "22kb" -#~ msgstr "22kb" - -#~ msgid "OGG 128kbps, Stereo" -#~ msgstr "OGG 128kbps, Stereo" - -#~ msgid "16kb" -#~ msgstr "16kb" - -#~ msgid "12kb" -#~ msgstr "12kb" - -#~ msgid "Stop animation" -#~ msgstr "Zatrzymanie animacji" - -#~ msgid "Play animation forwards from the current position" -#~ msgstr "Odtwarzaj animację do aktualnej pozycji" - -#~ msgid "Animation management" -#~ msgstr "Zarządzanie animacją" - -#~ msgid "Create a new animation" -#~ msgstr "Stworzenie nowej animacji" - -#~ msgid "Load animation" -#~ msgstr "Ładowanie animacji" - -#~ msgid "Save animation" -#~ msgstr "Zapisz animację" - -#~ msgid "Length of animation" -#~ msgstr "Długość animacji" - -#~ msgid "Steps of animation" -#~ msgstr "Kroki animacji" - -#~ msgid "Add track" -#~ msgstr "Dodaj ścieżkę" - -#, fuzzy -#~ msgid "Global constants" -#~ msgstr "Stałe" - -#, fuzzy -#~ msgid "Step by step (Linux)" -#~ msgstr "Krok po kroku" - -#~ msgid "A Godot 3.0 executable" -#~ msgstr "Plik wykonywalny Godota 3.0" - -#~ msgid "" -#~ "A copy of this repository: https://github.com/GodotNativeTools/" -#~ "godot_headers" -#~ msgstr "" -#~ "Skopiuj to repozytorium: https://github.com/GodotNativeTools/godot_headers" - -#~ msgid "This file contains 3 sections." -#~ msgstr "Plik zawiera 3 sekcje." - -#~ msgid "**Arch**" -#~ msgstr "**Arch**" - -#~ msgid "Step-by-step" -#~ msgstr "Krok po kroku" - -#~ msgid "After a comma." -#~ msgstr "Po przecinku." - -#~ msgid "" -#~ "`Pywin32 Python Extension `__ for " -#~ "parallel builds (which increase the build speed by a great factor)." -#~ msgstr "" -#~ "`Pywin32 Python Extension `__ dla " -#~ "równoległej budowania (może zwiększyć prędkość budowania wielokrotnie)." - -#~ msgid "" -#~ "Visual Studio 2013 is in the \"Microsoft Visual Studio 12.0\" folder." -#~ msgstr "" -#~ "Visual Studio 2013 jest w folderze \"Microsoft Visual Studio 12.0\"." - -#~ msgid "" -#~ "Visual Studio 2015 is in the \"Microsoft Visual Studio 14.0\" folder." -#~ msgstr "" -#~ "Visual Studio 2015 jest w folderze \"Microsoft Visual Studio 14.0\"." - -#~ msgid "etc." -#~ msgstr "itp." - -#~ msgid "x86 (32-bit cl.exe to compile for the 32-bit architecture)" -#~ msgstr "x86 (32-bit cl.exe kompilowane dla systemów 32 bitowych)" - -#~ msgid "amd64 (64-bit cl.exe to compile for the 64-bit architecture)" -#~ msgstr "amd64 (64-bit cl.exe kompilowane dla systemów 64 bitowych)" - -#~ msgid "x86_amd64 (32-bit cl.exe to compile for the 64-bit architecture)" -#~ msgstr "x86_amd64 (32-bit cl.exe kompilowane dla systemów 64 bitowych)" - -#~ msgid "amd64_x86 (64-bit cl.exe to compile for the 32-bit architecture)" -#~ msgstr "amd64_x86 (64-bit cl.exe kompilowane dla systemów 32 bitowych)" - -#~ msgid "and after that one, you can run SCons:" -#~ msgstr "i po tym możesz uruchomić SCons:" - -#~ msgid "" -#~ ":ref:`Animating thousands of fish with MultiMesh " -#~ "`" -#~ msgstr "" -#~ ":ref:`Animowanie tysięcy ryb za pomocą MultiMesh " -#~ "`" - -#~ msgid ":ref:`Advanced post-processing `" -#~ msgstr ":ref:`Zaawansowany post-processing `" - -#~ msgid "" -#~ ":ref:`Compiling with script encryption key " -#~ "`" -#~ msgstr "" -#~ ":ref:`Kompilowanie z użyciem klucza szyfrowania " -#~ "skryptu`" - -#~ msgid "" -#~ ":ref:`Binding to external libraries `" -#~ msgstr "" -#~ ":ref:`Dowiązania do zewnętrznych bibliotek " -#~ "`" - -#~ msgid "" -#~ "Note that Godot editor allows you to dock each panel at the side of the " -#~ "scene editor you wish." -#~ msgstr "" -#~ "Zauważ, że edytor Godot umożliwia zadokowanie każdego panelu, po obu " -#~ "stronach edytora sceny." - -#~ msgid "" -#~ "These are the most important concepts you need to remember: \"node\", " -#~ "\"parent node\", and \"child node\"." -#~ msgstr "" -#~ "Są to najważniejsze pojęcia, o których należy pamiętać: \"węzeł\", " -#~ "\"węzeł rodzicielski\" i \"węzeł dziecięcy\"." - -#~ msgid "" -#~ "We previously observed that there is no perfect solution to set a project " -#~ "architecture. Any solution will work for Unity and Godot, so this point " -#~ "has a lesser importance." -#~ msgstr "" -#~ "Wcześniej zauważyliśmy, że nie ma idealnego rozwiązania dla architektury " -#~ "projektu. Każde rozwiązanie będzie działało na Unity i Godocie, więc ten " -#~ "punkt ma mniejsze znaczenie." - -#~ msgid "Python 2.7+ (Python 3 only supported as of SCons 3.0)" -#~ msgstr "Python 2.7+ (Python 3 wspierany tylko razem z SCons 3.0)" - -#~ msgid "PulseAudio development libraries (for sound support)" -#~ msgstr "PulseAudio development libraries (dla wsparcia dźwięku)" - -#~ msgid "Freetype (for the editor)" -#~ msgstr "Freetype (dla edytora)" - -#~ msgid "OpenSSL (for HTTPS and TLS)" -#~ msgstr "OpenSSL (dla HTTPS i TLS)" - -#, fuzzy -#~ msgid "" -#~ "Consider breaking a line when it's longer than 100 characters. And it's " -#~ "also a good practice to insert a line feed (LF) character at the end of a " -#~ "file because some utilities have trouble recognizing the last line " -#~ "without it (e.g. the *cat* command on Linux)." -#~ msgstr "" -#~ "Rozważ złamanie linii, gdy jest ona dłuższa niż 100 znaków. Dobrą " -#~ "praktyką jest również wstawianie znaku linii (LF) na końcu pliku, " -#~ "ponieważ niektóre narzędzia mają problemy z rozpoznaniem ostatniej linii " -#~ "bez niego (np. polecenie Linux *cat*)." - -#~ msgid "Translators also usually prefer to work with spreadsheets." -#~ msgstr "Tłumacze zazwyczaj wolą pracować z arkuszami kalkulacyjnymi." - -#, fuzzy -#~ msgid "" -#~ "Collision shapes can be added to the tiles in a tileset to create solid " -#~ "geometry. Tilemaps can be used for both side view and top-down 2D games." -#~ msgstr "" -#~ "Do płytek można również dodawać kolizje, co pozwala zarówno na tworzenie " -#~ "gier 2D z widokiem od góry lub z boku." - -#~ msgid "Making a tileset" -#~ msgstr "Tworzenie tileset" - -#~ msgid "TileSet scene" -#~ msgstr "Scena TileSet" - -#~ msgid "Using the TileSet in a TileMap" -#~ msgstr "Używanie TileSet w TileMapie" - -#~ msgid "" -#~ "Disable filtering and mipmaps for either the tileset texture or all tile " -#~ "textures if using separate images (see the :ref:`doc_import_images` asset " -#~ "pipeline tutorial)." -#~ msgstr "" -#~ "Wyłącz filtrowanie i mipmapy dla tekstury tileset lub wszystkich tekstur " -#~ "płytek przy użyciu oddzielnych obrazów (zobacz samouczek :ref:" -#~ "`doc_import_images`)." - -#, fuzzy -#~ msgid "" -#~ "Enable pixel snap (Set ``Project > Project Settings > Rendering > Quality " -#~ "> 2d > Use Pixel Snap`` to true; you can also search for ``Pixel Snap``)." -#~ msgstr "" -#~ "Włącz wyrównanie do pikseli (Ustaw ``Projekt > Ustawienia projektu > " -#~ "Renderowanie > Jakość > 2D > Użyj Pixel Snap`` na prawdę, możesz również " -#~ "wyszukać ``Pixel Snap``)." - -#, fuzzy -#~ msgid "" -#~ "You can use a single, separate image for each tile. This will remove all " -#~ "artifacts, but can be more cumbersome to implement and is less optimized." -#~ msgstr "" -#~ "Dla każdej płytki można użyć pojedynczego, oddzielnego obrazu. Usunie to " -#~ "wszystkie artefakty, ale może być bardziej kłopotliwe do wdrożenia i jest " -#~ "mniej zoptymalizowane." - -#~ msgid "A path" -#~ msgstr "Ścieżka" - -#~ msgid "An ID" -#~ msgstr "ID" - -#~ msgid "" -#~ ":ref:`Vertex displacement with shaders " -#~ "`" -#~ msgstr "" -#~ ":ref:`Przemieszczenie wierzchołków za pomocą shaderów " -#~ "`" - -#~ msgid "" -#~ "This method will be called every time a frame is drawn, so it's fully " -#~ "dependent on how many frames per second (FPS) the application is running " -#~ "at:" -#~ msgstr "" -#~ "Ta metoda będzie wywoływana za każdym razem gdy klatka jest rysowana, " -#~ "więc jest całkowicie zależna od tego, w ilu klatkach na sekundę(FPS) ta " -#~ "aplikacja pracuje:" - -#, fuzzy -#~ msgid "" -#~ "And the second way is from code. One example would be to tag nodes which " -#~ "are enemies:" -#~ msgstr "" -#~ "A drugą metodą jest ustawienie grupy z kodu. Jednym z przykładów może być " -#~ "tagowanie scen, które są wrogami:" - -#~ msgid "The five most common containers" -#~ msgstr "Pięć najczęściej używanych kontenerów" - -#~ msgid "Not enough..." -#~ msgstr "Nie wystarczy..." - -#, fuzzy -#~ msgid "" -#~ "Tilemaps are a simple and quick way to make 2D game levels. Basically, " -#~ "you start with a bunch of reference tiles (or pieces) that can be put on " -#~ "a grid, as many times each as desired - think of it like a map editor:" -#~ msgstr "" -#~ "Tilemapy są prostym i szybkim sposobem na stworzenie poziomów w grze 2D. " -#~ "Zasadniczo, zaczynasz od płytek, które można umieścić na siatce, tyle " -#~ "razy ile jest to wymagane - pomyśl o tym jak o edytorze map:" - -#~ msgid "" -#~ "Now we have one more step before we are done with the pistol. Select the " -#~ "\"enable editing of individual keys\" button on the far right corner of " -#~ "the animation window. It looks like a pencil with a little point beside " -#~ "it." -#~ msgstr "" -#~ "Teraz mamy jeszcze jeden krok do zrobienia z pistoletem. Wybierz przycisk " -#~ "\"Włącz edycję poszczególnych klawiszy\" w prawym, górnym rogu okna " -#~ "animacji. Wygląda to jak ołówek z odrobiną miejsca obok." - -#~ msgid "2D animation" -#~ msgstr "Animacja 2D" - -#~ msgid "" -#~ "First, add a :ref:`Spatial` node to the scene to act as " -#~ "the root. Next, add a :ref:`MeshInstance` as a child." -#~ msgstr "" -#~ "Użyj węzła :ref:`class_Spatial` jako korzenia sceny. Do niego dodaj :ref:" -#~ "`class_MeshInstance`." - -#, fuzzy -#~ msgid "" -#~ "For further information on how to use shaders in Godot, you should check " -#~ "out the :ref:`doc_shading_language` page." -#~ msgstr "" -#~ ":ref:`Shading Language ` zawiera szczegółowe " -#~ "informacje o języku shaderów Godota." - -#~ msgid "" -#~ "Most of these APIs allow communication via REST/JSON APIs. Godot has " -#~ "great support for HTTP, HTTPS and JSON, so consider this as an option " -#~ "that works on every platform. Only write the code once and you are set to " -#~ "go." -#~ msgstr "" -#~ "Większość z tych interfejsów umożliwia komunikację za pośrednictwem " -#~ "interfejsów REST/JSON. Godot ma dobre wsparcie dla HTTP, HTTPS i JSON, " -#~ "więc rozważ to jako opcję, która działa na każdej platformie. Napisz kod " -#~ "tylko raz i ruszaj w drogę." - -#~ msgid "" -#~ "Writing an Android module is similar to :ref:`doc_custom_modules_in_c++`, " -#~ "but needs a few more steps." -#~ msgstr "" -#~ "Pisanie modułu Android jest podobne do :ref:`doc_custom_modules_in_c++`, " -#~ "ale wymaga kilku dodatkowych kroków." - -#~ msgid "" -#~ "Make sure you are familiar with building your own :ref:`Android export " -#~ "templates `, as well as creating :ref:" -#~ "`doc_custom_modules_in_c++`." -#~ msgstr "" -#~ "Upewnij się, że zapoznałeś się z budową :ref:`szablonu eksportu " -#~ "Androida`, a także tworzenie :ref:" -#~ "`doc_custom_modules_in_c++`." - -#~ msgid "config.py" -#~ msgstr "config.py" - -#, fuzzy -#~ msgid "Assets" -#~ msgstr "Nazwa zasobów." - -#~ msgid "SDK library" -#~ msgstr "biblioteka SDK" - -#~ msgid "SDK project" -#~ msgstr "projekt SDK" - -#, fuzzy -#~ msgid "" -#~ "This is a list of third-party tutorials and other resources created by " -#~ "the community that may be of interest." -#~ msgstr "" -#~ "Jest to lista zasobów stron trzecich stworzonych przez społeczność, które " -#~ "mogą być interesujące." - -#, fuzzy -#~ msgid "" -#~ "Initial versions of the Godot engine (and previous iterations before it " -#~ "was named Godot) used a database. Assets were stored in it and assigned " -#~ "an ID. Other approaches were tried as well, such as local databases, " -#~ "files with metadata, etc. In the end, the simple approach won and now " -#~ "Godot stores all assets as files in the file system." -#~ msgstr "" -#~ "Pierwsze wersje silnika Godota (oraz poprzednie jego formy, jeszcze przed " -#~ "dobrze znaną nazwą Godot) używały bazy danych. Przechowywano w nim zasoby " -#~ "i nadawano im ID Wypróbowano również inne podejścia, takie jak lokalne " -#~ "bazy danych, pliki z metadanymi itp. W końcu to proste podejście wygrało " -#~ "i teraz Godot przechowuje wszystkie zasoby jako pliki w systemie plików." - -#~ msgid "" -#~ "This is where things start getting abstract, but don't panic. There's not " -#~ "much more depth than this." -#~ msgstr "" -#~ "W tym miejscu sprawy zaczynają nabierać abstrakcyjnego charakteru, ale " -#~ "nie wpadaj w panikę. Niewiele jest później trudniejszych rzeczy." - -#~ msgid "" -#~ "This concept deserves going into a little more detail. In fact, the scene " -#~ "system is not even a core component of Godot as it is possible to skip it " -#~ "and write a script (or C++ code) that talks directly to the servers, but " -#~ "making a game that way would be a lot of work." -#~ msgstr "" -#~ "Koncepcja ta zasługuje na bardziej szczegółowe omówienie. W " -#~ "rzeczywistości, system scen nie jest nawet kluczowym elementem Godota, " -#~ "ponieważ można go pominąć i napisać skrypt (lub kod C++), który " -#~ "komunikuje bezpośrednio się z serwerami, ale robienie gry w ten sposób " -#~ "wymagałoby dużo pracy." - -#~ msgid "" -#~ "The first step is to open \"Project Settings\" and find the *Handheld* " -#~ "section. Enable the *Emulate Touchscreen* option. This lets you treat " -#~ "mouse click events the same as touch events, so you can test the game on " -#~ "a computer without a touchscreen. Also, make sure to select \"portrait\" " -#~ "under *Orientation*." -#~ msgstr "" -#~ "Pierwszym krokiem jest otwarcie okna \"Ustawienia projektu\" i " -#~ "odnalezienie sekcji *Handheld*. Włącz opcję *Emulate Touchscreen*. " -#~ "Umożliwia to traktowanie zdarzeń klikanych myszką tak samo, jak zdarzeń " -#~ "dotykowych, dzięki czemu można przetestować grę na komputerze bez ekranu " -#~ "dotykowego. Upewnij się również, że w *Orientation* zaznaczono opcję " -#~ "\"portrait\"." - -#, fuzzy -#~ msgid "" -#~ "As mentioned in the comments above, we need to avoid the situation of " -#~ "deleting the current scene while it is still being used (i.e. its code is " -#~ "still running), so using :ref:`Object.call_deferred() " -#~ "` is required at this point. The " -#~ "result is that the second function will run at a later time when any code " -#~ "from the current scene has completed." -#~ msgstr "" -#~ "Jak wspomniano w komentarzach powyżej, chcemy uniknąć sytuacji, w których " -#~ "w trakcie użytkowania jest usuwana obecna scena, więc w tym momencie " -#~ "pożądane jest użycie :ref:`Object.call_deferred() " -#~ "`. W rezultacie wykonanie komend w " -#~ "drugiej funkcji nastąpi później, gdy nie będzie uruchomiony żaden kod z " -#~ "bieżącej sceny." - -#, fuzzy -#~ msgid "" -#~ "Additionally, using version control can be challenging, so this " -#~ "proposition will include that too." -#~ msgstr "" -#~ "Ponadto korzystanie z kontroli wersji może być trudne, więc ta propozycja " -#~ "będzie zawierała również to." - -#, fuzzy -#~ msgid "Let's go over what this script does quickly, as it is fairly simple." -#~ msgstr "" -#~ "Przejdźmy do tego, co robi ten skrypt, zaczynając od jego zmiennych " -#~ "klasowych:" - -#, fuzzy -#~ msgid "Let's go over what this does quickly, as it is also fairly simple." -#~ msgstr "" -#~ "Przejdźmy do tego, co robi ten skrypt, zaczynając od jego zmiennych " -#~ "klasowych:" - -#~ msgid "do" -#~ msgstr "do" - -#, fuzzy -#~ msgid "Reserved for future implementation of ``do... while`` loops." -#~ msgstr "Zarezerwowane dla przyszłej implementacji do...while pętlach." - -#~ msgid "switch" -#~ msgstr "switch" - -#, fuzzy -#~ msgid "Reserved for future implementation. See match_." -#~ msgstr "Zarezerwowane dla przyszłej implementacji." - -#~ msgid "" -#~ "Available under ``Godot.GD``. Some things were moved to their own " -#~ "classes, like Math and Random. See below." -#~ msgstr "" -#~ "Dostępne w ramach ``Godot.GD``. Niektóre rzeczy zostały przeniesione do " -#~ "ich własnych klas, takich jak Math i Random. Zobacz poniżej." - -#~ msgid "``ERR_*`` constants were moved to ``Godot.Error``." -#~ msgstr "Stałe ``ERR_*`` zostały przesunięte do ``Godot.Error``." - -#~ msgid "Random" -#~ msgstr "Random" - -#~ msgid "get_origin()" -#~ msgstr "get_origin()" - -#~ msgid "end" -#~ msgstr "end" - -#~ msgid "End" -#~ msgstr "Koniec" - -#~ msgid "object[]" -#~ msgstr "object[]" - -#~ msgid "int[]" -#~ msgstr "int[]" - -#, fuzzy -#~ msgid "" -#~ "``preload``, ``assert`` and ``yield``, as they work in GDScript, are " -#~ "currently not available in C#." -#~ msgstr "" -#~ "``preload``, ``assert`` i ``yield`` działają w GDScript ale nie są " -#~ "obecnie dostępne w języku C#." - -#~ msgid "? TODO" -#~ msgstr "? TODO" - -#~ msgid "load" -#~ msgstr "load" - -#, fuzzy -#~ msgid "GD.load, which is the same as ResourceLoader.load" -#~ msgstr "GD.load, który jest taki sam jak ResourceLoader.load" - -#, fuzzy -#~ msgid "" -#~ "Export of Blender materials is currently very primitive. However, it is " -#~ "the focus of a current GSoC project" -#~ msgstr "" -#~ "Eksport materiałów Blendera jest obecnie bardzo prymitywny. Jest to " -#~ "jednak główny cel tegorocznego GSOC" - -#, fuzzy -#~ msgid "" -#~ "For instructions on installing older versions of Mono on Linux, see `this " -#~ "page `_. Older versions of Mono for macOS and " -#~ "Windows can be found `here `_." -#~ msgstr "" -#~ "Instrukcje instalowania starszych wersji Mono na Linuksie znajdują się na " -#~ "`tej stronie `_. Starsze wersje Mono dla MacOS i " -#~ "Windows można znaleźć `tutaj `_." - -#~ msgid "" -#~ "These signals can be connected in the editor or from code like regular " -#~ "signals. Take the instance of a class where the signal was declared and " -#~ "connect it to the method of another instance:" -#~ msgstr "" -#~ "Te sygnały mogą być podłączane z edytora lub z kodu, zupełnie jak zwykłe " -#~ "sygnały. Weźmy przykład klasy, w której sygnał został zadeklarowany i " -#~ "podłączmy go do metody innej instancji:" - -#~ msgid "" -#~ "Finally, emitting a custom signal is done by using the Object.emit_signal " -#~ "method:" -#~ msgstr "" -#~ "Ostatecznie wysyłanie sygnału niestandardowego odbywa się metodą Object." -#~ "emit_signal:" - -#~ msgid "For the same reason, the full screen project setting is ignored." -#~ msgstr "" -#~ "Z tego samego powodu ustawienie w projekcie trybu pełnoekranowego jest " -#~ "ignorowane." - -#~ msgid "HTTPClient" -#~ msgstr "HTTPClient" - -#~ msgid "" -#~ "The ``HTTPClient`` implementation for the HTML5 platform has several " -#~ "restrictions:" -#~ msgstr "Implementacja ``HTTPClient`` dla HTML5 ma kilka ograniczeń:" - -#~ msgid "``Engine.load(basePath)``" -#~ msgstr "`Engine.load(bazowaŚcieżka)``" - -#~ msgid "``Engine.unload()``" -#~ msgstr "`Engine.unload()``" - -#~ msgid "``Engine.isWebGLAvailable(majorVersion = 1)``" -#~ msgstr "``Engine.isWebGLAvailable(majorVersion = 1)``" - -#~ msgid "``engine.init(basePath)``" -#~ msgstr "``engine.init(bazowaŚcieżka)``" - -#~ msgid "``engine.preloadFile(file, path)``" -#~ msgstr "``engine.preloadFile(plik, ścieżka)``" - -#~ msgid "``engine.start(arg1, arg2, …)``" -#~ msgstr "``engine.start(arg1, arg2, …)``" - -#~ msgid "``engine.setUnloadAfterInit(enabled)``" -#~ msgstr "``engine.setUnloadAfterInit(enabled)``" - -#~ msgid "Defaults to ``true``." -#~ msgstr "Wartość domyślna to '' true''." - -#~ msgid "``engine.setCanvas(canvasElem)``" -#~ msgstr "``engine.setCanvas(canvasElem)``" - -#~ msgid "``engine.setCanvasResizedOnStart(enabled)``" -#~ msgstr "``engine.setCanvasResizedOnStart(enabled)``" - -#~ msgid "``engine.setLocale(locale)``" -#~ msgstr "``engine.setLocale(locale)``" - -#~ msgid "``engine.setExecutableName(execName)``" -#~ msgstr "``engine.setExecutableName(execName)``" - -#~ msgid "``engine.setProgressFunc(func)``" -#~ msgstr "``engine.setProgressFunc(func)``" - -#~ msgid "" -#~ "Don't scale the shape's outline! Only use the size handles (circled in " -#~ "red) to adjust the shape!" -#~ msgstr "" -#~ "Nie skaluj kształtu konturu! Do regulacji kształtu należy używać " -#~ "wyłącznie specjalnych uchwytów (zakreślonych na czerwono)!" - -#~ msgid "" -#~ "Disabling the area's collision shape means it won't detect collisions. By " -#~ "turning it off, we make sure we don't trigger the ``hit`` signal more " -#~ "than once." -#~ msgstr "" -#~ "Wyłączenie kształtu obszaru kolizji oznacza, że nie wykryje on kolizji. " -#~ "Wyłączając go, upewniamy się, że nie wyzwalamy sygnału ``hit`` więcej niż " -#~ "raz." - -#~ msgid "``Layout``: \"Center Top\"" -#~ msgstr "``Layout``: \"Górny Środek\"" - -#~ msgid "``Margin``:" -#~ msgstr "``Margines``:" - -#~ msgid "Left: ``-25``" -#~ msgstr "Lewy: ``-25``" - -#~ msgid "Top: ``0``" -#~ msgstr "Góra: ``0``" - -#~ msgid "Right: ``25``" -#~ msgstr "Prawo: ``25``" - -#~ msgid "Bottom: ``100``" -#~ msgstr "Dół: ``100``" - -#~ msgid "Left: ``-200``" -#~ msgstr "Lewy: ``-200``" - -#~ msgid "Top: ``-150``" -#~ msgstr "Góra: ``-150``" - -#~ msgid "Right: ``200``" -#~ msgstr "Prawy: ``200``" - -#~ msgid "Bottom: ``0``" -#~ msgstr "Dół: ``0``" - -#~ msgid "Left: ``-100``" -#~ msgstr "Lewy: ``-100``" - -#~ msgid "Right: ``100``" -#~ msgstr "Prawy: ``100``" - -#~ msgid "" -#~ "For one last bit of visual appeal, let's add a trail effect to the " -#~ "player's movement. Choose your ``Player`` scene and add a :ref:" -#~ "`Particles2D ` node named ``Trail``." -#~ msgstr "" -#~ "Na koniec dodajmy efekt smugi do ruchu gracza. Wybierz swoją scenę i " -#~ "dodaj węzeł :ref:`Particles2D ` o nazwie ``Trail``." - -#~ msgid "" -#~ "There are a large number of properties to choose from when configuring " -#~ "particles. Feel free to experiment and create different effects. For the " -#~ "effect in this example, use the following settings:" -#~ msgstr "" -#~ "Konfiguracja cząsteczek jest bardzo prosta. Zachęcamy do " -#~ "eksperymentowania i tworzenia różnych efektów. Aby uzyskać efekt jak w " -#~ "tym przykładzie, należy użyć następujących ustawień:" - -#~ msgid "" -#~ "You also need to create a ``Material`` by clicking on ```` and then " -#~ "\"New ParticlesMaterial\". The settings for that are below:" -#~ msgstr "" -#~ "Musisz również utworzyć ``Materiał`` klikając na ````, a następnie " -#~ "\"New ParticlesMaterial\". Poniżej znajdują się ustawienia w tym zakresie:" - -#~ msgid "" -#~ "Click \"New GradientTexture\", then under \"Gradient\", click \"New " -#~ "Gradient\". You'll see a window like this:" -#~ msgstr "" -#~ "Kliknij \"New GradientTexture\", a następnie pod \"Gradient\", kliknij " -#~ "\"Nowy Gradient\". Zobaczysz takie okno:" - -#~ msgid "" -#~ "The left and right boxes represent the start and end colors. Click on " -#~ "each and then click the large square on the right to choose the color. " -#~ "For the first color, set the ``A`` (alpha) value to around halfway. For " -#~ "the second, set it all the way to ``0``." -#~ msgstr "" -#~ "Lewe i prawe okienko przedstawiają kolory początkowe i końcowe. Kliknij " -#~ "na każdym z nich, a następnie kliknij duży kwadrat po prawej stronie, aby " -#~ "wybrać kolor. Dla pierwszego koloru należy ustawić wartość ``A`` (alfa) " -#~ "na około połowę. Dla drugiego, ustaw go aż do ``0``." - -#~ msgid "|image7| |image14|" -#~ msgstr "|image7| |image14|" - -#, fuzzy -#~ msgid "" -#~ "A more flexible alternative to prefabs you might know from Unity (and " -#~ "much more powerful given that instances can be nested)." -#~ msgstr "" -#~ "Bardziej elastyczna alternatywa dla obiektów będących szablonami (i o " -#~ "wiele mocniejsza, biorąc pod uwagę możliwość zagnieżdżenia się instancji)." - -#~ msgid "Skeleton node" -#~ msgstr "Węzeł szkieletu" - -#~ msgid "Skeleton class" -#~ msgstr "Klasa szkieletu" - -#~ msgid "Create the following node tree:" -#~ msgstr "Stwórz poniższe drzewo sceny:" - -#~ msgid "Initial problem" -#~ msgstr "Początkowe problemy" - -#~ msgid "" -#~ "We will use an exported variable for the bone length to make it easy." -#~ msgstr "Użyjemy wyeksportowanej zmiennej dla długości kości." - -#~ msgid "" -#~ "GameObject -> Node Add a component -> Inheriting Prefab -> Externalized " -#~ "branch" -#~ msgstr "" -#~ "GameObject -> Node Add a component -> Inheriting Prefab -> Externalized " -#~ "branch" - -#~ msgid "Lets go over what's happening here:" -#~ msgstr "Zobaczmy co tu się stanie:" - -#~ msgid "Lets go over what this function is doing:" -#~ msgstr "Sprawdźmy co ta funkcja robi:" - -#~ msgid "In this guide you will learn:" -#~ msgstr "W tym poradniku nauczysz się:" - -#~ msgid "Collision Layers and Masks" -#~ msgstr "Warstwy kolizji i maski" - -#~ msgid "" -#~ "Unlike the shader language in Godot 2.x, this implementation is much " -#~ "closer to the original." -#~ msgstr "" -#~ "W przeciwieństwie do języka shaderowego w Godot 2.x, implementacja ta " -#~ "jest znacznie bliższa oryginałowi." - -#~ msgid "Operators:" -#~ msgstr "Operatory:" - -#~ msgid "Default behaviour" -#~ msgstr "Domyślne zachowanie" - -#, fuzzy -#~ msgid "" -#~ "If you're using C#, you need to restart Godot editor temporarily to see " -#~ "exported variables in the editor until it's fixed." -#~ msgstr "" -#~ "Jeśli używasz C#, musisz tymczasowo uruchomić ponownie edytor Godota, aby " -#~ "zobaczyć wyeksportowane zmienne w edytorze. Jest to tymczasowe " -#~ "rozwiązanie do naprawienia tego błędu." - -#~ msgid "Is SRGB" -#~ msgstr "Jest SRGB" - -#~ msgid "[Windows only] PyWin32 (optional, for parallel compilation)" -#~ msgstr "[tylko w Windows] PyWin32 (opcjonalny, dla równoległej kompilacji)" - -#~ msgid "Faster compilation" -#~ msgstr "Szybsza kompilacja" - -#~ msgid "" -#~ "This will create a fat binary that works in both platforms, but will add " -#~ "about 6 megabytes to the APK." -#~ msgstr "To stworzy większy o 6MB plik APK, działający na obu platformach." - -#~ msgid "Compilation fails" -#~ msgstr "Błąd kompilacji" - -#, fuzzy -#~ msgid "" -#~ "NOTE: The result of these operations depends on the operands types. If " -#~ "both are Integers, then the result will be an Integer. That means 1/10 " -#~ "returns 0 instead of 0.1. If at least one of the operands is a float, " -#~ "then the result is a float: float(1)/10 or 1.0/10 return both 0.1. NOTE2: " -#~ "Remainder/Modulo only works on int. For floats use built in fmod()" -#~ msgstr "" -#~ "UWAGA: Wynik tych operacji zależy od typu operandów. Jeśli jedne i drugie " -#~ "są liczbami całkowitymi, wynikiem będzie liczbą całkowitą. Oznacza to, że " -#~ "1/10 zwróci 0 zamiast 0.1. Jeżeli co najmniej jednym z operandów jest " -#~ "typu float, to wynikiem jest również typ float: float(1)/10 lub 1,0/10 " -#~ "zwracają 0,1." - -#~ msgid "" -#~ "The finished project from :ref:`doc_fps_tutorial_part_one` will be the " -#~ "starting project for part 2" -#~ msgstr "" -#~ "Gotowy projekt: ref: 'doc_fps_tutorial_part_one' będzie projektem na " -#~ "którym będziemy bazować w części 2" - -#, fuzzy -#~ msgid "There is a few things to note here." -#~ msgstr "Nie ma żadnych ograniczeń w stosowaniu Godota" - -#, fuzzy -#~ msgid "default: yes" -#~ msgstr "Domyślne funkcje" - -#, fuzzy -#~ msgid "default: #bin" -#~ msgstr "Domyślne zachowanie" - -#~ msgid "Mac OS X" -#~ msgstr "Mac OS X" - -#~ msgid "" -#~ "C# is usually the best choice for companies. The large amount of " -#~ "programmers familiar with it means less time can be spent learning Godot " -#~ "and more time can be spent programming with it." -#~ msgstr "" -#~ "C# jest zazwyczaj najlepszym wyborem dla firm. Duża liczba programistów " -#~ "znających go oznacza, że można spędzić mniej czasu na nauce Godota i " -#~ "więcej czasu na programowaniu z nim." - -#~ msgid "" -#~ "Where *Nodes* focus on behaviors, such as drawing a sprite, drawing a 3D " -#~ "model, physics, GUI controls, etc," -#~ msgstr "" -#~ "Gdy *Węzły* skupiają się na zachowaniach, takich jak rysowanie spritów, " -#~ "modeli 3D, fizyki, elementów sterujących GUI itp.," - -#~ msgid "" -#~ "**Resources** are mere **data containers**. This means that they don't do " -#~ "any action nor process any information. Resources just contain data." -#~ msgstr "" -#~ "**Zasoby** są jedynie **kontenerami danych**. Oznacza to, że nie wykonują " -#~ "one żadnych działań ani nie przetwarzają żadnych informacji. Zasoby po " -#~ "prostu zawierają dane." - -#~ msgid "" -#~ "When Godot saves or loads (from disk) a scene (.tscn or .scn), an image " -#~ "(png, jpg), a script (.gd) or pretty much anything, that file is " -#~ "considered a resource." -#~ msgstr "" -#~ "Kiedy Godot zapisuje lub ładuje (z dysku) scenę (.tscn lub .scn), obraz " -#~ "(png, jpg), skrypt (.gd) albo wiele innych rzeczy, to plik ten jest " -#~ "uważany za zasób." - -#~ msgid "" -#~ "Pressing the \">\" button on the right side of the preview allows us to " -#~ "view and edit the resources properties. One of the properties (path) " -#~ "shows where it comes from. In this case, it comes from a png image." -#~ msgstr "" -#~ "Naciśnięcie przycisku \">\" po prawej stronie podglądu umożliwia nam " -#~ "przeglądanie i edycję właściwości zasobów. Jedna z właściwości (path) " -#~ "pokazuje skąd pochodzi. W tym przypadku pochodzi on z obrazu png." - -#~ msgid "" -#~ "When the resource comes from a file, it is considered an *external* " -#~ "resource. If the path property is erased (or it never had a path to begin " -#~ "with), it is considered a built-in resource." -#~ msgstr "" -#~ "Gdy zasób pochodzi z pliku, jest uważany za zasób *zewnętrzny*. Jeśli " -#~ "właściwość ścieżki zostanie skasowana (lub nigdy nie miała ustawionej " -#~ "ścieżki), jest ona traktowana jako wbudowany zasób." - -#~ msgid "" -#~ "For example, if the path \\`\"res://robi.png\"\\` is erased from the " -#~ "\"path\" property in the above example, and then the scene is saved, the " -#~ "resource will be saved inside the .tscn scene file, no longer referencing " -#~ "the external \"robi.png\". However, even if saved as built-in, and even " -#~ "though the scene can be instanced multiple times, the resource will " -#~ "always be loaded only once. That means, different Robi robot scenes " -#~ "instanced at the same time will still share the same image." -#~ msgstr "" -#~ "Na przykład, jeśli ścieżka \\`\"res://robi.png\"\\` zostanie skasowana z " -#~ "właściwości \"path\" w powyższym przykładzie, a następnie scena zostanie " -#~ "zapisana, zasób zostanie zapisany jako wewnątrz pliku sceny .tscn, nie " -#~ "odwołując się już do zewnętrznego \"robi.png\". Jednak nawet jeśli scena " -#~ "zostanie zapisana jako wbudowana i mimo że można ją wielokrotnie " -#~ "instancjować, zasób zawsze zostanie załadowany tylko raz. Oznacza to, że " -#~ "różne sceny robotów Robi wyświetlane w tym samym czasie nadal będą miały " -#~ "ten sam obraz." - -#~ msgid "" -#~ "Loading resources from code is easy. There are two ways to do it. The " -#~ "first is to use load(), like this:" -#~ msgstr "" -#~ "Ładowanie zasobów z kodu jest łatwe. Można to zrobić na dwa sposoby. " -#~ "Pierwszym z nich jest użycie load() w ten sposób:" - -#~ msgid "" -#~ "The second way is more optimal, but only works with a string constant " -#~ "parameter because it loads the resource at compile-time." -#~ msgstr "" -#~ "Drugi sposób jest bardziej optymalny, ale działa tylko ze stałym " -#~ "parametrem łańcucha znaków, ponieważ ładuje zasób w czasie kompilacji." - -#~ msgid "" -#~ "Like any object in Godot, not just nodes, resources can be scripted, too. " -#~ "However, there isn't generally much of an advantage, as resources are " -#~ "just data containers." -#~ msgstr "" -#~ "Jak każdy obiekt w Godocie, nie tylko węzły, również zasoby mogą być " -#~ "oskryptowane. Generalnie to nie daje zbyt dużo, ponieważ zasoby są tylko " -#~ "kontenerami na dane." - -#~ msgid "slave" -#~ msgstr "slave" - -#~ msgid "sync" -#~ msgstr "sync" - -#~ msgid "Code Structure" -#~ msgstr "Struktura kodu" - -#~ msgid "" -#~ "Exporting a project may not yet work (`#15615 `_)" -#~ msgstr "" -#~ "Eksportowanie projektu może jeszcze nie działać (`#15615 `_)" - -#~ msgid "" -#~ "Signals with parameters are broken in 3.0.2-stable (`#17553 `_)" -#~ msgstr "" -#~ "Sygnały z parametrami są zepsute w 3.0.2-stable (`#17553 `_)" - -#~ msgid "Global Scope" -#~ msgstr "Zakres Globalny" - -#~ msgid "Commented out as not implemented in 3.x for now." -#~ msgstr "Skomentowany jako jeszcze nie wdrożony w wersji 3.x." - -#~ msgid "" -#~ "This is the base angle at which particles emit. Default is ``0`` (down):" -#~ msgstr "" -#~ "Jest to kąt podstawowy, w którym emitują się cząsteczki. Domyślnie ``0`` " -#~ "(w dół):" - -#~ msgid "" -#~ "Changing it will change the emissor direction, but gravity will still " -#~ "affect them:" -#~ msgstr "" -#~ "Zmiana tego ustawienia zmieni kierunek emisji, lecz grawitacja ciągle " -#~ "będzie na niego oddziaływać:" - -#~ msgid "" -#~ "This parameter is useful because, by rotating the node, gravity will also " -#~ "be rotated. Changing direction allows them to be separated." -#~ msgstr "" -#~ "Ten parametr jest przydatny, ponieważ obracając węzeł, grawitacja również " -#~ "zostanie obrócona. Zmiana kierunku, pozwala im się rozdzielić." - -#~ msgid "Save this scene as ``my_dock.tscn``." -#~ msgstr "Zapisz tą scenę jako ``my_dock.tscn``." - -#~ msgid "On Mac OS X:" -#~ msgstr "Na Mac OS X:" - -#, fuzzy -#~ msgid "Action Lib" -#~ msgstr "Węzły funkcyjne" - -#, fuzzy -#~ msgid "Placing of AnimationPlayer" -#~ msgstr "Dodaj animację gracza" - -#, fuzzy -#~ msgid "In the following case, Mesh and Rig have their own AnimationPlayer" -#~ msgstr "Dodaj następujący kod do ``AnimationPlayer_Manager.gd``:" - -#~ msgid "" -#~ "This means it is free as in \"free speech\" as well as in \"free beer\"." -#~ msgstr "To oznacza iż jest całkowicie darmowe, bez żadnych ograniczeń." - -#~ msgid "There are no usage restrictions on Godot" -#~ msgstr "Nie ma żadnych ograniczeń w stosowaniu Godota" - -#~ msgid "" -#~ "This means you can use it for any game or application, commercially or " -#~ "non-commercially, in any industry" -#~ msgstr "" -#~ "To oznacza, że możesz wykorzystać silnik tworząc grę lub program, nie " -#~ "tylko do celów prywatnych ale również komercyjnych" - -#~ msgid "" -#~ "For more, see `here `_ or ask " -#~ "your lawyer of choice." -#~ msgstr "" -#~ "Więcej informacji `tutaj`_ lub " -#~ "jeżeli dalej masz wątpliwości skontaktuj sie z prawnikiem." - -#~ msgid "" -#~ "Note that C# and Visual Scripting support is comparatively young and " -#~ "GDScript still has some advantages as outlined below." -#~ msgstr "" -#~ "Zauważ, że wsparcie C# oraz Visual Scripting zostało wprowadzone " -#~ "stosunkowo niedawno dlatego GDScript wciąż jest opcją posiadająca lekka " -#~ "przewagę." - -#~ msgid "" -#~ "Support for new languages can be added by third parties using the " -#~ "GDNative / NativeScript / PluginScript facilities. (See question about " -#~ "plugins below.)" -#~ msgstr "" -#~ "Obsługa nowych języków może być dodawana przez osoby trzecie używając " -#~ "GDNative / NativeScript / PluginScript. (Spójrz na pytania o wtyczki " -#~ "poniżej.)" - -#~ msgid "" -#~ "GDScript? Why use a custom scripting language instead of my language of " -#~ "choice?" -#~ msgstr "" -#~ "GDScript? Dlaczego warto używać niestandardowego języka skryptowego " -#~ "zamiast wybranego przeze mnie języka?" - -#~ msgid "" -#~ "GDScript is designed to integrate from the ground to the way Godot works, " -#~ "more than any other language, and is simple and easy to learn. Takes at " -#~ "most a day or two to get comfortable and it's easy to see the benefits " -#~ "once you do. Please make the effort to learn GDScript, you will not " -#~ "regret it." -#~ msgstr "" -#~ "GDScript został zaprojektowany tak, aby wspaniale integrował się z " -#~ "Godotem, bardziej niż jakikolwiek inny język, posiada prostą składnię i " -#~ "jest łatwy do nauczenia. Trwa to najwyżej dzień lub dwa i łatwo jest " -#~ "dostrzec korzyści z jego używania. Prosimy byś spróbował nauczyć się " -#~ "GDScript - nie będziesz tego żałował." - -#~ msgid "" -#~ "Godot C++ API is also efficient and easy to use (the entire Godot editor " -#~ "is made with this API), and an excellent tool to optimize parts of a " -#~ "project, but trying to use it instead of GDScript for an entire game is, " -#~ "in most cases, a waste of time." -#~ msgstr "" -#~ "Godot C++ API jest wydajnym i łatwym w użyciu(cały edytor Godot jest " -#~ "stworzony na tym API) oraz świetnym narzędziem do optymalizacji " -#~ "kluczowych partii kodu, lecz używając go przez cały proces tworzenia gry " -#~ "zamiast GDScript, w większości przypadków stracisz czas." - -#~ msgid "For the more technically versed, proceed to the next item." -#~ msgstr "Dla bardziej technicznego opisu, przejdź do następnego elementu." - -#~ msgid "" -#~ "I don't believe you. What are the technical reasons for the item above?" -#~ msgstr "" -#~ "Nie wierzę ci. Jakie są techniczne przesłanki dotyczące elementu powyżej?" - -#, fuzzy -#~ msgid "" -#~ "GDScript was designed to solve the issues above, and performs well in all " -#~ "the above scenarios. Please learn GDScript and enjoy a smooth integration " -#~ "of scripting with the game engine (yes, it's a rare but enjoyable " -#~ "situation when things just work). It's worth it, give it a try!" -#~ msgstr "" -#~ "GDScript został zaprojektowany aby rozwiązać powyższe problemy i dobrze " -#~ "sobie radzić we wszystkich powyższych przypadkach. Naucz się GDScript i " -#~ "zacznij używać ten dobrze zintegrowany z edytorem język " -#~ "programowania(jest to rzadkie, lecz bardzo przydatne w sytuacjach kiedy " -#~ "po prostu działa). Jest tego wart, spróbuj!" - -#~ msgid "I want to extend Godot. What are my options for creating plugins?" -#~ msgstr "" -#~ "Chciałbym rozszerzyć możliwości Godot. Jaka jest moja opinia o tworzeniu " -#~ "wtyczek?" - -#~ msgid "" -#~ "Additional languages could be added via PluginScript or the more low-" -#~ "level NativeScript." -#~ msgstr "" -#~ "Dodatkowe języki mogą być dodawane przez PluginScript lub niskopoziomowy " -#~ "NativeScript." - -#~ msgid "" -#~ "If you want to add a certain native library, your best bet is GDNative " -#~ "and custom C++ modules." -#~ msgstr "" -#~ "Jeśli chcesz dodać natywną bibliotekę, najlepiej użyć GDNative i " -#~ "niestandardowych modułów C++." - -#~ msgid "Why is FBX not supported for import?" -#~ msgstr "Dlaczego importowanie pliku FBX nie jest obsługiwane?" - -#~ msgid "Also, glTF support was added in Godot 3.0." -#~ msgstr "W Godot 3.0 dodano wsparcie dla glTF 2." - -#~ msgid "" -#~ "FBX support could still be provided by third parties as a plugin. (See " -#~ "Plugins question above.)" -#~ msgstr "" -#~ "Obsługa FBX może być nadal zapewniona przez osoby trzecie w formie " -#~ "wtyczki. (Patrz pytanie o wtyczki powyżej.)" - -#~ msgid "" -#~ "No, the aim of Godot is to create a complete open source engine licensed " -#~ "under MIT, so you have complete control over every single piece of it. " -#~ "Open versions of functionality or features from such SDKs may be " -#~ "eventually added though." -#~ msgstr "" -#~ "Nie, celem Godota jest stworzenie kompletnego silnika open source " -#~ "licencjonowanego w ramach MIT, w którym masz pełną kontrolę nad każdą " -#~ "jego częścią. Można jednak dodać otwarte wersje funkcji zamknięto " -#~ "źródłowych SDK." - -#~ msgid "I have a great idea that will make Godot better. What do you think?" -#~ msgstr "Mam wspaniały pomysł, który uczyni Godota lepszym. Co myślisz?" - -#~ msgid "" -#~ "Your idea will most certainly be ignored. Examples of stuff that is " -#~ "ignored by the developers:" -#~ msgstr "" -#~ "Twój pomysł zostanie z wielkim prawdopodobieństwem zignorowany. Przykłady " -#~ "rzeczy, które są ignorowane przez programistów:" - -#~ msgid "Let's do this because it will make Godot better" -#~ msgstr "Zróbmy to, ponieważ uczyni to Godota lepszym" - -#~ msgid "Let's do this in Godot because another game engine does it" -#~ msgstr "Zróbmy to w Godocie, ponieważ robi to inny silnik gry" - -#~ msgid "Let's remove this because I think it's not needed" -#~ msgstr "Usuńmy to, ponieważ myślę, że nie jest potrzebne" - -#~ msgid "Let's remove clutter and bloat and make Godot look nicer" -#~ msgstr "Usuńmy ten bałagan i sprawmy, aby Godot wyglądał ładniej" - -#~ msgid "Let's add an alternative workflow for people who prefer it" -#~ msgstr "Dodajmy alternatywny tryb pracy dla osób, które go preferują" - -#~ msgid "" -#~ "Godot developers are always willing to talk to you and listen to your " -#~ "feedback very openly, to an extent rarely seen in open source projects, " -#~ "but they will care mostly about real issues you have while using Godot, " -#~ "not ideas solely based on personal belief. Developers are interested in " -#~ "(for example):" -#~ msgstr "" -#~ "Twórcy oprogramowania Godot zawsze chętnie rozmawiają z Tobą i słuchają " -#~ "Twoich opinii bardzo otwarcie, w stopniu rzadko spotykanym w projektach " -#~ "open source, ale obchodzą się głównie z rzeczywistymi problemami, które " -#~ "masz podczas korzystania z Godota, a nie z pomysłami opartymi wyłącznie " -#~ "na osobistym przekonaniu. Deweloperzy są zainteresowani (na przykład):" - -#~ msgid "" -#~ "Once one of the above points is stated, we can work together on a " -#~ "solution and this is where your ideas and suggestions are most valuable " -#~ "and welcome, they need to be in context of a real issue." -#~ msgstr "" -#~ "Po stwierdzeniu jednej z powyższych kwestii możemy wspólnie wypracować " -#~ "rozwiązanie i właśnie w tym przypadku państwa pomysły i sugestie są " -#~ "najcenniejsze i mile widziane, muszą się odwoływać do rzeczywistego " -#~ "problemu." - -#~ msgid "Examples of how NOT to state problems generally and vaguely are:" -#~ msgstr "Przykłady jak NIE stwierdzać problemów:" - -#~ msgid "Certain feature is ugly" -#~ msgstr "Ten element jest brzydki" - -#~ msgid "Certain workflow is slow" -#~ msgstr "Ten element jest wolny" - -#~ msgid "Certain feature needs optimization" -#~ msgstr "Niektóre funkcje wymagają optymalizacji" - -#~ msgid "Certain aspect of the UI looks cluttered" -#~ msgstr "Pewne elementy edytora wyglądają źle" - -#~ msgid "" -#~ "Associating something with an adjective will not get you much attention " -#~ "and developers will most likely not understand you. Instead, try to " -#~ "reformulate your problem as a story such as:" -#~ msgstr "" -#~ "Powiązanie czegoś z przymiotnikiem nie zwróci na ciebie większej uwagi i " -#~ "programiści najprawdopodobniej Cię nie zrozumieją. Zamiast tego spróbuj " -#~ "przeformułować swój problem na przykład jako historię:" - -#~ msgid "I try to move objects around but always end up picking the wrong one" -#~ msgstr "" -#~ "Staram się poruszać przedmiotami, ale zawsze kończę na tym, że wybieram " -#~ "niewłaściwy" - -#~ msgid "" -#~ "I tried to make a game like Battlefield but I'm not managing to " -#~ "understand how to get lighting to look the same." -#~ msgstr "" -#~ "Próbowałem stworzyć grę taką jak Battlefield, ale nie jestem w stanie " -#~ "zrozumieć, jak uzyskać oświetlenie, aby wyglądało tak samo." - -#~ msgid "" -#~ "I always forget which script I was editing, and it takes me too many " -#~ "steps to go back to it." -#~ msgstr "" -#~ "Zawsze zapominam, który skrypt edytowałem i powrót do niego zajmuje mi " -#~ "zbyt wiele czasu." - -#~ msgid "" -#~ "This will allow you to convey what you are thinking much better and set a " -#~ "common ground for discussion. Please try your best to state your problems " -#~ "as stories to the developers and the community, before discussing any " -#~ "idea. Be specific and concrete." -#~ msgstr "" -#~ "Pozwoli to lepiej przekazać to, co myślicie i stworzyć podstawy do " -#~ "dyskusji. Prosimy spróbować jak najlepiej przedstawić swoje problemy jako " -#~ "historie dla deweloperów i społeczności, zanim przedyskutujesz " -#~ "jakikolwiek pomysł. Bądź konkretny." - -#~ msgid "Save the script as `global.gd`:" -#~ msgstr "Zapisz skrypt jako `global.gd`:" - -#~ msgid "" -#~ "Note: Make sure that global.gd extends Node, otherwise it won't be loaded!" -#~ msgstr "" -#~ "Uwaga: Upewnij się, że global.gd dziedziczy po Node(extends Node), w " -#~ "przeciwnym razie skrypt nie zostanie załadowany!" - -#~ msgid "" -#~ "To load scenes with a progress bar, check out the next tutorial, :ref:" -#~ "`doc_background_loading`" -#~ msgstr "" -#~ "Aby załadować sceny z paskiem postępu, sprawdź następny samouczek, :ref:" -#~ "`doc_background_loading`" - -#~ msgid "Negative" -#~ msgstr "Liczba Przeciwna" - -#~ msgid "# Idle.gd" -#~ msgstr "# Idle.gd" - -#~ msgid "func _init().(5):" -#~ msgstr "func _init().(5):" - -#~ msgid "" -#~ "To use C# in Godot you must have `Mono `_ installed. Godot 3.0.2 requires Mono 5.4, 3.0.3 requires " -#~ "Mono 5.12 on all platforms. You also need MSBuild (at least version 15.0) " -#~ "which should come with the Mono installation." -#~ msgstr "" -#~ "Aby używać C# w Godot musisz mieć zainstalowane `Mono `_. Godot 3.0.2 wymaga Mono 5.4, 3.0.4 wymaga Mono " -#~ "5.12 na wszystkich platformach. Potrzebny jest również MSBuild (co " -#~ "najmniej wersja 15.0), który powinien być dostarczony wraz z instalacją " -#~ "Mono." - -#~ msgid "Platform bits (64/32)." -#~ msgstr "Architektura platformy (64/32)." - -#~ msgid "Running on X11" -#~ msgstr "Uruchamiany na X11" - -#~ msgid "" -#~ "For Linux users, you will also need to install wine in order to use " -#~ "rcedit. For more information, check https://www.winehq.org/" -#~ msgstr "" -#~ "Dla użytkowników Linuksa będziesz również musiał zainstalować wine aby " -#~ "użyć rcedit. Więcej informacji można znaleźć na stronie https://www." -#~ "winehq.org/" - -#~ msgid "Check the documentation for more info about exporting." -#~ msgstr "" -#~ "Zapoznaj się z dokumentacją, aby uzyskać więcej informacji na temat " -#~ "eksportu." - -#~ msgid "" -#~ "You can now export the game and see whether you have change the icons " -#~ "successfully or not. If everything works fine, you will see this." -#~ msgstr "" -#~ "Teraz możesz wyeksportować grę i sprawdzić, czy ikony zostały zmienione." - -#~ msgid "" -#~ "Your ICO file should at least contain icons in the following resolutions: " -#~ "16x16, 48x48 and 256x256. They should also be uncompressed. The 256x256 " -#~ "icon *can* be compressed, but this breaks backwards compatibility with " -#~ "Windows XP." -#~ msgstr "" -#~ "Plik ICO powinien zawierać co najmniej ikony w następujących " -#~ "rozdzielczościach: 16x16, 48x48 i 256x256. Powinny być również " -#~ "nieskompresowane. Ikona 256x256 może być skompresowana, ale to usuwa " -#~ "wsteczną kompatybilność z systemem Windows XP." - -#~ msgid "" -#~ "Note that for high-DPI compression may be used, also they should be using " -#~ "24bpp mode in contrast to the lower resolutions." -#~ msgstr "" -#~ "Należy pamiętać, że w przypadku kompresji HighDPI należy używać trybu " -#~ "24bpp, w przeciwieństwie do niższych rozdzielczości." - -#~ msgid "An AR/VR Primer for Godot" -#~ msgstr "Elementarz AR/VR dla Godota" - -#~ msgid "Pros:" -#~ msgstr "Zalety:" - -#~ msgid "Pretty easy to do." -#~ msgstr "Łatwy do stworzenia." - -#~ msgid "Cons:" -#~ msgstr "Wady:" - -#~ msgid "" -#~ "Now, we will need a plane mesh to import in Godot. Let's run Blender." -#~ msgstr "" -#~ "Teraz będziemy potrzebować płaskiej siatki zaimportowanej do Godota. " -#~ "Uruchommy program Blender." - -#~ msgid "Now, we need to switch our view to \"UV/Image editor\"." -#~ msgstr "Teraz musimy przestawić widok na \"UV/Image editor\"." - -#~ msgid "" -#~ "Select all the vertices again (\"A\") then in the UV menu, select " -#~ "\"Export UV Layout\"." -#~ msgstr "" -#~ "Ponownie wybierz wszystkie wierzchołki (\"A\"), a następnie w menu UV " -#~ "wybierz \"Eksportuj układ UV\"." - -#~ msgid "" -#~ "Export the layout as a PNG file. Name it \"plane.png\" and save it in " -#~ "your Godot project folder. Now, let's export our mesh as an OBJ file. Top " -#~ "of the screen, click \"File/Export/Wavefront (obj)\". Save your object as " -#~ "\"plane.obj\" in your Godot project folder." -#~ msgstr "" -#~ "Eksportuj układ jako plik PNG. Nazwij go \"plane.png\" i zapisz w " -#~ "folderze projektu Godota. Teraz wyeksportujmy naszą siatkę jako plik OBJ. " -#~ "W górnej części ekranu kliknij \"Plik/Eksport/Wavefront (obj)\". Zapisz " -#~ "swój obiekt jako \"plane.obj\" w folderze projektu Godota." - -#~ msgid "Let's now open Godot Editor." -#~ msgstr "Otwórzmy teraz edytor Godota." - -#~ msgid "" -#~ "Create a new project in the folder you previously created and name it " -#~ "what you want." -#~ msgstr "" -#~ "Utwórz nowy projekt w uprzednio utworzonym folderze i nazwij go tak, jak " -#~ "chcesz." - -#~ msgid "In our default scene (3D), create a root node \"Spatial\"." -#~ msgstr "W naszej domyślnej scenie (3D), utwórz węzeł główny \"Spatial\"." - -#~ msgid "" -#~ "However, what it does is not completely obvious. When running on PC, the " -#~ "engine will attempt to set this resolution (or use something smaller if " -#~ "it fails). On mobile, consoles or devices with a fixed resolution or full " -#~ "screen rendering, this resolution will be ignored and the native " -#~ "resolution will be used instead. To compensate for this, Godot offers " -#~ "many ways to control how the screen will resize and stretch to different " -#~ "screen sizes." -#~ msgstr "" -#~ "Nie jest to jednak całkowicie oczywiste. Podczas pracy na komputerze, " -#~ "silnik spróbuje ustawić wybraną rozdzielczość (lub użyć mniejszej, jeśli " -#~ "ta się nie uda). W urządzeniach mobilnych, konsolach lub urządzeniach o " -#~ "stałej rozdzielczości lub renderowaniu pełnoekranowym, rozdzielczość ta " -#~ "zostanie zignorowana i zamiast tego zostanie użyta rozdzielczość natywna. " -#~ "Aby to zrekompensować, Godot oferuje wiele sposobów kontrolowania " -#~ "rozmiaru i rozciągania ekranu." - -#~ msgid "" -#~ "**Disabled**: The first is the stretch mode. By default this is disabled, " -#~ "which means no stretching happens (the bigger the screen or window, the " -#~ "bigger the resolution, always matching pixels 1:1)." -#~ msgstr "" -#~ "**Disabled**: Pierwszym z nich jest tryb rozciągania. Domyślnie jest to " -#~ "wyłączone, co oznacza, że nie dochodzi do rozciągania (im większy ekran " -#~ "lub okno, tym większa rozdzielczość, zawsze pasujące piksele 1:1)." - -#~ msgid "" -#~ "**Keep Height**: Keep aspect ratio when stretching the screen, but if the " -#~ "resulting screen is wider than the specified resolution, it will be " -#~ "stretched horizontally (and more horizontal resolution will be reported " -#~ "in the viewport, proportionally). This is usually the best option for 2D " -#~ "games that scroll horizontally (like runners or platformers)." -#~ msgstr "" -#~ "**Keep Height**: Zachowaj format obrazu podczas rozciągania ekranu, ale " -#~ "jeśli wynikowy ekran jest szerszy niż określona rozdzielczość, zostanie " -#~ "rozciągnięty poziomo. Jest to zazwyczaj najlepsza opcja dla gier 2D, " -#~ "które przewijają się poziomo." - -#~ msgid "Mono (the required version is listed here: :ref:`doc_c_sharp`)" -#~ msgstr "Mono (wymagana wersja jest opisana tu: :ref:`doc_c_sharp`)" - -#~ msgid "If a parent constructor takes arguments, they are passed like this:" -#~ msgstr "" -#~ "Jeśli konstruktor rodzica używa argumentów, są one przekazywane w ten " -#~ "sposób:" - -#~ msgid "Adding AI" -#~ msgstr "Dodanie Sztucznej Inteligencji" diff --git a/weblate/docs/pt.po b/weblate/docs/pt.po index a607fefb1a..0e38970f68 100644 --- a/weblate/docs/pt.po +++ b/weblate/docs/pt.po @@ -100833,34 +100833,3 @@ msgid "" "`Zeef Godot Engine: A curated directory of resources by Andre Schmitz " "`_" msgstr "" - -#~ msgid "" -#~ "|partial| Only critical, security and platform support fixes (last " -#~ "update: 3.1.2)." -#~ msgstr "" -#~ "|partial| Somente correções críticas, de segurança e de suporte a " -#~ "plataformas (última atualização: 3.1.2)." - -#~ msgid "" -#~ "|partial| Only critical, security and platform support fixes (last " -#~ "update: 2.1.6)." -#~ msgstr "" -#~ "|partial| Somente correções críticas, de segurança e de suporte a " -#~ "plataformas (última atualização: 2.1.6)." - -#~ msgid "" -#~ "If this is your first time encountering GDScript, please read :ref:" -#~ "`doc_scripting` before continuing." -#~ msgstr "" -#~ "Se esta é a sua primeira vez se a deparar com a GDScript, por favor leia :" -#~ "ref:`doc_scripting` antes de continuar." - -#~ msgid "Audio input to record microphones." -#~ msgstr "Entrada de áudio para gravar microfones." - -#~ msgid "" -#~ "|partial| Only critical, security and platform support fixes (last " -#~ "update: 3.2.3)." -#~ msgstr "" -#~ "|partial| Somente correções críticas, de segurança e de suporte a " -#~ "plataformas (última atualização: 3.2.3)." diff --git a/weblate/docs/pt_BR.po b/weblate/docs/pt_BR.po index 6371f77296..cf2b6c8148 100644 --- a/weblate/docs/pt_BR.po +++ b/weblate/docs/pt_BR.po @@ -110349,2844 +110349,3 @@ msgid "" msgstr "" "'Zeef Godot Engine: Um diretório selecionado de recursos, por Andre Schmitz " "'_" - -#~ msgid "Formats" -#~ msgstr "Formatos" - -#~ msgid "" -#~ "|partial| Only critical, security and platform support fixes (last " -#~ "update: 3.1.2)." -#~ msgstr "" -#~ "|partial| Somente correções críticas, de segurança e de suporte a " -#~ "plataformas (última atualização: 3.1.2)." - -#~ msgid "" -#~ "|partial| Only critical, security and platform support fixes (last " -#~ "update: 2.1.6)." -#~ msgstr "" -#~ "|partial| Somente correções críticas, de segurança e de suporte a " -#~ "plataformas (última atualização: 2.1.6)." - -#~ msgid "" -#~ "If this is your first time encountering GDScript, please read :ref:" -#~ "`doc_scripting` before continuing." -#~ msgstr "" -#~ "Se esta é sua primeira vez se deparando com a GDScript, por favor leia :" -#~ "ref:`doc_scripting` antes de continuar." - -#~ msgid "" -#~ "Ignoring a folder will also automatically hide it from the FileSystem " -#~ "dock, which can be useful to reduce clutter." -#~ msgstr "" -#~ "Ignorar uma pasta também irá escondê-la automaticamente do dock " -#~ "FileSystem, que pode ser útil para reduzir a desordem." - -#~ msgid "WebP (``.webp``)" -#~ msgstr "WebP (``.webp``)" - -#~ msgid "Stored as PNG" -#~ msgstr "Armazenado como PNG" - -#~ msgid "SRGB" -#~ msgstr "SRGB" - -#~ msgid "" -#~ "Godot does not support loading PCK files larger than 2 GB yet. If your " -#~ "exported project data is larger than 2 GB, you will need to split it into " -#~ "several PCK files by :ref:`exporting additional PCKs " -#~ "` and loading them at run-time." -#~ msgstr "" -#~ "Godot ainda não suporta o carregamento de arquivos PCK maiores que 2 GB. " -#~ "Se os dados de seu projeto exportado forem maiores que 2GM, você " -#~ "precisará dividi-los em vários arquivos PCK :ref:`exportando PCKs " -#~ "adicionais ` e carregando-os em tempo de execução." - -#, fuzzy -#~ msgid "EditorInspectorPlugin" -#~ msgstr ":ref:`Plugins de inspetor `" - -#, fuzzy -#~ msgid "EditorProperty" -#~ msgstr "Desenvolvimento de Engine" - -#~ msgid "" -#~ "Godot currently does not officially support consoles. The reasons for " -#~ "this are:" -#~ msgstr "" -#~ "O Godot atualmente não suporta consoles oficialmente. Os motivos para " -#~ "isso são:" - -#~ msgid "WebGL 2" -#~ msgstr "WebGL 2" - -#~ msgid "" -#~ "Until the *OpenGL ES 3* renderer is removed from Godot in favor of " -#~ "*Vulkan*, HTML5 export uses *WebGL 2* when the *GLES3* option is selected." -#~ msgstr "" -#~ "Até que o renderizador *OpenGL ES 3* seja substituído em favor do " -#~ "*Vulkan*, projetos exportados para HTML5 usam *WebGL 2* quando *GLES3* " -#~ "está selecionado." - -#~ msgid "" -#~ "Using WebGL 2 is not recommended due to its expected removal from Godot " -#~ "without replacement." -#~ msgstr "" -#~ "Não é recomendado usar WebGL 2 visto que é esperado ser removido do Godot." - -#~ msgid "" -#~ "WebGL 2 is not supported in all browsers. **Firefox** and **Chromium** " -#~ "(Chrome, Opera) are the most popular supported browsers, **Safari** and " -#~ "**Edge** do not work. On **iOS**, all browsers are based on WebKit (i.e. " -#~ "Safari), so they will also not work." -#~ msgstr "" -#~ "WebGL 2 não é suportado por todos os navegadores. **Firefox** e " -#~ "**Chromium** (Chrome, Opera) são os navegadores mais populares e suportam " -#~ "WebGL 2. **Safari** e **Edge** não suportam. No **iOS**, todos os " -#~ "navegadores são baseados em WebKit (ex. Safari), então também não há " -#~ "suporte." - -#~ msgid "" -#~ "Godot's WebGL 2 renderer has issues with 3D and is no longer maintained." -#~ msgstr "" -#~ "O renderizador WebGL 2 do Godot possui problemas com 3D e não é mais " -#~ "mantido." - -#~ msgid ":kbd:`Shift + F1`" -#~ msgstr ":kbd:`Shift + F1`" - -#~ msgid "Sounds good, what is it?" -#~ msgstr "Parece bom, o que é?" - -#~ msgid "Configure target platform." -#~ msgstr "Configure plataforma-alvo." - -#~ msgid "" -#~ "Configure device (make sure it's in developer mode, likes the computer, " -#~ "USB cable is plugged, USB is recognized, etc.)." -#~ msgstr "" -#~ "Configure o dispositivo (certifique-se de que está no modo de " -#~ "desenvolvedor, como o computador, o cabo USB está conectado, o USB é " -#~ "reconhecido, etc.)." - -#~ msgid "Connect the device..." -#~ msgstr "Conecte o dispositivo..." - -#~ msgid "And voilà!" -#~ msgstr "E voilà!" - -#~ msgid "Click once... and deploy!" -#~ msgstr "Clique novamente... e envie!" - -#~ msgid "" -#~ "`Godot Oculus Mobile plugin `_" -#~ msgstr "" -#~ "Dê um Fork no `repositório do Godot`_" - -#, fuzzy -#~ msgid "" -#~ "2D batching is currently only supported when using the GLES2 renderer." -#~ msgstr "ETC1 (recomendado ao utilizar o renderizador GLES2)." - -#~ msgid "" -#~ "`Jeremy Bullock `_ (2D and 3D, GDScript, VisualScript and C#)." -#~ msgstr "" -#~ "`Jeremy Bullock `_ (2D e 3D, GDScript, VisualScript e C#)." - -#~ msgid "Audio input to record microphones." -#~ msgstr "Entrada de áudio para gravar microfones." - -#~ msgid "" -#~ "|partial| Only critical, security and platform support fixes (last " -#~ "update: 3.2.3)." -#~ msgstr "" -#~ "|partial| Somente correções críticas, de segurança e de suporte a " -#~ "plataformas (última atualização: 3.2.3)." - -#~ msgid ":kbd:`F2`" -#~ msgstr ":kbd:`F2`" - -#, fuzzy -#~ msgid "" -#~ "Install the `godot-tools `__ extension." -#~ msgstr "" -#~ "Instale a extensão ``VSMonoDebugger `_." - -#, fuzzy -#~ msgid "" -#~ "Next, follow the instructions found in the :ref:" -#~ "`doc_c_sharp_configuring_vs_code_for_debugging` section below." -#~ msgstr "" -#~ "Se você estiver usando o Visual Studio 2019, você deve seguir as " -#~ "instruções encontradas na seção \"Configurar VS2019 para Depuração\" " -#~ "abaixo." - -#, fuzzy -#~ msgid "" -#~ "Next, follow the instructions found in the :ref:" -#~ "`doc_c_sharp_configuring_vs_2019_for_debugging` section below." -#~ msgstr "" -#~ "Se você estiver usando o Visual Studio 2019, você deve seguir as " -#~ "instruções encontradas na seção \"Configurar VS2019 para Depuração\" " -#~ "abaixo." - -#~ msgid "" -#~ "By default, tools like NuGet put ``Version`` as an attribute of the " -#~ "```PackageReference``` Node. **You must manually create a Version node as " -#~ "shown above.** This is because the version of MSBuild used requires " -#~ "this. (This will be fixed in Godot 4.0.)" -#~ msgstr "" -#~ "Por padrão, ferramentas como NuGet colocam ``Version``` como atributo do " -#~ "Nó ``PackageReference```. **Você deve criar manualmente um nó de Versão " -#~ "como mostrado acima.** Isto é porque a versão utilizada do MSBuild requer " -#~ "isto. (Isto será corrigido no Godot 4.0)" - -#, fuzzy -#~ msgid "" -#~ "Whenever packages are added or modified, run ``nuget restore`` (*not* " -#~ "``dotnet restore``) in the root of the project directory. To ensure that " -#~ "NuGet packages will be available for msbuild to use, run:" -#~ msgstr "" -#~ "Sempre que pacotes forem adicionados ou modificados, execute a " -#~ "restauração do nuget no diretório principal do projeto para garantir que " -#~ "os pacotes nuget estejam disponíveis para uso pelo msbuild, execute::" - -#~ msgid "Configuring VS 2019 for debugging" -#~ msgstr "Configuração VS 2019 para depuração" - -#~ msgid "" -#~ "Godot has built-in support for workflows involving several popular C# " -#~ "IDEs. Built-in support for Visual Studio will be including in future " -#~ "versions, but in the meantime, the steps below can let you configure VS " -#~ "2019 for use with Godot C# projects." -#~ msgstr "" -#~ "Godot tem suporte integrado para fluxos de trabalho envolvendo várias " -#~ "IDEs populares de C#. O suporte nativo para o Visual Studio será incluso " -#~ "em versões futuras, mas enquanto isso, os passos abaixo podem permitir " -#~ "que você configure o Visual Studio 2019 para utilização dos projetos de " -#~ "Godot em C#." - -#~ msgid "" -#~ "Install VS 2019 with ``.NET desktop development`` and ``Desktop " -#~ "development with C++`` workloads selected." -#~ msgstr "" -#~ "Instale o Visual Studio 2019 com os componentes ``.NET desktop " -#~ "development`` e ``Desktop development with C++`` selecionados." - -#~ msgid "" -#~ "**Ensure that you do not have Xamarin installed.** Do not choose the " -#~ "``Mobile development with .NET`` workload. Xamarin changes the DLLs used " -#~ "by MonoDebugger, which breaks debugging." -#~ msgstr "" -#~ "**Certifique-se de não ter Xamarin instalado.** Não escolha a opção " -#~ "``Mobile development with .NET``. Xamarin altera as DLLs usadas pelo " -#~ "MonoDebugger, que quebra a depuração." - -#~ msgid "" -#~ "Install the `VSMonoDebugger extension `_." -#~ msgstr "" -#~ "Instale a extensão ``VSMonoDebugger `_." - -#~ msgid "In VS 2019 --> Extensions --> Mono --> Settings:" -#~ msgstr "No VS 2019 --> Extensions --> Mono ->Settings:" - -#~ msgid "Select ``Debug/Deploy to local Windows``." -#~ msgstr "Selecione ``Debug/Deploy to local Windows``." - -#~ msgid "Leave ``Local Deploy Path`` blank." -#~ msgstr "Deixe ``Local Deploy Path`` em branco." - -#~ msgid "" -#~ "Set the ``Mono Debug Port`` to the port in Godot --> Project --> Project " -#~ "Settings --> Mono --> Debugger Agent." -#~ msgstr "" -#~ "Defina a porta de depuração em ``Mono Debug Port`` para a porta definida " -#~ "em Godot --> Projeto --> Configurações de projeto --> Mono --> Agente " -#~ "depurador." - -#~ msgid "" -#~ "Also select ``Wait for Debugger`` in the Godot Mono options. `This Godot " -#~ "Addon `_ may be helpful." -#~ msgstr "" -#~ "Selecione também ``Wait for Debugger`` nas opções do Mono dentro do " -#~ "Godot. `Este Godot Addon `_ pode ser útil." - -#~ msgid "" -#~ "Run the game in Godot. It should hang at the Godot splash screen while it " -#~ "waits for your debugger to attach." -#~ msgstr "" -#~ "Execute o jogo no Godot. A tela de inicialização do Godot será " -#~ "apresentada enquanto espera que seu depurador se conecte." - -#~ msgid "" -#~ "In VS 2019, open your project and choose Extensions --> Mono --> Attach " -#~ "to Mono Debugger." -#~ msgstr "" -#~ "No VS 2019, abra seu projeto e escolha Extensions --> Mono --> Attach to " -#~ "Mono Debugger." - -#, fuzzy -#~ msgid "Configuring Visual Studio Code for debugging" -#~ msgstr "Configuração VS 2019 para depuração" - -#~ msgid "Install the Android SDK (command-line version)" -#~ msgstr "Instalar o Android SDK (versão de linha de comando)" - -#~ msgid "" -#~ "These are the steps for installing the Android SDK using command line. " -#~ "The advantage of this approach is the simplicity and small download/" -#~ "install size. It can be more challenging though. The Android Studio " -#~ "approach is easier, but it requires downloading and installing Android " -#~ "Studio (which may require more than 1 GB of storage)." -#~ msgstr "" -#~ "Estes são os passos para instalar o Android SDK usando a linha de " -#~ "comando. A vantagem desta abordagem é a simplicidade e o tamanho pequeno " -#~ "de download/instalação. No entanto, pode ser mais desafiador. A abordagem " -#~ "do Android Studio é mais fácil, mas requer o download e instalação do " -#~ "Android Studio (o que pode exigir mais de 1 GB de armazenamento)." - -#~ msgid "" -#~ "The Android SDK doesn't come with Java, so it needs to be installed " -#~ "manually. You need to install a Java SDK (**not** just the runtime or " -#~ "JRE). `OpenJDK 8 `__ is required, " -#~ "newer versions won't work." -#~ msgstr "" -#~ "O Android SDK não vem com Java, por isso precisa ser instalado " -#~ "manualmente. Você precisa instalar um Java SDK (**não** apenas o " -#~ "executável ou JRE). O `OpenJDK8 `__ " -#~ "é necessário, versões mais recentes não vão funcionar." - -#, fuzzy -#~ msgid "Download the command-line tools" -#~ msgstr "Carregando recursos a partir do código" - -#~ msgid "" -#~ "Go to the `Android Studio download page `_. To save disk space, you don't want the full " -#~ "IDE, so don't download it." -#~ msgstr "" -#~ "Vá para a `página de download do Android Studio ` _. Para economizar espaço em disco, " -#~ "você não deseja o IDE completo, portanto não faça o download." - -#~ msgid "" -#~ "Create an empty folder named ``cmdline-tools`` inside of the ``android-" -#~ "sdk`` folder. Then unzip the Android SDK ZIP file into the ``android-sdk/" -#~ "cmdline-tools`` folder." -#~ msgstr "" -#~ "Crie uma pasta vazia chamada ``cmdline-tools`` dentro da pasta ``android-" -#~ "sdk``. Em seguida, descompacte o arquivo Android SDK ZIP na pasta " -#~ "``android-sdk/cmdline-tools``." - -#, fuzzy -#~ msgid "Your final directory structure should look like this :" -#~ msgstr "Sua árvore da cena deveria se parecer assim:" - -#~ msgid "" -#~ "We need to setup the directory structure this way for the sdkmanager " -#~ "(inside the bin folder) to work." -#~ msgstr "" -#~ "Precisamos configurar a estrutura de diretório desta forma para que o " -#~ "sdkmanager (dentro da pasta bin) funcione." - -#~ msgid "" -#~ "To be able to use the Android SDK tools, Google requires you to accept " -#~ "its licenses." -#~ msgstr "" -#~ "Para conseguir usar as ferramentas do Android SDK, a Google requer que " -#~ "você aceite suas licenças." - -#, fuzzy -#~ msgid "Generating the keystore" -#~ msgstr "Configurando" - -#~ msgid "Install the Android SDK (Android Studio)" -#~ msgstr "Instalar o Android SDK (Android Studio)" - -#~ msgid "Download and install Android Studio" -#~ msgstr "Baixe e instale o Android Studio" - -#~ msgid "Android SDK" -#~ msgstr "Android SDK" - -#~ msgid "Android SDK Platform" -#~ msgstr "Plataforma Android SDK" - -#~ msgid "" -#~ "Many browsers, including Firefox and Chromium-based browsers, will not " -#~ "load exported projects when **opened locally** per ``file://`` protocol. " -#~ "To get around this, use a local server." -#~ msgstr "" -#~ "Muitos navegadores, incluindo o Firefox e navegadores baseados no " -#~ "Chromium, não carregarão projetos quando **abertos localmente** pelo " -#~ "protocolo ``file://``. Para contornar isso, use um servidor local." - -#, fuzzy -#~ msgid "" -#~ "Python offers an easy method to start a local server. Use ``python -m " -#~ "http.server 8000 --bind 127.0.0.1`` with Python 3 to serve the current " -#~ "working directory at ``http://localhost:8000``. `Refer to MDN for " -#~ "additional information `__." -#~ msgstr "" -#~ "Python oferece uma forma fácil para iniciar um servidor local. Use " -#~ "``python -m SimpleHTTPServer`` com Python 2 ou ``python -m http.server`` " -#~ "com Python 3 para iniciar um servidor na pasta atual que ficará " -#~ "disponível em ``http://localhost:8000``." - -#~ msgid "" -#~ "If you use Linux, due to `poor Firefox WebGL performance `__, it's recommended to " -#~ "play the exported project using a Chromium-based browser instead of " -#~ "Firefox." -#~ msgstr "" -#~ "Se você utiliza Linux, devido ao `fraco desempenho do Firefox WebGL " -#~ "`__, é recomendado " -#~ "executar o projeto exportado usando um navegador baseado em Chromium em " -#~ "vez do Firefox." - -#, fuzzy -#~ msgid "Audio autoplay" -#~ msgstr "Reprodução automática de áudio" - -#~ msgid "Exported ``.html`` file must not be reused" -#~ msgstr "O arquivo `` .html`` exportado não deve ser reutilizado" - -#~ msgid "Unimplemented functionality" -#~ msgstr "Funcionalidade não implementada" - -#, fuzzy -#~ msgid "" -#~ "The following functionality is currently unavailable on the HTML5 " -#~ "platform:" -#~ msgstr "A funcionalidade seguinte está em indisponível na plataforma HTML5:" - -#~ msgid "Clipboard synchronization between engine and operating system" -#~ msgstr "" -#~ "Sincronização da área de transferência entre a engine e o sistema " -#~ "operacional" - -#~ msgid "" -#~ "Networking other than :ref:`class_HTTPClient` and :ref:" -#~ "`class_WebSocketClient`" -#~ msgstr "" -#~ "Redes diferentes de :ref:`class_HTTPClient` e :ref:`class_WebSocketClient`" - -#~ msgid "" -#~ "Bake some noise into your textures. This is mainly effective in 2D, e.g. " -#~ "for vignetting effects." -#~ msgstr "" -#~ "Calcule previamente algum \"ruído\" em suas texturas. Isto é " -#~ "principalmente eficaz em 2D, por ex. para efeitos de vinheta." - -#, fuzzy -#~ msgid "RigidBody" -#~ msgstr "RigidBody2D" - -#~ msgid "" -#~ "Before starting, confirm that the Emscripten configuration file exists " -#~ "and specifies all settings correctly. This file is available as ``~/." -#~ "emscripten`` on UNIX-like systems and ``%USERPROFILE%\\.emscripten`` on " -#~ "Windows. It's usually written by the Emscripten SDK, e.g. when invoking " -#~ "``emsdk activate latest``, or by your package manager. It's also created " -#~ "when starting Emscripten's ``emcc`` program if the file doesn't exist." -#~ msgstr "" -#~ "Antes de iniciar, confirme que o arquivo de configuração do Emscripten " -#~ "existe e especifica todas as configurações corretamente. Este arquivo " -#~ "está disponível como ``~/.emscripten`` em sistemas baseados em UNIX e ``" -#~ "%USERPROFILE%\\.emscripten`` em Windows. É geralmente escrito pelo SDK do " -#~ "Emscripten, por exemplo, quando chama ``emsdk activate latest``, ou pelo " -#~ "seu gerenciador de pacote. É também criado quando inicia o programa " -#~ "``emcc`` do Emscripten se o arquivo não existir." - -#~ msgid "" -#~ "On Windows, make sure to escape backslashes of paths within the " -#~ "Emscripten configuration file as double backslashes ``\\\\`` or use Unix-" -#~ "style paths with a single forward slash ``/``." -#~ msgstr "" -#~ "No Windows, certifique-se de escapar as barras invertidas de caminhos " -#~ "dentro do arquivo de configuração do Emscripten como ``\\\\`` ou use " -#~ "caminhos tipo Unix com uma única barra ``/``." - -#~ msgid "" -#~ "Godot uses ``major.minor.patch`` version numbering. However, it does not " -#~ "strictly follow `Semantic Versioning `__. This means " -#~ "that releases considered \"semver-minor\" by that standard (such as 3.1 -" -#~ "> 3.2) will most likely introduce breaking changes. Still, there won't be " -#~ "as many breaking changes as a \"semver-major\" version bump such as 3.2 -" -#~ "> 4.0." -#~ msgstr "" -#~ "Godot usa o sistema de numeração de versões ``major.minor.patch``. No " -#~ "entanto, ele não segue o `Versionamento Semântico `__ rigorosamente. Isso significa que lançamentos considerados \"semver-" -#~ "minor\" nesse parâmetro (como 3.1 -> 3.2) provavelmente vão introduzir " -#~ "mudanças que quebram compatibilidade. Mesmo assim, não haverá tantas " -#~ "mudanças do tipo quanto um aumento de versão como 3.2 -> 4.0." - -#~ msgid "" -#~ "In the interest of stability and usability, patch releases may " -#~ "occasionally introduce small breaking changes as well. When repackaging " -#~ "Godot projects (e.g. in a Flatpak), make sure to always use the same " -#~ "patch version as the one used to initially export the project." -#~ msgstr "" -#~ "Com interesse na estabilidade e usabilidade, lançamentos de patches " -#~ "também podem ocasionalmente introduzir pequenas mudanças que afetem a " -#~ "compatibilidade. Ao fazer novos pacotes de projetos Godot, certifique-se " -#~ "de usar a mesma versão de patch que a utilizada para exportar o projeto " -#~ "inicialmente." - -#~ msgid "" -#~ "The first release in a major/minor release series doesn't end with a " -#~ "trailing zero. For example, the first release in the 3.2 series is " -#~ "``3.2``, not ``3.2.0``." -#~ msgstr "" -#~ "O primeiro lançamento em uma série de lançamentos maior/menor não termina " -#~ "seguida por zero. Por exemplo, o primeiro lançamento na série 3.2 é " -#~ "``3.2``, não ``3.2.0``." - -#~ msgid "" -#~ "Godot versions are supported for a certain amount of time. While these " -#~ "durations are not set in stone, here's a table with the expected level of " -#~ "support for each Godot version:" -#~ msgstr "" -#~ "As versões do Godot são suportadas por um certo período de tempo. Embora " -#~ "essas durações não sejam definidas, aqui está uma tabela com o nível de " -#~ "suporte esperado para cada versão do Godot:" - -#~ msgid "" -#~ "|supported| Backwards-compatible new features (backported from the " -#~ "``master`` branch) as well as bug, security, and platform support fixes." -#~ msgstr "" -#~ "|supported| Novas funcionalidades retrocompatíveis (portadas do ramo " -#~ "``master``) assim como correções de bugs, segurança e suporte a " -#~ "plataformas." - -#~ msgid "" -#~ "Patch releases are made available more frequently, typically every 2-6 " -#~ "months while a release is fully supported. Partially supported releases " -#~ "will only have new patch releases once an important security or platform " -#~ "support fix has been merged." -#~ msgstr "" -#~ "As versões de patches são disponibilizadas com mais frequência, " -#~ "geralmente a cada 2-6 meses, enquanto uma versão é totalmente suportada. " -#~ "Versões parcialmente suportadas só terão novas versões de patches quando " -#~ "uma correção de segurança importante ou correção de suporte de plataforma " -#~ "for mesclada." - -#~ msgid "" -#~ "If you upgrade Godot, you must download templates that match the new " -#~ "version or your exported projects may not work correctly." -#~ msgstr "" -#~ "Se você atualizar o Godot, deverá baixar modelos que correspondam à nova " -#~ "versão ou seus projetos exportados podem não funcionar corretamente." - -#~ msgid "" -#~ "You have many container nodes at your disposal that scale and place UI " -#~ "elements for you. They take control over their children." -#~ msgstr "" -#~ "Você tem muitos nós de contêiner à sua disposição que dimensionam e " -#~ "posicionam elementos de interface do usuário para você. Eles assumem o " -#~ "controle de seus filhos." - -#~ msgid "" -#~ "The platform names recognized by the ``--export`` switch are the same as " -#~ "displayed in the export wizard of the editor. To get a list of supported " -#~ "platforms from the command line, try exporting to a non-recognized " -#~ "platform and the full listing of platforms your configuration supports " -#~ "will be shown." -#~ msgstr "" -#~ "Os nomes de plataforma reconhecidos pela opção `` --export`` são os " -#~ "mesmos exibidos no assistente de exportação do editor. Para obter uma " -#~ "lista de plataformas suportadas a partir da linha de comandos, tente " -#~ "exportar para uma plataforma não reconhecida e a listagem completa das " -#~ "plataformas suportadas pela sua configuração será mostrada." - -#~ msgid "::" -#~ msgstr "::" - -#, fuzzy -#~ msgid "Windows (Visual Studio)" -#~ msgstr "Visual Studio Code" - -#, fuzzy -#~ msgid "" -#~ "Download and install the latest version of `Visual Studio `_ (*not* Visual Studio Code), " -#~ "which contains utilities required to use C# in Godot. If you don't plan " -#~ "on using the Visual Studio IDE, you can download just the `Visual Studio " -#~ "Build Tools `_ instead. Make sure you at least " -#~ "have the .NET Framework 4.5 targeting pack installed, you can get it " -#~ "using any of the installers mentioned above inside the \"Individual " -#~ "components\" tab." -#~ msgstr "" -#~ "Baixe e instale a última versão do `Visual Studio `_ (*não* o Visual Studio Code), que contém " -#~ "utilidades requeridas para se usar C# em Godot." - -#, fuzzy -#~ msgid "Windows (JetBrains Rider)" -#~ msgstr "JetBrains Rider" - -#~ msgid "macOS and Linux" -#~ msgstr "macOS e Linux" - -#~ msgid "" -#~ "Download and install the latest version of the `Mono SDK `_. As of Godot 3.1 beta 3, the version number " -#~ "doesn't matter since Godot bundles its own Mono 5.18 installation. We " -#~ "only need the Mono installation for NuGet and MSBuild which are required " -#~ "to use C# in Godot." -#~ msgstr "" -#~ "Baixe e instale a última versão do `Mono SDK `_." - -#, fuzzy -#~ msgid "" -#~ "To download Mono on macOS, use the \"Stable Channel\" link from the `Mono " -#~ "Downloads Page `_. The Visual " -#~ "Studio channel is an earlier version of Mono and will not work." -#~ msgstr "" -#~ "Para baixar o Mono v5.12+ em um Mac, ache o link de \"Stable Channel\" da " -#~ "`Mono Downloads Page `_. O canal " -#~ "do Visual Studio é uma versão antiga do Mono e não funcionará com o Godot " -#~ "3.0.3+." - -#~ msgid "" -#~ "If you are using Visual Studio Code, ensure you download and install the " -#~ "`C# extension `_ to enable features like syntax highlighting and " -#~ "IntelliSense." -#~ msgstr "" -#~ "Se você está usando Visual Studio Code, baixe e instale a `extensão de C# " -#~ "`_ " -#~ "para permitir recursos como marcação de sintaxe e IntelliSense." - -#, fuzzy -#~ msgid "Why import?" -#~ msgstr "Por que importar?" - -#~ msgid "" -#~ "WAV files are quite large, but use little CPU power to play back. " -#~ "Hundreds of them can be played simultaneously with little impact on " -#~ "performance. This format is usually best for short sound effects." -#~ msgstr "" -#~ "Arquivos WAV são enormes, mas usam pouco poder de processamento para " -#~ "reproduzir. Centenas deles podem ser tocados simultaneamente com pouco " -#~ "impacto no desempenho. Este formato geralmente é melhor para efeitos de " -#~ "som curtos." - -#~ msgid "" -#~ "Ogg Vorbis files are much smaller, but use considerably more CPU power to " -#~ "play back, so only a few can be played back at once (especially on " -#~ "mobile). This format works well for music, long sound effect sequences, " -#~ "and voice at relatively low bitrates." -#~ msgstr "" -#~ "Os arquivos Ogg Vorbis são muito menores, mas usam consideravelmente mais " -#~ "poder de processamento para reproduzir, então apenas alguns podem ser " -#~ "reproduzidos de uma só vez (especialmente no celular). Este formato " -#~ "funciona bem para música, sequências de efeito sonoro longas e voz em " -#~ "bitrates relativamente baixos." - -#~ msgid "" -#~ "Keep in mind that while WAV files may contain looping information in " -#~ "their metadata, Ogg Vorbis files do not. If looping an Ogg Vorbis file is " -#~ "desired, it must be set up using the import options:" -#~ msgstr "" -#~ "Tenha em mente que, embora os arquivos WAV possam conter informações de " -#~ "looping em seus metadados, os arquivos Ogg Vorbis não contêm. Se o loop " -#~ "de um arquivo Ogg Vorbis for desejado, ele deve ser configurado usando as " -#~ "opções de importação:" - -#, fuzzy -#~ msgid "Creating Android plugins (Godot 3.2.2+)" -#~ msgstr "Criando um script C#" - -#~ msgid "Instance Properties" -#~ msgstr "Propriedades de Instância" - -#~ msgid "Static Method Descriptions" -#~ msgstr "Descrições de Métodos Estáticos" - -#~ msgid "Instance Method Descriptions" -#~ msgstr "Descrições de Métodos de Instância" - -#~ msgid "Command line argument." -#~ msgstr "Argumento de linha de comando." - -#~ msgid "Language code." -#~ msgstr "Código de linguagem." - -#~ msgid "" -#~ "`Android NDK `_ r17 or " -#~ "later." -#~ msgstr "" -#~ "`Android NDK `_ r17 ou mais " -#~ "recente." - -#~ msgid "" -#~ "Brazilian Portuguese: `Godot Brasil (Discord) `_" -#~ msgstr "" -#~ "Em português brasileiro: `Godot Brasil (Discord) `_" - -#~ msgid "" -#~ "French: `Godot Francophone Officiel (Discord) `_" -#~ msgstr "" -#~ "Em francês: `Godot Francophone Officiel (Discord) `_" - -#~ msgid "French: `SoloCode Godot (Discord) `_" -#~ msgstr "" -#~ "Em francês: `SoloCode Godot (Discord) `_" - -#~ msgid "" -#~ "German: `Deutsche Godot Community (Discord) `_" -#~ msgstr "" -#~ "Em alemão: `Deutsche Godot Community (Discord) `_" - -#~ msgid "" -#~ "Swedish: `Swedish Godot Community (Discord) `_" -#~ msgstr "" -#~ "Em sueco: `Swedish Godot Community (Discord) `_" - -#~ msgid "" -#~ "If you install Android Studio, you need to run it once to complete the " -#~ "SDK setup." -#~ msgstr "" -#~ "Se você instalar o Android Studio, você precisa executá-lo uma vez para " -#~ "completar a configuração do SDK." - -#, fuzzy -#~ msgid "Make sure you have adb" -#~ msgstr "Verifique se você possui adb" - -#~ msgid "" -#~ "Android Debug Bridge (``adb``) is the command line tool used to " -#~ "communicate with Android devices. It's installed with the SDK, but you " -#~ "may need to install one (any) of the Android API levels for it to be " -#~ "installed in the SDK directory." -#~ msgstr "" -#~ "Android Debug Bridge (``adb``) é a ferramenta de linha de comando " -#~ "utilizada para comunicar com dispositivos Android. Ele é instalado com o " -#~ "SDK, mas você pode precisar instalar um (qualquer) dos níveis da API do " -#~ "Android para que ele seja instalado no diretório do SDK." - -#~ msgid "" -#~ "The ``adb`` executable (``adb.exe`` on Windows) - It can usually be found " -#~ "at ``%LOCALAPPDATA%\\Android\\Sdk\\platform-tools\\adb.exe``." -#~ msgstr "" -#~ "O executável ``adb`` (``adb.exe`` no Windows) - Normalmente pode ser " -#~ "encontrado em ``%LOCALAPPDATA%\\Android\\Sdk\\platform-tools\\adb.exe``." - -#, fuzzy -#~ msgid "" -#~ "The ``jarsigner`` executable (from JDK 6 or 8) - On Windows, OpenJDK " -#~ "installs to a directory like ``%PROGRAMFILES%\\AdoptOpenJDK" -#~ "\\jdk-8.0.252.09-hotspot\\bin``. On Linux, it typically installs to a " -#~ "directory like ``/usr/bin/jarsigner``. The exact path may vary depending " -#~ "on the OpenJDK update you've installed and your machine's operating " -#~ "system." -#~ msgstr "" -#~ "O executável ``jarsigner`` (do JDK 6 ou 8) - No Windows, o OpenJDK o " -#~ "instala em um diretório como ``%PROGRAMFILES%ojdkbuild\\java-1.8.0-" -#~ "openjdk-1.8.0.232-2\\bin``. No Linux, ele tipicamente instala em um " -#~ "diretório como ``/usr/bin/jarsigner``. O caminho exato pode variar " -#~ "dependendo da atualização do OpenJDK que você tenha instalado e do " -#~ "sistema operacional da sua máquina." - -#~ msgid "" -#~ "Constants are similar to variables, but must be constants or constant " -#~ "expressions and must be assigned on initialization." -#~ msgstr "" -#~ "Constantes são similares a variáveis, mas podem ser constantes ou " -#~ "expressões constantes e podem ser atribuídas durante a inicialização." - -#~ msgid "Type hints" -#~ msgstr "Dicas de tipo" - -#~ msgid "" -#~ "Place the colon right after the variable's name, without a space, and let " -#~ "the GDScript compiler infer the variable's type when possible." -#~ msgstr "" -#~ "Coloque dois pontos logo após o nome da variável, sem espaço, e deixe o " -#~ "compilador de GDScript inferir o tipo da variável quando possível." - -#~ msgid "" -#~ "Add a space on either sides of the return type arrow when defining " -#~ "functions." -#~ msgstr "" -#~ "Adicione um espaço na frente e atrás da seta de tipo de retorno ao " -#~ "definir funções." - -#, fuzzy -#~ msgid "Render order" -#~ msgstr "Modificadores temporários" - -#, fuzzy -#~ msgid "Try changing parameters" -#~ msgstr "Alterando Parâmetros de Importação" - -#, fuzzy -#~ msgid "Dozens of effects included." -#~ msgstr "Exemplos disso incluem..." - -#~ msgid "This allows changing all the import parameters transparently." -#~ msgstr "" -#~ "Isso permite alterar todos os parâmetros de importação de forma " -#~ "transparente." - -#, fuzzy -#~ msgid "Why import them?" -#~ msgstr "Por que importá-los?" - -#~ msgid "" -#~ "In Godot 3+, image files are no longer native resources and they must be " -#~ "imported. The reason behind this is the large amount of configuration " -#~ "parameters that image files can be imported with." -#~ msgstr "" -#~ "Em Godot 3+, os arquivos de imagem não são mais recursos nativos e devem " -#~ "ser importados. A razão por trás disso é a grande quantidade de " -#~ "parâmetros de configuração com os quais os arquivos de imagem podem ser " -#~ "importados." - -#~ msgid "" -#~ "This small tutorial will explain what these parameters are and how to " -#~ "best make use of them." -#~ msgstr "" -#~ "Este pequeno tutorial explicará quais são esses parâmetros e como melhor " -#~ "utilizá-los." - -#~ msgid "This is also the icon that gets displayed in the Godot project list." -#~ msgstr "Esse também o ícone que é mostrado na lista de projetos do Godot." - -#, fuzzy -#~ msgid "Godot scenes and scripts are classes" -#~ msgstr "Registre scripts como classes" - -#, fuzzy -#~ msgid "Making sense of classes in Godot" -#~ msgstr "Importando ativos em Godot 3.0+" - -#, fuzzy -#~ msgid "constants" -#~ msgstr "Constantes" - -#, fuzzy -#~ msgid "signals" -#~ msgstr "signal" - -#, fuzzy -#~ msgid "Scenes and scripts are objects" -#~ msgstr "Cenas e nós" - -#, fuzzy -#~ msgid "In Godot:" -#~ msgstr "Em Godot 3.1:" - -#~ msgid "" -#~ "Option \"-col\" will work only for Mesh nodes. If it is detected, a child " -#~ "static collision node will be added, using the same geometry as the mesh." -#~ msgstr "" -#~ "Opção \"-col\" funcionará apenas para os nós de malha. Se for detectado, " -#~ "um nó filho de colisão estática será adicionado, usando a mesma geometria " -#~ "que a malha." - -#, fuzzy -#~ msgid "" -#~ "Option \"-convcol\" will create a :ref:`class_convexpolygonshape` instead " -#~ "of a :ref:`class_concavepolygonshape`." -#~ msgstr "" -#~ "A opção \"-convcolonly\" criará um :ref:`class_convexpolygonshap` em vez " -#~ "de um :ref:`class_concavepolygonshape`." - -#~ msgid "Creates a rigid body from this mesh." -#~ msgstr "Cria um corpo rígido a partir desta malha." - -#, fuzzy -#~ msgid "Measuring Performance" -#~ msgstr "Performance" - -#~ msgid "" -#~ "Restricting the flags to a certain number of named flags is also " -#~ "possible. The syntax is similar to the enumeration syntax::" -#~ msgstr "" -#~ "Restringir as flags a um certo número de flags nomeadas também é " -#~ "possível. A sintaxe é semelhante à sintaxe de enumeração::" - -#~ msgid "" -#~ "Exporting arrays works, but with an important caveat: while regular " -#~ "arrays are created local to every class instance, exported arrays are " -#~ "*shared* between all instances. This means that editing them in one " -#~ "instance will cause them to change in all other instances. Exported " -#~ "arrays can have initializers, but they must be constant expressions." -#~ msgstr "" -#~ "Exportar matrizes funciona, mas com uma importante ressalva: enquanto " -#~ "matrizes comuns são criadas localmente para cada instância da classe, " -#~ "matrizes exportadas são *compartilhadas* entre todas as instâncias. Isso " -#~ "quer dizer que editá-las em uma instância as alterará em todas as outras " -#~ "também. Matrizes exportadas podem ter inicializadores, mas elas precisam " -#~ "ser expressões constantes." - -#, fuzzy -#~ msgid "" -#~ "To configure Visual Studio Code for debugging open up a project in Godot. " -#~ "Click on Project and open the project settings. Scroll down and click on " -#~ "Debugger Agent under the Mono category. Then turn on the setting \"wait " -#~ "for debugger.\" Next, copy the port number and open up Visual Studio Code." -#~ msgstr "" -#~ "Para configurar o Visual Studio Code para debugar, abra um projeto no " -#~ "Godot. Clique em Projeto e abra a aba de configurações do projeto. Vá até " -#~ "o finale e clique em Debbuger Agent dentro da categoria Mono. Depois " -#~ "ligue a opção \"esperar pelo debugador\". Em seguida copie o número da " -#~ "porta e abra o Visual Studio Code." - -#, fuzzy -#~ msgid "" -#~ "You need to download the Mono Debug extension from Microsoft. Then open " -#~ "the Godot project folder. Go to the run tab and click on create a launch." -#~ "json file. Select C# Mono from the dropdown menu. When the launch.json " -#~ "file is automatically opened, change the port number to the number you " -#~ "copied previously and save the file. On the run tab, switch the run " -#~ "setting from launch to attach. Whenever you want to debug, make sure Wait " -#~ "for Debugger is turned on in Godot, run the project, and run the debugger " -#~ "in Visual Studio Code." -#~ msgstr "" -#~ "Você precisa baixar a extensão Mno Debug para Microsoft. Abra a pasta de " -#~ "projeto do Godot. Vá para a aba rodar e clique em criar um arquivo launch." -#~ "json. Selecione a opção C# Mono do menu. Quando o arquivo launch.json " -#~ "abrir automaticamente, mude o número da porta para o número que você " -#~ "copiou anteriormente, e salve o arquivo." - -#~ msgid "`Discord Server `_" -#~ msgstr "`Servidor no Discord `_" - -#~ msgid "" -#~ "Open the ``Ball`` scene and add a ``PhysicsMaterial`` by opening the " -#~ "\"Physics Material Override\" dropdown in the Inspector dock and " -#~ "selecting \"New PhysicsMaterial\"." -#~ msgstr "" -#~ "Abra a cena ``Ball`` e adicione um ``PhysicsMaterial`` ao abrir o menu " -#~ "\"Physics Material Override\" no painel Inspetor e selecionando \"New " -#~ "PhysicsMaterial\"." - -#, fuzzy -#~ msgid "" -#~ "Note that currently, there are some issues where Godot and the C# project " -#~ "don't stay in sync; if you delete, rename or move a C# script, the change " -#~ "may not be reflected in the C# project file. In cases like this, you will " -#~ "have to edit the C# project file manually." -#~ msgstr "" -#~ "Observe que atualmente há alguns problemas em que o Godot e o projeto C# " -#~ "não permanecem em sincronia; Se você excluir, renomear ou mover coisas " -#~ "como scripts ou nós, eles poderão não mais corresponder. Nesse caso, pode " -#~ "ajudar a editar os arquivos da solução manualmente." - -#, fuzzy -#~ msgid "" -#~ "For example, if you created a script (e.g. ``Test.cs``) and delete it in " -#~ "Godot, compilation will fail because the missing file is still expected " -#~ "to be there by the C# project file. For now, you can simply open up the " -#~ "``.csproj`` file and look for the ``ItemGroup``, there should be a line " -#~ "included like the following:" -#~ msgstr "" -#~ "Exemplo: Se você criou um script (por exemplo, ``Test.cs``) e o exclui no " -#~ "Godot, a compilação falhará porque o arquivo ausente ainda deverá estar " -#~ "lá pelo projeto CS. Você pode por enquanto simplesmente abrir o arquivo " -#~ "``.csproj`` e procurar pelo ``ItemGroup``, deve haver uma linha incluída " -#~ "como segue:" - -#, fuzzy -#~ msgid "" -#~ "Simply remove that line and your project should build correctly again. " -#~ "Same for renaming and moving things, simply rename and move them in the " -#~ "project file if needed." -#~ msgstr "" -#~ "Simplesmente remova essa linha e seu projeto deve agora construir " -#~ "novamente. O mesmo para renomear e mover coisas, basta renomeá-las e movê-" -#~ "las no arquivo de projeto, se necessário." - -#~ msgid "" -#~ "As explained above, the C# project isn't always kept in sync " -#~ "automatically when things are deleted, renamed or moved in Godot (`#12917 " -#~ "`_)." -#~ msgstr "" -#~ "Como explicado acima, o projeto C# nem sempre é mantido em sincronia " -#~ "automaticamente quando as coisas são deletadas, renomeadas ou movidas no " -#~ "Godot (`#12917 `_)." - -#~ msgid "Export only resources (+ custom filter), this is the default." -#~ msgstr "Exporte apenas recursos (+ filtro personalizado), este é o padrão." - -#~ msgid "" -#~ "**Export every single file** - This mode exports every single file in the " -#~ "project. This is good to test if something is being forgotten, but " -#~ "developers often have a lot of unrelated stuff around in the project " -#~ "directory, which makes it a bad idea." -#~ msgstr "" -#~ "**Exportar cada arquivo** - Este modo exporta cada arquivo do projeto. " -#~ "Isso é bom para testar se algo está sendo esquecido, mas os " -#~ "desenvolvedores muitas vezes têm um monte de coisas não relacionadas no " -#~ "diretório do projeto, o que torna uma má ideia." - -#~ msgid "" -#~ "**Export only resources** - Only resources are exported. For most " -#~ "projects, this is enough. However many developers like to use custom " -#~ "datafiles in their games. To compensate for this, filters can be added " -#~ "for extra extensions (for instance, ``*.txt,*.csv``)." -#~ msgstr "" -#~ "**Exportar apenas recursos** - Somente recursos são exportados. Para a " -#~ "maioria dos projetos, isso é suficiente. No entanto, muitos " -#~ "desenvolvedores gostam de usar arquivos de dados personalizados em seus " -#~ "jogos. Para compensar isso, os filtros podem ser adicionados para " -#~ "extensões extras (por exemplo, ``*.txt,*.csv``)." - -#~ msgid "" -#~ "**Export only selected resources** - Only select resources from a list " -#~ "are exported. This is probably overkill for most projects, but in some " -#~ "cases it is justified (usually huge projects). This mode offers total " -#~ "control of what is exported. Individual resources can be selected and " -#~ "dependency detection is performed to ensure that everything needed is " -#~ "added." -#~ msgstr "" -#~ "**Exportar apenas recursos selecionados** - Somente são exportados " -#~ "recursos selecionados de uma lista. Isso provavelmente é um exagero para " -#~ "a maioria dos projetos, mas em alguns casos é justificado (geralmente " -#~ "grandes projetos). Este modo oferece controle total do que é exportado. " -#~ "Os recursos individuais podem ser selecionados e a detecção de " -#~ "dependência é realizada para garantir que tudo o necessário seja " -#~ "adicionado." - -#~ msgid "" -#~ "Download and install `OpenJDK `__ or `Oracle JDK `__. Versions below JDK 8 may not work; some " -#~ "users have reported issues with the jarsigner (used to sign the APKs) in " -#~ "JDK 7." -#~ msgstr "" -#~ "Baixe e instale o `OpenJDK `__ ou " -#~ "o `Oracle JDK `__. As versões abaixo de JDK 8 podem não funcionar; alguns " -#~ "usuários relataram problemas com o jarsigner (usado para assinar os APKs) " -#~ "em JDK 7." - -#, fuzzy -#~ msgid "" -#~ "If you install OpenJDK, choose ``1.8``. Don't choose the ``openjdk-jre`` " -#~ "files as that only contains the JRE, not the JDK which is required here." -#~ msgstr "" -#~ "Se você instalar o OpenJDK, escolha ``1.8```. Não escolha os arquivos " -#~ "``openjdk-jre``, pois eles contêm apenas o JRE, não o JDK, que é " -#~ "necessário aqui." - -#, fuzzy -#~ msgid "There are two types of products - consumables and non-consumables:" -#~ msgstr "Há dois tipos de ícones requisitados pelo Godot:" - -#~ msgid "Testing" -#~ msgstr "Testando" - -#~ msgid "Create a main menu screen" -#~ msgstr "Criar uma tela do menu principal" - -#~ msgid "Create a game user interface" -#~ msgstr "Crie uma interface de usuário do jogo" - -#~ msgid "" -#~ "The last two arguments are constants from the ``Tween`` class. " -#~ "``TRANS_LINEAR`` means the animation should be linear. ``EASE_IN`` " -#~ "doesn't do anything with a linear transition, but we must provide this " -#~ "last argument or we'll get an error." -#~ msgstr "" -#~ "Os dois últimos argumentos são constantes da classe `` Tween``. `` " -#~ "TRANS_LINEAR`` significa que a animação deve ser linear. `` EASE_IN`` não " -#~ "faz nada com uma transição linear, mas devemos fornecer este último " -#~ "argumento ou obteremos um erro." - -#~ msgid "" -#~ "Java JDK: http://www.oracle.com/technetwork/java/javase/downloads/index." -#~ "html" -#~ msgstr "" -#~ "Java JDK: http://www.oracle.com/technetwork/java/javase/downloads/index." -#~ "html" - -#, fuzzy -#~ msgid "Signing the package" -#~ msgstr "Assinando o pacote" - -#, fuzzy -#~ msgid "" -#~ "Finally, use ``SignTool.exe`` from the Windows SDK or Visual Studio::" -#~ msgstr "" -#~ "Finalmente, utilize o ``SignTool.exe`` do Windows SDK ou Visual Studio::" - -#, fuzzy -#~ msgid "" -#~ "The ``--path`` argument should be an *absolute* path to a project " -#~ "directory (not a `project.godot` file)." -#~ msgstr "" -#~ "Caminho para um projeto ( deve conter um arquivo 'project." -#~ "godot')." - -#, fuzzy -#~ msgid "Scheme setup" -#~ msgstr "Configuração da cena" - -#~ msgid "" -#~ "To begin, click the \"Add/Create a New Node\" button and add an :ref:" -#~ "`Area2D ` node to the scene." -#~ msgstr "" -#~ "Para começar, clique no botão \"Adicionar Nó Filho\" e adicione à cena um " -#~ "nó :ref:`Area2D `." - -#~ msgid "" -#~ "Click \"Play Scene\" (``F6``) and confirm you can move the player around " -#~ "the screen in all directions. The console output that opens upon playing " -#~ "the scene can be closed by clicking ``Output`` (which should be " -#~ "highlighted in blue) in the lower left of the Bottom Panel." -#~ msgstr "" -#~ "Clique em \"Rodar Cena\" (``F6``) e confirme que você pode mover o " -#~ "jogador pela tela em todas as direções.A saída do console que abre ao " -#~ "rodar a cena pode ser fechada ao clicar em ``Saída`` (que deve estar " -#~ "destacada em azul) no canto inferior esquerdo do Painel Inferior." - -#~ msgid "" -#~ "When connecting a signal, instead of having Godot create a function for " -#~ "you, you can also give the name of an existing function that you want to " -#~ "link the signal to." -#~ msgstr "" -#~ "Ao conectar um sinal, em vez de fazer com que o Godot crie uma função " -#~ "para você, você também pode fornecer o nome de uma função existente à " -#~ "qual deseja vincular o sinal." - -#~ msgid "The Mob scene will use the following nodes:" -#~ msgstr "A cena Turba utilizará os seguintes nós:" - -#~ msgid "" -#~ "``fly`` should be set to 3 FPS, with ``swim`` and ``walk`` set to 4 FPS." -#~ msgstr "" -#~ "``voar`` deve ser ajustado para 3 FPS (quadros por segundo), e ``nadar`` " -#~ "e ``andar`` ajustados para 4 FPS." - -#~ msgid "" -#~ "In the Node tab, connect the HUD's ``start_game`` signal to the " -#~ "``new_game()`` function of the Main node." -#~ msgstr "" -#~ "Na aba Nó, conecte o sinal ``start_game`` de HUD à função ``new_game()`` " -#~ "do Nó principal." - -#~ msgid "" -#~ "We'll use the ``start_game`` signal that's already being emitted by the " -#~ "``HUD`` node to remove the remaining creeps. We can't use the editor to " -#~ "connect the signal to the mobs in the way we need because there are no " -#~ "``Mob`` nodes in the ``Main`` scene tree until we run the game. Instead " -#~ "we'll use code." -#~ msgstr "" -#~ "Nós vamos usar o sinal ``start_game`` que já está sendo emitido pelo nó " -#~ "``HUD`` para remover as criaturas restantes. Nós não podemos usar o " -#~ "editor para conectar o sinal nos mobs da maneira que precisamos, porque " -#~ "não há nós ``Mob`` na arvore de cena ``Main`` até que o jogo seja " -#~ "executado.Em vez disso, vamos usar o código." - -#~ msgid "" -#~ "Start by adding a new function to ``Mob.gd``. ``queue_free()`` will " -#~ "delete the current node at the end of the current frame." -#~ msgstr "" -#~ "Começando por adicionar a nova função para ``Mob.gd``. ``queue_free()`` " -#~ "que excluirá o nó atual no final do quadro atual." - -#~ msgid "" -#~ "Then in ``Main.gd`` add a new line inside the ``_on_MobTimer_timeout()`` " -#~ "function, at the end." -#~ msgstr "" -#~ "Então, em ``Main.gd`` adicione uma nova linha dentro da função " -#~ "``_on_MobTimer_timeout()``, no final." - -#~ msgid "" -#~ "This line tells the new Mob node (referenced by the ``mob`` variable) to " -#~ "respond to any ``start_game`` signal emitted by the ``HUD`` node by " -#~ "running its ``_on_start_game()`` function." -#~ msgstr "" -#~ "Essa linha diz ao novo nó Mob ( referenciado pela variável ``mob``) para " -#~ "responder a qualquer sinal ``start_game`` emitido pelo nó ``HUD`` rodando " -#~ "sua função ``_on_start_game()``." - -#~ msgid "" -#~ "Resources and Dictionaries are both passed by reference, but only " -#~ "Resources are reference-counted. This means that if a Dictionary is " -#~ "passed between objects and the first object is deleted, all other " -#~ "objects' references to the Dictionary will be invalidated. Conversely, " -#~ "Resources will not be freed from memory until *all* the objects are " -#~ "deleted." -#~ msgstr "" -#~ "Recursos e dicionários são ambos passados por referência, mas apenas " -#~ "Recursos são contados por referência. Isso significa que, se um " -#~ "dicionário for passado entre objetos e o primeiro objeto for excluído, " -#~ "ele invalidará a variável do segundo objeto. Isso não é assim para os " -#~ "Recursos, que não serão liberados da memória até que todos os objetos " -#~ "tenham sido deletados." - -#, fuzzy -#~ msgid "BMP (``.bmp``)" -#~ msgstr "BMP (``.bmp``)" - -#~ msgid "" -#~ "This approach has the disadvantage that in Godot the running game can't " -#~ "be explored from different angles (though this may be supported in the " -#~ "future and displaying collision gizmos in the running game is already " -#~ "possible), but in exchange has several advantages:" -#~ msgstr "" -#~ "Esta abordagem tem a desvantagem de que o jogo em execução não pode ser " -#~ "explorado de diferentes ângulos (embora isso possa ser suportado no " -#~ "futuro e exibir dispositivos de colisão no jogo em execução já é " -#~ "possível), mas em troca tem várias vantagens:" - -#~ msgid "" -#~ "The last third party scripting language that was used for shipped games " -#~ "was `Squirrel `__, but it was dropped as well. " -#~ "At that point, it became evident that a custom scripting language could " -#~ "more optimally make use of Godot's particular architecture:" -#~ msgstr "" -#~ "A última linguagem script de terceiros que foi utilizada para jogos " -#~ "lançados foi `Squirrel `__, mas ela também for " -#~ "largada. Naquele ponto, se tornou evidente que uma linguagem script " -#~ "personalizada poderia fazer um melhor uso da arquitetura particular do " -#~ "Godot:" - -#~ msgid "" -#~ "Godot embeds scripts in nodes. Most languages are not designed with this " -#~ "in mind." -#~ msgstr "" -#~ "Godot embute scripts em nós. A maioria das linguagem não é projetada com " -#~ "isso em mente." - -#~ msgid "" -#~ "Godot uses several built-in data types for 2D and 3D math. Script " -#~ "languages do not provide this, and binding them is inefficient." -#~ msgstr "" -#~ "Godot usa vários tipos de dados embutidos para realizar operações " -#~ "matemáticas 2D e 3D. Linguagems de script não forneçem isso, e realizar " -#~ "ligações para obtê-los é ineficiente." - -#~ msgid "" -#~ "Godot uses threads heavily for lifting and initializing data from the net " -#~ "or disk. Script interpreters for common languages are not friendly to " -#~ "this." -#~ msgstr "" -#~ "Godot faz uso pesado de threads para o levantamento e inicialização de " -#~ "dados vindos da rede ou do disco. Os interpretadores de script das " -#~ "linguagens comuns não são amigáveis com isso." - -#~ msgid "" -#~ "Godot already has a memory management model for resources, most script " -#~ "languages provide their own, which results in duplicate effort and bugs." -#~ msgstr "" -#~ "Godot já possui um modelo de gerenciamento de memória para recursos, a " -#~ "maioria das linguagens de script forneçem o próprio, o que resulta em " -#~ "esforços duplicados e bugs." - -#~ msgid "" -#~ "Binding code is always messy and results in several failure points, " -#~ "unexpected bugs and generally low maintainability." -#~ msgstr "" -#~ "Realizar a ligação de código é algo sempre bagunçado e resulta em vários " -#~ "pontos de falha, bugs inesperados e , de maneira geral, baixa " -#~ "manutenabilidade." - -#~ msgid "" -#~ "The result of these considerations is *GDScript*. The language and " -#~ "interpreter for GDScript ended up being smaller than the binding code " -#~ "itself for Lua and Squirrel, while having equal functionality. With time, " -#~ "having a built-in language has proven to be a huge advantage." -#~ msgstr "" -#~ "O resultado dessas considerações é o *GDScript*. A linguagem e o " -#~ "interpretados para GDScript acabaram sendo menores que o código de " -#~ "ligação para Lua e Squirrel, ao mesmo tempo que possuia a mesma " -#~ "funcionalidade. Com o tempo, ter uma linguagem embutida provou ser uma " -#~ "grande vantagem." - -#~ msgid "Safe vs Unsafe Line" -#~ msgstr "Linha Segura vs Insegura" - -#~ msgid "" -#~ "It is possible to specify multiple animations from a single timeline as " -#~ "clips. Specify from which frame to which frame each clip must be taken " -#~ "(and, of course, don't forget to specify the FPS option above)." -#~ msgstr "" -#~ "É possível especificar várias animações de uma única linha do tempo como " -#~ "clipes. Especifique de qual quadro para qual quadro cada clipe deve ser " -#~ "tomado (e, claro, não se esqueça de especificar a opção FPS acima)." - -#, fuzzy -#~ msgid "Collision Shapes" -#~ msgstr "Formas de colisão" - -#, fuzzy -#~ msgid "Structs" -#~ msgstr "Construtores" - -#, fuzzy -#~ msgid "Creating a main screen plugin" -#~ msgstr "Criando um script C#" - -#, fuzzy -#~ msgid "The object itself has only the following methods:" -#~ msgstr "A cena Turba utilizará os seguintes nós:" - -#, fuzzy -#~ msgid "Locale." -#~ msgstr "Locale" - -#~ msgid "Name" -#~ msgstr "Nome" - -#, fuzzy -#~ msgid "``CPUParticles2D``" -#~ msgstr "Partículas" - -#~ msgid "" -#~ "Welcome to Godot! With your project open, you should see the editor’s " -#~ "interface with empty docks on the right side." -#~ msgstr "" -#~ "Bem vindo ao Godot! Com seu projeto aberto, você deve ver a interface do " -#~ "editor com painéis vazios no lado direito." - -#~ msgid "Windows, macOS, Linux (unofficial and unsupported)" -#~ msgstr "Windows, macOS, Linux (não oficial e sem suporte)" - -#, fuzzy -#~ msgid "The *adb* executable (adb.exe on Windows)" -#~ msgstr "O executável *adb* (adb.exe no Windows)" - -#~ msgid "The *jarsigner* executable (from JDK 6 or 8)" -#~ msgstr "O executável *jarsigner* (do JDK 6 ou 8)" - -#, fuzzy -#~ msgid "The debug *keystore*" -#~ msgstr "O depurador *keystore*" - -#, fuzzy -#~ msgid "Using it from GDScript" -#~ msgstr "Uso na GDScript" - -#~ msgid "Future" -#~ msgstr "Futuro" - -#~ msgid "" -#~ "Godot supports Collada via the `OpenCollada `_ exporter (Maya, " -#~ "3DSMax)." -#~ msgstr "" -#~ "Godot suporta Collada através de `OpenCollada `_ exportado (Maya, " -#~ "3DSMax)." - -#~ msgid "" -#~ "FBX SDK has a `restrictive license `_, that is incompatible with the `open license " -#~ "`_ provided by Godot. That being " -#~ "said, FBX support could still be provided by third parties as a plugin. " -#~ "(See Plugins question below.)" -#~ msgstr "" -#~ "A SDK do FBX tem uma `licença restritiva `_, que é incompatível com a `licença aberta " -#~ "`_ usada pelo Godot. Dito isto, FBX " -#~ "poderia continuar a ser fornecido por terceiros como um plugin. (Veja a " -#~ "questão dos plugins acima.)" - -#~ msgid "" -#~ "Lossy Compression: For games with lots of large 2D assets, lossy " -#~ "compression can be a great choice. It has some artifacting, but less than " -#~ "VRAM and the file size is almost a tenth of Lossless." -#~ msgstr "" -#~ "Compactação com perdas: para jogos com muitos recursos 2D grandes, a " -#~ "compactação com perdas pode ser uma ótima opção. Tem algum artefato, mas " -#~ "menos que VRAM e o tamanho do arquivo é quase um décimo de sem perdas." - -#~ msgid "|image15|" -#~ msgstr "|image15|" - -#~ msgid "|image16|" -#~ msgstr "|image16|" - -#~ msgid "|image20|" -#~ msgstr "|image20|" - -#~ msgid "|image17|" -#~ msgstr "|image17|" - -#~ msgid "|image18|" -#~ msgstr "|image18|" - -#~ msgid "|image19|" -#~ msgstr "|image19|" - -#~ msgid "" -#~ "Let's make these abstract concepts more concrete with an example. " -#~ "Following a long tradition in tutorials, we'll start with a \"Hello World" -#~ "\" project. This will introduce us to using the editor." -#~ msgstr "" -#~ "Vamos tornar esses conceitos abstratos em algo mais concreto com um " -#~ "exemplo. Seguindo a longa tradição dos tutorias, vamos começar com um " -#~ "projeto \"Olá, mundo\". Isso nos apresentará o uso do editor." - -#~ msgid "" -#~ "If you run the Godot executable outside of a project, the Project Manager " -#~ "appears. This helps developers manage their projects." -#~ msgstr "" -#~ "Rodar o executável do Godot fora de um projeto, abrirá o Gerenciador de " -#~ "Projetos. Isso ajuda os desenvolvedores a gerenciar seus projetos." - -#~ msgid "" -#~ "To create a new project, click the \"New Project\" option. Choose and " -#~ "create a path for the project and specify the project name." -#~ msgstr "" -#~ "Para criar um novo projeto, clique na opção \"Novo Projeto\". Escolha e " -#~ "crie um caminho para o projeto e especifique o nome do projeto." - -#~ msgid "" -#~ "Once you've created the \"New Project\", then open it. This will open the " -#~ "Godot editor:" -#~ msgstr "" -#~ "Uma vez criado o \"Novo Projeto\", abra-o. Isso abrirá o editor do Godot:" - -#~ msgid "int" -#~ msgstr "int" - -#, fuzzy -#~ msgid "Code structure" -#~ msgstr "Estrutura de nós" - -#~ msgid "Indent type: Tabs *(editor default)*" -#~ msgstr "Tipo de Indentação: Tabs *(padrão do editor)*" - -#~ msgid "Indent size: 4 *(editor default)*" -#~ msgstr "Tamanho da indentação: 4 *(padrão do editor)*" - -#~ msgid "**NEVER**:" -#~ msgstr "**NUNCA**:" - -#~ msgid "Use PascalCase: ``extends KinematicBody``" -#~ msgstr "Utilize PascalCase: ``extends KinematicBody``" - -#~ msgid "Use snake\\_case: ``get_node()``" -#~ msgstr "Utilize snake\\_case: ``get_node()``" - -#~ msgid "" -#~ "These signals can then be connected either in the editor or from code " -#~ "with ``Connect``." -#~ msgstr "" -#~ "Estes sinais podem então ser conectados no editor ou no código com o " -#~ "``Connect``." - -#, fuzzy -#~ msgid "" -#~ "The methods ``object Object.Call(string method, params object[] args)``, " -#~ "``object Object.Get(string field)`` and ``object Object.Set(string field, " -#~ "object value)`` are provided to communicate with instances of other " -#~ "scripting languages via the Variant API." -#~ msgstr "" -#~ "Os métodos ``object Object.call(string method, params object[] args)``, " -#~ "``object Object.get(string field)`` e ``object Object.set(string field, " -#~ "object value)`` são fornecidos para se comunicar com as instâncias de " -#~ "outras linguagens de script através da API Variant." - -#, fuzzy -#~ msgid "VR Starter Tutorial Part Two" -#~ msgstr "Videos Tutoriais" - -#~ msgid "" -#~ "In the bottom-left are the key things you need to create a connection: a " -#~ "node which implements the method you want to trigger (represented here as " -#~ "a NodePath) and the name of the method to trigger." -#~ msgstr "" -#~ "No canto inferior direito, estão as coisas principais necessárias para " -#~ "criar uma conexão: um nó que implementa o método que você quer disparar " -#~ "(representado aqui como um NodePath – \"Caminho para o nó\") e o nome do " -#~ "método a ser disparado." - -#~ msgid "" -#~ "The top-left section displays a list of your scene's nodes with the " -#~ "emitting node's name highlighted in red. Select the \"Panel\" node here. " -#~ "When you select a node, the NodePath at the bottom will automatically " -#~ "update to point to a relative path from the emitting node to the selected " -#~ "node." -#~ msgstr "" -#~ "A seção superior esquerda mostra uma lista com nós da sua cena, com o " -#~ "nome do nó emissor destacado em vermelho. Selecione o nó \"Painel\" aqui. " -#~ "Quando selecionar um nó, o \"Caminho para o nó\" na parte de baixo será " -#~ "atualizado automaticamente para descrever um caminho relativo do nó " -#~ "emissor para o selecionado." - -#~ msgid "" -#~ "By default, the method name will contain the emitting node's name " -#~ "(\"Button\" in this case), resulting in " -#~ "``_on_[EmitterNode]_[signal_name]``. If you do have the \"Make Function\" " -#~ "check button checked, then the editor will generate the function for you " -#~ "before setting up the connection." -#~ msgstr "" -#~ "Por padrão, o nome do método conterá o nome do nó emissor (\"Button\", " -#~ "neste caso), resultando em \"_on_[NóEmissor]_[nome_do_sinal]\". Se você " -#~ "tiver marcado o botão de verificação \"Criar Função\", o editor irá criar " -#~ "a função no seu código para você antes de configurar a conexão." - -#~ msgid "" -#~ "Now click on ``MobTimer`` in the scene window then head to inspector " -#~ "window, switch to node view then click on ``timeout()`` and connect the " -#~ "signal." -#~ msgstr "" -#~ "Agora clique em ``MobTimer`` na janela de cenas e vá para a janela de " -#~ "inspeção, troque para a guia de nó então clique em ``timeout()`` e " -#~ "conecte o sinal." - -#, fuzzy -#~ msgid "" -#~ "If a folder shouldn't be imported into Godot, an exception can be made " -#~ "with a .gdignore file." -#~ msgstr "" -#~ "Se uma pasta não deve ser importada para Godot, uma exceção pode ser " -#~ "feita com um arquivo .gdignore." - -#, fuzzy -#~ msgid "DAE (COLLADA), which is currently the most mature workflow." -#~ msgstr "DAE (COLLADA), which is currently the most mature workflow." - -#, fuzzy -#~ msgid "" -#~ "glTF 2.0. Both text and binary formats are supported. Godot has full " -#~ "support for it, but the format is new and gaining traction." -#~ msgstr "" -#~ "GLTF 2.0. Both text and binary formats are supported. Godot has full " -#~ "support for it, but the format is new and gaining traction." - -#~ msgid "Why not FBX?" -#~ msgstr "Por que não FBX?" - -#~ msgid "" -#~ "Most game engines use the FBX format for importing 3D scenes, which is " -#~ "definitely one of the most standardized in the industry. However, this " -#~ "format requires the use of a closed library from Autodesk, which is " -#~ "distributed with more restrictive licensing terms than Godot." -#~ msgstr "" -#~ "A maioria das engines de jogos usa o formato FBX para importar cenas 3D, " -#~ "que é com certeza um dos formatos mais usados da indústria. Porém, esse " -#~ "formato requer o uso de uma biblioteca de código fechado da Autodesk, que " -#~ "é distribuida com uma licensa mais restritiva do que a da Godot." - -#~ msgid "" -#~ "The plan is, sometime in the future, to offer a binary plug-in using " -#~ "GDNative." -#~ msgstr "O plano é, futuramente, oferecer um plugin binário usando GDNative." - -#, fuzzy -#~ msgid "" -#~ "While this tutorial can be completed by beginners, it is highly advised " -#~ "to complete :ref:`doc_your_first_game`, if you are new to Godot and/or " -#~ "game development and have some experience with making 3D games **before** " -#~ "going through this tutorial series." -#~ msgstr "" -#~ "Embora este guia possa ser seguido por iniciantes, é altamente " -#~ "aconselhado completar :ref:`doc_your_first_game` se você é novo no Godot " -#~ "e/ou desenvolvimento de jogos **antes** de prosseguir nesta série de " -#~ "tutoriais." - -#, fuzzy -#~ msgid "" -#~ "This tutorial assumes you have experience working with the Godot editor, " -#~ "have basic programming experience in GDScript, and have basic 3D game " -#~ "development experience." -#~ msgstr "" -#~ "Este tutorial assume que você tem experiência em mexer o editor Godot, " -#~ "tem experiência básica em programação com GDScript e tem experiência " -#~ "básica em desenvolvimento de jogos." - -#, fuzzy -#~ msgid "" -#~ "You can find the start assets for this tutorial here: :download:" -#~ "`VR_Starter_Tutorial_Start.zip `" -#~ msgstr "" -#~ "Você pode achar os ativos iniciais para este tutorial aqui: :download:" -#~ "`Godot_FPS_Starter.zip `" - -#, fuzzy -#~ msgid "" -#~ "The provided starter assets contain some 3D models, sounds, and a few " -#~ "scenes already set up and configured for this tutorial." -#~ msgstr "" -#~ "Os ativos iniciais fornecidos contêm um modelo 3D animado, um bocado de " -#~ "modelos 3D para fazer níveis e umas poucas cenas já configuradas para " -#~ "este tutorial." - -#, fuzzy -#~ msgid "You can find the finished project at the bottom of this page." -#~ msgstr "" -#~ "Você pode encontrar o projeto finalizado para cada parte ao final da " -#~ "página da respectiva parte" - -#, fuzzy -#~ msgid "" -#~ "Firstly, let's start by making some targets we will destroy in various " -#~ "ways with various special :ref:`RigidBody ` nodes." -#~ msgstr "" -#~ "Adicionar a habilidade de agarrar e arremessar nós :ref:`RigidBody " -#~ "`" - -#, fuzzy -#~ msgid "" -#~ "``RIGID_BODY_TARGET``: The target broken into several smaller :ref:" -#~ "`RigidBody ` nodes." -#~ msgstr "" -#~ "Adicionar a habilidade de agarrar e arremessar nós :ref:`RigidBody " -#~ "`" - -#, fuzzy -#~ msgid "" -#~ "If the target has zero or less health, then it has taken enough damage to " -#~ "break." -#~ msgstr "Adicionar alvos que quebram quando recebem dano o suficiente" - -#, fuzzy -#~ msgid "" -#~ "Firstly, open up ``Game.gd`` and add the following additional class " -#~ "variables:" -#~ msgstr "" -#~ "Adicione um roteiro ao nó ``Turba`` e adicione as seguintes variáveis " -#~ "membros:" - -#, fuzzy -#~ msgid "" -#~ "You can download the finished project for this part here: :download:" -#~ "`VR_Starter_Tutorial_Complete.zip `" -#~ msgstr "" -#~ "Você pode achar os ativos iniciais para este tutorial aqui: :download:" -#~ "`Godot_FPS_Starter.zip `" - -#~ msgid "" -#~ "To do this, press the \"New Node\" button (which looks like a plus " -#~ "symbol):" -#~ msgstr "" -#~ "Para fazer isso, pressione o botão \"Novo Nó\" (que se aparenta como um " -#~ "sinal de adição):" - -#~ msgid "*Clamping* a value means restricting it to a given range." -#~ msgstr "" -#~ "*Limitar* um valor significa restringi-lo a uma determinado intervalo." - -#~ msgid "" -#~ "Use the ``[Export]`` attribute instead of the GDScript ``export`` keyword." -#~ msgstr "" -#~ "Use o atributo ``[Export]`` em vez da palavra-chave ``export`` do " -#~ "GDScript." - -#~ msgid "" -#~ "Multi-line comments can be created using \"\"\" (three quotes in a row) " -#~ "at the beginning and end of a block of text. Note that this creates a " -#~ "string, therefore, it will not be stripped away when the script is " -#~ "compiled." -#~ msgstr "" -#~ "Comentários de várias linhas podem ser criados usando \"\"\"(três aspas " -#~ "em uma fileira) no início e no final de um bloco de texto. Note que isto " -#~ "cria uma sequência de caracteres, portanto, ele não será retirado quando " -#~ "o script for compilado." - -#~ msgid "" -#~ "The integer data type can only contain integer numbers, (both negative " -#~ "and positive)." -#~ msgstr "" -#~ "O tipo de dados inteiro pode conter apenas números inteiros, (incluindo " -#~ "negativos e positivos)." - -#~ msgid "Used to contain a floating point value (real numbers)." -#~ msgstr "Usado para conter um valor de ponto flutuante (números reais)." - -#~ msgid "Every subpattern has to be comma separated. ::" -#~ msgstr "Todo subpadrão precisa ser separado por pontos. ::" - -#~ msgid "" -#~ "The ``assert`` keyword can be used to check conditions in debug builds. " -#~ "These assertions are ignored in non-debug builds." -#~ msgstr "" -#~ "A palavra-chave ``assert`` pode ser usada para verificar as condições em " -#~ "compilações de depuração. Estas afirmações são ignoradas em compilações " -#~ "de não-depuração." - -#, fuzzy -#~ msgid "576kb" -#~ msgstr "576kb" - -#, fuzzy -#~ msgid "88kb" -#~ msgstr "88kb" - -#, fuzzy -#~ msgid "22kb" -#~ msgstr "22kb" - -#, fuzzy -#~ msgid "OGG 128kbps, Stereo" -#~ msgstr "OGG 128kbps, Stereo" - -#, fuzzy -#~ msgid "16kb" -#~ msgstr "16kb" - -#, fuzzy -#~ msgid "12kb" -#~ msgstr "12kb" - -#, fuzzy -#~ msgid "Global constants" -#~ msgstr "Constantes" - -#, fuzzy -#~ msgid "Step by step (Linux)" -#~ msgstr "Passo a passo" - -#~ msgid "Step-by-step" -#~ msgstr "Passo a passo" - -#~ msgid "After a comma." -#~ msgstr "Depois de uma vírgula." - -#, fuzzy -#~ msgid "`KidsCanCode `__" -#~ msgstr "" -#~ "`KidsCanCode: Uma série de tutoriais em andamento `_" - -#~ msgid ":ref:`Advanced post-processing `" -#~ msgstr ":ref:`Pós-processo avançado `" - -#~ msgid "Killer features" -#~ msgstr "Recursos decisivos" - -#~ msgid "" -#~ "Note that Godot editor allows you to dock each panel at the side of the " -#~ "scene editor you wish." -#~ msgstr "" -#~ "Note que o editor Godot permite você encaixar cada painel ao lado do " -#~ "editor de cena da maneira que preferir." - -#~ msgid "" -#~ "These are the most important concepts you need to remember: \"node\", " -#~ "\"parent node\", and \"child node\"." -#~ msgstr "" -#~ "Estes são os conceitos mais importantes que você precisa lembrar: \"nó\", " -#~ "\"nó pai\" e \"nó filho\"." - -#~ msgid "" -#~ "We previously observed that there is no perfect solution to set a project " -#~ "architecture. Any solution will work for Unity and Godot, so this point " -#~ "has a lesser importance." -#~ msgstr "" -#~ "Observamos anteriormente que não há solução perfeita para definir uma " -#~ "arquitetura de projeto. Qualquer solução funcionará para a Unity e Godot, " -#~ "então este ponto tem uma importância menor." - -#~ msgid "Prefab -> Externalized branch" -#~ msgstr "Prefab -> Ramificação Externa" - -#, fuzzy -#~ msgid "" -#~ "Here's an example that creates a custom signal in one script and connects " -#~ "the custom signal to a method in a separate script, using the :ref:" -#~ "`Object.connect() ` method:" -#~ msgstr "" -#~ "Aqui está um exemplo que cria um sinal personalizado em um script e " -#~ "conecta o sinal ao método em um script separado,, using o método :ref:" -#~ "`Object.connect() `:" - -#, fuzzy -#~ msgid "" -#~ "Here is an example that creates a connection between a button's " -#~ "``pressed`` signal and a method, binding the button instance to the " -#~ "connection. The handler uses the bound argument to print which button " -#~ "instance was pressed." -#~ msgstr "Aqui está um exemplo que cria uma conexão entre um botão" - -#, fuzzy -#~ msgid "" -#~ "Signals are generated by the :ref:`Object.emit_signal() " -#~ "` method which broadcasts the signal and " -#~ "arguments." -#~ msgstr "" -#~ "Sinais são gerados pelo método :ref:`Object.emit_signal() " -#~ "` que broadcasts o sinal e argumentos." - -#, fuzzy -#~ msgid "" -#~ "Extending a previous example to use all the features of GDScript signals:" -#~ msgstr "" -#~ "Extendendo um exemplo anterior para usar todas as características dos " -#~ "sinais em GDScript." - -#, fuzzy -#~ msgid "" -#~ "Consider breaking a line when it's longer than 100 characters. And it's " -#~ "also a good practice to insert a line feed (LF) character at the end of a " -#~ "file because some utilities have trouble recognizing the last line " -#~ "without it (e.g. the *cat* command on Linux)." -#~ msgstr "" -#~ "Considere quebrar uma linha quando ela tiver mais de 100 caracteres. E " -#~ "também é uma boa prática inserir um caractere de alimentação de linha " -#~ "(LF) no final de um arquivo porque alguns utilitários têm dificuldade em " -#~ "reconhecer a última linha sem ele (isto é, o comando *cat* do Linux)." - -#, fuzzy -#~ msgid "Translators also usually prefer to work with spreadsheets." -#~ msgstr "Tradutores também preferem trabalhar com planilhas." - -#, fuzzy -#~ msgid "arrays" -#~ msgstr "Arrays" - -#, fuzzy -#~ msgid "path" -#~ msgstr "Caminho do usuário" - -#, fuzzy -#~ msgid "interp" -#~ msgstr "Center" - -#, fuzzy -#~ msgid "" -#~ ":ref:`Vertex displacement with shaders " -#~ "`" -#~ msgstr "" -#~ ":ref:`Vértice displacement com shaders " -#~ "`" - -#~ msgid "" -#~ "This method will be called every time a frame is drawn, so it's fully " -#~ "dependent on how many frames per second (FPS) the application is running " -#~ "at:" -#~ msgstr "" -#~ "Este método é chamado toda vez que um quadro é desenhado, então é " -#~ "totalmente dependente de a quantos quadros por segundo (QPS ou FPS) a " -#~ "aplicação está rodando:" - -#~ msgid "" -#~ "And the second way is from code. One example would be to tag nodes which " -#~ "are enemies:" -#~ msgstr "" -#~ "E a segunda forma é a partir de código. Um exemplo seria etiquetar cenas " -#~ "que são inimigos:" - -#~ msgid "The five most common containers" -#~ msgstr "Os cinco contêineres mais comuns" - -#~ msgid "" -#~ "Only use Control nodes when you design your interfaces. They have unique " -#~ "properties that allow them to work with one another. Other nodes, like " -#~ "Node2D, Sprite, etc. will not work. You can still use some nodes that " -#~ "work with others, like the AnimationPlayer, Tween or the StreamPlayer. " -#~ "Control nodes are CanvasItems like Node2D, so you can apply shaders to " -#~ "them." -#~ msgstr "" -#~ "Use apenas os nós de controle ao projetar suas interfaces. Eles possuem " -#~ "propriedades únicas que permitem que eles trabalhem uns com os outros. " -#~ "Outros nós, como Node2D, Sprite, etc. não funcionarão. Você ainda pode " -#~ "usar alguns nós que funcionam com outros, como o AnimationPlayer, o Tween " -#~ "ou o StreamPlayer. Os nós de controle são CanvasItems, como o Node2D, " -#~ "então você pode aplicar shaders a eles." - -#, fuzzy -#~ msgid "" -#~ "This is a list of third-party tutorials and other resources created by " -#~ "the community that may be of interest." -#~ msgstr "" -#~ "Esta é uma lista de tutoriais de terceiros que foram criados por uma " -#~ "comunidade de terceiros que podem te interessar." - -#, fuzzy -#~ msgid "" -#~ "Initial versions of the Godot engine (and previous iterations before it " -#~ "was named Godot) used a database. Assets were stored in it and assigned " -#~ "an ID. Other approaches were tried as well, such as local databases, " -#~ "files with metadata, etc. In the end, the simple approach won and now " -#~ "Godot stores all assets as files in the file system." -#~ msgstr "" -#~ "As versões iniciais do motor Godot (e iterações anteriores antes de se " -#~ "chamar Godot) usavam um banco de dados. Os ativos eram armazenados nele e " -#~ "recebiam um ID. Outras abordagens também foram tentadas, como bancos de " -#~ "dados locais, arquivos com metadados, etc. No final, a abordagem simples " -#~ "ganhou e agora Godot armazena todos os ativos como arquivos no sistema de " -#~ "arquivos." - -#~ msgid "" -#~ "This is where things start getting abstract, but don't panic. There's not " -#~ "much more depth than this." -#~ msgstr "" -#~ "É aqui que as coisas começam a ficar abstratas, mas não entre em pânico. " -#~ "Não há muito mais profundidade do que isso." - -#~ msgid "" -#~ "This concept deserves going into a little more detail. In fact, the scene " -#~ "system is not even a core component of Godot as it is possible to skip it " -#~ "and write a script (or C++ code) that talks directly to the servers, but " -#~ "making a game that way would be a lot of work." -#~ msgstr "" -#~ "Este conceito merece entrar em mais detalhes. Na verdade, o sistema de " -#~ "cena não é nem mesmo um componente central da Godot, já que é possível " -#~ "ignorá-lo e escrever um script (ou código C ++) que converse diretamente " -#~ "com os servidores. Mas fazer um jogo assim seria muito trabalho." - -#~ msgid "" -#~ "The first step is to open \"Project Settings\" and find the *Handheld* " -#~ "section. Enable the *Emulate Touchscreen* option. This lets you treat " -#~ "mouse click events the same as touch events, so you can test the game on " -#~ "a computer without a touchscreen. Also, make sure to select \"portrait\" " -#~ "under *Orientation*." -#~ msgstr "" -#~ "O primeiro passo é abrir \"Configurações do Projeto\" e encontrar a seção " -#~ "*Handheld*. Ative a opção *Emulate Touchscreen*. Isso permite tratar os " -#~ "eventos de clique do mouse da mesma forma que os eventos de toque, para " -#~ "que você possa testar o jogo em um computador sem tela sensível ao toque. " -#~ "Além disso, certifique-se de selecionar \"portrait\" em *Orientation*." - -#, fuzzy -#~ msgid "" -#~ "As mentioned in the comments above, we need to avoid the situation of " -#~ "deleting the current scene while it is still being used (i.e. its code is " -#~ "still running), so using :ref:`Object.call_deferred() " -#~ "` is required at this point. The " -#~ "result is that the second function will run at a later time when any code " -#~ "from the current scene has completed." -#~ msgstr "" -#~ "Como mencionado anteriormente, queremos evitar a situação em que a cena " -#~ "atual é deletada enquanto em uso (código de suas funções sendo " -#~ "executado), então usar :ref:`Object.call_deferred() " -#~ "` é desejado neste ponto. O resultado " -#~ "é que a execução dos comandos na segunda função acontecerá num momento " -#~ "posterior em que nenhum código da cena atual esteja rodando." - -#, fuzzy -#~ msgid "" -#~ "This tutorial aims to propose a simple workflow on how to organize " -#~ "projects. Since Godot allows the programmer to use the filesystem as they " -#~ "please, figuring out a way to organize projects when starting to use the " -#~ "engine can be a little challenging. Because of this, the tutorial " -#~ "describes a simple workflow, which should work as a starting point, " -#~ "regardless of whether it is used." -#~ msgstr "" -#~ "Esse tutorial foi escrito para propor um simples fluxo de trabalho em " -#~ "como organizar projetos. Uma vez que o Godot permite ao programador usar " -#~ "o sistema de arquivos como quiserem, encontrar um modo de organizar os " -#~ "projetos ao começar a usar a engine pode ser um pouco desafiador. Por " -#~ "causa disso, um simples fluxo de trabalho será descrito, que pode ser " -#~ "usado ou não, mas pode funcionar como um ponto inicial." - -#, fuzzy -#~ msgid "" -#~ "Additionally, using version control can be challenging, so this " -#~ "proposition will include that too." -#~ msgstr "" -#~ "Adicionalmente, usar controle de versão pode ser desafiador, então essa " -#~ "proposta incluirá isso também." - -#~ msgid "" -#~ "This is a list of third-party resources created by the community that may " -#~ "be of interest." -#~ msgstr "" -#~ "Esta é uma lista de recursos de terceiros criada pela comunidade, que " -#~ "pode ser de interesse." - -#~ msgid "do" -#~ msgstr "do" - -#, fuzzy -#~ msgid "Reserved for future implementation of ``do... while`` loops." -#~ msgstr "Reservado para implementação futura de loops do...while." - -#~ msgid "switch" -#~ msgstr "switch" - -#, fuzzy -#~ msgid "Reserved for future implementation. See match_." -#~ msgstr "Reservado para implementação futura." - -#~ msgid "" -#~ "Available under ``Godot.GD``. Some things were moved to their own " -#~ "classes, like Math and Random. See below." -#~ msgstr "" -#~ "Disponível em ``Godot.GD``. Algumas coisas foram movidas para suas " -#~ "próprias classes, como Math e Random. Ver abaixo." - -#~ msgid "``ERR_*`` constants were moved to ``Godot.Error``." -#~ msgstr "As constantes ``ERR_*`` foram movidas para ``Godot.Error``." - -#~ msgid "Random" -#~ msgstr "Random" - -#~ msgid "get_origin()" -#~ msgstr "get_origin()" - -#~ msgid "end" -#~ msgstr "end" - -#~ msgid "End" -#~ msgstr "Fim" - -#~ msgid "object[]" -#~ msgstr "object[]" - -#~ msgid "int[]" -#~ msgstr "int[]" - -#, fuzzy -#~ msgid "" -#~ "In some exceptional cases, a raw array (``type[]``) may be required " -#~ "instead of a ``List``." -#~ msgstr "" -#~ "Em alguns casos excepcionais, um array raw (``type []``) pode ser " -#~ "requerido ao invés de ``List``." - -#~ msgid "" -#~ "*This is temporary. Array is ref-counted, so it will need its own type " -#~ "that wraps the native side.*" -#~ msgstr "" -#~ "*Isto é temporário. Array é ref-counted, então ele precisará do seu " -#~ "próprio tipo que envolve o lado nativo.*" - -#, fuzzy -#~ msgid "" -#~ "``preload``, ``assert`` and ``yield``, as they work in GDScript, are " -#~ "currently not available in C#." -#~ msgstr "" -#~ "``preload``, ``assert`` e ``yield``como eles funcionam em GDScript " -#~ "atualmente não estão disponíveis em C#." - -#~ msgid "load" -#~ msgstr "load" - -#, fuzzy -#~ msgid "GD.load, which is the same as ResourceLoader.load" -#~ msgstr "GD.load que é o mesmo que ResourceLoader.load" - -#, fuzzy -#~ msgid "" -#~ "Export of Blender materials is currently very primitive. However, it is " -#~ "the focus of a current GSoC project" -#~ msgstr "" -#~ "A exportação de materiais do Blender é atualmente muito primitiva. No " -#~ "entanto, é o foco de um projeto atual do GSOC" - -#~ msgid "" -#~ "Materials are currently exported using their \"Blender Render\" settings. " -#~ "When Blender 2.8 is released, this will be removed and this part of the " -#~ "exporter will change." -#~ msgstr "" -#~ "Os materiais são exportados atualmente usando as configurações " -#~ "\"Renderização do Blender\". Quando o Blender 2.8 é lançado, este será " -#~ "removido e esta parte do exportador será alterada." - -#~ msgid "**1. Switch workspace to 'Dope Sheet'**" -#~ msgstr "**1. Mude o espaço de trabalho para 'Dope Sheet'**" - -#~ msgid "**3. Check stashed actions in 'NLA Editor' [optional]**" -#~ msgstr "**3. Verificar as ações ocultas no 'NLA Editor' [opcional]**" - -#~ msgid "Switch workspace to 'NLA Editor'." -#~ msgstr "Trocar área de trabalho para 'NLA Editor'." - -#~ msgid "Make sure all stashed actions are muted." -#~ msgstr "Assegure-se que todas ações ocultas estão silenciadas." - -#, fuzzy -#~ msgid "" -#~ "Download and install the `Mono `_ " -#~ "SDK." -#~ msgstr "" -#~ "Baixe e instale a `Mono `_ SDK." - -#, fuzzy -#~ msgid "If you are using Godot 3.0.2, you must use Mono 5.4." -#~ msgstr "" -#~ "Se você está usando a versão do Godot 3.0.2, você necessita do Mono 5.4." - -#~ msgid "Godot 3.0.3+ requires Mono 5.12 on all platforms." -#~ msgstr "Godot 3.0.3+ requer Mono 5.12 em todas as plataformas." - -#, fuzzy -#~ msgid "" -#~ "You also need MSBuild (at least version 15.0), which should come with the " -#~ "Mono installation." -#~ msgstr "" -#~ "Você também necessita do MSBuild (pelo menos versão 15.0) que deve vir " -#~ "embutido na instalação do Mono." - -#, fuzzy -#~ msgid "" -#~ "For instructions on installing older versions of Mono on Linux, see `this " -#~ "page `_. Older versions of Mono for macOS and " -#~ "Windows can be found `here `_." -#~ msgstr "" -#~ "Para instruções de instalação de versões antigas do Mono no Linux veja " -#~ "`esta página `_. Versões antigas do Mono para MacOS e " -#~ "Windows podem ser encontradas `aqui `_." - -#, fuzzy -#~ msgid "" -#~ "Additionally, your Godot version must have Mono support enabled, so " -#~ "ensure you download the **Mono version** of Godot." -#~ msgstr "" -#~ "Adicionalmente, sua versão do Godot deve haver suporte a Mono ativado, " -#~ "então se segure de que você baixe a versão Mono do Godot." - -#~ msgid "" -#~ "If you are using Visual Studio Code, ensure you download and install the ." -#~ "NET tools extension. Without this, Godot will crash when trying to create " -#~ "a new C# project or edit a C# script." -#~ msgstr "" -#~ "Se você está utilizando o Visual Studio Code, se assegure de baixar e " -#~ "instalar a extenção de ferramentas .NET. Sem isto, Godot irá ter " -#~ "problemas ao criar um novo projeto em C# ou editar um script C#." - -#, fuzzy -#~ msgid "" -#~ "Attached C# scripts should refer to a class that has a class name that " -#~ "matches the file name and is unique within the project assembly (`#7402 " -#~ "comment `_)" -#~ msgstr "" -#~ "Script C# anexado deve se referir à uma classe que tem o nome de classe " -#~ "que combina com o nome do arquivo e é único dentro da montagem do projeto " -#~ "(`#7402 comment `_)" - -#~ msgid "" -#~ "It is often desired to send a notification that something happened in an " -#~ "instance. GDScript supports creation of built-in Godot signals. Declaring " -#~ "a signal in GDScript is easy using the `signal` keyword." -#~ msgstr "" -#~ "É frequentemente desejável que seja enviado uma notificação de que algo " -#~ "aconteceu com uma instância. GDScript suporta a criação de sinais Godot " -#~ "embutidos. Declarar um sinal em GDScript é fácil, apenas se deve utilizar " -#~ "a palavra `signal`." - -#~ msgid "" -#~ "These signals can be connected in the editor or from code like regular " -#~ "signals. Take the instance of a class where the signal was declared and " -#~ "connect it to the method of another instance:" -#~ msgstr "" -#~ "Esses sinais podem ser conectados no editor ou a partir do código, como " -#~ "sinais regulares. Tome a instância de uma classe onde o sinal foi " -#~ "declarado e conecte-o ao método de outra instância:" - -#~ msgid "" -#~ "It is also possible to bind arguments to a signal that lacks them with " -#~ "your custom values:" -#~ msgstr "" -#~ "É também, possível ligar argumentos à um sinal que os falta com seus " -#~ "valores personalizados:" - -#~ msgid "" -#~ "This is useful when a signal from many objects is connected to a single " -#~ "callback and the sender must be identified:" -#~ msgstr "" -#~ "Isso é útil quando um sinal de muitos objetos está conectado a um único " -#~ "retorno de chamada e o remetente deve ser identificado:" - -#~ msgid "" -#~ "Finally, emitting a custom signal is done by using the Object.emit_signal " -#~ "method:" -#~ msgstr "" -#~ "Finalmente, é possível emitir um sinal personalizado por meio do método " -#~ "Object.emit_signal:" - -#~ msgid "" -#~ "Don't scale the shape's outline! Only use the size handles (circled in " -#~ "red) to adjust the shape!" -#~ msgstr "" -#~ "Não mude a escala do contorno da forma! Somente use os manípulos de " -#~ "tamanho (circulados em vermelho) para ajustar a forma!" - -#~ msgid "" -#~ "Disabling the area's collision shape means it won't detect collisions. By " -#~ "turning it off, we make sure we don't trigger the ``hit`` signal more " -#~ "than once." -#~ msgstr "" -#~ "Desabilitar a forma da colisão de área significa que ela não irá detectar " -#~ "colisões. Ao desativá-la, temos certeza de que não iremos disparar o " -#~ "sinal ``hit`` mais de uma vez." - -#~ msgid "``Layout``: \"Center Top\"" -#~ msgstr "``Layout``: \"Center Top\" (Centro Superior)" - -#~ msgid "``Margin``:" -#~ msgstr "``Margin``:" - -#~ msgid "Left: ``-25``" -#~ msgstr "Left: ``-25``" - -#~ msgid "Top: ``0``" -#~ msgstr "Top: ``0``" - -#~ msgid "Right: ``25``" -#~ msgstr "Right: ``25``" - -#~ msgid "Bottom: ``100``" -#~ msgstr "Bottom: ``100``" - -#~ msgid "Left: ``-200``" -#~ msgstr "Left: ``-100``" - -#~ msgid "Top: ``-150``" -#~ msgstr "Top: ``0``" - -#~ msgid "Right: ``200``" -#~ msgstr "Right: ``100``" - -#~ msgid "Bottom: ``0``" -#~ msgstr "Bottom: ``100``" - -#~ msgid "Left: ``-100``" -#~ msgstr "Left: ``-100``" - -#~ msgid "Right: ``100``" -#~ msgstr "Right: ``100``" - -#~ msgid "" -#~ "For one last bit of visual appeal, let's add a trail effect to the " -#~ "player's movement. Choose your ``Player`` scene and add a :ref:" -#~ "`Particles2D ` node named ``Trail``." -#~ msgstr "" -#~ "Como último pedaço de atrativo visual, vamos adicionar um efeito de " -#~ "rastro ao movimento do jogador. Escolha a sua cena ``Jogador`` e " -#~ "adicione um nó :ref:`Particles2D ` chamado ``Rastro``." - -#~ msgid "" -#~ "There are a large number of properties to choose from when configuring " -#~ "particles. Feel free to experiment and create different effects. For the " -#~ "effect in this example, use the following settings:" -#~ msgstr "" -#~ "Existe uma grande quantidade de propriedades para escolher nas " -#~ "configurações de partículas. Sinta-se à vontade para experimentar e criar " -#~ "diferentes efeitos. Para o efeito neste exemplo, use as seguintes " -#~ "configurações:" - -#~ msgid "" -#~ "You also need to create a ``Material`` by clicking on ```` and then " -#~ "\"New ParticlesMaterial\". The settings for that are below:" -#~ msgstr "" -#~ "Você também precisa criar um ``Material` clicando no ```` e então " -#~ "em \"Novo ParticlesMaterial\". As configurações para isso estão a seguir:" - -#~ msgid "" -#~ "To make the gradient for the \"Color Ramp\" setting, we want a gradient " -#~ "taking the alpha (transparency) of the sprite from 0.5 (semi-transparent) " -#~ "to 0.0 (fully transparent)." -#~ msgstr "" -#~ "Para fazer o gradiente da propriedade \"Color Ramp\" (\"rampa de cores" -#~ "\"), nós queremos uma graduação do parâmetro alfa (transparência) do " -#~ "*sprite* de 0,5 (semitransparente) até 0,0 (completamente transparente)." - -#~ msgid "" -#~ "Click \"New GradientTexture\", then under \"Gradient\", click \"New " -#~ "Gradient\". You'll see a window like this:" -#~ msgstr "" -#~ "Clique em \"Novo GradientTexture\"; depois, em \"Gradient\", clique em " -#~ "\"Novo Gradient\". Você verá uma janela como esta:" - -#~ msgid "" -#~ "The left and right boxes represent the start and end colors. Click on " -#~ "each and then click the large square on the right to choose the color. " -#~ "For the first color, set the ``A`` (alpha) value to around halfway. For " -#~ "the second, set it all the way to ``0``." -#~ msgstr "" -#~ "As caixas da esquerda e da direita representam as cores de início e de " -#~ "fim. Clique em cada uma delas e depois no quadrado grande à direita para " -#~ "escolher a cor. Para a primeira cor, defina o valor ``A`` (alfa) para " -#~ "mais ou menos a metade. Já para a segunda, configure para ``0``." - -#~ msgid "" -#~ "A more flexible alternative to prefabs you might know from Unity (and " -#~ "much more powerful given that instances can be nested)." -#~ msgstr "" -#~ "Uma alternativa mais flexível aos prefabs (e muito mais poderosa, já que " -#~ "instâncias podem ser aninhadas)." - -#~ msgid "" -#~ "GameObject -> Node Add a component -> Inheriting Prefab -> Externalized " -#~ "branch" -#~ msgstr "" -#~ "Objeto de Jogo -> Nó Adicionar um componente -> Herdar Prefab -> " -#~ "ramificação Externalizada" - -#~ msgid "In this guide you will learn:" -#~ msgstr "Neste guia, você aprenderá:" - -#~ msgid "Collision Layers and Masks" -#~ msgstr "Camadas e Máscaras de colisão" - -#, fuzzy -#~ msgid "" -#~ "If you're using C#, you need to restart Godot editor temporarily to see " -#~ "exported variables in the editor until it's fixed." -#~ msgstr "" -#~ "Se você estiver usando C#, você precisa reiniciar o editor da Godot " -#~ "temporariamente para ver as variáveis exportadas no editor, até que isso " -#~ "seja corrigido." - -#, fuzzy -#~ msgid "" -#~ "NOTE: The result of these operations depends on the operands types. If " -#~ "both are Integers, then the result will be an Integer. That means 1/10 " -#~ "returns 0 instead of 0.1. If at least one of the operands is a float, " -#~ "then the result is a float: float(1)/10 or 1.0/10 return both 0.1. NOTE2: " -#~ "Remainder/Modulo only works on int. For floats use built in fmod()" -#~ msgstr "" -#~ "NOTA: O resultado dessas operações depende do tipo dos operandos. Se " -#~ "ambos são Inteiros, então o resultado será um Inteiro. Isso significa que " -#~ "1/10 retorna 0 em vez de 0.1. Se pelo menos um dos operandos é um float, " -#~ "então o resultado será um float: float(1)/10 ou 1.0/10, ambos retornam " -#~ "0.1." - -#, fuzzy -#~ msgid "There is a few things to note here." -#~ msgstr "Há algumas coisas para observar:" - -#~ msgid "Mac OS X" -#~ msgstr "Mac OS X" - -#~ msgid "" -#~ "C# is usually the best choice for companies. The large amount of " -#~ "programmers familiar with it means less time can be spent learning Godot " -#~ "and more time can be spent programming with it." -#~ msgstr "" -#~ "C# costuma ser a melhor escolha para empresas. A grande quantidade de " -#~ "programadores familiares com ela significa menos tempo gasto aprendendo " -#~ "Godot e mais tempo investido programando." - -#~ msgid "" -#~ "Where *Nodes* focus on behaviors, such as drawing a sprite, drawing a 3D " -#~ "model, physics, GUI controls, etc," -#~ msgstr "" -#~ "Enquanto *Nós* focam em comportamentos, como desenhar um sprite, desenhar " -#~ "um modelo 3D, controles de física, controles de interface, etc," - -#~ msgid "" -#~ "**Resources** are mere **data containers**. This means that they don't do " -#~ "any action nor process any information. Resources just contain data." -#~ msgstr "" -#~ "**Recursos** são meros **contêineres de dados**. Isso significa que eles " -#~ "não fazem nenhuma ação nem processam informação. Recursos apenas contêm " -#~ "dados." - -#~ msgid "" -#~ "When Godot saves or loads (from disk) a scene (.tscn or .scn), an image " -#~ "(png, jpg), a script (.gd) or pretty much anything, that file is " -#~ "considered a resource." -#~ msgstr "" -#~ "Quando Godot salva ou carrega (do disco) uma cena (.tscn ou .scn), uma " -#~ "imagem (png, jpg), um script (.gd) ou praticamente qualquer coisa, esse " -#~ "arquivo é considerado um recurso." - -#~ msgid "" -#~ "The resource properties can reference resources in two ways, *external* " -#~ "(on disk) or **built-in**." -#~ msgstr "" -#~ "As propriedades do recurso podem referenciar recursos de duas maneiras: " -#~ "*externo* (no disco) ou **embutido**." - -#~ msgid "" -#~ "Pressing the \">\" button on the right side of the preview allows us to " -#~ "view and edit the resources properties. One of the properties (path) " -#~ "shows where it comes from. In this case, it comes from a png image." -#~ msgstr "" -#~ "Pressionar o botão \">\" no lado direito da visualização permite " -#~ "visualizar e editar as propriedades dos recursos. Uma das propriedades " -#~ "(caminho) mostra de onde ele vem. Neste caso, vem de uma imagem png." - -#~ msgid "" -#~ "When the resource comes from a file, it is considered an *external* " -#~ "resource. If the path property is erased (or it never had a path to begin " -#~ "with), it is considered a built-in resource." -#~ msgstr "" -#~ "Quando o recurso vem de um arquivo, ele é considerado um recurso " -#~ "*externo*. Se a propriedade \"path\" (caminho) for apagada (ou nunca teve " -#~ "um caminho para começar), ele será considerada um recurso embutido." - -#~ msgid "" -#~ "For example, if the path \\`\"res://robi.png\"\\` is erased from the " -#~ "\"path\" property in the above example, and then the scene is saved, the " -#~ "resource will be saved inside the .tscn scene file, no longer referencing " -#~ "the external \"robi.png\". However, even if saved as built-in, and even " -#~ "though the scene can be instanced multiple times, the resource will " -#~ "always be loaded only once. That means, different Robi robot scenes " -#~ "instanced at the same time will still share the same image." -#~ msgstr "" -#~ "Por exemplo, se o caminho \\`\"res://robi.png\"\\` for apagado da " -#~ "propriedade \"path\" no exemplo acima e, em seguida, a cena for salva, o " -#~ "recurso será salvo dentro do arquivo de cena .tscn, não mais " -#~ "referenciando o \"robi.png\" externo. No entanto, mesmo se salvo como " -#~ "interno, e mesmo que a cena possa ser instanciada várias vezes, o recurso " -#~ "sempre será carregado apenas uma vez. Isso significa que diferentes cenas " -#~ "robóticas Robi instanciadas ao mesmo tempo ainda compartilharão a mesma " -#~ "imagem." - -#~ msgid "" -#~ "Loading resources from code is easy. There are two ways to do it. The " -#~ "first is to use load(), like this:" -#~ msgstr "" -#~ "Carregar recursos a partir do código é fácil. Existem duas maneiras de " -#~ "fazer isso. O primeiro é usar o load(), assim:" - -#~ msgid "" -#~ "The second way is more optimal, but only works with a string constant " -#~ "parameter because it loads the resource at compile-time." -#~ msgstr "" -#~ "A segunda maneira é mais ideal, mas só funciona com um parâmetro de texto " -#~ "constante, porque ele carrega o recurso em tempo de compilação." - -#~ msgid "" -#~ "Like any object in Godot, not just nodes, resources can be scripted, too. " -#~ "However, there isn't generally much of an advantage, as resources are " -#~ "just data containers." -#~ msgstr "" -#~ "Como qualquer objeto em Godot, não apenas nós, os recursos também podem " -#~ "ser roteirizados. No entanto, geralmente não há muita vantagem, pois os " -#~ "recursos são apenas contêineres de dados." - -#~ msgid "Or even simpler using the name directly:" -#~ msgstr "Ou ainda mais simples usando o nome diretamente:" - -#~ msgid "slave" -#~ msgstr "slave" - -#~ msgid "sync" -#~ msgstr "sync" - -#~ msgid "Code Structure" -#~ msgstr "Estrutura do Código" - -#~ msgid "" -#~ "Exporting a project may not yet work (`#15615 `_)" -#~ msgstr "" -#~ "Exportar um projeto pode ainda não funcionar (`#15615 `_)" - -#~ msgid "" -#~ "Signals with parameters are broken in 3.0.2-stable (`#17553 `_)" -#~ msgstr "" -#~ "Sinais com parâmetros são quebrados na versão 3.0.2-stable (`# 17553 " -#~ "`_)" - -#~ msgid "Global Scope" -#~ msgstr "Escopo Global" - -#, fuzzy -#~ msgid "Action Lib" -#~ msgstr "Ação" - -#, fuzzy -#~ msgid "Placing of AnimationPlayer" -#~ msgstr "Animação" - -#, fuzzy -#~ msgid "" -#~ "In the following case, animation data of Mesh is also exported to " -#~ "AnimationPlayer \"RigAnimation\"" -#~ msgstr "" -#~ "No seguinte caso, dados de animação de mesh também são exportados para " -#~ "AnimationPlayer \"RigAnimation\"" - -#~ msgid "" -#~ "This means it is free as in \"free speech\" as well as in \"free beer\"." -#~ msgstr "" -#~ "Isso significa que ela é livre como em \"liberdade de expressão\" e " -#~ "também em \"cerveja grátis\"." - -#~ msgid "There are no usage restrictions on Godot" -#~ msgstr "Não há restrições para usar Godot" - -#~ msgid "" -#~ "This means you can use it for any game or application, commercially or " -#~ "non-commercially, in any industry" -#~ msgstr "" -#~ "Isso significa que você pode usar o motor para qualquer jogo ou " -#~ "aplicação, comercialmente ou não, em qualquer indústria" - -#~ msgid "" -#~ "For more, see `here `_ or ask " -#~ "your lawyer of choice." -#~ msgstr "" -#~ "Saiba mais `aqui `_ ou " -#~ "pergunte ao seu advogado de preferência." - -#~ msgid "" -#~ "Note that C# and Visual Scripting support is comparatively young and " -#~ "GDScript still has some advantages as outlined below." -#~ msgstr "" -#~ "Note que o suporte C# e Visual Scripting são relativamente jovens e " -#~ "GDScript ainda tem algumas vantagens como demonstrado abaixo." - -#~ msgid "" -#~ "Support for new languages can be added by third parties using the " -#~ "GDNative / NativeScript / PluginScript facilities. (See question about " -#~ "plugins below.)" -#~ msgstr "" -#~ "Suporte para novas linguagens podem ser adicionados por terceiros usando " -#~ "os recursos GDNative / NativeScript / PluginScript. (Veja a pergunta " -#~ "sobre plugins abaixo)" - -#~ msgid "" -#~ "GDScript? Why use a custom scripting language instead of my language of " -#~ "choice?" -#~ msgstr "" -#~ "GDScript? Por que usar uma linguagem de programação própria ao invés de " -#~ "uma linguagem de minha escolha?" - -#~ msgid "" -#~ "GDScript is designed to integrate from the ground to the way Godot works, " -#~ "more than any other language, and is simple and easy to learn. Takes at " -#~ "most a day or two to get comfortable and it's easy to see the benefits " -#~ "once you do. Please make the effort to learn GDScript, you will not " -#~ "regret it." -#~ msgstr "" -#~ "O GDScript é projetado para integrar perfeitamente ao modo como Godot " -#~ "funciona, mais do que qualquer outra linguagem, e é simples e fácil de " -#~ "aprender. Leva no máximo um ou dois dias para ficar confortável e é fácil " -#~ "ver os benefícios uma vez que você o faça. Por favor, faça o esforço para " -#~ "aprender GDScript, você não vai se arrepender." - -#~ msgid "" -#~ "Godot C++ API is also efficient and easy to use (the entire Godot editor " -#~ "is made with this API), and an excellent tool to optimize parts of a " -#~ "project, but trying to use it instead of GDScript for an entire game is, " -#~ "in most cases, a waste of time." -#~ msgstr "" -#~ "A API C++ de Godot é também eficiente e fácil de usar (o editor inteiro " -#~ "de Godot é feito com essa API), e uma ferramenta excelente para otimizar " -#~ "partes de um projeto, mas tentar usá-la para um jogo inteiro ao invés de " -#~ "GDScript é, na maioria dos casos, uma perda de tempo." - -#~ msgid "" -#~ "Yes, for more than a decade we tried in the past integrating several VMs " -#~ "(and even shipped games using them), such as Python, Squirrel and Lua (in " -#~ "fact we authored tolua++ in the past, one of the most popular C++ " -#~ "binders). None of them worked as well as GDScript does now." -#~ msgstr "" -#~ "Sim, por mais de uma década nós tentamos integras várias VMs (e até " -#~ "publicamos jogos com elas), como Python, Squirrel e Lua (de fato nós " -#~ "autoramos o tolua++ na época, um dos vinculadores C++ mais populares). " -#~ "Nenhum deles funcionava tão bem como GDScript funciona agora." - -#~ msgid "For the more technically versed, proceed to the next item." -#~ msgstr "Para os mais versados tecnicamente, prossigam para o próximo item." - -#~ msgid "" -#~ "I don't believe you. What are the technical reasons for the item above?" -#~ msgstr "" -#~ "Eu não acredito em você. Quais são as razões técnicas para o item acima?" - -#~ msgid "" -#~ "GDScript was designed to solve the issues above, and performs well in all " -#~ "the above scenarios. Please learn GDScript and enjoy a smooth integration " -#~ "of scripting with the game engine (yes, it's a rare but enjoyable " -#~ "situation when things just work). It's worth it, give it a try!" -#~ msgstr "" -#~ "GDScript foi projetada para resolver os problemas acima, e tem um " -#~ "desempenho muito bom nos casos demonstrados. Por favor, aprenda GDScript " -#~ "e aproveite a integração suave de roteirizar com o motor de jogos (sim, é " -#~ "um caso raro, mas prazeroso, quando as coisas simplesmente funcionam). " -#~ "Vale a pena, dê uma chance!" - -#~ msgid "I want to extend Godot. What are my options for creating plugins?" -#~ msgstr "" -#~ "Eu quero estender Godot. Quais são minhas opções para a criação de " -#~ "plugins?" - -#~ msgid "" -#~ "Additional languages could be added via PluginScript or the more low-" -#~ "level NativeScript." -#~ msgstr "" -#~ "Linguagens adicionais poderiam ser adicionadas via PkuginScript ou, de " -#~ "mais baixo-nível, NativeScript." - -#~ msgid "" -#~ "If you want to add a certain native library, your best bet is GDNative " -#~ "and custom C++ modules." -#~ msgstr "" -#~ "Se você quer adicionar uma certa biblioteca nativa, sua melhor opção é " -#~ "GDNative e módulos C++ personalizados." - -#~ msgid "Why is FBX not supported for import?" -#~ msgstr "Por que FBX não é suportado na importação?" - -#~ msgid "Also, glTF support was added in Godot 3.0." -#~ msgstr "Além disso, suporte a glTF foi adicionado em Godot 3.0." - -#~ msgid "" -#~ "FBX support could still be provided by third parties as a plugin. (See " -#~ "Plugins question above.)" -#~ msgstr "" -#~ "Suporte a FBX poderia ainda ser providenciado por terceiros como um " -#~ "plugin. (Veja a pergunta sobre Plugins acima.)" - -#~ msgid "" -#~ "No, the aim of Godot is to create a complete open source engine licensed " -#~ "under MIT, so you have complete control over every single piece of it. " -#~ "Open versions of functionality or features from such SDKs may be " -#~ "eventually added though." -#~ msgstr "" -#~ "Não, o objetivo de Godot é criar um motor completo de código aberto sob a " -#~ "licença MIT, para que você tenha total controle sobre cada pedaço dele. " -#~ "Versões abertas de funcionalidades ou características de tais kits de " -#~ "desenvolvimento podem eventualmente ser adicionadas." - -#~ msgid "I have a great idea that will make Godot better. What do you think?" -#~ msgstr "" -#~ "Eu tenho uma grande ideia que vai fazer Godot melhor. O que você acha?" - -#~ msgid "" -#~ "Your idea will most certainly be ignored. Examples of stuff that is " -#~ "ignored by the developers:" -#~ msgstr "" -#~ "Sua ideia vai ser muito provavelmente ignorada. Exemplos de coisas que " -#~ "são ignoradas pelos desenvolvedores:" - -#~ msgid "Let's do this because it will make Godot better" -#~ msgstr "Vamos fazer isso porque vai tornar Godot melhor" - -#~ msgid "Let's do this in Godot because another game engine does it" -#~ msgstr "Vamos fazer isso em Godot porque outro motor faz" - -#~ msgid "Let's remove this because I think it's not needed" -#~ msgstr "Vamos remover isso porque eu acho que não é necessário" - -#~ msgid "Let's remove clutter and bloat and make Godot look nicer" -#~ msgstr "" -#~ "Vamos remover a bagunça e o inchaço para fazer o Godot ficar mais legal" - -#~ msgid "Let's add an alternative workflow for people who prefer it" -#~ msgstr "" -#~ "Vamos adicionar um fluxo de trabalho alternativo para as pessoas que " -#~ "preferirem assim" - -#~ msgid "" -#~ "Godot developers are always willing to talk to you and listen to your " -#~ "feedback very openly, to an extent rarely seen in open source projects, " -#~ "but they will care mostly about real issues you have while using Godot, " -#~ "not ideas solely based on personal belief. Developers are interested in " -#~ "(for example):" -#~ msgstr "" -#~ "Os desenvolvedores de Godot estão sempre querendo falar com você e " -#~ "escutar sua opinião bem abertamente, a um ponto raramente visto em " -#~ "projetos de código aberto, mas eles se preocupam mais com problemas reais " -#~ "que você tem enquanto usa Godot, não ideias puramente baseadas em suas " -#~ "crenças pessoais. Os desenvolvedores estão interessados em, por exemplo:" - -#~ msgid "" -#~ "Once one of the above points is stated, we can work together on a " -#~ "solution and this is where your ideas and suggestions are most valuable " -#~ "and welcome, they need to be in context of a real issue." -#~ msgstr "" -#~ "Assim que um dos pontos acima for definido, nós podemos trabalhar juntos " -#~ "em uma solução e é nesses casos que suas ideias e sugestões são mais " -#~ "valorizadas e bem-vindas: elas precisam estar contextualizadas em um " -#~ "problema real." - -#~ msgid "Examples of how NOT to state problems generally and vaguely are:" -#~ msgstr "Exemplos de como NÃO relatar problemas genérica e vagamente são:" - -#~ msgid "Certain feature is ugly" -#~ msgstr "Uma certa funcionalidade é feia" - -#~ msgid "Certain workflow is slow" -#~ msgstr "Um certo fluxo de trabalho é lento" - -#~ msgid "Certain feature needs optimization" -#~ msgstr "Uma certa funcionalidade precisa de otimização" - -#~ msgid "Certain aspect of the UI looks cluttered" -#~ msgstr "Um certo aspecto da interface de usuário parece bagunçado" - -#~ msgid "" -#~ "Associating something with an adjective will not get you much attention " -#~ "and developers will most likely not understand you. Instead, try to " -#~ "reformulate your problem as a story such as:" -#~ msgstr "" -#~ "Associar algo a um adjetivo não vai lhe fazer receber muita atenção e os " -#~ "desenvolvedores muito provavelmente não irão lhe entender. Ao invés " -#~ "disso, tente reformular seu problema como uma história, como:" - -#~ msgid "I try to move objects around but always end up picking the wrong one" -#~ msgstr "Eu tento mover objetos, mas sempre acabo pegando o errado" - -#~ msgid "" -#~ "I tried to make a game like Battlefield but I'm not managing to " -#~ "understand how to get lighting to look the same." -#~ msgstr "" -#~ "Eu tentei fazer um jogo como o Battlefield mas eu não estou conseguindo " -#~ "entender como fazer com que a iluminação fique igual." - -#~ msgid "" -#~ "I always forget which script I was editing, and it takes me too many " -#~ "steps to go back to it." -#~ msgstr "" -#~ "Eu sempre esqueço qual script eu estava editando, e tenho que dar muitos " -#~ "passos para voltar para ele." - -#~ msgid "" -#~ "This will allow you to convey what you are thinking much better and set a " -#~ "common ground for discussion. Please try your best to state your problems " -#~ "as stories to the developers and the community, before discussing any " -#~ "idea. Be specific and concrete." -#~ msgstr "" -#~ "Isso vai permitir que você transmita muito melhor o que está pensando e " -#~ "define uma base sólida para discussão. Por favor, tente dar o seu melhor " -#~ "para relatar seus problemas como histórias para os desenvolvedores e a " -#~ "comunidade, antes de discutir qualquer ideia. Seja específico e concreto." - -#~ msgid "Export Templates" -#~ msgstr "Modelos de Exportação" - -#~ msgid "Albeit powerful, the scene system by itself has a few drawbacks:" -#~ msgstr "" -#~ "Embora poderoso, o sistema de cena por si só tem algumas desvantagens:" - -#~ msgid "" -#~ "There is no common place to store information (e.g. a player's items " -#~ "etc.) required by more than one scene." -#~ msgstr "" -#~ "Não há lugar comum para armazenar informações (por exemplo, itens de um " -#~ "jogador, etc.) exigidas por mais de uma cena." - -#~ msgid "" -#~ "However there is still a need in Godot to create parts of a scene that:" -#~ msgstr "" -#~ "No entanto, ainda há uma necessidade em Godot de criar partes de uma cena " -#~ "que:" - -#~ msgid "" -#~ "To autoload a scene or script, select Project > Project Settings from the " -#~ "menu and switch to the AutoLoad tab. Each entry in the list requires a " -#~ "name, which is used as the name of the node, and the node is always added " -#~ "to the root viewport before any other scenes are loaded." -#~ msgstr "" -#~ "Para carregar automaticamente uma cena ou script, selecione Projeto> " -#~ "Configurações do Projeto no menu e alterne para a guia Carregamento " -#~ "Automático. Cada entrada na lista requer um nome, que é usado como o nome " -#~ "do nó, e o nó é sempre adicionado à viewport raiz antes que qualquer " -#~ "outra cena seja carregada." - -#~ msgid "" -#~ "Two scenes are present, scene_a.tscn and scene_b.tscn on an otherwise " -#~ "empty project. Each are identical and contain a button connected to a " -#~ "callback for switching to the other scene. When the project runs, it " -#~ "starts in scene_a.tscn. However, this currently does nothing and pressing " -#~ "the button does not work." -#~ msgstr "" -#~ "Duas cenas estão presentes, scene_a.tscn e scene_b.tscn em um projeto " -#~ "vazio. Cada um é idêntico e contém um botão conectado a um retorno de " -#~ "chamada para alternar para a outra cena. Quando o projeto é executado, " -#~ "ele começa em scene_a.tscn. No entanto, isso atualmente não faz nada e " -#~ "pressionar o botão não funciona." - -#~ msgid "" -#~ "First of all, create a global.gd script. The easy way to create a " -#~ "resource from scratch is from the new resource button in the inspector " -#~ "tab:" -#~ msgstr "" -#~ "Primeiramente, crie um script global.gd. O jeito mais fácil de criar um " -#~ "recurso do zero é através do botão de novo recurso na guia Inspetor:" - -#~ msgid "Save the script as `global.gd`:" -#~ msgstr "Salve o script como `global.gd`:" - -#~ msgid "" -#~ "Note: Make sure that global.gd extends Node, otherwise it won't be loaded!" -#~ msgstr "" -#~ "Nota: Se assegure de que global.gd extenda Node, caso contrário ele não " -#~ "será carregado!" - -#~ msgid "" -#~ "To load scenes with a progress bar, check out the next tutorial, :ref:" -#~ "`doc_background_loading`" -#~ msgstr "" -#~ "Para carregar as cenas com uma barra de progresso, veja o próximo " -#~ "tutorial, :ref:`doc_background_loading`" - -#~ msgid "Negative" -#~ msgstr "Negativo" - -#~ msgid "" -#~ "By default, the body of a script file is an unnamed class and it can only " -#~ "be referenced externally as a resource or file. Class syntax is meant to " -#~ "be compact and can only contain member variables or functions. Static " -#~ "functions are allowed, but not static members (this is in the spirit of " -#~ "thread safety, since scripts can be initialized in separate threads " -#~ "without the user knowing). In the same way, member variables (including " -#~ "arrays and dictionaries) are initialized every time an instance is " -#~ "created." -#~ msgstr "" -#~ "Por padrão, o corpo de um arquivo de script é uma classe sem nome e só " -#~ "pode ser referenciado externamente como um recurso ou arquivo. A sintaxe " -#~ "de classe é feita para ser compacta e pode conter apenas variáveis ou " -#~ "funções de membros. Funções estáticas são permitidas, mas não membros " -#~ "estáticos (isso é no espírito da segurança do encadeamento, já que os " -#~ "scripts podem ser inicializados em encadeamentos separados sem que o " -#~ "usuário saiba). Da mesma forma, as variáveis de membro (incluindo " -#~ "matrizes e dicionários) são inicializadas sempre que uma instância é " -#~ "criada." - -#~ msgid "# Idle.gd" -#~ msgstr "# Idle.gd" - -#~ msgid "func _init().(5):" -#~ msgstr "func _init().(5):" - -#, fuzzy -#~ msgid "" -#~ "To use C# in Godot you must have `Mono `_ installed. Godot 3.0.2 requires Mono 5.4, 3.0.3 requires " -#~ "Mono 5.12 on all platforms. You also need MSBuild (at least version 15.0) " -#~ "which should come with the Mono installation." -#~ msgstr "" -#~ "Para usar C# no Godot você deve ter o `Mono `_ instalado (pelo menos versão 5.2), assim como o MSBuild " -#~ "(pelo menos versão 15.0) que deve vir com a instalação Mono." - -#~ msgid "If a parent constructor takes arguments, they are passed like this:" -#~ msgstr "" -#~ "Se um construtor pai precisa de argumentos, eles são passados assim:" - -#~ msgid "Adding AI" -#~ msgstr "Adicionar IA" - -#~ msgid "Adding Input support" -#~ msgstr "Adicionar suporte a Entradas" - -#~ msgid "Left: ``-60``" -#~ msgstr "Esquerda: ``-60``" - -#~ msgid "Top: ``70``" -#~ msgstr "Superior: ``70``" - -#~ msgid "Right: ``60``" -#~ msgstr "Direita: ``60``" - -#~ msgid "Bottom: ``150``" -#~ msgstr "Inferior: ``150``" - -#~ msgid "Coroutines" -#~ msgstr "Corrotinas" diff --git a/weblate/docs/ro.po b/weblate/docs/ro.po index 0bf351d4b4..afa919dfe8 100644 --- a/weblate/docs/ro.po +++ b/weblate/docs/ro.po @@ -99017,115 +99017,3 @@ msgid "" "`Zeef Godot Engine: A curated directory of resources by Andre Schmitz " "`_" msgstr "" - -#, fuzzy -#~ msgid "EditorInspectorPlugin" -#~ msgstr "Android" - -#, fuzzy -#~ msgid "EditorProperty" -#~ msgstr "Dezvoltare" - -#, fuzzy -#~ msgid "Android SDK" -#~ msgstr "Android" - -#, fuzzy -#~ msgid "Windows (Visual Studio)" -#~ msgstr "Windows (și UWP)" - -#, fuzzy -#~ msgid "Windows (JetBrains Rider)" -#~ msgstr "Windows (și UWP)" - -#, fuzzy -#~ msgid "Creating Android plugins (Godot 3.2.2+)" -#~ msgstr "Creare de conținut" - -#, fuzzy -#~ msgid "constants" -#~ msgstr "Constante" - -#, fuzzy -#~ msgid "signals" -#~ msgstr "Semnale" - -#~ msgid "Testing" -#~ msgstr "Se Testează" - -#~ msgid "Name" -#~ msgstr "Nume" - -#, fuzzy -#~ msgid "``CPUParticles2D``" -#~ msgstr "Particule" - -#~ msgid "Future" -#~ msgstr "Viitor" - -#, fuzzy -#~ msgid "Code structure" -#~ msgstr "Viitor" - -#, fuzzy -#~ msgid "Global constants" -#~ msgstr "Constante" - -#~ msgid "Mac OS X" -#~ msgstr "Mac OS X" - -#~ msgid "" -#~ "This means it is free as in \"free speech\" as well as in \"free beer\"." -#~ msgstr "" -#~ "Asta înseamnă că este atât liber din punct de vedere al \"liberăi " -#~ "exprimarări\" cât si în sensul de \"bere gratis\"." - -#~ msgid "" -#~ "This means you can use it for any game or application, commercially or " -#~ "non-commercially, in any industry" -#~ msgstr "" -#~ "Asta înseamnă ca poți folosi Godot pentru orice joc sau aplicație," -#~ "comercială sau non-comercială,în orice industrie" - -#~ msgid "" -#~ "For more, see `here `_ or ask " -#~ "your lawyer of choice." -#~ msgstr "" -#~ "Pentru mai multe informații, vezi `here `_ sau intreabă un avocat la alegerea ta." - -#~ msgid "" -#~ "Note that C# and Visual Scripting support is comparatively young and " -#~ "GDScript still has some advantages as outlined below." -#~ msgstr "" -#~ "Notați că suportul C# și Visual Scripting este destul de recent și " -#~ "GDScript are totuși unele avantaje enunțate mai jos." - -#~ msgid "" -#~ "Support for new languages can be added by third parties using the " -#~ "GDNative / NativeScript / PluginScript facilities. (See question about " -#~ "plugins below.)" -#~ msgstr "" -#~ "Suportul de limbaje noi poate fi adăugat de către persoane terțe " -#~ "utilizând GDNative / NativeScript / PluginScript. (Vedeți întrebarea " -#~ "despre plugin-uri dedesubt.)" - -#~ msgid "" -#~ "GDScript? Why use a custom scripting language instead of my language of " -#~ "choice?" -#~ msgstr "" -#~ "GDScript? De ce sa folosiți un limbaj de script personalizat în locul " -#~ "celui preferat de dumneavoastră?" - -#~ msgid "" -#~ "GDScript is designed to integrate from the ground to the way Godot works, " -#~ "more than any other language, and is simple and easy to learn. Takes at " -#~ "most a day or two to get comfortable and it's easy to see the benefits " -#~ "once you do. Please make the effort to learn GDScript, you will not " -#~ "regret it." -#~ msgstr "" -#~ "GDScript este conceput pentru a se integra totalmente cu funcționarea lui " -#~ "Godot, mai mult decât oricare alt limbaj, și este ușor de învățat. Veți " -#~ "avea nevoie de cel mult o zi sau două pentru a vă familiariza și a vedea " -#~ "avantajele oferite. Vă rugam să depuneți efortul necesar pentru a învăța " -#~ "GDScript, nu veți regreta." diff --git a/weblate/docs/ru.po b/weblate/docs/ru.po index 8b2c65499f..b506e4a05f 100644 --- a/weblate/docs/ru.po +++ b/weblate/docs/ru.po @@ -115672,3588 +115672,3 @@ msgid "" msgstr "" "`Zeef Godot Engine: Курируемая директория ресурсов от Andre Schmitz `_" - -#~ msgid "Formats" -#~ msgstr "Форматы" - -#~ msgid "" -#~ "|partial| Only critical, security and platform support fixes (last " -#~ "update: 3.1.2)." -#~ msgstr "" -#~ "|partial| Только критические исправления, исправления безопасности и " -#~ "поддержки платформы (последнее обновление: 3.1.2)." - -#~ msgid "" -#~ "|partial| Only critical, security and platform support fixes (last " -#~ "update: 2.1.6)." -#~ msgstr "" -#~ "|partial| Только критические исправления, исправления безопасности и " -#~ "поддержки платформ (последнее обновление: 2.1.6)." - -#~ msgid "" -#~ "If this is your first time encountering GDScript, please read :ref:" -#~ "`doc_scripting` before continuing." -#~ msgstr "" -#~ "Если вы первый раз столкнулись с GDScript, то, прежде чем продолжить, " -#~ "пожалуйста прочитайте :ref:`doc_scripting`." - -#~ msgid "" -#~ "Ignoring a folder will also automatically hide it from the FileSystem " -#~ "dock, which can be useful to reduce clutter." -#~ msgstr "" -#~ "Игнорирование папки также автоматически скрывает её в панели FileSystem, " -#~ "что может быть полезно для уменьшения беспорядка." - -#~ msgid "WebP (``.webp``)" -#~ msgstr "WebP (``.webp``)" - -#~ msgid "Stored as PNG" -#~ msgstr "Stored as PNG" - -#~ msgid "SRGB" -#~ msgstr "SRGB" - -#~ msgid "" -#~ "Godot does not support loading PCK files larger than 2 GB yet. If your " -#~ "exported project data is larger than 2 GB, you will need to split it into " -#~ "several PCK files by :ref:`exporting additional PCKs " -#~ "` and loading them at run-time." -#~ msgstr "" -#~ "Godot пока не поддерживает загрузку файлов PCK размером более 2 ГБ. Если " -#~ "ваши экспортированные данные проекта превышают 2 ГБ, вам нужно будет " -#~ "разделить их на несколько файлов PCK :ref:`экспортировав дополнительные " -#~ "файлы PCK ` и загрузив их во время выполнения." - -#~ msgid "``_input()`` : NOTIFICATION_INPUT" -#~ msgstr "``_input()`` : NOTIFICATION_INPUT" - -#~ msgid "``_unhandled_input()`` : NOTIFICATION_UNHANDLED_INPUT" -#~ msgstr "``_unhandled_input()`` : NOTIFICATION_UNHANDLED_INPUT" - -#~ msgid "Why?" -#~ msgstr "Почему?" - -#~ msgid "But..." -#~ msgstr "Но..." - -#~ msgid "OK, how?" -#~ msgstr "Хорошо, как?" - -#~ msgid "Oh, beautiful GUI!" -#~ msgstr "О, красивые кнопочки!" - -#~ msgid "" -#~ "This tutorial is about advanced skinning of a user interface. Most games " -#~ "generally don't need this, as they end up just relying on :ref:`Label " -#~ "`, :ref:`TextureRect `, :ref:" -#~ "`TextureButton ` and :ref:`TextureProgress " -#~ "`." -#~ msgstr "" -#~ "Этот урок посвящён изменению внешнего вида пользовательского интерфейса. " -#~ "Большинство игр, как правило, не нуждаются в этом, так как в конечном " -#~ "итоге просто полагаются на :ref:`Label `, :ref:`TextureRect " -#~ "`, :ref:`TextureButton ` и :ref:" -#~ "`TextureProgress `." - -#~ msgid "" -#~ "However, many types of games often need complex user interfaces, like " -#~ "MMOs, traditional RPGs, Simulators, Strategy, etc. These kinds of " -#~ "interface are also common in some games that include editors to create " -#~ "content, or interfaces for network connectivity." -#~ msgstr "" -#~ "Однако некоторые жанры игр, такие как ММО, РПГ, симуляторы и стратегии, " -#~ "предполагают довольно сложный GUI. Также это касается игр, содержащих " -#~ "редактор для создания контента или интерфейс для подключения к сети." - -#~ msgid "" -#~ "Godot's user interface uses these kinds of control with the default " -#~ "theme, but they can be skinned to resemble pretty much any kind of user " -#~ "interface." -#~ msgstr "" -#~ "Пользовательский интерфейс в Godot использует элементы управления с темой " -#~ "по умолчанию, но она может быть изменена так, чтобы любой элемент " -#~ "выглядел так, как вам нравится." - -#~ msgid "Theme" -#~ msgstr "Тема" - -#~ msgid "" -#~ "The GUI is skinned through the :ref:`Theme ` resource. Theme " -#~ "contains all the information required to change the entire visual styling " -#~ "of all controls. Theme options are named, so it's not obvious which name " -#~ "changes what (especially from code), but several tools are provided. The " -#~ "ultimate place to look at what each theme option is for each control, " -#~ "which will always be more up to date than any documentation, is the file " -#~ "`scene/resources/default_theme/default_theme.cpp `__. The rest of this document will explain the different tools used " -#~ "to customize the theme." -#~ msgstr "" -#~ "GUI изменяется с помощью ресурса :ref:`Theme `. Тема " -#~ "содержит всю информацию, необходимую для визуализации всех элементов " -#~ "управления. Хотя параметры темы проименованы, иногда (особенно из кода) " -#~ "бывает не очевидно, что именно нужно изменить, поэтому для работы с " -#~ "темами предусмотрено несколько инструментов. В крайнем случае вы можете " -#~ "посмотреть файл `scene/resources/default_theme/default_theme.cpp `__, чтобы понять назначение тех или иных свойств - " -#~ "этот файл всегда будет актуальнее, чем любая документация. В следующих " -#~ "разделах будут описаны инструменты, которые вы можете использовать для " -#~ "настройки темы." - -#~ msgid "" -#~ "A Theme can be applied to any control in the scene. As a result, all " -#~ "children and grand-children controls will use that same theme, too " -#~ "(unless another theme is specified further down the tree). If a value is " -#~ "not found in a theme, it will be searched in themes higher up in the " -#~ "hierarchy, towards the root. If nothing was found, the default theme is " -#~ "used. This system allows for flexible overriding of themes in complex " -#~ "user interfaces." -#~ msgstr "" -#~ "Тема может быть применена к любому элементу управления в сцене. В " -#~ "результате все дочерние элементы управления также будут использовать эту " -#~ "тему (если только для них не будет назначена другая). Если какой-либо " -#~ "параметр не будет найден в текущей теме, Godot попытается найти его в " -#~ "темах выше по иерархии (ближе к корню). Если же ничего не найдено, будет " -#~ "применена тема по умолчанию. Такая система позволяет гибко настраивать " -#~ "темы в сложных пользовательских интерфейсах." - -#~ msgid "" -#~ "Don't use the custom theme option in the Project Settings, as there are " -#~ "known bugs with theme propagation. Instead, apply your theme to the root " -#~ "Control node's Theme property. It will propagate to instanced scenes " -#~ "automatically. To get correct theming in the editor for instanced scenes, " -#~ "you can apply the theme resource to the instanced scene's root node as " -#~ "well." -#~ msgstr "" -#~ "Не используйте опцию \"GUI/Theme/Custom\" в настройках проекта, так как " -#~ "существуют известные ошибки с распространением темы. Вместо этого " -#~ "назначьте свою тему в свойстве Theme корневого узла Control. Это " -#~ "автоматически распространит тему на прикреплённые дочерние сцены во время " -#~ "работы игры. Однако чтобы темы правильно работали для прикреплённых сцен " -#~ "и в редакторе, вам необходимо также назначить тему для корневого узла " -#~ "каждой прикреплённой сцены." - -#~ msgid "Each kind of option in a theme can be:" -#~ msgstr "Каждый параметр темы может быть:" - -#~ msgid "" -#~ "**An integer constant**: A single numerical constant. Generally used to " -#~ "define spacing between components or alignment." -#~ msgstr "" -#~ "**целочисленной константой** - обычно используется для определения " -#~ "расстояний между компонентами или для выравнивания;" - -#~ msgid "" -#~ "**A Color**: A single color, with or without transparency. Colors are " -#~ "usually applied to fonts and icons." -#~ msgstr "" -#~ "**цветом**, с прозрачностью или без - обычно применяется к шрифтам и " -#~ "иконкам;" - -#~ msgid "" -#~ "**A Texture**: A single image. Textures are not often used, but when they " -#~ "are, they represent handles to pick or icons in a complex control (such " -#~ "as a file dialog)." -#~ msgstr "" -#~ "**текстурой** - используется редко, обычно в качестве маркера выбора или " -#~ "иконки в составном элементе управления (таком как диалог выбора файла);" - -#~ msgid "" -#~ "**A Font**: Every control that uses text can be assigned the fonts used " -#~ "to draw strings." -#~ msgstr "" -#~ "**шрифтом** - применяется в каждом элементе управления, который " -#~ "отображает текст;" - -#~ msgid "" -#~ "**A StyleBox**: Stylebox is a resource that defines how to draw a panel " -#~ "in varying sizes (more information on them later)." -#~ msgstr "" -#~ "**StyleBox** - ресурс, определяющий вид элемента при различных размерах " -#~ "(позже об этом будет сказано подробнее)." - -#~ msgid "Every option is associated with:" -#~ msgstr "Каждый параметр темы определяется:" - -#~ msgid "A name (the name of the option)" -#~ msgstr "именем этого параметра;" - -#~ msgid "A Control (the name of the control)" -#~ msgstr "типом элемента управления, к которому он относится." - -#~ msgid "An example usage:" -#~ msgstr "Пример использования:" - -#~ msgid "" -#~ "In the example above, a new theme is created. The \"font_color\" option " -#~ "is changed and then applied to a label. Therefore, the label's text (and " -#~ "all children and grandchildren labels) will be red." -#~ msgstr "" -#~ "В этом примере создаётся новая тема \"theme\". В ней определяется " -#~ "параметр \"font_color\" для элементов типа \"Label\", а затем тема " -#~ "применяется к новому элементу \"label\". В результате текст этого " -#~ "элемента (а так же дочерних элементов) будет красным." - -#~ msgid "" -#~ "It is possible to override those options without using the theme " -#~ "directly, and only for a specific control, by using the override API in :" -#~ "ref:`Control.add_color_override() " -#~ "`:" -#~ msgstr "" -#~ "Этот же параметр можно изменить только для конкретного элемента " -#~ "управления и без прямого использования темы с помощью функции " -#~ "переопределения :ref:`Control.add_color_override() " -#~ "`:" - -#~ msgid "" -#~ "In the inline help of Godot (in the Script tab), you can check which " -#~ "theme options are overridable, or check the :ref:`Control " -#~ "` class reference." -#~ msgstr "" -#~ "Во встроенном справочнике Godot (на вкладке Script) вы можете проверить, " -#~ "какие параметры темы могут быть переопределены; также вы можете найти эту " -#~ "информацию в описании класса :ref:`Control `." - -#~ msgid "" -#~ "If only a few controls need to be skinned, it is often not necessary to " -#~ "create a new theme. Controls offer their theme options as special kinds " -#~ "of properties. If checked, overriding will take place:" -#~ msgstr "" -#~ "Если требуется изменить внешний вид только для нескольких элементов " -#~ "управления, нет необходимости создавать новую тему. Каждый элемент " -#~ "управления предоставляет свои параметры для темы в виде отдельных " -#~ "свойств. Если такое свойство включено - оно будет использоваться вместо " -#~ "темы:" - -#~ msgid "" -#~ "As can be seen in the image above, theme options have little check boxes. " -#~ "If checked, they can be used to override the value of the theme just for " -#~ "that control." -#~ msgstr "" -#~ "Как видно на изображении выше, параметры в группах \"Custom ...\" имеют " -#~ "флажки-переключатели. Если такой флажок активировать, соответствующее " -#~ "свойство переопределит параметра темы для этого элемента управления." - -#~ msgid "" -#~ "The simplest way to create a theme is to edit a theme resource. Create a " -#~ "Theme from the resource menu; the editor will appear immediately. After " -#~ "that, save it (for example, with the name mytheme.theme):" -#~ msgstr "" -#~ "Самый простой способ создать новую тему - отредактировать свойство Theme " -#~ "элемента управления. Выберите \"New Theme\" в выпадающем меню и появится " -#~ "редактор тем. После этого в том же выпадающем меню сохраните новую тему " -#~ "(например, с именем mytheme.theme):" - -#~ msgid "" -#~ "This will create an empty theme that can later be loaded and assigned to " -#~ "controls." -#~ msgstr "" -#~ "Это создаст пустую тему, которую позже можно будет отредактировать и " -#~ "назначить другим элементам управления." - -#~ msgid "Example: theming a button" -#~ msgstr "Пример: создание темы для кнопок" - -#~ msgid "" -#~ "Download these assets (:download:`skin_assets.zip `) and add them to your project. Open the theme editor, click on " -#~ "\"Edit Theme\" and select \"Add Class Items\":" -#~ msgstr "" -#~ "Загрузите набор ресурсов (:download:`skin_assets.zip `) и добавьте его в ваш проект. Откройте редактор тем и в меню \"Edit " -#~ "Theme..\" выберите \"Add Class Items\":" - -#~ msgid "" -#~ "A menu will appear prompting the type of control to create. Select " -#~ "\"Button\":" -#~ msgstr "" -#~ "Появится окно выбора типа создаваемого элемента. Выберите \"Button\":" - -#~ msgid "" -#~ "Immediately, all button theme options will appear in the property editor, " -#~ "where they can be edited:" -#~ msgstr "" -#~ "Тема и её параметры, применимые для кнопок, появятся в инспекторе, где их " -#~ "можно будет редактировать:" - -#~ msgid "" -#~ "From ``Styles``, open the \"Normal\" drop-down menu next to where it " -#~ "probably says \"null\" and create a \"New StyleBoxTexture\", then edit " -#~ "it. A texture stylebox contains a texture and the size of the margins " -#~ "that will not stretch when the texture is stretched. This is called nine-" -#~ "patch or \"3x3\" stretching:" -#~ msgstr "" -#~ "В разделе \"Styles\" для параметра \"Normal\" откройте выпадающее меню " -#~ "(кнопка справа от параметра) и выберите в нём \"New StyleBoxTexture\", а " -#~ "затем откройте появившийся стиль, выбрав в том же меню \"Редактировать\". " -#~ "Вы необходимо указать текстуру и её размеры, а также размеры полей, " -#~ "которые не будут растягиваться при изменении размеров кнопки. Этот формат " -#~ "называется \"9-patch\" (дословно \"девять лоскутов\") или \"растяжка 3 на " -#~ "3\":" - -#~ msgid "" -#~ "Repeat the steps and add the other assets. There is no hover or disabled " -#~ "image in the example files, so use the same stylebox as in normal. Set " -#~ "the supplied font as the button font and change the font color to black. " -#~ "Soon, your button will look different and retro:" -#~ msgstr "" -#~ "Повторите эти шаги для оставшихся стилей. Среди файлов скачанного архива " -#~ "нет текстур для \"Hover\" и \"Disabled\", поэтому используйте те же, что " -#~ "и в \"Normal\". Установите шрифт из архива в качестве шрифта кнопки и " -#~ "измените его цвет на чёрный. Скоро ваши кнопки будет выглядеть по-" -#~ "другому, в стиле ретро:" - -#~ msgid "" -#~ "Save this theme to the .theme file. Go to the 2D editor and create a few " -#~ "buttons:" -#~ msgstr "" -#~ "Сохраните свою тему в файле ``new_theme.theme``. Перейдите в 2D-редактор " -#~ "и создайте там несколько кнопок:" - -#~ msgid "" -#~ "Now, go to the root node of the scene and locate the \"theme\" property, " -#~ "replace it with the theme that was just created. It should look like this:" -#~ msgstr "" -#~ "Теперь перейдите к корневому узлу сцены и измените свойство \"Theme\", " -#~ "установив в нём только что созданную тему. Это должно выглядеть примерно " -#~ "так:" - -#~ msgid "Congratulations! You have created a reusable GUI Theme!" -#~ msgstr "" -#~ "Получившуюся тему можно использовать и в других проектах, как обычный " -#~ "ресурс." - -#, fuzzy -#~ msgid "EditorInspectorPlugin" -#~ msgstr ":ref:`doc_inspector_plugins`" - -#, fuzzy -#~ msgid "EditorProperty" -#~ msgstr "Разработка движка" - -#~ msgid "WebGL 2" -#~ msgstr "WebGL 2" - -#~ msgid "" -#~ "Until the *OpenGL ES 3* renderer is removed from Godot in favor of " -#~ "*Vulkan*, HTML5 export uses *WebGL 2* when the *GLES3* option is selected." -#~ msgstr "" -#~ "До тех пор, пока средство визуализации *OpenGL ES 3* не будет удалено из " -#~ "Godot в пользу *Vulkan*, при экспорте HTML5 используется *WebGL 2*, когда " -#~ "выбран параметр *GLES3*." - -#~ msgid "" -#~ "Using WebGL 2 is not recommended due to its expected removal from Godot " -#~ "without replacement." -#~ msgstr "" -#~ "Использование WebGL 2 не рекомендуется из-за его ожидаемого удаления из " -#~ "Godot без замены." - -#~ msgid "" -#~ "WebGL 2 is not supported in all browsers. **Firefox** and **Chromium** " -#~ "(Chrome, Opera) are the most popular supported browsers, **Safari** and " -#~ "**Edge** do not work. On **iOS**, all browsers are based on WebKit (i.e. " -#~ "Safari), so they will also not work." -#~ msgstr "" -#~ "WebGL 2 поддерживается не всеми браузерами. **Firefox** и **Chromium** " -#~ "(Chrome, Opera) - самые популярные поддерживаемые браузеры, **Safari** и " -#~ "**Edge** не работают. На **iOS** все браузеры основаны на WebKit (то есть " -#~ "Safari), поэтому они также не будут работать." - -#~ msgid "" -#~ "Godot's WebGL 2 renderer has issues with 3D and is no longer maintained." -#~ msgstr "" -#~ "Средство визуализации Godot WebGL 2 имеет проблемы с 3D и больше не " -#~ "поддерживается." - -#~ msgid "en_CU" -#~ msgstr "en_CU" - -#~ msgid "" -#~ "On Linux distributions, you may need to write ``pip3`` instead of ``pip`` " -#~ "because you generally have both Python 2 and 3 installed on your system. " -#~ "Alternatively, you can explicitly ask Python 3 to execute its version of " -#~ "pip as a module like so: ``python3 -m pip``." -#~ msgstr "" -#~ "В дистрибутивах Linux вам может понадобиться написать ``pip3`` вместо " -#~ "``pip``, поскольку в вашей системе обычно установлены оба Python 2 и 3. В " -#~ "качестве альтернативы вы можете явно попросить Python 3 выполнить свою " -#~ "версию pip как модуль, например: ``python3 -m pip``." - -#~ msgid ":kbd:`Shift + F1`" -#~ msgstr ":kbd:`Shift + F1`" - -#~ msgid "Sounds good, what is it?" -#~ msgstr "Звучит хорошо, но что это?" - -#~ msgid "Configure target platform." -#~ msgstr "Настройка целевой платформы." - -#~ msgid "" -#~ "Configure device (make sure it's in developer mode, likes the computer, " -#~ "USB cable is plugged, USB is recognized, etc.)." -#~ msgstr "" -#~ "Настройте устройство (убедитесь, что оно находится в режиме разработчика, " -#~ "«видит» компьютер, USB-кабель подключен, USB распознан и т.д.)." - -#~ msgid "Connect the device..." -#~ msgstr "Подключите устройство..." - -#~ msgid "And voilà!" -#~ msgstr "И вуаля!" - -#~ msgid "Click once... and deploy!" -#~ msgstr "Щёлкните один раз ... и разверните!" - -#~ msgid "Baking quality" -#~ msgstr "Качество запекания" - -#~ msgid "" -#~ "Adding animated nodes as children to the AnimationPlayer node is not " -#~ "required, but it is a nice way of distinguishing animated nodes from non-" -#~ "animated nodes in the Scene Tree." -#~ msgstr "" -#~ "Добавление узлов с анимацией в качестве дочерних к узлу AnimationPlayer " -#~ "не требуется, но это хороший способ отличить узлы с анимацией от узлов " -#~ "без анимации в дереве сцены." - -#, fuzzy -#~ msgid "" -#~ "2D batching is currently only supported when using the GLES2 renderer." -#~ msgstr "ETC1 (рекомендуется при использовании рендерера GLES2)." - -#~ msgid "" -#~ "The example module will be called \"summator\", and is placed inside the " -#~ "Godot source tree (``C:\\godot`` refers to wherever the Godot sources are " -#~ "located):" -#~ msgstr "" -#~ "Для примера возьмём модуль который назовём \"summator\", и поместим его " -#~ "внутри дерева кода Godot (``C:\\godot`` ссылается на место где " -#~ "размещается коды Godot):" - -#~ msgid "Inside we will create a simple summator class:" -#~ msgstr "Внутри мы создадим простой класс для сложения суммы:" - -#~ msgid "" -#~ "`Jeremy Bullock `_ (2D and 3D, GDScript, VisualScript and C#)." -#~ msgstr "" -#~ "`Jeremy Bullock `_ (2D и 3D, GDScript, VisualScript и C#)." - -#~ msgid "Audio input to record microphones." -#~ msgstr "Аудио вход для записи микрофонов." - -#, fuzzy -#~ msgid "" -#~ "|partial| Only critical, security and platform support fixes (last " -#~ "update: 3.2.3)." -#~ msgstr "" -#~ "|partial| Только критические, исправления безопасности и поддержки " -#~ "платформ." - -#~ msgid ":kbd:`F2`" -#~ msgstr ":kbd:`F2`" - -#, fuzzy -#~ msgid "" -#~ "Install the `godot-tools `__ extension." -#~ msgstr "" -#~ "Установите `расширение VSMonoDebugger `_." - -#~ msgid "" -#~ "Next, follow the instructions found in the :ref:" -#~ "`doc_c_sharp_configuring_vs_code_for_debugging` section below." -#~ msgstr "" -#~ "Далее следуйте инструкциям, приведенным в разделе :ref:" -#~ "`doc_c_sharp_configuring_vs_code_for_debugging` ниже." - -#, fuzzy -#~ msgid "" -#~ "Next, follow the instructions found in the :ref:" -#~ "`doc_c_sharp_configuring_vs_2019_for_debugging` section below." -#~ msgstr "" -#~ "Если вы используете Visual Studio 2019, вам необходимо следовать " -#~ "инструкциям, приведенным в разделе :ref:" -#~ "`docc_sharp_configuring_vs_2019_for_debugging` ниже." - -#~ msgid "" -#~ "By default, tools like NuGet put ``Version`` as an attribute of the " -#~ "```PackageReference``` Node. **You must manually create a Version node as " -#~ "shown above.** This is because the version of MSBuild used requires " -#~ "this. (This will be fixed in Godot 4.0.)" -#~ msgstr "" -#~ "По умолчанию, утилиты вроде NuGet в качестве атрибута для " -#~ "```PackageReference``` используют ``Version``. **Вы должны создать узел " -#~ "Version вручную как показано выше.** Это требуется используемой версией " -#~ "MSBuild. (Будет исправлено в Godot 4.0.)" - -#~ msgid "" -#~ "Whenever packages are added or modified, run ``nuget restore`` (*not* " -#~ "``dotnet restore``) in the root of the project directory. To ensure that " -#~ "NuGet packages will be available for msbuild to use, run:" -#~ msgstr "" -#~ "Всякий раз, когда пакеты были добавлены или модифицированы, следует " -#~ "запускать ``nuget restore`` (*не*``dotnet restore``)в корневой папке " -#~ "проекта. Чтобы убедиться, что пакеты NuGet будут доступны в msbuild, " -#~ "выполните:" - -#~ msgid "Configuring VS 2019 for debugging" -#~ msgstr "Настройка VS 2019 для отладки" - -#~ msgid "" -#~ "Godot has built-in support for workflows involving several popular C# " -#~ "IDEs. Built-in support for Visual Studio will be including in future " -#~ "versions, but in the meantime, the steps below can let you configure VS " -#~ "2019 for use with Godot C# projects." -#~ msgstr "" -#~ "Godot имеет встроенную поддержку рабочих процессов с участием нескольких " -#~ "популярных C# IDE. Встроенная поддержка Visual Studio будет включена в " -#~ "будущие версии, но пока что приведенные ниже шаги могут позволить вам " -#~ "настроить VS 2019 для использования с проектами Godot C#." - -#~ msgid "" -#~ "Install VS 2019 with ``.NET desktop development`` and ``Desktop " -#~ "development with C++`` workloads selected." -#~ msgstr "" -#~ "Установите VS 2019 с выбранными рабочими нагрузками ``.NET desktop " -#~ "development`` и ``Desktop development with C++``." - -#~ msgid "" -#~ "**Ensure that you do not have Xamarin installed.** Do not choose the " -#~ "``Mobile development with .NET`` workload. Xamarin changes the DLLs used " -#~ "by MonoDebugger, which breaks debugging." -#~ msgstr "" -#~ "**Убедитесь, что у вас не установлен Xamarin.** Не выбирайте рабочую " -#~ "нагрузку ``Mobile development with .NET``. Xamarin изменяет DLLs, " -#~ "используемые MonoDebugger, что нарушает отладку." - -#~ msgid "" -#~ "Install the `VSMonoDebugger extension `_." -#~ msgstr "" -#~ "Установите `расширение VSMonoDebugger `_." - -#~ msgid "In VS 2019 --> Extensions --> Mono --> Settings:" -#~ msgstr "В VS 2019 --> Extensions --> Mono --> Settings:" - -#~ msgid "Select ``Debug/Deploy to local Windows``." -#~ msgstr "Выберите ``Debug/Deploy to local Windows``." - -#~ msgid "Leave ``Local Deploy Path`` blank." -#~ msgstr "Оставьте пустым ``Local Deploy Path``." - -#~ msgid "" -#~ "Set the ``Mono Debug Port`` to the port in Godot --> Project --> Project " -#~ "Settings --> Mono --> Debugger Agent." -#~ msgstr "" -#~ "Установите ``Mono Debug Port`` в порт в Godot --> Project --> Project " -#~ "Settings --> Mono --> Debugger Agent." - -#~ msgid "" -#~ "Also select ``Wait for Debugger`` in the Godot Mono options. `This Godot " -#~ "Addon `_ may be helpful." -#~ msgstr "" -#~ "Также выберите ``Wait for Debugger`` в настройках Godot Mono. `Этот аддон " -#~ "для Godot `_ может быть " -#~ "полезен." - -#~ msgid "" -#~ "Run the game in Godot. It should hang at the Godot splash screen while it " -#~ "waits for your debugger to attach." -#~ msgstr "" -#~ "Запустите игру в Godot. Она должна зависнуть на заставке Godot в ожидании " -#~ "подключения вашего отладчика." - -#~ msgid "" -#~ "In VS 2019, open your project and choose Extensions --> Mono --> Attach " -#~ "to Mono Debugger." -#~ msgstr "" -#~ "В VS 2019 откройте свой проект и выберите Extensions --> Mono --> Attach " -#~ "to Mono Debugger." - -#~ msgid "Configuring Visual Studio Code for debugging" -#~ msgstr "Настройка Visual Studio Code для отладки (дебаггинга)" - -#~ msgid "" -#~ "Configuring the custom build is a more or less straightforward process, " -#~ "but it may take a while to get used to how the Android SDK works." -#~ msgstr "" -#~ "Настройка пользовательской сборки - более или менее простой процесс, но " -#~ "может потребоваться время, чтобы привыкнуть к тому, как работает Android " -#~ "SDK." - -#~ msgid "" -#~ "Instructions will be provided as detailed as possible to do this process." -#~ msgstr "Для этого будут даны как можно более подробные инструкции." - -#~ msgid "Install the Android SDK (command-line version)" -#~ msgstr "Установка Android SDK (версия для командной строки)" - -#~ msgid "" -#~ "These are the steps for installing the Android SDK using command line. " -#~ "The advantage of this approach is the simplicity and small download/" -#~ "install size. It can be more challenging though. The Android Studio " -#~ "approach is easier, but it requires downloading and installing Android " -#~ "Studio (which may require more than 1 GB of storage)." -#~ msgstr "" -#~ "Это шаги для установки Android SDK с помощью командной строки. " -#~ "Преимущество такого подхода - простота и небольшой размер загрузки/" -#~ "установки. Хотя сам процесс может быть сложнее. Подход Android Studio " -#~ "проще, но он требует загрузки и установки Android Studio (для чего может " -#~ "потребоваться более 1ГБ памяти)." - -#~ msgid "Install a JDK" -#~ msgstr "Установка JDK" - -#~ msgid "" -#~ "The Android SDK doesn't come with Java, so it needs to be installed " -#~ "manually. You need to install a Java SDK (**not** just the runtime or " -#~ "JRE). `OpenJDK 8 `__ is required, " -#~ "newer versions won't work." -#~ msgstr "" -#~ "Android SDK не поставляется с Java, поэтому его необходимо установить " -#~ "вручную. Вам необходимо установить Java SDK (**не** только среду " -#~ "выполнения или JRE). Требуется `OpenJDK 8 `__ , более новые версии работать не будут." - -#~ msgid "" -#~ "On Windows, make sure that you enable \"Set ``JAVA_HOME`` variable\" in " -#~ "the *Custom Setup* view of the installer. You have to restart Godot after " -#~ "this, otherwise Godot can't find the ``JAVA_HOME`` variable." -#~ msgstr "" -#~ "В Windows убедитесь, что вы включили параметр \"Установить переменную " -#~ "``JAVA_HOME`` \" в представлении *Custom Setup* программы установки. " -#~ "После этого вам необходимо перезапустить Godot, иначе Godot не сможет " -#~ "найти переменную JAVA_HOME." - -#~ msgid "Download the command-line tools" -#~ msgstr "Загрузка инструментов командной строки" - -#~ msgid "" -#~ "Go to the `Android Studio download page `_. To save disk space, you don't want the full " -#~ "IDE, so don't download it." -#~ msgstr "" -#~ "Перейдите на `страницу загрузки Android Studio `_. Чтобы сэкономить место на диске, вам не " -#~ "нужна полная IDE, поэтому не загружайте ее." - -#~ msgid "" -#~ "If you do want Android Studio, read further down for instructions for " -#~ "doing the same using Android Studio." -#~ msgstr "" -#~ "Если вам действительно нужна Android Studio, прочтите инструкции, как " -#~ "сделать то же самое с Android Studio." - -#~ msgid "" -#~ "Look on that page for the *Command line tools only* section. Currently, " -#~ "they are listed under *Download Options*. Scroll down a bit until you see " -#~ "them and download the ZIP file for your platform." -#~ msgstr "" -#~ "Найдите на этой странице раздел *Только инструменты командной строки*. В " -#~ "настоящее время они перечислены в разделе *Параметры загрузки*. " -#~ "Прокрутите немного вниз, пока не увидите их, и загрузите ZIP-файл для " -#~ "своей платформы." - -#~ msgid "" -#~ "This may appear a little confusing, but be sure to follow these " -#~ "instructions carefully:" -#~ msgstr "" -#~ "Это может показаться немного запутанным, но обязательно внимательно " -#~ "следуйте этим инструкциям:" - -#~ msgid "" -#~ "Create a new folder anywhere you want named ``android-sdk`` (it **must** " -#~ "be an empty directory). On Windows, the following path is usually good " -#~ "enough:" -#~ msgstr "" -#~ "Создайте новую папку в любом месте с именем ``android-sdk`` (это " -#~ "**должен** быть пустой каталог). В Windows обычно достаточно следующего " -#~ "пути:" - -#~ msgid "" -#~ "Create an empty folder named ``cmdline-tools`` inside of the ``android-" -#~ "sdk`` folder. Then unzip the Android SDK ZIP file into the ``android-sdk/" -#~ "cmdline-tools`` folder." -#~ msgstr "" -#~ "Создайте пустую папку с именем ``cmdline-tools`` внутри папки ``android-" -#~ "sdk``. Затем распакуйте ZIP-файл Android SDK в папку ``android-sdk/" -#~ "cmdline-tools``." - -#~ msgid "" -#~ "If you're on Windows, you must not extract the ZIP archive with the " -#~ "default Windows extractor (e.g. Windows Explorer). You have to use " -#~ "another tool like 7zip, WinRAR or the Powershell ``Expand-Archive`` " -#~ "command. If you extract the archive with the default Windows extractor, " -#~ "the files are not extracted correctly and you will run into errors later " -#~ "on!" -#~ msgstr "" -#~ "Если вы используете Windows, вы не должны извлекать содержимое ZIP-архива " -#~ "с помощью экстрактора Windows по умолчанию (например, Windows Explorer). " -#~ "Вы должны использовать другой инструмент, например 7zip, WinRAR или " -#~ "команду Powershell ``Expand-Archive``. Если вы извлекаете архив с помощью " -#~ "экстрактора Windows по умолчанию, файлы извлекаются неправильно, и вы " -#~ "столкнетесь с ошибками позже!" - -#~ msgid "" -#~ "The ``cmdline-tools`` folder should now contain the unzipped folder " -#~ "called ``tools``. Finally, rename the ``tools`` folder to ``latest``." -#~ msgstr "" -#~ "Папка ``cmdline-tools`` теперь должна содержать распакованную папку под " -#~ "названием ``tools``. Переименуйте папку ``tools`` в ``latest``." - -#~ msgid "Your final directory structure should look like this :" -#~ msgstr "Ваша окончательная структура каталогов должна выглядеть так:" - -#~ msgid "" -#~ "We need to setup the directory structure this way for the sdkmanager " -#~ "(inside the bin folder) to work." -#~ msgstr "" -#~ "Нам нужно настроить структуру каталогов таким образом, чтобы sdkmanager " -#~ "(внутри папки ``bin``) работал." - -#~ msgid "" -#~ "To be able to use the Android SDK tools, Google requires you to accept " -#~ "its licenses." -#~ msgstr "" -#~ "Google требует, чтобы вы приняли его лицензии, прежде чем использовать " -#~ "инструменты Android SDK." - -#~ msgid "" -#~ "To do this, the ``sdkmanager`` must be executed from the command line " -#~ "with a special argument. Navigate to the ``tools/bin`` directory inside " -#~ "the SDK folder (instructions provided for Windows users, as Linux and " -#~ "macOS users are expected to understand how command line navigation works):" -#~ msgstr "" -#~ "Для этого sdkmanager должен быть запущен из командной строки со " -#~ "специальным аргументом. Перейдите в каталог ``tools/bin`` внутри папки " -#~ "SDK (инструкции предназначены для пользователей Windows, поскольку " -#~ "пользователи Linux и macOS должны понимать, как работает навигация по " -#~ "командной строке):" - -#~ msgid "Then open a command line window:" -#~ msgstr "Затем откройте окно командной строки:" - -#~ msgid "In there, run ``sdkmanager --licenses``:" -#~ msgstr "Там запустите ``sdkmanager --licenses``:" - -#~ msgid "" -#~ "This will ask you to accept several licenses, just write ``y`` and press :" -#~ "kbd:`Enter` on every of them until it's done." -#~ msgstr "" -#~ "Вам будет предложено принять несколько лицензий, просто вводите ``y`` и " -#~ "нажимайте :kbd:`Enter` для каждой из них, пока это не закончится." - -#~ msgid "" -#~ "Afterwards, install the platform tools (this is required to install " -#~ "``adb``):" -#~ msgstr "" -#~ "После этого установите инструменты платформы (это необходимо для " -#~ "установки ``adb``):" - -#~ msgid "" -#~ "If you get an error saying ``Warning: Could not create settings``, try " -#~ "``./sdkmanager --sdk_root=../../ --licenses`` or ``./sdkmanager --" -#~ "sdk_root=../../ platform-tools``. These must be executed inside the ``/" -#~ "tools/bin/`` folder because the path for ``--sdk_root`` is relative." -#~ msgstr "" -#~ "Если вы получаете сообщение об ошибке ``Warning: Could not create " -#~ "settings`` (Предупреждение: не удалось создать настройки), попробуйте ``./" -#~ "sdkmanager --sdk_root=../../ --licenses`` или ``./sdkmanager --" -#~ "sdk_root=../../ platform-tools``. Они должны выполняться внутри папки ``/" -#~ "tools/bin/``, поскольку путь для ``--sdk_root`` является относительным." - -#~ msgid "Generating the keystore" -#~ msgstr "Создание хранилища ключей" - -#~ msgid "" -#~ "Once the *platform tools* are installed, the last step is to generate a " -#~ "debug keystore (this is needed to build). Go up two folders by writing:" -#~ msgstr "" -#~ "После установки *инструментов платформы* последним шагом будет создание " -#~ "хранилища ключей отладки (это необходимо для сборки). Поднимитесь на две " -#~ "папки вверх, написав:" - -#~ msgid "(or open a new shell in the ``android-sdk`` folder)." -#~ msgstr "(или откройте новую оболочку в папке ``android-sdk``)." - -#~ msgid "" -#~ "And you need to input the following line (This should work out of the " -#~ "box. However, if you haven't set the ``JAVA_HOME`` variable on Windows, " -#~ "there are further instructions below):" -#~ msgstr "" -#~ "И вам нужно ввести следующую строку (Это должно работать из коробки. " -#~ "Однако, если вы не установили переменную ``JAVA_HOME`` в Windows, " -#~ "дальнейшие инструкции приведены ниже):" - -#~ msgid "" -#~ "On Windows, if you did not install the ``JAVA_HOME`` variable, the full " -#~ "path to Java should be provided. You need to add ``&`` at the beginning " -#~ "of the line if you use PowerShell; it's not needed for the regular ``cmd." -#~ "exe`` console." -#~ msgstr "" -#~ "В Windows, если вы не установили переменную ``JAVA_HOME``, необходимо " -#~ "указать полный путь к Java. Если вы используете PowerShell, вам нужно " -#~ "добавить ``&`` в начале строки; для обычной консоли ``cmd.exe`` это не " -#~ "нужно." - -#~ msgid "" -#~ "To make it clearer, here is an capture of a line that works on PowerShell " -#~ "(by adding ``&`` and the full Java path before ``keytool.exe``). Again, " -#~ "keep in mind that you need Java installed:" -#~ msgstr "" -#~ "Чтобы было понятнее, вот запись строки, которая работает в PowerShell " -#~ "(добавив ``&`` и полный путь к Java перед ``keytool.exe``). Опять же, " -#~ "имейте в виду, что вам необходимо установить Java:" - -#~ msgid "" -#~ "(right-click and open the image in a new tab if this appears too small)" -#~ msgstr "" -#~ "(щёлкните правой кнопкой мыши и откройте изображение в новой вкладке, " -#~ "если оно кажется слишком маленьким)" - -#~ msgid "" -#~ "Go to the **Editor Settings** and set up a few fields in **Export > " -#~ "Android**. Make sure they look like the following:" -#~ msgstr "" -#~ "Перейдите в **Настройки редактора** и настройте несколько полей в " -#~ "**Export > Android**. Убедитесь, что они выглядят следующим образом:" - -#~ msgid "" -#~ "As it can be seen, most paths are inside either the ``android-sdk`` " -#~ "folder you originally created, or inside the Java install. For Linux and " -#~ "macOS users, ``jarsigner`` is often located in ``/usr/bin``." -#~ msgstr "" -#~ "Как можно видеть, большинство путей находятся либо внутри папки ``android-" -#~ "sdk``, которую вы изначально создали, либо внутри установки Java. Для " -#~ "пользователей Linux и macOS ``jarsigner`` часто находится в ``/usr/bin``." - -#~ msgid "With this, you should be all set." -#~ msgstr "С этим у вас должно быть всё готово." - -#~ msgid "Install the Android SDK (Android Studio)" -#~ msgstr "Установка Android SDK (Android Studio)" - -#~ msgid "" -#~ "If you just finished installing the SDK via the command-line tools, feel " -#~ "free to skip this section entirely. The Android Studio path is easier, " -#~ "but it takes up more disk space. It's also useful if you plan to develop " -#~ "Godot for Android (modify the Java source code) or if you plan to develop " -#~ "add-ons." -#~ msgstr "" -#~ "Если вы только что завершили установку SDK с помощью инструментов " -#~ "командной строки, можете полностью пропустить этот раздел. Путь к Android " -#~ "Studio проще, но он занимает больше места на диске. Это также полезно, " -#~ "если вы планируете разрабатывать Godot для Android (изменять исходный код " -#~ "Java) или если вы планируете разрабатывать дополнения." - -#~ msgid "Download and install Android Studio" -#~ msgstr "Скачайте и установите Android Studio" - -#~ msgid "" -#~ "Download the latest version of Android Studio. When installing, pay " -#~ "attention to where the *android-sdk* directory is created." -#~ msgstr "" -#~ "Загрузите последнюю версию Android Studio. При установке обратите " -#~ "внимание на то, где создается каталог *android-sdk*." - -#~ msgid "" -#~ "This is funny, the path it proposes by default contains whitespace (and " -#~ "complains about it). It must be changed." -#~ msgstr "" -#~ "Это забавно: путь, который он предлагает по умолчанию, содержит пробелы " -#~ "(и жалуется на это). Это нужно изменить." - -#~ msgid "" -#~ "In any case, it's better to select a different path inside your user " -#~ "folders. The recommended one is usually:" -#~ msgstr "" -#~ "В любом случае лучше выбрать другой путь внутри ваших пользовательских " -#~ "папок. Обычно, рекомендуемый вариант:" - -#~ msgid "" -#~ "Replace *yourusername* by your actual user name. Once it's correct, " -#~ "select from the list above in the same screen:" -#~ msgstr "" -#~ "Замените *yourusername* своим фактическим именем пользователя. Если всё " -#~ "будет правильно, выберите из списка выше на том же экране:" - -#~ msgid "Android SDK" -#~ msgstr "Android SDK" - -#~ msgid "Android SDK Platform" -#~ msgstr "Платформа Android SDK" - -#~ msgid "" -#~ "The rest are not needed, because the build system will fetch them itself. " -#~ "After selecting them, go on with the installation." -#~ msgstr "" -#~ "Остальные не нужны, потому что система сборки сама их загрузит. Выбрав " -#~ "их, продолжайте установку." - -#~ msgid "" -#~ "Go to the folder where you installed ``android-sdk`` in the previous " -#~ "step, use File Explorer and open a command line tool there:" -#~ msgstr "" -#~ "С помощью проводника перейдите в папку ``android-sdk`` , выбранную в " -#~ "предыдущем шаге, и откройте там инструмент командной строки:" - -#~ msgid "" -#~ "The actual command line to type is the following. On Linux and macOS, it " -#~ "should work out of the box, but on Windows, it needs additional details " -#~ "(keep reading afterwards)." -#~ msgstr "" -#~ "Вам необходимо ввести следующую команду (в Linux и macOS это должно " -#~ "работать из коробки, но в Windows требуются дополнительные сведения, " -#~ "описанные ниже):" - -#~ msgid "" -#~ "On Windows, the full path to Java should be provided (and ``&`` needs to " -#~ "be added at the beginning on the line if you use PowerShell, it's not " -#~ "needed for the regular ``cmd.exe`` console). Don't worry, at least by " -#~ "using Android Studio on Windows, Java comes bundled with it." -#~ msgstr "" -#~ "В Windows должен быть указан полный путь к Java (если вы используете " -#~ "PowerShell, то в начале строки необходимо добавить символ ``&``, для " -#~ "обычной консоли ``cmd.exe`` это не требуется). Не волнуйтесь, при " -#~ "использовании Android Studio в Windows Java идёт в комплекте." - -#~ msgid "" -#~ "To make it clearer, here is a screen capture of a line that works on " -#~ "PowerShell (by adding ``&`` and the full Java Path to ``keytool.exe``; " -#~ "remove ``&`` if you use ``cmd.exe``). It uses a path to the Java version " -#~ "that comes with Android Studio:" -#~ msgstr "" -#~ "Чтобы было понятнее, вот скриншот строки, которая работает в PowerShell " -#~ "(с ``&`` и полным путём Java к ``keytool.exe``; удалите ``&``, если вы " -#~ "используете ``cmd.exe``). Здесь используется путь к версии Java, которая " -#~ "поставляется с Android Studio:" - -#~ msgid "" -#~ "Many browsers, including Firefox and Chromium-based browsers, will not " -#~ "load exported projects when **opened locally** per ``file://`` protocol. " -#~ "To get around this, use a local server." -#~ msgstr "" -#~ "Многие браузеры, в том числе браузеры на базе Firefox и Chromium, не " -#~ "загружают экспортированные проекты при **открытии локально** по протоколу " -#~ "``file://``. Чтобы обойти это, используйте локальный сервер." - -#~ msgid "" -#~ "Python offers an easy method to start a local server. Use ``python -m " -#~ "http.server 8000 --bind 127.0.0.1`` with Python 3 to serve the current " -#~ "working directory at ``http://localhost:8000``. `Refer to MDN for " -#~ "additional information `__." -#~ msgstr "" -#~ "Python предлагает простой способ запустить локальный сервер. Используйте " -#~ "``python -m http.server 8000 --bind 127.0.0.1`` с Python 3 для " -#~ "обслуживания текущего рабочего каталога по адресу ``http://" -#~ "localhost:8000``. Для получения дополнительной информации смотрите " -#~ "`документацию MDN `__." - -#~ msgid "Audio autoplay" -#~ msgstr "Автовоспроизведение аудио" - -#~ msgid "Exported ``.html`` file must not be reused" -#~ msgstr "Экспортированный файл ``.html`` нельзя использовать повторно" - -#~ msgid "Unimplemented functionality" -#~ msgstr "Нереализованный функционал" - -#~ msgid "" -#~ "The following functionality is currently unavailable on the HTML5 " -#~ "platform:" -#~ msgstr "" -#~ "Следующие функции, в настоящее время, недоступны на платформе HTML5:" - -#~ msgid "Clipboard synchronization between engine and operating system" -#~ msgstr "Синхронизация буфера обмена между движком и операционной системой" - -#~ msgid "" -#~ "Networking other than :ref:`class_HTTPClient` and :ref:" -#~ "`class_WebSocketClient`" -#~ msgstr "" -#~ "Сеть, отличная от :ref:`class_HTTPClient` и :ref:`class_WebSocketClient`" - -#~ msgid "" -#~ "There are several ways to alleviate banding. Here are a few examples:" -#~ msgstr "" -#~ "Есть несколько способов уменьшить видимость полос. Вот несколько примеров:" - -#~ msgid "" -#~ "Bake some noise into your textures. This is mainly effective in 2D, e.g. " -#~ "for vignetting effects." -#~ msgstr "" -#~ "Добавьте немного шума в свои текстуры. Это эффективно для 2D, например, " -#~ "при использовании эффектов виньетирования." - -#~ msgid "" -#~ "Implement a debanding shader as a :ref:`screen-reading shader `. Godot currently doesn't provide a built-in debanding " -#~ "shader, but this may be added in a future release." -#~ msgstr "" -#~ "Реализуйте шейдер уменьшения видимости полос как :ref:`screen-reading " -#~ "shader `. В настоящее время Godot не " -#~ "предоставляет такого встроенного шейдера, но он может быть добавлен в " -#~ "будущем выпуске." - -#~ msgid "" -#~ "Godot uses ``major.minor.patch`` version numbering. However, it does not " -#~ "strictly follow `Semantic Versioning `__. This means " -#~ "that releases considered \"semver-minor\" by that standard (such as 3.1 -" -#~ "> 3.2) will most likely introduce breaking changes. Still, there won't be " -#~ "as many breaking changes as a \"semver-major\" version bump such as 3.2 -" -#~ "> 4.0." -#~ msgstr "" -#~ "Godot использует нумерацию версий ``major.minor.patch``. Тем не менее, он " -#~ "не следует строго `Семантической нумерации версий `__. Это означает, что выпуски, считающиеся «второстепенными» по этому " -#~ "стандарту (например, 3.1 -> 3.2), скорее всего, внесут критические " -#~ "изменения. Тем не менее, не будет так много критических изменений, как " -#~ "«первостепенная» версия, например 3.2 -> 4.0." - -#~ msgid "" -#~ "In the interest of stability and usability, patch releases may " -#~ "occasionally introduce small breaking changes as well. When repackaging " -#~ "Godot projects (e.g. in a Flatpak), make sure to always use the same " -#~ "patch version as the one used to initially export the project." -#~ msgstr "" -#~ "В интересах стабильности и удобства использования, выпуски исправлений " -#~ "могут иногда вносить небольшие изменения. При повторной упаковке проектов " -#~ "Godot (например, в Flatpak) всегда используйте ту же версию исправления, " -#~ "что и для первоначального экспорта проекта." - -#~ msgid "" -#~ "The first release in a major/minor release series doesn't end with a " -#~ "trailing zero. For example, the first release in the 3.2 series is " -#~ "``3.2``, not ``3.2.0``." -#~ msgstr "" -#~ "Первый выпуск в серии основных/второстепенных выпусков не заканчивается " -#~ "завершающим нулём. Например, первый выпуск в серии 3.2 - это ``3.2``, а " -#~ "не ``3.2.0``." - -#~ msgid "" -#~ "Godot versions are supported for a certain amount of time. While these " -#~ "durations are not set in stone, here's a table with the expected level of " -#~ "support for each Godot version:" -#~ msgstr "" -#~ "Версии Godot поддерживаются некоторое время. Хотя продолжительность " -#~ "поддержки и не имеет жестких сроков, но вот таблица с ожидаемым уровнем " -#~ "поддержки для каждой версии Godot:" - -#~ msgid "" -#~ "|supported| Backwards-compatible new features (backported from the " -#~ "``master`` branch) as well as bug, security, and platform support fixes." -#~ msgstr "" -#~ "|supported| Обратно-совместимые новые функции (перенесенные из ветки " -#~ "``master``), а также исправления ошибок, безопасности и поддержки " -#~ "платформы." - -#~ msgid "" -#~ "Patch releases are made available more frequently, typically every 2-6 " -#~ "months while a release is fully supported. Partially supported releases " -#~ "will only have new patch releases once an important security or platform " -#~ "support fix has been merged." -#~ msgstr "" -#~ "Патч-релизы становятся доступными чаще, обычно каждые 2-6 месяцев, пока " -#~ "релиз полностью поддерживается. Частично поддерживаемые выпуски будут " -#~ "иметь новые выпуски исправлений только после объединения важных " -#~ "исправлений безопасности или поддержки платформы." - -#~ msgid "" -#~ "If you upgrade Godot, you must download templates that match the new " -#~ "version or your exported projects may not work correctly." -#~ msgstr "" -#~ "Если вы обновляете Godot, необходимо скачать шаблоны, соответствующие " -#~ "вашей новой версии, иначе работа экспортированых проектов может быть " -#~ "нестабильна." - -#~ msgid "" -#~ "You have many container nodes at your disposal that scale and place UI " -#~ "elements for you. They take control over their children." -#~ msgstr "" -#~ "У вас в распоряжении есть множество узлов-контейнеров, которые " -#~ "масштабируют и размещают элементы интерфейса. Они управляют своими " -#~ "потомками." - -#~ msgid "" -#~ "The platform names recognized by the ``--export`` switch are the same as " -#~ "displayed in the export wizard of the editor. To get a list of supported " -#~ "platforms from the command line, try exporting to a non-recognized " -#~ "platform and the full listing of platforms your configuration supports " -#~ "will be shown." -#~ msgstr "" -#~ "Имена платформ, распознаваемые переключателем ``--export`` совпадают с " -#~ "именами платформ, отображаемыми в мастере экспорта редактора. Чтобы " -#~ "получить список поддерживаемых платформ из командной строки, попробуйте " -#~ "экспортировать их на непризнанную платформу, и будет показан полный " -#~ "список платформ, поддерживаемых вашей конфигурацией." - -#~ msgid "::" -#~ msgstr "::" - -#~ msgid "var health := 0 # The compiler will use the int type." -#~ msgstr "var health := 0 # Компилятор воспримет как числовой тип." - -#~ msgid "Windows (Visual Studio)" -#~ msgstr "Windows (Visual Studio)" - -#~ msgid "" -#~ "Download and install the latest version of `Visual Studio `_ (*not* Visual Studio Code), " -#~ "which contains utilities required to use C# in Godot. If you don't plan " -#~ "on using the Visual Studio IDE, you can download just the `Visual Studio " -#~ "Build Tools `_ instead. Make sure you at least " -#~ "have the .NET Framework 4.5 targeting pack installed, you can get it " -#~ "using any of the installers mentioned above inside the \"Individual " -#~ "components\" tab." -#~ msgstr "" -#~ "Загрузите и установите последнюю версию `Visual Studio `_ (*не* Visual Studio Code), " -#~ "которая содержит утилиты необходимые для использования C# в Godot. Если " -#~ "вы не планируете использовать Visual Studio IDE, то вы вместо этого вы " -#~ "можете скачать только `Visual Studio Build Tools `_. Убедитесь, что у вас есть по крайней мере .NET " -#~ "Framework 4.5 targetting pack, вы можете его получить используя любой из " -#~ "установщиков упомянутых выше во вкладке \"Индивидуальные компоненты" -#~ "\" (\"Individual components\")." - -#~ msgid "Windows (JetBrains Rider)" -#~ msgstr "Windows (JetBrains Rider)" - -#~ msgid "" -#~ "JetBrains Rider comes with bundled MSBuild, so nothing extra is required. " -#~ "Make sure to set the following preferences:" -#~ msgstr "" -#~ "JetBrains Rider поставляется в комплекте с MSBuild, так что ничего " -#~ "лишнего не требуется. Обязательно установите следующие настройки:" - -#~ msgid "macOS and Linux" -#~ msgstr "macOS и Linux" - -#~ msgid "" -#~ "Download and install the latest version of the `Mono SDK `_. As of Godot 3.1 beta 3, the version number " -#~ "doesn't matter since Godot bundles its own Mono 5.18 installation. We " -#~ "only need the Mono installation for NuGet and MSBuild which are required " -#~ "to use C# in Godot." -#~ msgstr "" -#~ "Загрузите и установите последнюю версию `Mono SDK `_. Начиная с Godot 3.1 beta 3, номер версии не " -#~ "играет роли, так как Godot поставляется с собственной сборкой Mono 5.18. " -#~ "Нам нужна Mono установка для NuGet и MSBuild которые нужны для " -#~ "использования C# в Godot." - -#~ msgid "" -#~ "To download Mono on macOS, use the \"Stable Channel\" link from the `Mono " -#~ "Downloads Page `_. The Visual " -#~ "Studio channel is an earlier version of Mono and will not work." -#~ msgstr "" -#~ "Для загрузки Mono на macOS, используйте ссылку на \"Stable Channel\" из " -#~ "`Страницы Загрузок Mono `_. Канал " -#~ "Visual Studio это ранняя версия Mono которая не будет работать." - -#~ msgid "" -#~ "If you are using Visual Studio Code, ensure you download and install the " -#~ "`C# extension `_ to enable features like syntax highlighting and " -#~ "IntelliSense." -#~ msgstr "" -#~ "Если вы используете Visual Studio Code, убедитесь что загрузили и " -#~ "установили `C# расширение `_ для включения подсветки синтаксиса и " -#~ "IntelliSense." - -#~ msgid "Why import?" -#~ msgstr "Зачем импортировать?" - -#~ msgid "How?" -#~ msgstr "Как?" - -#, fuzzy -#~ msgid "Creating Android plugins (Godot 3.2.2+)" -#~ msgstr "Создание простого плагина" - -#~ msgid "Instance Properties" -#~ msgstr "Свойства экземляра" - -#, fuzzy -#~ msgid "Static Method Descriptions" -#~ msgstr "Статические функции" - -#~ msgid "Command line argument." -#~ msgstr "Агрумент командной строки." - -#~ msgid "Language code." -#~ msgstr "Код языка." - -#~ msgid "" -#~ "`Android NDK `_ r17 or " -#~ "later." -#~ msgstr "" -#~ "`Android NDK `_ версии r17 " -#~ "или выше." - -#~ msgid "" -#~ "Brazilian Portuguese: `Godot Brasil (Discord) `_" -#~ msgstr "" -#~ "Бразильский португальский: `Godot Brasil (Discord) `_" - -#~ msgid "" -#~ "French: `Godot Francophone Officiel (Discord) `_" -#~ msgstr "" -#~ "Французский: `Godot Francophone Officiel (Discord) `_" - -#~ msgid "French: `SoloCode Godot (Discord) `_" -#~ msgstr "" -#~ "Французский: `SoloCode Godot (Discord) `_" - -#~ msgid "" -#~ "German: `Deutsche Godot Community (Discord) `_" -#~ msgstr "" -#~ "Немецкий: `Deutsche Godot Community (Discord) `_" - -#~ msgid "" -#~ "Swedish: `Swedish Godot Community (Discord) `_" -#~ msgstr "" -#~ "Шведский: `Swedish Godot Community (Discord) `_" - -#~ msgid "" -#~ "If you install Android Studio, you need to run it once to complete the " -#~ "SDK setup." -#~ msgstr "" -#~ "Если вы устанавливаете Android Studio, вам нужно запустить его один раз, " -#~ "чтобы завершить установку SDK." - -#~ msgid "Make sure you have adb" -#~ msgstr "Убедитесь, что у вас есть adb" - -#~ msgid "" -#~ "Android Debug Bridge (``adb``) is the command line tool used to " -#~ "communicate with Android devices. It's installed with the SDK, but you " -#~ "may need to install one (any) of the Android API levels for it to be " -#~ "installed in the SDK directory." -#~ msgstr "" -#~ "Android Debug Bridge (``adb``) — инструмент командной строки, " -#~ "используемый для связи с устройствами Android. Он установлен с SDK, но " -#~ "вам может понадобиться установить один (любой) из уровней Android API для " -#~ "того, чтобы он был установлен в каталоге SDK." - -#~ msgid "" -#~ "The ``adb`` executable (``adb.exe`` on Windows) - It can usually be found " -#~ "at ``%LOCALAPPDATA%\\Android\\Sdk\\platform-tools\\adb.exe``." -#~ msgstr "" -#~ "Исполняемый файл adb (``adb.exe`` в Windows) - обычно его можно найти в " -#~ "папке ``%LOCALAPPDATA%\\Android\\Sdk\\platform-tools\\adb.exe``." - -#~ msgid "" -#~ "The ``jarsigner`` executable (from JDK 6 or 8) - On Windows, OpenJDK " -#~ "installs to a directory like ``%PROGRAMFILES%\\AdoptOpenJDK" -#~ "\\jdk-8.0.252.09-hotspot\\bin``. On Linux, it typically installs to a " -#~ "directory like ``/usr/bin/jarsigner``. The exact path may vary depending " -#~ "on the OpenJDK update you've installed and your machine's operating " -#~ "system." -#~ msgstr "" -#~ "Исполняемый файл ``jarsigner`` (из JDK 6 или 8) - в Windows OpenJDK " -#~ "устанавливается в каталог, например, ``%PROGRAMFILES%\\AdoptOpenJDK" -#~ "\\jdk-8.0.252.09-hotspot\\bin``. В Linux он обычно устанавливается в " -#~ "каталог вроде ``/usr/bin/jarsigner``. Точный путь может отличаться в " -#~ "зависимости от установленного вами обновления OpenJDK и операционной " -#~ "системы вашего компьютера." - -#~ msgid "" -#~ "Constants are similar to variables, but must be constants or constant " -#~ "expressions and must be assigned on initialization." -#~ msgstr "" -#~ "Константы аналогичны переменным, но должны быть постоянными или " -#~ "постоянными выражениями и присваиваются при инициализации." - -#~ msgid "Type hints" -#~ msgstr "Подсказки типа" - -#~ msgid "" -#~ "Place the colon right after the variable's name, without a space, and let " -#~ "the GDScript compiler infer the variable's type when possible." -#~ msgstr "" -#~ "Поместите двоеточие сразу после имени переменной, без пробела, и " -#~ "позвольте компилятору GDScript определить тип переменной, когда это " -#~ "возможно." - -#~ msgid "" -#~ "Add a space on either sides of the return type arrow when defining " -#~ "functions." -#~ msgstr "" -#~ "Добавьте пробел с обеих сторон стрелки возвращаемого типа при определении " -#~ "функций." - -#~ msgid "" -#~ "Download the ZIP file for your platform, there will be a single ``tools`` " -#~ "folder inside:" -#~ msgstr "" -#~ "Загрузите ZIP-файл для своей платформы, внутри будет одна папка ``tools``:" - -#~ msgid "" -#~ "If you already have an android-sdk folder, normally located in ``" -#~ "%LOCALAPPDATA%\\Android\\Sdk``, then use this folder instead of creating " -#~ "an empty ``android-sdk`` folder." -#~ msgstr "" -#~ "Если у вас уже есть папка android-sdk, обычно расположенная в ``" -#~ "%LOCALAPPDATA%\\Android\\Sdk``, используйте эту папку вместо создания " -#~ "пустой папки ``android-sdk``." - -#~ msgid "" -#~ "Unzip the Android SDK ZIP file into the ``android-sdk`` folder. This " -#~ "folder should now contain the unzipped folder called ``tools``. Rename " -#~ "``tools`` to ``latest``. Finally, create an empty folder named ``cmdline-" -#~ "tools`` and place ``latest`` into it. Your final directory structure " -#~ "should look like this :" -#~ msgstr "" -#~ "Распакуйте ZIP-файл Android SDK в папку ``android-sdk``. Теперь в этой " -#~ "папке должна находиться распакованная папка под названием ``tools``. " -#~ "Переименуйте ``tools`` в ``latest``. Наконец, создайте пустую папку с " -#~ "именем ``cmdline-tools`` и поместите в неё папку ``latest``. Ваша " -#~ "окончательная структура каталогов должна выглядеть так:" - -#~ msgid "en_MT" -#~ msgstr "en_MT" - -#~ msgid "no" -#~ msgstr "no" - -#~ msgid "no_NO" -#~ msgstr "no_NO" - -#~ msgid "sr_BA" -#~ msgstr "sr_BA" - -#~ msgid "th_TH_TH" -#~ msgstr "th_TH_TH" - -#, fuzzy -#~ msgid "Render order" -#~ msgstr "Опции Отрисовки" - -#~ msgid "Dozens of effects included." -#~ msgstr "Включены десятки эффектов." - -#~ msgid "This allows changing all the import parameters transparently." -#~ msgstr "Это позволяет прозрачно изменять все параметры импорта." - -#~ msgid "Why import them?" -#~ msgstr "Зачем их импортировать?" - -#~ msgid "" -#~ "In Godot 3+, image files are no longer native resources and they must be " -#~ "imported. The reason behind this is the large amount of configuration " -#~ "parameters that image files can be imported with." -#~ msgstr "" -#~ "В версии Godot 3 и новее изображения больше не являются собственными " -#~ "ресурсами, и их необходимо импортировать. Причиной этому является " -#~ "множество параметров конфигурации, с которыми можно импортировать файлы " -#~ "изображений." - -#~ msgid "" -#~ "This small tutorial will explain what these parameters are and how to " -#~ "best make use of them." -#~ msgstr "" -#~ "Этот небольшой учебник объяснит, что это за параметры и как их лучше " -#~ "всего использовать." - -#~ msgid "This is also the icon that gets displayed in the Godot project list." -#~ msgstr "Это также значок, который отображается в списке проектов Godot." - -#~ msgid "" -#~ "You can use software such as GIMP to export an ICO image. For more " -#~ "information, please refer to `this tutorial `_." -#~ msgstr "" -#~ "Вы можете использовать такое программное обеспечение, как GIMP, для " -#~ "экспорта изображения ICO. Для получения дополнительной информации " -#~ "обратитесь к `этому руководству `_." - -#~ msgid "ICO file requirements" -#~ msgstr "Требования к файлу ICO" - -#~ msgid "" -#~ "Regardless of which program you use to create your `ICO file `_, there are some requirements to " -#~ "ensure the icon (and your executable) works on Windows." -#~ msgstr "" -#~ "Независимо от того, какую программу вы используете для создания вашего " -#~ "`ICO-файла `_, " -#~ "существуют некоторые требования, чтобы значок (и ваш исполняемый файл) " -#~ "работал в Windows." - -#~ msgid "" -#~ "This is a bit tricky, as can be seen in the following Stack Overflow " -#~ "threads: `one `_, `two `_." -#~ msgstr "" -#~ "Это немного сложно, как видно в следующих потоках переполнения стеков: " -#~ "`первый `_, `второй `_." - -#~ msgid "" -#~ "Your ICO file should at least contain icons in the following resolutions: " -#~ "16×16, 48×48 and 256×256." -#~ msgstr "" -#~ "Ваш файл ICO должен, как минимум, содержать значки в следующих " -#~ "разрешениях: 16×16, 48×48 и 256×256." - -#~ msgid "" -#~ "If you want to fully support high-DPI screens, this is the full list of " -#~ "supported icon sizes on Windows 10: 16, 20, 24, 28, 30, 31, 32, 40, 42, " -#~ "47, 48, 56, 60, 63, 84 and one larger than 255 pixels (such as 256, 512 " -#~ "or 1024)." -#~ msgstr "" -#~ "Если вы хотите полностью поддерживать экраны с высоким разрешением, это " -#~ "полный список поддерживаемых размеров значков в Windows 10: 16, 20, 24, " -#~ "28, 30, 31, 32, 40, 42, 47, 48, 56, 60, 63, 84 и один больше 255 пикселей " -#~ "(например, 256, 512 или 1024)." - -#, fuzzy -#~ msgid "Godot scenes and scripts are classes" -#~ msgstr "Регистрация сценариев в качестве классов" - -#~ msgid "" -#~ "In Godot, scripts and scenes can both be the equivalent of classes in an " -#~ "Object-Oriented programming language. The main difference is that scenes " -#~ "are `declarative code `_, while scripts can contain `imperative code " -#~ "`_." -#~ msgstr "" -#~ "В Godot скрипты и сцены могут быть эквивалентами классов в объектно-" -#~ "ориентированном языке программирования. Основное отличие заключается в " -#~ "том, что сцены являются `декларативным кодом `_, в то время как скрипты могут содержать " -#~ "`императивный код `_." - -#~ msgid "" -#~ "As a result, many best practices in Godot boil down to applying Object-" -#~ "Oriented design principles to the scenes, nodes, or scripts that make up " -#~ "your game." -#~ msgstr "" -#~ "В результате, многие передовые практики в Godot сводятся к применению " -#~ "принципов объектно-ориентированного дизайна к сценам, узлам или скриптам, " -#~ "составляющим вашу игру." - -#~ msgid "Making sense of classes in Godot" -#~ msgstr "Осмысление занятий в Godot" - -#, fuzzy -#~ msgid "constants" -#~ msgstr "Константы" - -#, fuzzy -#~ msgid "signals" -#~ msgstr "signal" - -#~ msgid "" -#~ "On the engine's side, every class defines a static ``_bind_methods()`` " -#~ "function that describes what C++ content it registers to the database and " -#~ "how. When you use the engine, you can extend the methods, properties, and " -#~ "signals available from the ``ClassDB`` by attaching a :ref:`Script " -#~ "` to your node." -#~ msgstr "" -#~ "На стороне движка каждый класс определяет статическую функцию " -#~ "``_bind_methods()``, которая описывает, какой контент C++ он регистрирует " -#~ "в базе данных и как. Когда вы используете движок, вы можете расширять " -#~ "методы, свойства и сигналы, доступные из ``ClassDB``, прикрепляя :ref:" -#~ "`Скрипт ` к вашему узлу." - -#~ msgid "" -#~ "Objects check their attached script before the database. This is why " -#~ "scripts can override built-in methods. If a script defines a " -#~ "``_get_property_list()`` method, Godot appends that data to the list of " -#~ "properties the Object fetches from the ClassDB. The same is true for " -#~ "other declarative code." -#~ msgstr "" -#~ "Объекты проверяют прикрепленный к ним сценарий перед базой данных. Вот " -#~ "почему скрипты могут переопределять встроенные методы. Если сценарий " -#~ "определяет метод ``_get_property_list()``, Godot добавляет эти данные в " -#~ "список свойств, которые объект получает из ClassDB. То же верно и для " -#~ "другого декларативного кода." - -#~ msgid "" -#~ "As a result, you can instance scripts without the ``extends`` keyword " -#~ "from code, but you cannot attach them to a :ref:`Node `" -#~ msgstr "" -#~ "В результате вы можете создавать экземпляры скриптов без ключевого слова " -#~ "``extends`` из кода, но вы не можете прикреплять их к :ref:`Node " -#~ "`" - -#, fuzzy -#~ msgid "Scenes and scripts are objects" -#~ msgstr "Сцены и узлы" - -#, fuzzy -#~ msgid "" -#~ "Many Object-Oriented principles which apply to written code *also* apply " -#~ "to scenes." -#~ msgstr "" -#~ "Многие принципы ООП которые применяются к написанному коду *также* " -#~ "применимы к сценам." - -#, fuzzy -#~ msgid "In Godot:" -#~ msgstr "В Godot 3.1:" - -#, fuzzy -#~ msgid "Measuring Performance" -#~ msgstr "Производительность" - -#, fuzzy -#~ msgid "" -#~ "Restricting the flags to a certain number of named flags is also " -#~ "possible. The syntax is similar to the enumeration syntax::" -#~ msgstr "" -#~ "Также возможно ограничение флагов определенным количеством именованных " -#~ "флагов. Синтаксис аналогичен синтаксису перечисления:" - -#, fuzzy -#~ msgid "" -#~ "Exporting arrays works, but with an important caveat: while regular " -#~ "arrays are created local to every class instance, exported arrays are " -#~ "*shared* between all instances. This means that editing them in one " -#~ "instance will cause them to change in all other instances. Exported " -#~ "arrays can have initializers, but they must be constant expressions." -#~ msgstr "" -#~ "Экспорт массивов работает, но с важной оговоркой: хотя обычные массивы " -#~ "создаются локально для каждого экземпляра класса, экспортируемые массивы " -#~ "являются *общими* для всех экземпляров. Это означает, что их " -#~ "редактирование в одном из экземпляров приведет к их изменению во всех " -#~ "других экземплярах. Экспортируемые массивы могут иметь инициализаторы, но " -#~ "они должны быть постоянными выражениями." - -#~ msgid "" -#~ "To configure Visual Studio Code for debugging open up a project in Godot. " -#~ "Click on Project and open the project settings. Scroll down and click on " -#~ "Debugger Agent under the Mono category. Then turn on the setting \"wait " -#~ "for debugger.\" Next, copy the port number and open up Visual Studio Code." -#~ msgstr "" -#~ "Чтобы настроить Visual Studio Code для отладки, откройте проект в Godot. " -#~ "Нажмите на Project (в верхнем меню окна) и откройте настройки проекта. " -#~ "Прокрутите вниз и нажмите на Debugger Agent под категорией Mono. Затем " -#~ "включите настройку \"wait for debugger.\" Затем скопируйте номер порта и " -#~ "откройте Visual Studio Code." - -#~ msgid "" -#~ "You need to download the Mono Debug extension from Microsoft. Then open " -#~ "the Godot project folder. Go to the run tab and click on create a launch." -#~ "json file. Select C# Mono from the dropdown menu. When the launch.json " -#~ "file is automatically opened, change the port number to the number you " -#~ "copied previously and save the file. On the run tab, switch the run " -#~ "setting from launch to attach. Whenever you want to debug, make sure Wait " -#~ "for Debugger is turned on in Godot, run the project, and run the debugger " -#~ "in Visual Studio Code." -#~ msgstr "" -#~ "Вам нужно загрузить расширение Mono Debug от Microsoft. Затем откройте " -#~ "папку проекта Godot. Перейдите на вкладку run и нажмите на create a " -#~ "launch.json file. Выберите C# Mono из выпадающего меню. Когда файл launch." -#~ "json автоматически откроется, измените номер порта на номер, который вы " -#~ "скопировали ранее, и сохраните файл. На вкладке run переключите параметр " -#~ "run с launch на attach. Всякий раз, когда вы хотите выполнить отладку, " -#~ "убедитесь, что Wait for Debugger включен в Godot, запустите проект и " -#~ "запустите отладчик в Visual Studio Code." - -#, fuzzy -#~ msgid "Cross croduct" -#~ msgstr "Векторное произведение" - -#, fuzzy -#~ msgid "Signed, 64-bit Integer" -#~ msgstr "32-битное Целое, со знаком" - -#~ msgid "X Size" -#~ msgstr "Размер по оси X" - -#~ msgid "Y Size" -#~ msgstr "Размер по оси Y" - -#~ msgid "Z Size" -#~ msgstr "Размер по оси Z" - -#~ msgid "Red (0..1)" -#~ msgstr "Красный (0..1)" - -#~ msgid "Green (0..1)" -#~ msgstr "Зелёный (0..1)" - -#~ msgid "Blue (0..1)" -#~ msgstr "Синий (0..1)" - -#~ msgid "" -#~ "Open the ``Ball`` scene and add a ``PhysicsMaterial`` by opening the " -#~ "\"Physics Material Override\" dropdown in the Inspector dock and " -#~ "selecting \"New PhysicsMaterial\"." -#~ msgstr "" -#~ "Откройте сцену ``Ball`` и добавьте ``PhysicsMaterial`` нажав на стрелку и " -#~ "выбрав пункт \"New PhysicsMaterial\"." - -#~ msgid "" -#~ "Note that currently, there are some issues where Godot and the C# project " -#~ "don't stay in sync; if you delete, rename or move a C# script, the change " -#~ "may not be reflected in the C# project file. In cases like this, you will " -#~ "have to edit the C# project file manually." -#~ msgstr "" -#~ "Заметьте что в настоящее время, существуют некоторые проблемы где Godot и " -#~ "проект C# не синхронизируются; если вы удаляете, переименовываете или " -#~ "перемещаете скрипт C#, эти изменения могут не отразиться в проектном " -#~ "файле C#. В таких случаях, вы должны отредактировать этот файл вручную." - -#~ msgid "" -#~ "For example, if you created a script (e.g. ``Test.cs``) and delete it in " -#~ "Godot, compilation will fail because the missing file is still expected " -#~ "to be there by the C# project file. For now, you can simply open up the " -#~ "``.csproj`` file and look for the ``ItemGroup``, there should be a line " -#~ "included like the following:" -#~ msgstr "" -#~ "Например, если вы создали скрипт (например, `` Test.cs``) и удалили его в " -#~ "Godot, компиляция завершится неудачно, поскольку ожидается, что " -#~ "отсутствующий файл все еще будет в файле проекта C #. На данный момент " -#~ "вы можете просто открыть файл `` .csproj`` и найти `` ItemGroup``, там " -#~ "должна быть строка, подобная следующей:" - -#~ msgid "" -#~ "Simply remove that line and your project should build correctly again. " -#~ "Same for renaming and moving things, simply rename and move them in the " -#~ "project file if needed." -#~ msgstr "" -#~ "Просто удалите эту строку, и ваш проект должен снова компилироваться " -#~ "правильно. То же самое для переименования и перемещения, просто " -#~ "переименуйте и переместите их в файле проекта, если это необходимо." - -#~ msgid "" -#~ "As explained above, the C# project isn't always kept in sync " -#~ "automatically when things are deleted, renamed or moved in Godot (`#12917 " -#~ "`_)." -#~ msgstr "" -#~ "Как отмечалось ранее, проект C# не всегда синхронизируется автоматически, " -#~ "когда объекты в Godot были удалены, переименованы или перемещены (`#12917 " -#~ "`_)." - -#, fuzzy -#~ msgid "There are two types of products - consumables and non-consumables:" -#~ msgstr "" -#~ "Существует два способа проектирования пользовательского интерфейса в " -#~ "Godot. Вы можете:" - -#~ msgid "Testing" -#~ msgstr "Тестируемые" - -#~ msgid "Debugging tools" -#~ msgstr "Инструменты отладки" - -#, fuzzy -#~ msgid "" -#~ "The **Video Mem** tab lists the video memory usage of the running game " -#~ "and the resources using it." -#~ msgstr "Ведёт запись использования видео памяти в запущенной игре." - -#~ msgid "With the following contents:" -#~ msgstr "Со следующим наполнением:" - -#~ msgid "Create a main menu screen" -#~ msgstr "Создание главного меню" - -#~ msgid "Create a game user interface" -#~ msgstr "Создание интерфейса игры" - -#~ msgid "" -#~ "The last two arguments are constants from the ``Tween`` class. " -#~ "``TRANS_LINEAR`` means the animation should be linear. ``EASE_IN`` " -#~ "doesn't do anything with a linear transition, but we must provide this " -#~ "last argument or we'll get an error." -#~ msgstr "" -#~ "Последние два аргумента - это константы из класса ``Tween``. " -#~ "``TRANS_LINEAR`` означает, что анимация должна быть линейной. ``EASE_IN`` " -#~ "ничего не делает с линейным переходом, но мы должны предоставить " -#~ "последний аргумент, иначе мы получим ошибку." - -#~ msgid "pkg-config" -#~ msgstr "pkg-config" - -#~ msgid "" -#~ "Java JDK: http://www.oracle.com/technetwork/java/javase/downloads/index." -#~ "html" -#~ msgstr "" -#~ "Java JDK: http://www.oracle.com/technetwork/java/javase/downloads/index." -#~ "html" - -#~ msgid "Choose the directory where you cloned Godot." -#~ msgstr "Выберите директорию где вы склонировали Godot." - -#~ msgid "" -#~ "Now that the project has been imported, open the project configuration." -#~ msgstr "Теперь, когда проект импортирован, откройте конфигурацию проекта." - -#~ msgid "Add the following includes/imports:" -#~ msgstr "Добавьте следующие инклуды/импорты:" - -#, fuzzy -#~ msgid "" -#~ "Switch to the **Custom Build System** tab. Add a build configuration and " -#~ "keep the build directory blank. Enable build tools and add ``scons`` as " -#~ "the executable then add ``platform=linuxbsd target=debug`` " -#~ "(``platform=osx`` if you're on macOS) as the arguments." -#~ msgstr "" -#~ "Переключитесь на вкладку \"Custom Build System\". Добавьте сонфигурацию " -#~ "сборки и сохраните бланк директории сборки. Включите утилиты сборки и " -#~ "добавьте ``scons`` как ваш исполняемый файл и ``platform=x11 " -#~ "target=debug`` (``platform=osx`` если вы используете macOS) как аргументы." - -#, fuzzy -#~ msgid "" -#~ "Next, we need to tell KDevelop where to find the binary. From the **Run** " -#~ "menu, choose **Configure Launches**." -#~ msgstr "" -#~ "Затем вы должны сообщить KDevelop где найти исполняемый файл. Из меню " -#~ "\"Run\" выберите \"Configure Launches\"." - -#, fuzzy -#~ msgid "" -#~ "Click **Add** if no launcher exists. Then add the path to your executable " -#~ "in the executable section. Your executable should be located in the ``bin/" -#~ "`` subdirectory and should be named something like ``godot.linuxbsd." -#~ "tools.64`` (the name could be different depending on your platform and " -#~ "build options)." -#~ msgstr "" -#~ "Кликните по \"Add\" если лаунчер отсутствует. Затем добавьте путь к " -#~ "экзешнику в секции исполнямых файлов. Ваш исполняемый файл должен " -#~ "находиться в под-директории ``bin/`` и должен иметь имя подобное ``godot." -#~ "x11.tools.64`` (имя может быть немного другим в зависимости от вашей " -#~ "платформы и ваших опций сборки)." - -#, fuzzy -#~ msgid "Qt Creator is a free, open source IDE for all desktop platforms." -#~ msgstr "" -#~ "`KDevelop `_ это бесплатная, открытая IDE для " -#~ "всех десктопных платформ." - -#~ msgid "" -#~ "Set the path to your Godot root directory and enter the project name." -#~ msgstr "Установить путь к корневой директории Godot и введите имя проекта." - -#, fuzzy -#~ msgid "Click **Finish**." -#~ msgstr "Щёлкните *Finish*." - -#, fuzzy -#~ msgid "" -#~ "Add a line containing ``.`` to ``project_name.includes`` to get working " -#~ "code completion." -#~ msgstr "" -#~ "Добавьте строку содержащую ``.`` в *project_name.includes* для включения " -#~ "функции авто-завершения кода." - -#~ msgid "Build and run" -#~ msgstr "Сборка и запуск" - -#~ msgid "Build configuration:" -#~ msgstr "Конфигурация сборки:" - -#, fuzzy -#~ msgid "" -#~ "Fill the **Arguments** field with your compilation options (e.g.: " -#~ "``p=linuxbsd target=debug -j 4``)." -#~ msgstr "" -#~ "Заполните поле *Arguments* вашими опциями компиляции. (напр.: ``p=x11 " -#~ "target=debug -j 4``)" - -#, fuzzy -#~ msgid "Open the **Run** tab." -#~ msgstr "Откройте вкладку *Run*." - -#, fuzzy -#~ msgid "" -#~ "Point the **Executable** to your compiled Godot binary (e.g: ``" -#~ "%{buildDir}/bin/godot.linuxbsd.opt.tools.64``)." -#~ msgstr "" -#~ "Настройте *Executable* на скомпилированный бинарный файл Godot (напр.: ``" -#~ "%{buildDir}/bin/godot.x11.opt.tools.64``)" - -#~ msgid "Updating sources after pulling latest commits" -#~ msgstr "Обновление источников после получения последних коммитов" - -#, fuzzy -#~ msgid "" -#~ "As a developer, you usually want to frequently pull the latest commits " -#~ "from the upstream Git repository or a specific fork. However, this brings " -#~ "a problem with it: as the development continues, source files (and " -#~ "folders) are added or removed. These changes need to be reflected in your " -#~ "project files for Qt Creator too, so you continue to have a nice " -#~ "programming experience. A simple way to check is to right click at your " -#~ "root folder in the **Projects View** and click on **Edit files...**." -#~ msgstr "" -#~ "Как разработчик вы обычно хотите часто получать последние коммиты из " -#~ "главного git репозитория или определённого форка итд. Хотя это приводит к " -#~ "маленькой проблеме: так как разработка продолжается, исходные файлы (и " -#~ "папки) добавляются или удаляются. Эти изменения нужно также отразить в " -#~ "ваших проектных файлах для Qt Creator, чтобы вы смогли продолжить кодинг. " -#~ "Простейший способ проверки этого, просто кликнуть правой кнопкой мыши по " -#~ "вашей корневой папке в \"Projects View\" и кликнуть по \"Edit files...\"" - -#, fuzzy -#~ msgid "" -#~ "Now a new dialog should appear that is similar in functionality to the " -#~ "one in the third step of the *Importing the project* section above. Here, " -#~ "you can check whether you want to add/remove specific files and/or " -#~ "folders. You can choose by clicking with your mouse or just simply by " -#~ "clicking the **Apply Filter** button. Click on **OK** and you're ready to " -#~ "continue working." -#~ msgstr "" -#~ "После этого должно появиться диалоговое окно с подобной функциональностью " -#~ "как в одном из окон из третьего пункта раздела \"Importing the project\". " -#~ "Здесь вы сможете добавить/удалить определённые файлы и/или папки. Вы " -#~ "можете выбрать щелчком мыши или просто кликнув кнопку \"Apply Filter\". " -#~ "Просто кликните на \"Ok\" и вы сможете продолжить работу." - -#, fuzzy -#~ msgid "" -#~ "The ``--path`` argument should be an *absolute* path to a project " -#~ "directory (not a `project.godot` file)." -#~ msgstr "Путь к проекту ( должен содержать файл 'project.godot')." - -#, fuzzy -#~ msgid "" -#~ "Open the **Debug** view by pressing :kbd:`Ctrl + Shift + D` and select " -#~ "the cogwheel with an orange dot:" -#~ msgstr "" -#~ "Откройте Debug view (Ctrl + Shift + D) и выберите колёсико с оранжевой " -#~ "точкой:" - -#, fuzzy -#~ msgid "" -#~ "Select **C++ (GDB/LLDB)** (it might be named differently on macOS or " -#~ "Windows)." -#~ msgstr "" -#~ "Выберите *C++ (GDB/LLDB)* (она может называться слегка по другому в macOS " -#~ "или Windows)" - -#, fuzzy -#~ msgid "Update ``launch.json`` to match:" -#~ msgstr "Обновите *launch.json* для соответствия:" - -#, fuzzy -#~ msgid "" -#~ "Create a ``tasks.json`` file by starting the Debug process with :kbd:" -#~ "`F5`. Visual Studio Code will show a dialog with a **Configure Task** " -#~ "button. Choose it and select **Create tasks.json file from template**, " -#~ "then select **Others**." -#~ msgstr "" -#~ "Создайте *tasks.json* запустив Debug process (F5). VS Code покажет окно с " -#~ "кнопкой *Configure Task*. Щёлкните по ней и выберите *Create tasks.json " -#~ "file from template*, затем выберите *Others*" - -#, fuzzy -#~ msgid "Update ``tasks.json`` to match:" -#~ msgstr "Обновите *tasks.json* до соответствия:" - -#, fuzzy -#~ msgid "" -#~ "You can now start the Debug process again to test that everything works." -#~ msgstr "" -#~ "Теперь вы можете запустить процесс отладки снова и протестировать что всё " -#~ "работает." - -#, fuzzy -#~ msgid "" -#~ "If the build phase fails, check the console for hints. On Linux, it's " -#~ "most likely due to missing dependencies. Check :ref:" -#~ "`doc_compiling_for_linuxbsd`." -#~ msgstr "" -#~ "Если произойдёт ошибка на фазе сборки, проверьте консоль на подсказки. На " -#~ "Linux это скорее всего будут какие-либо потери зависимостей. Смотрите :" -#~ "ref:`Компиляция в X11 (Linux, \\*BSD) `" - -#, fuzzy -#~ msgid "Create an Xcode external build project anywhere." -#~ msgstr "Создаёте внешний проект Xcode в любом месте" - -#, fuzzy -#~ msgid "Set **Build Tool** to the full path to SCons." -#~ msgstr "Установите *Build tool* на путь до scons" - -#, fuzzy -#~ msgid "" -#~ "Set **Arguments** to something like ``platform=osx tools=yes bits=64 " -#~ "target=debug``." -#~ msgstr "" -#~ "Установите *Arguments* на что-то подобное: platform=osx tools=yes bits=64 " -#~ "target=debug" - -#, fuzzy -#~ msgid "You may uncheck **Pass build settings in environment**." -#~ msgstr "Вы можете снять флажок *Pass build settings in environment*" - -#, fuzzy -#~ msgid "" -#~ "In Xcode's menu, choose **File > New > Target...** and add a new Xcode " -#~ "command line tool target." -#~ msgstr "" -#~ "Зайдите в Xcode File > New > Target... и добавьте новую цель командной " -#~ "строки Xcode" - -#, fuzzy -#~ msgid "" -#~ "Set **Header Search Paths** to the absolute path to Godot's source folder." -#~ msgstr "" -#~ "Установите *Header Search Paths* на абсолютный путь к папке исходных " -#~ "кодов Godot" - -#, fuzzy -#~ msgid "Click **Next**." -#~ msgstr "Щёлкните Next" - -#~ msgid "Scheme setup" -#~ msgstr "Настройка схемы" - -#, fuzzy -#~ msgid "Expand the **Build** menu." -#~ msgstr "Разверните меню *Build*" - -#, fuzzy -#~ msgid "" -#~ "Add a new script run action, select your project in **Provide build " -#~ "settings from** as this allows you to use the``${PROJECT_DIR}`` variable." -#~ msgstr "" -#~ "Добавьте новый скрипт запуска, выберите ваш проект в ``Provide build " -#~ "settings from`` так как это позволит вам использовать переменную ``" -#~ "${PROJECT_DIR}``." - -#, fuzzy -#~ msgid "" -#~ "Write a script that gives the binary a name that Xcode will recognize, " -#~ "such as: ``ln -f ${PROJECT_DIR}/godot/bin/godot.osx.tools.64 " -#~ "${PROJECT_DIR}/godot/bin/godot``" -#~ msgstr "" -#~ "напр. ``ln -f ${PROJECT_DIR}/godot/bin/godot.osx.tools.64 ${PROJECT_DIR}/" -#~ "godot/bin/godot``" - -#, fuzzy -#~ msgid "Edit the external build target's Run scheme:" -#~ msgstr "Постройте внешнюю цель сборки" - -#, fuzzy -#~ msgid "Click **Run**." -#~ msgstr "Кликните Run" - -#, fuzzy -#~ msgid "If all goes well, it should break at the specified breakpoint." -#~ msgstr "Он должен останавливаться на этой точке!" - -#~ msgid "" -#~ "To begin, click the \"Add/Create a New Node\" button and add an :ref:" -#~ "`Area2D ` node to the scene." -#~ msgstr "" -#~ "Для начала нажмите кнопку \"Добавить/Создать новый узел\" и добавьте в " -#~ "сцену узел :ref:`Area2D '." - -#~ msgid "" -#~ "Click \"Play Scene\" (``F6``) and confirm you can move the player around " -#~ "the screen in all directions. The console output that opens upon playing " -#~ "the scene can be closed by clicking ``Output`` (which should be " -#~ "highlighted in blue) in the lower left of the Bottom Panel." -#~ msgstr "" -#~ "Нажмите кнопку \"Play Scene\" (``F6``) и убедитесь, что вы можете " -#~ "перемещать игрока по экрану во всех направлениях. Консоль вывода, которая " -#~ "открывается при воспроизведении сцены может быть закрыта с помощью кнопки " -#~ "``Output``` (которая должна быть выделена синим цветом) в нижней левой " -#~ "части нижней панели." - -#~ msgid "" -#~ "When connecting a signal, instead of having Godot create a function for " -#~ "you, you can also give the name of an existing function that you want to " -#~ "link the signal to." -#~ msgstr "" -#~ "При подключении сигнала вместо того, чтобы Godot создал для вас функцию, " -#~ "вы также можете указать имя существующей функции, к которой хотите " -#~ "привязать сигнал." - -#~ msgid "Add this code to the function:" -#~ msgstr "Добавьте этот код в функцию:" - -#~ msgid "The Mob scene will use the following nodes:" -#~ msgstr "Сцена Моба будет использовать следующие узлы:" - -#~ msgid "" -#~ "``fly`` should be set to 3 FPS, with ``swim`` and ``walk`` set to 4 FPS." -#~ msgstr "" -#~ "``fly`` должно быть настроен на 3 FPS, а ``swim`` и ``walk`` на 4 FPS." - -#~ msgid "" -#~ "In the Node tab, connect the HUD's ``start_game`` signal to the " -#~ "``new_game()`` function of the Main node." -#~ msgstr "" -#~ "Во вкладке Узел подключите сигнал ``start_game`` посылаемый сценой HUD к " -#~ "функции``new_game()``в узле Main." - -#~ msgid "" -#~ "We'll use the ``start_game`` signal that's already being emitted by the " -#~ "``HUD`` node to remove the remaining creeps. We can't use the editor to " -#~ "connect the signal to the mobs in the way we need because there are no " -#~ "``Mob`` nodes in the ``Main`` scene tree until we run the game. Instead " -#~ "we'll use code." -#~ msgstr "" -#~ "Для удаления оставшихся крипов, мы используем сигнал ``start_game`` " -#~ "который уже посылает узел ``HUD``. Мы не можем использовать редактор для " -#~ "подключения сигнала к мобам так как мы хотим, поскольку, до запуска игры, " -#~ "в дереве сцены ``Main`` нет узлов ``Mob``. Вместо этого мы используем код." - -#~ msgid "" -#~ "Start by adding a new function to ``Mob.gd``. ``queue_free()`` will " -#~ "delete the current node at the end of the current frame." -#~ msgstr "" -#~ "Начните с добавления новой функций ``Mob.gd``. ``queue_free()`` удалит " -#~ "этот узел в конце текущего кадра." - -#~ msgid "" -#~ "Then in ``Main.gd`` add a new line inside the ``_on_MobTimer_timeout()`` " -#~ "function, at the end." -#~ msgstr "" -#~ "Затем добавьте новую строку, в конец функции в " -#~ "``_on_MobTimer_timeout()``, в ``Main.gd``." - -#~ msgid "" -#~ "This line tells the new Mob node (referenced by the ``mob`` variable) to " -#~ "respond to any ``start_game`` signal emitted by the ``HUD`` node by " -#~ "running its ``_on_start_game()`` function." -#~ msgstr "" -#~ "Эта строка говорит новому узлу Mob (определённому переменной ``mob`` ) " -#~ "отвечать на все сигналы ``start_game``, отправленные узлом ``HUD``, " -#~ "исполнением функции ``_on_start_game()``." - -#~ msgid "" -#~ "Resources and Dictionaries are both passed by reference, but only " -#~ "Resources are reference-counted. This means that if a Dictionary is " -#~ "passed between objects and the first object is deleted, all other " -#~ "objects' references to the Dictionary will be invalidated. Conversely, " -#~ "Resources will not be freed from memory until *all* the objects are " -#~ "deleted." -#~ msgstr "" -#~ "Ресурсы и Словари передаются по ссылке, но учитываются только Ресурсы. " -#~ "Это означает, что если Словарь передается между объектами и первый объект " -#~ "удаляется, то все ссылки других объектов на Словарь будут признаны " -#~ "недействительными. И наоборот, Ресурсы не будут освобождены из памяти до " -#~ "тех пор, пока не будут удалены все объекты." - -#~ msgid "" -#~ "Modifying a unique resource from multiple threads is not supported, but " -#~ "loading them on threads or handling a reference is perfectly supported. " -#~ "Scenes, textures, meshes, etc. Can be loaded and manipulated on threads, " -#~ "then added to the active scene in the main thread." -#~ msgstr "" -#~ "Изменение уникального ресурса через много-поточность не поддерживается, " -#~ "но загрузка их из потоков или выделение ссылки отлично поддерживается. " -#~ "Сцены, текстуры, сетки, итд. Они могут быть загружены или настроены через " -#~ "потоки, а затем добавлены в активную сцену на главном потоке." - -#~ msgid "" -#~ ":ref:`Qt Creator ` (all desktop " -#~ "platforms)" -#~ msgstr "" -#~ ":ref:`Qt Creator ` (все десктопные " -#~ "платформы)" - -#~ msgid "" -#~ ":ref:`Kdevelop ` (all desktop platforms)" -#~ msgstr "" -#~ ":ref:`Kdevelop ` (все десктопные " -#~ "платформы)" - -#~ msgid ":ref:`Xcode ` (macOS)" -#~ msgstr ":ref:`Xcode ` (macOS)" - -#, fuzzy -#~ msgid ":ref:`Visual Studio ` (Windows)" -#~ msgstr "" -#~ ":ref:`Visual Studio ` (Windows)" - -#~ msgid "" -#~ ":ref:`Visual Studio Code` (all desktop " -#~ "platforms)" -#~ msgstr "" -#~ ":ref:`Visual Studio Code` (все десктопные " -#~ "платформы)" - -#, fuzzy -#~ msgid "" -#~ ":ref:`Android Studio` (all desktop " -#~ "platforms)" -#~ msgstr "" -#~ ":ref:`Visual Studio Code` (все десктопные " -#~ "платформы)" - -#, fuzzy -#~ msgid ":ref:`CLion` (all desktop platforms)" -#~ msgstr "" -#~ ":ref:`Kdevelop ` (все десктопные " -#~ "платформы)" - -#~ msgid "" -#~ "You can find a video tutorial `here `_. Or you may follow this text version tutorial." -#~ msgstr "" -#~ "Вы можете найти видео обучения `здесь `_. Или вы можете следовать инструкциям в текстовом виде " -#~ "далее." - -#~ msgid "That's it! Now you should be good to go :)" -#~ msgstr "Отлично ! Теперь всё хорошо :)" - -#~ msgid "Modify Build Target's Xcode Info Tab:" -#~ msgstr "Измените Цели Сборки во вкладке Xcode Info Tab:" - -#~ msgid "" -#~ "Set *Directory* to the path to Godot's source folder. Keep it blank if " -#~ "project is already there." -#~ msgstr "" -#~ "Установите *Directory* на путь к папке исходного кода Godot. Оставьте его " -#~ "пустым если проект уже установлен." - -#~ msgid "Add a Command Line Target:" -#~ msgstr "Добавьте Цель Командной Строки:" - -#~ msgid "e.g. ``GodotXcodeIndex``" -#~ msgstr "напр. ``GodotXcodeIndex``" - -#~ msgid "e.g. ``/Users/me/repos/godot-source/\\**``" -#~ msgstr "напр. ``/Users/me/repos/godot-source/\\**``" - -#~ msgid "Grab a cup of coffee... Maybe make something to eat, too" -#~ msgstr "Примите чашечку кофе... Возможно перекусите, также" - -#~ msgid "Edit Build Scheme of External Build Target:" -#~ msgstr "Редактируйте Схему Сборки для Внешней Цели Сборки:" - -#~ msgid "Edit Run Scheme of External Build Target:" -#~ msgstr "Редактируйте Схему Запуска во Внешней Цели Сборки:" - -#~ msgid "" -#~ "You can go to *Arguments* tab and add an -e and a -path to a project to " -#~ "debug the editor not the project selection screen" -#~ msgstr "" -#~ "Вы можете перейти во вкладку *Arguments* и добавить -e и -path для " -#~ "проекта чтобы отлаживать редактор, а не экран выбора проекта" - -#~ msgid "Test it:" -#~ msgstr "Протестируйте это:" - -#, fuzzy -#~ msgid "" -#~ "(Note that *godot.x11.tools.64* in \"program\" value might be named " -#~ "differently on macOS or Windows)" -#~ msgstr "" -#~ "(Заметьте что *godot.x11.tools.64* в значении \"program\" может слегка " -#~ "отличаться в macOS или Windows)" - -#~ msgid "(Note that *platform=x11* will be different for macOX and Windows)" -#~ msgstr "" -#~ "(Заметьте что *platform=x11* может слегка отличаться для macOX и Windows)" - -#~ msgid "Append the following code snippet to ``config.py``:" -#~ msgstr "Добавьте следующий кусочек кода в ``config.py``:" - -#~ msgid "" -#~ "The ``get_doc_classes()`` method is necessary for the build system to " -#~ "know which documentation classes of the module must be merged, since the " -#~ "module may contain several classes. Replace ``ClassName`` with the name " -#~ "of the class you want to write documentation for. If you need docs for " -#~ "more than one class, append those as well." -#~ msgstr "" -#~ "Метод ``get_doc_classes()`` необходим для системы сборки чтобы знать " -#~ "какие классы документации модуля должны быть слиты вместе, поскольку " -#~ "модуль может содержать несколько классов. Замените ``ClassName`` именем " -#~ "класса который вы хотите документировать. Если вам нужна документация для " -#~ "более чем одного класса, добавьте её также." - -#~ msgid "" -#~ "This will dump the engine API reference to the given ```` in XML " -#~ "format. Notice that you'll need to configure your ``PATH`` to locate " -#~ "Godot's executable, and make sure that you have write access rights. If " -#~ "not, you might encounter an error similar to the following:" -#~ msgstr "" -#~ "Это сбросит справку по API в определенный ```` в формате XML. " -#~ "Заметьте что вы должны настроить ваш ``PATH`` для нахождения бинарного " -#~ "файла Godot, и убедиться что вы имеете права доступа на запись. Если нет, " -#~ "вы столкнётесь с подобной ошибкой:" - -#~ msgid "Get generated doc file from ``godot/doc/classes/ClassName.xml``" -#~ msgstr "" -#~ "Получить сгенерированный файл документации из ``godot/doc/classes/" -#~ "ClassName.xml``" - -#~ msgid "" -#~ "Copy this file to ``doc_classes``, optionally edit it, then compile the " -#~ "engine." -#~ msgstr "" -#~ "Скопируйте этот файл в ``doc_classes``, опционально отредактируйте его, " -#~ "затем скомпилируйте движок." - -#, fuzzy -#~ msgid "" -#~ "This approach has the disadvantage that in Godot the running game can't " -#~ "be explored from different angles (though this may be supported in the " -#~ "future and displaying collision gizmos in the running game is already " -#~ "possible), but in exchange has several advantages:" -#~ msgstr "" -#~ "Недостатком такого подхода является то, что запущенную игру нельзя " -#~ "исследовать с разных ракурсов (хотя это может быть поддержано в будущем, " -#~ "а уже возможно отображение столкновений предметов в запущенной игре), но " -#~ "в обмен это имеет ряд преимуществ:" - -#~ msgid "" -#~ "The last third party scripting language that was used for shipped games " -#~ "was `Squirrel `__, but it was dropped as well. " -#~ "At that point, it became evident that a custom scripting language could " -#~ "more optimally make use of Godot's particular architecture:" -#~ msgstr "" -#~ "Последним сторонним скриптовым языком, использованным для создания игр " -#~ "был `Squirrel `__, от которого также пришлось " -#~ "отказаться. В этот момент стало очевидно, что для особой архитектуры " -#~ "Godot самым оптимальным вариантом будет использование своего собственного " -#~ "скриптового языка:" - -#~ msgid "" -#~ "Godot embeds scripts in nodes. Most languages are not designed with this " -#~ "in mind." -#~ msgstr "" -#~ "Godot встраивает скрипты в узлы. Большинство языков не предназначены для " -#~ "этого." - -#~ msgid "" -#~ "Godot uses several built-in data types for 2D and 3D math. Script " -#~ "languages do not provide this, and binding them is inefficient." -#~ msgstr "" -#~ "Godot использует несколько встроенных типов данных для 2D и 3D " -#~ "математики. Скриптовые языки не предоставляют такого функционала, поэтому " -#~ "привязывать их неэффективно." - -#~ msgid "" -#~ "Godot uses threads heavily for lifting and initializing data from the net " -#~ "or disk. Script interpreters for common languages are not friendly to " -#~ "this." -#~ msgstr "" -#~ "Godot очень активно использует потоки для считывания и инициализации " -#~ "данных из сети или с диска. Скриптовые интерпретаторы популярных языков " -#~ "не очень хорошо дружат с этим." - -#~ msgid "" -#~ "Godot already has a memory management model for resources, most script " -#~ "languages provide their own, which results in duplicate effort and bugs." -#~ msgstr "" -#~ "Godot уже имеет модель управления памятью для ресурсов, а большинство " -#~ "скриптовых языков предоставляют свою собственную модель, что приводит к " -#~ "двойной работе и множеству багов." - -#~ msgid "" -#~ "Binding code is always messy and results in several failure points, " -#~ "unexpected bugs and generally low maintainability." -#~ msgstr "" -#~ "Код привязки всегда неряшливый и приводит к некоторым ошибкам, " -#~ "неожиданным багам и, как правило, низкой поддержке." - -#~ msgid "" -#~ "The result of these considerations is *GDScript*. The language and " -#~ "interpreter for GDScript ended up being smaller than the binding code " -#~ "itself for Lua and Squirrel, while having equal functionality. With time, " -#~ "having a built-in language has proven to be a huge advantage." -#~ msgstr "" -#~ "Результатом этих рассуждений является *GDScript*. Язык и интерпретатор " -#~ "для GDScript оказался меньше чем код привязки для Lua и Squirrel, имея " -#~ "при этом такую же функциональность. Со временем наличие встроенного языка " -#~ "оказалось огромным преимуществом." - -#~ msgid "Safe vs Unsafe Line" -#~ msgstr "Безопасные строки против Небезопасных строк" - -#, fuzzy -#~ msgid "Collision Shapes" -#~ msgstr "Видимые области соприкосновения" - -#~ msgid "" -#~ "Because this is such a common operation, ``Vector2`` and ``Vector3`` " -#~ "provide a method for normalizing:" -#~ msgstr "" -#~ "Поскольку это настолько обыденная операция, ``Vector2`` и ``Vector3`` " -#~ "имеют встроенный метод для нормализации:" - -#, fuzzy -#~ msgid "Structs" -#~ msgstr "Конструкторы" - -#, fuzzy -#~ msgid "Creating a main screen plugin" -#~ msgstr "Создание простого плагина" - -#, fuzzy -#~ msgid "The object itself has only the following methods:" -#~ msgstr "Сцена Моба будет использовать следующие узлы:" - -#, fuzzy -#~ msgid "Locale." -#~ msgstr "Язык" - -#~ msgid "" -#~ "Following this is the actual packet contents, which varies for each type " -#~ "of packet:" -#~ msgstr "" -#~ "Далее показано содержание пакетов, которое отличается для каждого типа " -#~ "пакета:" - -#, fuzzy -#~ msgid "Python 3.5+ (recommended) or Python 2.7+." -#~ msgstr "" -#~ "`Python 2.7+ или Python 3.5+ `__." - -#~ msgid "Name" -#~ msgstr "Название" - -#, fuzzy -#~ msgid "``CPUParticles2D``" -#~ msgstr "Частицы" - -#~ msgid "" -#~ "Welcome to Godot! With your project open, you should see the editor’s " -#~ "interface with empty docks on the right side." -#~ msgstr "" -#~ "Добро пожаловать в Godot! Когда ваш проект открыт, вы должны увидеть " -#~ "интерфейс редактора с пустыми панелями справа." - -#~ msgid "Windows, macOS, Linux (unofficial and unsupported)" -#~ msgstr "Windows, MacOS, Linux (неофициальные и неподдерживаемые)" - -#, fuzzy -#~ msgid "Android directories" -#~ msgstr "Сложение векторов" - -#, fuzzy -#~ msgid "Using it from GDScript" -#~ msgstr "Использование в GDScript" - -#~ msgid "Future" -#~ msgstr "Будущие" - -#~ msgid "" -#~ "Godot supports Collada via the `OpenCollada `_ exporter (Maya, " -#~ "3DSMax)." -#~ msgstr "" -#~ "Godot поддерживает Collada через экспортер `OpenCollada `_ (Maya, 3DSMax)." - -#~ msgid "" -#~ "FBX SDK has a `restrictive license `_, that is incompatible with the `open license " -#~ "`_ provided by Godot. That being " -#~ "said, FBX support could still be provided by third parties as a plugin. " -#~ "(See Plugins question below.)" -#~ msgstr "" -#~ "SDK для FBX имеет `ограничительную лицензию `_, которая несовместима с `открытой лицензией " -#~ "`_ движка Godot. Как уже было " -#~ "сказано, поддержка FBX все еще возможна, с помощью сторонних плагинов. " -#~ "(См. Вопрос о плагинах выше.)" - -#, fuzzy -#~ msgid "" -#~ "When developing your game, you want to test your game and debug when " -#~ "problems occur. Godot provides several debugging options and tools which " -#~ "aid your debugging process. There are the debug dropdown options, Script " -#~ "editor debug options, debug project settings, and the debugger." -#~ msgstr "" -#~ "Когда вы разрабатываете игру, вы можете захотеть протестировать её и " -#~ "отладить когда возникнут проблемы. Godot предоставляет несколько опций " -#~ "для отладки и инструменты которые помогут вам в этом процессе." - -#~ msgid "" -#~ "Export or deploy will produce minimal executable. The filesystem will be " -#~ "provided from the project by the editor over the network. On Android, " -#~ "deploy will use the USB cable for faster performance. This option speeds " -#~ "up testing for games with a large footprint." -#~ msgstr "" -#~ "Экспортирование или развёртывание создают небольшой исполняемый файл. " -#~ "Файловая система будет предоставляться из проекта редактором через сеть. " -#~ "На Android, развёртывание будет использовать кабель USB для большей " -#~ "производительности. Эта опция ускоряет тестирование для игр с большим " -#~ "объёмом." - -#, fuzzy -#~ msgid "" -#~ "The ``Debugger`` can be found in Godot's bottom panel. Click on it and " -#~ "the panel expands to show all the debugging tools." -#~ msgstr "" -#~ "``Отладчик`` это вторая опция в нижней панели. Клик на нём вызовет новую " -#~ "панель." - -#~ msgid "|image15|" -#~ msgstr "|image15|" - -#~ msgid "|image16|" -#~ msgstr "|image16|" - -#~ msgid "|image20|" -#~ msgstr "|image20|" - -#~ msgid "|image17|" -#~ msgstr "|image17|" - -#~ msgid "|image18|" -#~ msgstr "|image18|" - -#~ msgid "|image19|" -#~ msgstr "|image19|" - -#~ msgid "" -#~ "Let's make these abstract concepts more concrete with an example. " -#~ "Following a long tradition in tutorials, we'll start with a \"Hello World" -#~ "\" project. This will introduce us to using the editor." -#~ msgstr "" -#~ "Давайте сделаем эти абстрактные понятия более конкретными на примере. " -#~ "Следуя давней традиции в учебниках, мы начнем с проекта \"Hello World\". " -#~ "Это введет нас в использование редактора." - -#~ msgid "" -#~ "If you run the Godot executable outside of a project, the Project Manager " -#~ "appears. This helps developers manage their projects." -#~ msgstr "" -#~ "Если вы запустите исполняемый файл Godot без проекта, появится Менеджер " -#~ "Проектов. Это помогает разработчикам управлять их проектами." - -#~ msgid "" -#~ "To create a new project, click the \"New Project\" option. Choose and " -#~ "create a path for the project and specify the project name." -#~ msgstr "" -#~ "Чтобы создать новый проект, нажмите \"Новый проект\". Задайте путь для " -#~ "проекта и укажите его название." - -#~ msgid "" -#~ "Once you've created the \"New Project\", then open it. This will open the " -#~ "Godot editor:" -#~ msgstr "" -#~ "После того, как вы создали \"Новый проект\", откройте его. Запустится " -#~ "редактор Godot:" - -#~ msgid "int" -#~ msgstr "int" - -#~ msgid "Code structure" -#~ msgstr "Структура кода" - -#~ msgid "Indent type: Tabs *(editor default)*" -#~ msgstr "Тип отступа: Табуляция *(по умолчанию)*" - -#~ msgid "Indent size: 4 *(editor default)*" -#~ msgstr "Размер отступа: 4 *(по умолчанию)*" - -#~ msgid "**NEVER**:" -#~ msgstr "**НИКОГДА**:" - -#~ msgid "Use PascalCase: ``extends KinematicBody``" -#~ msgstr "Используйте PascalCase: ``extends KinematicBody``" - -#~ msgid "Use snake\\_case: ``get_node()``" -#~ msgstr "Используйте змеиный_регистр: ``get_node()``" - -#~ msgid "" -#~ "These signals can then be connected either in the editor or from code " -#~ "with ``Connect``." -#~ msgstr "" -#~ "Эти сигналы затем могут быть подключены либо в редакторе, либо из кода с " -#~ "помощью ``Connect``." - -#~ msgid "" -#~ "The track name consists of a Node Path, followed by a colon, followed by " -#~ "a reference to its property, that we would like to modify." -#~ msgstr "" -#~ "Имя трека состоит из пути к узлу, двоеточия и ссылки на его свойство, " -#~ "которое мы хотели бы изменить." - -#~ msgid "" -#~ "In our example, the path is ``AnimationPlayer/Sprite`` and the property " -#~ "is ``position``." -#~ msgstr "" -#~ "В нашем примере, путь ``AnimationPlayer/Sprite`` и свойство ``position``." - -#~ msgid "" -#~ "The path always starts at the AnimationPlayer node's parent (so paths " -#~ "always have to include the AnimationPlayer node itself)." -#~ msgstr "" -#~ "Путь всегда должен быть абсолютным (т.е. от корня сцены). Поэтому наши " -#~ "пути включают сам узел AnimationPlayer." - -#~ msgid "" -#~ "Don't worry if you change the names of nodes in the Scene Tree, that you " -#~ "already have tracks for. Godot automatically updates the paths in the " -#~ "tracks." -#~ msgstr "" -#~ "Не беспокойтесь, если вы изменяете имена узлов в дереве сцен, для которых " -#~ "у вас уже есть треки. Godot автоматически обновляет пути в треках." - -#~ msgid "" -#~ "You can add a ``SpatialMaterial`` to an object by choosing \"New " -#~ "SpatialMaterial\" in the *Material* property of the Inspector." -#~ msgstr "" -#~ "Вы можете добавить ``SpatialMaterial`` на объект выбрав \"Новый " -#~ "SpatialMaterial\" в свойстве *Material* в Инспекторе." - -#, fuzzy -#~ msgid "VR Starter Tutorial Part Two" -#~ msgstr "Гайд для начинающих в ВР" - -#, fuzzy -#~ msgid "Profiles the performance of any function call in the running game." -#~ msgstr "" -#~ "Профилирование производительности при вызове любой функции в запущенной " -#~ "игре." - -#~ msgid "Miscellaneous options for debug." -#~ msgstr "Различные другие опции для отладки." - -#~ msgid "" -#~ "In the bottom-left are the key things you need to create a connection: a " -#~ "node which implements the method you want to trigger (represented here as " -#~ "a NodePath) and the name of the method to trigger." -#~ msgstr "" -#~ "В левом нижнем углу находятся ключевые поля, необходимые для создания " -#~ "соединения: узел, реализующий метод, который вы хотите вызвать " -#~ "(представлен здесь как NodePath), и имя метода для запуска." - -#~ msgid "" -#~ "The top-left section displays a list of your scene's nodes with the " -#~ "emitting node's name highlighted in red. Select the \"Panel\" node here. " -#~ "When you select a node, the NodePath at the bottom will automatically " -#~ "update to point to a relative path from the emitting node to the selected " -#~ "node." -#~ msgstr "" -#~ "В левом верхнем разделе отображается список узлов вашей сцены, где имя " -#~ "узла вызывающего событие выделено красным цветом. Выберите узел \"Panel" -#~ "\". Когда вы выбираете узел, путь внизу будет автоматически обновляться, " -#~ "указывая относительный путь от узла вызывающего событие к выбранному узлу." - -#~ msgid "" -#~ "By default, the method name will contain the emitting node's name " -#~ "(\"Button\" in this case), resulting in " -#~ "``_on_[EmitterNode]_[signal_name]``. If you do have the \"Make Function\" " -#~ "check button checked, then the editor will generate the function for you " -#~ "before setting up the connection." -#~ msgstr "" -#~ "По умолчанию имя метода будет содержать имя излучающего узла (\"Кнопка\" " -#~ "в данном случае), в результате чего получится " -#~ "\"\"_on_[EmitterNode]_[signal_name]\"\". Если кнопка-галочка \"Make " -#~ "Function(Создать функцию)\" установлена, то перед настройкой соединения " -#~ "редактор сгенерирует для вас функцию." - -#~ msgid "" -#~ "Now click on ``MobTimer`` in the scene window then head to inspector " -#~ "window, switch to node view then click on ``timeout()`` and connect the " -#~ "signal." -#~ msgstr "" -#~ "Теперь кликните на ``MobTimer`` в окне сцены, затем откройте окно " -#~ "инспектора, перейдите на вкладку ``Узел`` и кликнете на ``timeout()`` и " -#~ "присоедините сигнал." - -#, fuzzy -#~ msgid "" -#~ "Firstly, open up ``Game.gd`` and add the following additional class " -#~ "variables:" -#~ msgstr "Откройте ``Player.gd`` и добавьте следующие переменные класса:" - -#~ msgid "" -#~ "To do this, press the \"New Node\" button (which looks like a plus " -#~ "symbol):" -#~ msgstr "" -#~ "Для этого нажмите кнопку «Создать узел» (который выглядит как символ " -#~ "плюс):" - -#~ msgid "*Clamping* a value means restricting it to a given range." -#~ msgstr "" -#~ "*Зажимать* (Clamping) значение означает ограничивать его в заданном " -#~ "диапазоне." - -#~ msgid "The ``Debugger`` provides certain tools under different tabs." -#~ msgstr "" -#~ "``Отладчик`` предоставляет различные инструменты в различных вкладках." - -#~ msgid "Here are some brief descriptions of the tools:" -#~ msgstr "Здесь показано краткое описание этих инструментов:" - -#~ msgid "Monitor the game running process." -#~ msgstr "Сканирует запущенный игровой процесс." - -#~ msgid "Print out errors when running the game." -#~ msgstr "Печатает ошибки в запущенной игре." - -#~ msgid "" -#~ "Monitors the performance of the running game, such as the fps and physics " -#~ "collisions." -#~ msgstr "" -#~ "Сканирует производительность запущенной игры, такую как количество кадров " -#~ "или физические столкновения." - -#~ msgid "" -#~ "Multi-line comments can be created using \"\"\" (three quotes in a row) " -#~ "at the beginning and end of a block of text. Note that this creates a " -#~ "string, therefore, it will not be stripped away when the script is " -#~ "compiled." -#~ msgstr "" -#~ "Многострочные комментарии могут быть созданы с использованием \"\"\"(три " -#~ "кавычки подряд) в начале и конце блока текста. Обратите внимание, что это " -#~ "создает строку, поэтому она не будет удалена при компиляции скрипта." - -#~ msgid "" -#~ "The integer data type can only contain integer numbers, (both negative " -#~ "and positive)." -#~ msgstr "" -#~ "Целочисленный тип данных может содержать только целые числа (как " -#~ "отрицательные, так и положительные)." - -#~ msgid "Used to contain a floating point value (real numbers)." -#~ msgstr "Используется для хранения чисел с плавающей точкой." - -#~ msgid "Every subpattern has to be comma separated. ::" -#~ msgstr "Каждый подшаблон должен быть разделен запятыми. ::" - -#~ msgid "" -#~ "The ``assert`` keyword can be used to check conditions in debug builds. " -#~ "These assertions are ignored in non-debug builds." -#~ msgstr "" -#~ "Ключевое слово ``assert`` может быть использовано для проверки состояний " -#~ "в отладочных сборках. Эти утверждения игнорируются в не отладочных " -#~ "сборках." - -#, fuzzy -#~ msgid "Global constants" -#~ msgstr "Константы" - -#, fuzzy -#~ msgid "Step by step (Linux)" -#~ msgstr "Шаг за шагом" - -#~ msgid "SCons is invoked by just calling ``scons``." -#~ msgstr "SCons вызывается простым вызовом ``scons``." - -#~ msgid "" -#~ "However, this will do nothing except list the available platforms, for " -#~ "example:" -#~ msgstr "" -#~ "Хотя, не произойдёт ничего кроме показа списка доступных платформ, " -#~ "например:" - -#~ msgid "" -#~ "**default**: Build whatever the build system feels is best. On Linux this " -#~ "depends on the host platform (if not cross compiling), on Mac it defaults " -#~ "to 64 bits and on Windows it defaults to 32 bits." -#~ msgstr "" -#~ "**default**: Отдаёт выбор на усмотрение системе сборки. На Linux это " -#~ "зависит от запускаемой платформы (если не кросс-компиляция), на Mac это " -#~ "64-бит, а на Windows - 32-бит." - -#~ msgid "Step-by-step" -#~ msgstr "Пошаговое обучение" - -#~ msgid "" -#~ "`Pywin32 Python Extension `__ for " -#~ "parallel builds (which increase the build speed by a great factor)." -#~ msgstr "" -#~ "`Pywin32 Python Extension `__ для " -#~ "параллельной сборки (намного ускоряет процесс сборки)." - -#~ msgid "" -#~ "Python adds the interpreter (python.exe) to the path. It usually installs " -#~ "in ``C:\\Python`` (or ``C:\\Python[Version]``). SCons installs inside the " -#~ "Python install (typically in the ``Scripts`` folder) and provides a batch " -#~ "file called ``scons.bat``. The location of this file can be added to the " -#~ "path or it can simply be copied to ``C:\\Python`` together with the " -#~ "interpreter executable." -#~ msgstr "" -#~ "Python добавляет интерпретатор (python.exe) к пути. Он обычно " -#~ "устанавливается в ``C:\\Python`` (или ``C:\\Python[Version]``). SCons " -#~ "устанавливается внутрь этой папки (обычно в папку ``Scripts``) и " -#~ "предоставляет пакетный файл ``scons.bat``. Позиция этого файла может быть " -#~ "добавлена к пути или он может быть просто скопирован в ``C:\\Python`` " -#~ "вместе с исполняемым файлом интерпретатора." - -#~ msgid "" -#~ "Pywin32 is required for parallel builds using multiple CPU cores. If " -#~ "SCons is issuing a warning about Pywin32 after parsing SConstruct build " -#~ "instructions, when beginning to build, you need to install it properly " -#~ "from the correct installer executable for your Python version `located at " -#~ "Github. `__" -#~ msgstr "" -#~ "Pywin32 необходим для запуска параллельной сборки используя несколько " -#~ "ядер CPU. Если SCons показывает предупреждение о Pywin32 после обработки " -#~ "инструкций сборки SConstruct, после начала сборки, вам нужно установить " -#~ "его правильно из правильного установщика для вашей версии Python `на " -#~ "Github. `__" - -#~ msgid "" -#~ "For example, if you installed a 32-bit version of Python 2.7, you would " -#~ "want to install the latest version of Pywin32 that is built for the " -#~ "mentioned version of Python. That executable installer would be named " -#~ "``pywin32-221.win32-py2.7.exe``." -#~ msgstr "" -#~ "Например, если вы установили 32-битную версию Python 2.7, вам нужно " -#~ "установить последнюю версию Pywin32 которая упоминается для сборки с " -#~ "конкретной версией Python. Этот установщик будет иметь имя ``pywin32-221." -#~ "win32-py2.7.exe``." - -#~ msgid "" -#~ "The ``amd64`` version of Pywin32 is for a 64-bit version of Python " -#~ "``pywin32-221.win-amd64-py2.7.exe``. Change the ``py`` number to install " -#~ "for your version of Python (check via ``python --version`` mentioned " -#~ "above)." -#~ msgstr "" -#~ "Для ``amd64` версии Pywin32 для 64-битной версии Python - ``pywin32-221." -#~ "win-amd64-py2.7.exe``. Измените число ``py`` для установки для под вашу " -#~ "версию Python (проверьте через ``python --version`` показанной выше)." - -#~ msgid "" -#~ "SCons will not be able out of the box to compile from the Windows Command " -#~ "Prompt (``cmd.exe``) because SCons and Visual C++ compiler will not be " -#~ "able to locate environment variables and executables they need for " -#~ "compilation." -#~ msgstr "" -#~ "SCons не может сразу быть скомпилированным в Командной Строке Windows " -#~ "(``cmd.exe``) поскольку SCons и компилятор Visual C++ не смогут найти " -#~ "переменные среды и исполняемые файлы для компиляции." - -#~ msgid "" -#~ "Therefore, you need to start a Visual Studio command prompt. It sets up " -#~ "environment variables needed by SCons to locate the compiler. It should " -#~ "be called similar to one of the below names (for your respective version " -#~ "of Visual Studio):" -#~ msgstr "" -#~ "Таким образом, вам нужно запустить командную строку Visual Studio. Она " -#~ "устанавливает переменные среды необходимые SCons для определения пути к " -#~ "компилятору. Она имеет название подобное нижеперечисленным (для вашей " -#~ "версии Visual Studio):" - -#~ msgid "" -#~ "You should be able to find at least the Developer Command Prompt for your " -#~ "version of Visual Studio in your start menu." -#~ msgstr "" -#~ "Вы должны найти по крайней мере Developer Command Prompt для вашей версии " -#~ "Visual Studio в меню пуск." - -#, fuzzy -#~ msgid "" -#~ "However Visual Studio sometimes seems to not install some of the above " -#~ "shortcuts, except the Developer Console at these locations that are " -#~ "automatically searched by the start menu search option:" -#~ msgstr "" -#~ "Хотя Visual Studio иногда не устанавливает некоторые из вышеперечисленных " -#~ "ярлыков, кроме Developer Console но по этим путям ведётся поиск из меню " -#~ "пуск:" - -#~ msgid "" -#~ "If you found the Developer Console, it will do for now to create a 32-bit " -#~ "version of Godot, but if you want the 64-bit version, you might need to " -#~ "setup the prompts manually for easy access." -#~ msgstr "" -#~ "Если вы нашли Developer Console, она может уже использоваться для " -#~ "создания 32-битной версии Godot, но если вы хотите 64-битную версию, вам " -#~ "может потребоваться установить ярлык вручную для быстрого доступа." - -#~ msgid "" -#~ "If you don't see some of the shortcuts, \"How the prompts actually work\" " -#~ "section below will explain how to setup these prompts if you need them." -#~ msgstr "" -#~ "Если вы не хотите видеть некоторый из ярлыков, нижерасположенная секция " -#~ "\"How the prompts actually work\" описывает как установить эти prompts " -#~ "если вам они нужны." - -#, fuzzy -#~ msgid "`KidsCanCode `__" -#~ msgstr "" -#~ "`KidsCanCode: Постоянно дополняемая серия уроков `_" - -#~ msgid ":ref:`Advanced post-processing `" -#~ msgstr ":ref:`Продвинутая пост-обработка `" - -#~ msgid "" -#~ ":ref:`Binding to external libraries `" -#~ msgstr ":ref:`Привязка к внешним библиотекам `" - -#, fuzzy -#~ msgid "Killer features" -#~ msgstr "Важные особенности" - -#~ msgid "" -#~ "Note that Godot editor allows you to dock each panel at the side of the " -#~ "scene editor you wish." -#~ msgstr "" -#~ "Обратите внимание, что редактор Godot позволяет вам закрепить любую " -#~ "панель к нужной стороне редактора." - -#~ msgid "" -#~ "These are the most important concepts you need to remember: \"node\", " -#~ "\"parent node\", and \"child node\"." -#~ msgstr "" -#~ "Это наиболее важные понятия, которые вы должны запомнить: \"узел\", " -#~ "\"родительский узел\" и \"дочерний узел\"." - -#~ msgid "" -#~ "We previously observed that there is no perfect solution to set a project " -#~ "architecture. Any solution will work for Unity and Godot, so this point " -#~ "has a lesser importance." -#~ msgstr "" -#~ "Ранее мы уже отмечали, что не существует идеального решения для создания " -#~ "структуры проекта. Любое решение будет работать на Unity и Godot, поэтому " -#~ "этот момент не имеет большого значения." - -#~ msgid "Prefab -> Externalized branch" -#~ msgstr "Prefab -> Внешняя ветвь" - -#~ msgid "" -#~ "Here's an example that creates a custom signal in one script and connects " -#~ "the custom signal to a method in a separate script, using the :ref:" -#~ "`Object.connect() ` method:" -#~ msgstr "" -#~ "Здесь приведён пример как создавать свой сигнал в одном скрипте и " -#~ "соединять его с методом в другом, используя метод :ref:`Object.connect() " -#~ "`:" - -#~ msgid "" -#~ "Here is an example that creates a connection between a button's " -#~ "``pressed`` signal and a method, binding the button instance to the " -#~ "connection. The handler uses the bound argument to print which button " -#~ "instance was pressed." -#~ msgstr "" -#~ "Здесь показан пример который создаёт соединение между кнопочным сигналом " -#~ "``pressed`` и методом, связывая экземпляр кнопки с соединением. " -#~ "Обработчик использует связанный аргумент для вывода информации о том " -#~ "какой экземпляр кнопки был нажат." - -#~ msgid "" -#~ "Signals are generated by the :ref:`Object.emit_signal() " -#~ "` method which broadcasts the signal and " -#~ "arguments." -#~ msgstr "" -#~ "Сигналы генерируются с помощью метода :ref:`Object.emit_signal() " -#~ "`, который способен рассылать сигнал и " -#~ "аргументы." - -#~ msgid "" -#~ "Extending a previous example to use all the features of GDScript signals:" -#~ msgstr "" -#~ "Дополнение предыдущего примера использованием всех особенностей сигналов " -#~ "GDScript:" - -#, fuzzy -#~ msgid "" -#~ "Collision shapes can be added to the tiles in a tileset to create solid " -#~ "geometry. Tilemaps can be used for both side view and top-down 2D games." -#~ msgstr "" -#~ "Коллизии могут также быть добавлены на тайлы, позволяя использовать себя, " -#~ "как в 2D играх с боковой прокруткой так и в играх с видом сверху." - -#~ msgid "Making a tileset" -#~ msgstr "Создание набора тайлов" - -#, fuzzy -#~ msgid "" -#~ "Here are some tiles for a tileset. They are all part of the same image " -#~ "file. This is helpful for a game's performance. There are so-called " -#~ "*texture packers* that will generate these spritesheets out of several " -#~ "separate tile images. But keeping them as separate images also works." -#~ msgstr "" -#~ "Для начала, необходимо создать набор тайлов. Здесь находятся некоторые " -#~ "тайлы для этого. Они все находятся в одной картинке для оптимизации. Они " -#~ "также называются *текстурными упаковками* которые генерируют эти спрайт-" -#~ "листы из ваших отдельных текстурных файлов. Также для этого можно " -#~ "использовать и отдельные картинки." - -#, fuzzy -#~ msgid "" -#~ "Create a new project and move the above PNG image into the project " -#~ "directory. Next, go into the image's import settings and turn off " -#~ "``Filter``. Keeping it on will cause issues later. ``Mipmaps`` should " -#~ "already be disabled; if not, disable this too." -#~ msgstr "" -#~ "Создайте новый проект и переместите вышерасположенную PNG-картинку в " -#~ "директорию. Затем, откройте настройки импорта картинки и выключите " -#~ "``Filter``, если он будет включен это вызовет проблемы далее. ``Mipmaps`` " -#~ "уже должен быть отключен; если нет, отключите его тоже." - -#, fuzzy -#~ msgid "arrays" -#~ msgstr "Массив" - -#~ msgid "" -#~ ":ref:`Vertex displacement with shaders " -#~ "`" -#~ msgstr "" -#~ ":ref:`Смещение вершин при помощи шейдеров " -#~ "`" - -#~ msgid "" -#~ "This method will be called every time a frame is drawn, so it's fully " -#~ "dependent on how many frames per second (FPS) the application is running " -#~ "at:" -#~ msgstr "" -#~ "Этот метод будет вызываться каждый раз при отрисовке кадра, поэтому он " -#~ "полностью зависит от количества кадров в секунду (FPS), при котором " -#~ "работает приложение:" - -#~ msgid "" -#~ "And the second way is from code. One example would be to tag nodes which " -#~ "are enemies:" -#~ msgstr "" -#~ "И второй способ - из кода. Одним из примеров это пометка сцен, которые " -#~ "являются врагами:" - -#~ msgid "The five most common containers" -#~ msgstr "Пять наиболее распространенных контейнеров" - -#, fuzzy -#~ msgid "" -#~ "Only use Control nodes when you design your interfaces. They have unique " -#~ "properties that allow them to work with one another. Other nodes, like " -#~ "Node2D, Sprite, etc. will not work. You can still use some nodes that " -#~ "work with others, like the AnimationPlayer, Tween or the StreamPlayer. " -#~ "Control nodes are CanvasItems like Node2D, so you can apply shaders to " -#~ "them." -#~ msgstr "" -#~ "Используйте исключительно узлы контроля, когда Вы создаете дизайн " -#~ "интерфейса. У них есть уникальные настройки, которые позволяют им " -#~ "работать с другими. Другие узлы, как Node2D, Sprite, и другие, не будут " -#~ "работать. Вы до сих пор можете использовать некоторые узлы, которые " -#~ "работают с другими, как AnimationPlayer, Tween, или StreamPlayer. Узлы " -#~ "контроля это CanvasItems как Node2D, поэтому вы можете применять к ним " -#~ "шейдеры." - -#~ msgid "" -#~ "Tilemaps are a simple and quick way to make 2D game levels. Basically, " -#~ "you start with a bunch of reference tiles (or pieces) that can be put on " -#~ "a grid, as many times each as desired - think of it like a map editor:" -#~ msgstr "" -#~ "Карты тайлов это простой и быстрой способ создания игровых уровней в 2D. " -#~ "По сути, вы начинаете с составления коллекции тайлов (или частей) которые " -#~ "могут быть помещены на сетку, в том количестве насколько это требуется - " -#~ "подобно редактору карт:" - -#~ msgid "" -#~ "Note that it may make sense to store the local network peer instance on " -#~ "the SceneTree to be able to access it later, as there currently is no " -#~ "`get_tree().get_network_peer()`. This can be done via SceneTree's " -#~ "metadata feature:" -#~ msgstr "" -#~ "Обратите внимание, что имеет смысл сохранить локально экземпляр " -#~ "подключений в SceneTree, чтобы иметь возможность получить к нему доступ " -#~ "позже, так как в настоящее время нет функции `get_tree()." -#~ "get_network_peer()`. Это можно сделать с помощью функции метаданных " -#~ "SceneTree:" - -#, fuzzy -#~ msgid "" -#~ "This is a list of third-party tutorials and other resources created by " -#~ "the community that may be of interest." -#~ msgstr "" -#~ "Это список сторонних учебников, созданных сообществом, которые могут " -#~ "представлять интерес." - -#~ msgid "" -#~ "Initial versions of the Godot engine (and previous iterations before it " -#~ "was named Godot) used a database. Assets were stored in it and assigned " -#~ "an ID. Other approaches were tried as well, such as local databases, " -#~ "files with metadata, etc. In the end, the simple approach won and now " -#~ "Godot stores all assets as files in the file system." -#~ msgstr "" -#~ "Первоначальные версии движка Godot (и предыдущие итерации до того, как он " -#~ "получил название Godot) использовали базу данных. Ассеты хранились в неё " -#~ "и им присваивался идентификатор. Были опробованы и другие подходы, такие " -#~ "как локальные базы данных, файлы с метаданными и т.д. В конце концов, " -#~ "выиграл простой подход, и теперь Godot хранит все активы в виде файлов в " -#~ "файловой системе." - -#~ msgid "" -#~ "This is where things start getting abstract, but don't panic. There's not " -#~ "much more depth than this." -#~ msgstr "" -#~ "Вот здесь и начинается абстракция, но не паникуй. Это не так страшно как " -#~ "кажется." - -#~ msgid "" -#~ "This concept deserves going into a little more detail. In fact, the scene " -#~ "system is not even a core component of Godot as it is possible to skip it " -#~ "and write a script (or C++ code) that talks directly to the servers, but " -#~ "making a game that way would be a lot of work." -#~ msgstr "" -#~ "Давайте более подробно рассмотрим эту концепцию. Фактически, система сцен " -#~ "даже не является центральным компонентом Godot, поскольку ее можно " -#~ "пропустить и написать скрипт (или C++ код), который напрямую связан с " -#~ "серверами, но сделать игру таким образом было бы достаточно сложно." - -#~ msgid "" -#~ "The first step is to open \"Project Settings\" and find the *Handheld* " -#~ "section. Enable the *Emulate Touchscreen* option. This lets you treat " -#~ "mouse click events the same as touch events, so you can test the game on " -#~ "a computer without a touchscreen. Also, make sure to select \"portrait\" " -#~ "under *Orientation*." -#~ msgstr "" -#~ "Первый шаг, открыть «Параметры проекта» и найти *Handheld* раздел. " -#~ "Включите *Emulate Touchscreen*. Это позволит обрабатывать события щелчка " -#~ "мыши так же, как сенсорные события, так что вы можете проверить игру на " -#~ "компьютере без сенсорного экрана. Кроме того, не забудьте выбрать " -#~ "\"portrait\" под *Orientation*." - -#, fuzzy -#~ msgid "" -#~ "As mentioned in the comments above, we need to avoid the situation of " -#~ "deleting the current scene while it is still being used (i.e. its code is " -#~ "still running), so using :ref:`Object.call_deferred() " -#~ "` is required at this point. The " -#~ "result is that the second function will run at a later time when any code " -#~ "from the current scene has completed." -#~ msgstr "" -#~ "Как упоминалось в комментариях выше, нам нужно избегать ситуации удаления " -#~ "текущей сцены во время ее использования (т.е. ее код все еще работает), " -#~ "поэтому на данном этапе необходимо использовать :ref:`Object." -#~ "call_deferred() `. В результате вторая " -#~ "функция будет запущена позже, когда код с текущей сцены завершится." - -#~ msgid "" -#~ "This tutorial series will show you how to make a simple VR game/project. " -#~ "The intent of this tutorial is to give you an idea on how to make VR " -#~ "games in Godot." -#~ msgstr "" -#~ "Эта серия уроков покажет вам, как сделать простую VR-игру / проект. Цель " -#~ "этого урока - дать вам представление о том, как создавать виртуальные " -#~ "игры в Godot." - -#~ msgid "" -#~ "This is a list of third-party resources created by the community that may " -#~ "be of interest." -#~ msgstr "" -#~ "Это список сторонних ресурсов, созданных сообществом, которые могут " -#~ "представлять интерес." - -#~ msgid "" -#~ "Shading in GLES3 takes place in linear color space while in GLES2 it " -#~ "takes place in sRGB space. While this is a very important distinction for " -#~ "graphics programmers, for everyone else it means that, in GLES3 shaders, " -#~ "you need to convert to sRGB before outputting your final color or else " -#~ "your colors will appear washed out and over-bright." -#~ msgstr "" -#~ "Шейдинг в GLES3 берёт пространство в линейном цветовом пространстве тогда " -#~ "как GLES2 берёт его в пространстве sRGB. Тогда как это очень важное " -#~ "различие для программистов графики, для всех остальных это означает, что " -#~ "в шейдерах GLES3, вы должны конвертировать sRGB прежде вывода в ваш " -#~ "финальный цвет иначе ваши цвета будут выглядеть блёклыми и " -#~ "перенасыщенными яркостью." - -#~ msgid "" -#~ "You do so with the following line of code at the end of the fragment " -#~ "shader:" -#~ msgstr "Это показано в следующей линии кода в конце фрагментного шейдера:" - -#~ msgid "``OUTPUT_IS_SRGB`` is ``true`` in GLES2 and ``false`` in GLES3." -#~ msgstr "``OUTPUT_IS_SRGB`` это ``true`` в GLES2 и ``false`` в GLES3." - -#~ msgid "do" -#~ msgstr "do" - -#, fuzzy -#~ msgid "Reserved for future implementation of ``do... while`` loops." -#~ msgstr "Зарезервировано для будущей реализации do...while циклов." - -#~ msgid "switch" -#~ msgstr "switch" - -#, fuzzy -#~ msgid "Reserved for future implementation. See match_." -#~ msgstr "Зарезервировано для будущей реализации." - -#~ msgid "" -#~ "It is often desired to send a notification that something happened in an " -#~ "instance. GDScript supports creation of built-in Godot signals. Declaring " -#~ "a signal in GDScript is easy using the `signal` keyword." -#~ msgstr "" -#~ "Часто бывает желательно отправить уведомление о том, что что-то случилось " -#~ "в экземпляре. GDScript поддерживает создание встроенных сигналов Godot. " -#~ "Объявление сигнала в GDScript очень просто с помощью ключевого слова " -#~ "\"Signal\"." - -#~ msgid "" -#~ "These signals can be connected in the editor or from code like regular " -#~ "signals. Take the instance of a class where the signal was declared and " -#~ "connect it to the method of another instance:" -#~ msgstr "" -#~ "Эти сигналы могут быть подключены в редакторе или из кода как обычные " -#~ "сигналы. Возьмем пример экземпляра класса, в котором был объявлен сигнал, " -#~ "и подключим его к методу другого экземпляра:" - -#, fuzzy -#~ msgid "" -#~ "It is also possible to bind arguments to a signal that lacks them with " -#~ "your custom values:" -#~ msgstr "" -#~ "Также можно привязать аргументы к сигналу, который не соответствует вашим " -#~ "собственным значениям:" - -#~ msgid "" -#~ "This is useful when a signal from many objects is connected to a single " -#~ "callback and the sender must be identified:" -#~ msgstr "" -#~ "Это полезно, когда сигнал от многих объектов подключен к одному обратному " -#~ "вызову и отправитель должен быть идентифицирован:" - -#~ msgid "" -#~ "Finally, emitting a custom signal is done by using the Object.emit_signal " -#~ "method:" -#~ msgstr "" -#~ "Наконец, излучение пользовательского сигнала осуществляется с помощью " -#~ "метода Object.emit_signal:" - -#~ msgid "" -#~ "Don't scale the shape's outline! Only use the size handles (circled in " -#~ "red) to adjust the shape!" -#~ msgstr "" -#~ "Не масштабируйте выделение фигуры! Для подгонки фигуры, пользуйтесь " -#~ "только размерными ручками (красные кружочки)!" - -#~ msgid "" -#~ "Disabling the area's collision shape means it won't detect collisions. By " -#~ "turning it off, we make sure we don't trigger the ``hit`` signal more " -#~ "than once." -#~ msgstr "" -#~ "Отключение формы столкновения области означает, что она не обнаружит " -#~ "столкновений. Выключив ее, мы можем быть уверены, что не отправим сигнал " -#~ "``hit`` более одного раза." - -#~ msgid "``Layout``: \"Center Top\"" -#~ msgstr "``Макет``: \"Center Top\"" - -#~ msgid "``Margin``:" -#~ msgstr "``Margin``:" - -#~ msgid "Left: ``-25``" -#~ msgstr "Left: ``-25``" - -#~ msgid "Top: ``0``" -#~ msgstr "Top: ``0``" - -#~ msgid "Right: ``25``" -#~ msgstr "Right: ``25``" - -#~ msgid "Bottom: ``100``" -#~ msgstr "Bottom: ``100``" - -#~ msgid "Left: ``-200``" -#~ msgstr "Left: ``-200``" - -#~ msgid "Top: ``-150``" -#~ msgstr "Top: ``-150``" - -#~ msgid "Right: ``200``" -#~ msgstr "Right: ``200``" - -#~ msgid "Bottom: ``0``" -#~ msgstr "Bottom: ``0``" - -#~ msgid "Left: ``-100``" -#~ msgstr "Left: ``-100``" - -#~ msgid "Right: ``100``" -#~ msgstr "Right: ``100``" - -#~ msgid "" -#~ "For one last bit of visual appeal, let's add a trail effect to the " -#~ "player's movement. Choose your ``Player`` scene and add a :ref:" -#~ "`Particles2D ` node named ``Trail``." -#~ msgstr "" -#~ "Для еще одной визуальной привлекательности, давайте добавим след к " -#~ "движению игрока. Выберите свою ``Player`` сцену и добавьте :ref:" -#~ "`Particles2D ` узел под названием ``Trail``." - -#~ msgid "" -#~ "There are a large number of properties to choose from when configuring " -#~ "particles. Feel free to experiment and create different effects. For the " -#~ "effect in this example, use the following settings:" -#~ msgstr "" -#~ "Существует большое количество свойств на выбор при настройке частиц. Не " -#~ "стесняйтесь экспериментировать и создавать различные эффекты. Для эффекта " -#~ "в этом примере используйте следующие параметры:" - -#~ msgid "" -#~ "You also need to create a ``Material`` by clicking on ```` and then " -#~ "\"New ParticlesMaterial\". The settings for that are below:" -#~ msgstr "" -#~ "Также нужно создать ``Material``, нажав на ````, а затем на \"New " -#~ "ParticlesMaterial\". Параметры для этого приведены ниже:" - -#~ msgid "" -#~ "To make the gradient for the \"Color Ramp\" setting, we want a gradient " -#~ "taking the alpha (transparency) of the sprite from 0.5 (semi-transparent) " -#~ "to 0.0 (fully transparent)." -#~ msgstr "" -#~ "Чтобы сделать градиент для параметра \"Color Ramp\", нам нужно, чтобы " -#~ "градиент, принимал alpha (прозрачность) спрайта от 0.5 (полупрозрачным) " -#~ "до 0,0 (полностью прозрачный)." - -#~ msgid "" -#~ "Click \"New GradientTexture\", then under \"Gradient\", click \"New " -#~ "Gradient\". You'll see a window like this:" -#~ msgstr "" -#~ "Нажмите кнопку \"Новый GradientTexture\", в \"Gradient\", нажмите кнопку " -#~ "\"Новый Gradient\". Вы увидите окно, как это:" - -#~ msgid "" -#~ "The left and right boxes represent the start and end colors. Click on " -#~ "each and then click the large square on the right to choose the color. " -#~ "For the first color, set the ``A`` (alpha) value to around halfway. For " -#~ "the second, set it all the way to ``0``." -#~ msgstr "" -#~ "Левое и правое поля представляют начало и конец цвета. Нажмите на каждый " -#~ "ползунок, а затем с права на поле выбора цвета. Для первого цвета " -#~ "значения ''A'' (альфа) сдвинуть ползунок на половину. Для второго " -#~ "установите ползунок до конца в ''0''." - -#~ msgid "" -#~ "A more flexible alternative to prefabs you might know from Unity (and " -#~ "much more powerful given that instances can be nested)." -#~ msgstr "" -#~ "Более гибкая альтернатива сборкам, которые вы, возможно, знаете из Unity " -#~ "(и гораздо более мощные, учитывая, что экземпляры могут быть вложенными)." - -#, fuzzy -#~ msgid "" -#~ "GameObject -> Node Add a component -> Inheriting Prefab -> Externalized " -#~ "branch" -#~ msgstr "" -#~ "GameObject -> Node Добавить компонент -> Наследование Prefab'ов -> " -#~ "Внешняя ветвь" - -#~ msgid "" -#~ "Unlike the shader language in Godot 2.x, this implementation is much " -#~ "closer to the original." -#~ msgstr "" -#~ "В отличие от языка шейдеров в Godot 2.x, эта реализация намного ближе к " -#~ "оригиналу." - -#~ msgid "" -#~ "If you're using C#, you need to restart Godot editor temporarily to see " -#~ "exported variables in the editor until it's fixed." -#~ msgstr "" -#~ "Если вы используете С#, вам необходимо перезапускать редактор Godot, " -#~ "чтобы увидеть в нем экспортированные переменные, пока это не будет " -#~ "исправлено." - -#, fuzzy -#~ msgid "" -#~ "NOTE: The result of these operations depends on the operands types. If " -#~ "both are Integers, then the result will be an Integer. That means 1/10 " -#~ "returns 0 instead of 0.1. If at least one of the operands is a float, " -#~ "then the result is a float: float(1)/10 or 1.0/10 return both 0.1. NOTE2: " -#~ "Remainder/Modulo only works on int. For floats use built in fmod()" -#~ msgstr "" -#~ "ПРИМЕЧАНИЕ: Результат этих операций зависит от типов операндов. Если оба " -#~ "являются целыми числами, то результатом будет целое число. Это означает, " -#~ "что 1/10 возвращает 0 вместо 0,1. Если хотя бы один из операндов является " -#~ "числом с плавающей точкой, то результатом является число с плавающей " -#~ "точкой: float(1)/10 или 1.0/10 в обоих случаях возвращает 0.1." - -#, fuzzy -#~ msgid "There is a few things to note here." -#~ msgstr "Есть некоторые вещи, которые следует отметить:" - -#~ msgid "Mac OS X" -#~ msgstr "Mac OS X" - -#~ msgid "" -#~ "C# is usually the best choice for companies. The large amount of " -#~ "programmers familiar with it means less time can be spent learning Godot " -#~ "and more time can be spent programming with it." -#~ msgstr "" -#~ "C#, как правило, лучший выбор для компаний. Большое количество " -#~ "программистов, знакомых с ним, означает то, что на обучение Godot можно " -#~ "потратить меньше времени, и сконцентрировать свои силы на самом " -#~ "программировании." - -#~ msgid "Code Structure" -#~ msgstr "Структура кода" - -#~ msgid "`sync`" -#~ msgstr "`sync`" - -#~ msgid "`slave`" -#~ msgstr "`slave`" - -#~ msgid "" -#~ "This means it is free as in \"free speech\" as well as in \"free beer\"." -#~ msgstr "" -#~ "Это значит что он свободен как \"свободная речь\" и как \"бесплатное пиво" -#~ "\"." - -#~ msgid "There are no usage restrictions on Godot" -#~ msgstr "Нет никаких ограничений в использовании Godot" - -#~ msgid "" -#~ "This means you can use it for any game or application, commercially or " -#~ "non-commercially, in any industry" -#~ msgstr "" -#~ "Это значит, что Вы можете использовать его в любой игре или приложении, в " -#~ "любой сфере, коммерческой и некоммерческой" - -#~ msgid "" -#~ "For more, see `here `_ or ask " -#~ "your lawyer of choice." -#~ msgstr "" -#~ "Для более подробной информации смотрите `здесь `_ или спросите своего юридического представителя." - -#~ msgid "" -#~ "Note that C# and Visual Scripting support is comparatively young and " -#~ "GDScript still has some advantages as outlined below." -#~ msgstr "" -#~ "Заметим так же, что поддержка C# и Визуального скриптинга относительно " -#~ "нова и GDScript всё ещё имеет некоторые преимущества, что отмечено ниже." - -#~ msgid "" -#~ "Support for new languages can be added by third parties using the " -#~ "GDNative / NativeScript / PluginScript facilities. (See question about " -#~ "plugins below.)" -#~ msgstr "" -#~ "Поддержка новых языков может быть добавлена третьими лицами используя " -#~ "возможности GDNative / NativeScript / PluginScript. (Смотрите вопрос о " -#~ "плагинах ниже.)" - -#~ msgid "" -#~ "GDScript? Why use a custom scripting language instead of my language of " -#~ "choice?" -#~ msgstr "" -#~ "GDScript? Зачем использовать собственный язык сценариев, я не язык, к " -#~ "которому я привык?" - -#~ msgid "" -#~ "GDScript is designed to integrate from the ground to the way Godot works, " -#~ "more than any other language, and is simple and easy to learn. Takes at " -#~ "most a day or two to get comfortable and it's easy to see the benefits " -#~ "once you do. Please make the effort to learn GDScript, you will not " -#~ "regret it." -#~ msgstr "" -#~ "GDScript спроектирован для тесной интеграции с Godot, более чем любой " -#~ "другой язык, и он очень прост и лёгок в освоении. Потребуется лишь один " -#~ "или два дня, чтобы начать использовать его с комфортом и вы сразу увидите " -#~ "его преимущества. Пожалуйста, приложите усилия, чтобы изучить GDScript, и " -#~ "вы не пожалеете об этом." - -#~ msgid "" -#~ "Godot C++ API is also efficient and easy to use (the entire Godot editor " -#~ "is made with this API), and an excellent tool to optimize parts of a " -#~ "project, but trying to use it instead of GDScript for an entire game is, " -#~ "in most cases, a waste of time." -#~ msgstr "" -#~ "Godot C++ API также очень эффективен и лёгок в использовании (редактор " -#~ "Godot полностью на нём сделан), и это превосходный инструмент для " -#~ "оптимизации частей проекта, но пытаться использовать его вместо GDScript " -#~ "для целой игры, в большинстве случаев, пустая трата времени." - -#~ msgid "" -#~ "Yes, for more than a decade we tried in the past integrating several VMs " -#~ "(and even shipped games using them), such as Python, Squirrel and Lua (in " -#~ "fact we authored tolua++ in the past, one of the most popular C++ " -#~ "binders). None of them worked as well as GDScript does now." -#~ msgstr "" -#~ "Да, за более чем десятилетие, мы пытались интегрировать множество " -#~ "виртуальных машин (и даже выпускали игры использующие их), такие как " -#~ "Python, Squirrel и Lua (мы использовали tolua++ в прошлом, один из самых " -#~ "популярных C++ связок). Ни один из них не работал так хорошо, как " -#~ "GDScript сейчас." - -#~ msgid "For the more technically versed, proceed to the next item." -#~ msgstr "Технически осведомленным можно перейти к следующему пункту." - -#~ msgid "" -#~ "I don't believe you. What are the technical reasons for the item above?" -#~ msgstr "Я вам не верю. Каковы технические причины для пункта выше?" - -#~ msgid "" -#~ "GDScript was designed to solve the issues above, and performs well in all " -#~ "the above scenarios. Please learn GDScript and enjoy a smooth integration " -#~ "of scripting with the game engine (yes, it's a rare but enjoyable " -#~ "situation when things just work). It's worth it, give it a try!" -#~ msgstr "" -#~ "GDScript был разработан для решения вышеперечисленных вопросов и очень " -#~ "хорошо работает во всех вышеперечисленных сценариях. Пожалуйста, изучите " -#~ "GDScript и вы получите полную интеграцию скриптов с игровым движком (да, " -#~ "это редкая, но очень приятная ситуация, когда все работает). Это того " -#~ "стоит, попробуйте!" - -#~ msgid "I want to extend Godot. What are my options for creating plugins?" -#~ msgstr "Я хочу расширить Godot. Как я могу создать плагин?" - -#~ msgid "" -#~ "Additional languages could be added via PluginScript or the more low-" -#~ "level NativeScript." -#~ msgstr "" -#~ "Дополнительные языки могут быть добавлены через PluginScript или более " -#~ "низкоуровневый NativeScript." - -#~ msgid "" -#~ "If you want to add a certain native library, your best bet is GDNative " -#~ "and custom C++ modules." -#~ msgstr "" -#~ "Если вы хотите добавить определенную родную библиотеку, лучшим вариантом " -#~ "будет GDNative и настраиваемые модули C++." - -#~ msgid "Why is FBX not supported for import?" -#~ msgstr "Почему FBX не поддерживается в импорте?" - -#~ msgid "Also, glTF support was added in Godot 3.0." -#~ msgstr "Кроме того, в Godot 3.0 была добавлена поддержка glTF." - -#~ msgid "" -#~ "FBX support could still be provided by third parties as a plugin. (See " -#~ "Plugins question above.)" -#~ msgstr "" -#~ "Поддержка FBX по-прежнему может предоставляться третьими лицами в " -#~ "качестве плагина. (см. вопрос о плагинах выше)" - -#~ msgid "" -#~ "No, the aim of Godot is to create a complete open source engine licensed " -#~ "under MIT, so you have complete control over every single piece of it. " -#~ "Open versions of functionality or features from such SDKs may be " -#~ "eventually added though." -#~ msgstr "" -#~ "Нет, цель Godot создать полностью открытый и свободный игровой движок под " -#~ "лицензией MIT, чтобы вы имели полный контроль над любым компонентом " -#~ "внутри. Открытые версии для функционала и возможностей из подобных SDK " -#~ "могут быть добавлены в какой-то момент времени." - -#~ msgid "I have a great idea that will make Godot better. What do you think?" -#~ msgstr "" -#~ "Я придумал великолепную идею чтобы сделать Godot лучше. Что вы думаете?" - -#~ msgid "" -#~ "Your idea will most certainly be ignored. Examples of stuff that is " -#~ "ignored by the developers:" -#~ msgstr "" -#~ "Ваша идея скорее всего будет отброшена. Примеры идей которые будут " -#~ "проигнорированы разработчиками:" - -#~ msgid "Let's do this because it will make Godot better" -#~ msgstr "Давайте сделаем это потому что это сделает Godot лучше" - -#~ msgid "Let's do this in Godot because another game engine does it" -#~ msgstr "Давайте добавим это в Godot потому что это есть в другом движке" - -#~ msgid "Let's remove this because I think it's not needed" -#~ msgstr "Давайте удалим это потому что я думаю что это не нужно" - -#~ msgid "Let's remove clutter and bloat and make Godot look nicer" -#~ msgstr "" -#~ "Давайте уберем беспорядок и навороты и заставим Godot выглядеть лучше" - -#~ msgid "Let's add an alternative workflow for people who prefer it" -#~ msgstr "" -#~ "Давайте добавим альтернативный рабочий процесс для людей, которые " -#~ "предпочитают его" - -#~ msgid "" -#~ "Godot developers are always willing to talk to you and listen to your " -#~ "feedback very openly, to an extent rarely seen in open source projects, " -#~ "but they will care mostly about real issues you have while using Godot, " -#~ "not ideas solely based on personal belief. Developers are interested in " -#~ "(for example):" -#~ msgstr "" -#~ "Разработчики Godot всегда хотят открыто говорить с вами и слушать ваши " -#~ "отзывы, что довольно редко встречается в проектах с открытым исходным " -#~ "кодом, но они будут рассматривать серьёзные проблемы, которые случились с " -#~ "вами при использовании Godot, а не идеи базирующиеся на личном " -#~ "предпочтении. Например разработчики заинтересованы:" - -#~ msgid "" -#~ "Once one of the above points is stated, we can work together on a " -#~ "solution and this is where your ideas and suggestions are most valuable " -#~ "and welcome, they need to be in context of a real issue." -#~ msgstr "" -#~ "После того, как один из вышеперечисленных пунктов будет изложен, мы можем " -#~ "работать вместе над решением, и именно здесь ваши идеи и предложения " -#~ "являются наиболее ценными и желанными, они должны быть в контексте " -#~ "реальной проблемы." - -#~ msgid "Examples of how NOT to state problems generally and vaguely are:" -#~ msgstr "Примеры как НЕ надо составлять предложения и неясности:" - -#~ msgid "Certain feature is ugly" -#~ msgstr "Конкретная возможность уродлива" - -#~ msgid "Certain workflow is slow" -#~ msgstr "Конкретный рабочий процесс медленный" - -#~ msgid "Certain feature needs optimization" -#~ msgstr "Конкретная возможность нуждается в оптимизации" - -#~ msgid "Certain aspect of the UI looks cluttered" -#~ msgstr "" -#~ "Конкретный элемент в интерфейсе с моей точки зрения выглядит неправильно" - -#~ msgid "" -#~ "Associating something with an adjective will not get you much attention " -#~ "and developers will most likely not understand you. Instead, try to " -#~ "reformulate your problem as a story such as:" -#~ msgstr "" -#~ "Описание чего-то прилагательным не привлечет к вам много внимания, и " -#~ "разработчики, скорее всего, не поймут вас. Вместо этого попробуйте " -#~ "переформулировать свою проблему как историю, например такую:" - -#~ msgid "I try to move objects around but always end up picking the wrong one" -#~ msgstr "" -#~ "Я пытаюсь переместить один из близко расположенных объектов, но всегда " -#~ "выбирается последний взамен первого" - -#~ msgid "" -#~ "I tried to make a game like Battlefield but I'm not managing to " -#~ "understand how to get lighting to look the same." -#~ msgstr "" -#~ "Я пытался сделать игру вроде Battlefield, но не могу сообразить, как " -#~ "сделать такое же освещение." - -#~ msgid "" -#~ "I always forget which script I was editing, and it takes me too many " -#~ "steps to go back to it." -#~ msgstr "" -#~ "Я всегда забываю, какой скрипт я редактировал, и мне нужно сделать " -#~ "слишком много шагов, чтобы вернуться к нему." - -#~ msgid "" -#~ "This will allow you to convey what you are thinking much better and set a " -#~ "common ground for discussion. Please try your best to state your problems " -#~ "as stories to the developers and the community, before discussing any " -#~ "idea. Be specific and concrete." -#~ msgstr "" -#~ "Это позволит вам передать то, что вы думаете гораздо лучше и установить " -#~ "общую основу для обсуждения. Пожалуйста, попробуйте все возможное, чтобы " -#~ "представить ваши проблемы как материал для разработчиков и сообщества, " -#~ "прежде чем обсуждать любую идею. Будьте конкретны и точны." - -#~ msgid "Export Templates" -#~ msgstr "Шаблоны Экспорта" - -#~ msgid "Negative" -#~ msgstr "Отрицание" - -#~ msgid "Adding AI" -#~ msgstr "Добавление ИИ" - -#~ msgid "**Never!**" -#~ msgstr "**Никогда!**" diff --git a/weblate/docs/sk.po b/weblate/docs/sk.po index 65105d1fc7..487dcaaf9f 100644 --- a/weblate/docs/sk.po +++ b/weblate/docs/sk.po @@ -99200,13 +99200,3 @@ msgid "" "`Zeef Godot Engine: A curated directory of resources by Andre Schmitz " "`_" msgstr "" - -#~ msgid "EditorProperty" -#~ msgstr "Vlastnosti editora" - -#, fuzzy -#~ msgid "Windows (JetBrains Rider)" -#~ msgstr "Windows(a UWP)" - -#~ msgid "Name" -#~ msgstr "Meno" diff --git a/weblate/docs/sl.po b/weblate/docs/sl.po index 77a1499595..8c5971e9fe 100644 --- a/weblate/docs/sl.po +++ b/weblate/docs/sl.po @@ -99021,211 +99021,3 @@ msgid "" "`Zeef Godot Engine: A curated directory of resources by Andre Schmitz " "`_" msgstr "" - -#, fuzzy -#~ msgid "EditorInspectorPlugin" -#~ msgstr "Android" - -#, fuzzy -#~ msgid "EditorProperty" -#~ msgstr "Urejevalnik" - -#, fuzzy -#~ msgid "Android SDK" -#~ msgstr "Android" - -#, fuzzy -#~ msgid "Windows (Visual Studio)" -#~ msgstr "Windows (in UWP)" - -#, fuzzy -#~ msgid "Windows (JetBrains Rider)" -#~ msgstr "Windows (in UWP)" - -#, fuzzy -#~ msgid "Creating Android plugins (Godot 3.2.2+)" -#~ msgstr "Animacija" - -#, fuzzy -#~ msgid "constants" -#~ msgstr "Konstante" - -#, fuzzy -#~ msgid "signals" -#~ msgstr "Signali" - -#, fuzzy -#~ msgid "There are two types of products - consumables and non-consumables:" -#~ msgstr "Godot nima omejitve uporabe" - -#~ msgid "Testing" -#~ msgstr "Preskušanje" - -#, fuzzy -#~ msgid "" -#~ "FBX SDK has a `restrictive license `_, that is incompatible with the `open license " -#~ "`_ provided by Godot. That being " -#~ "said, FBX support could still be provided by third parties as a plugin. " -#~ "(See Plugins question below.)" -#~ msgstr "" -#~ "FBX SDK ima zelo `omejeno licenco `_, ki ni združljiva z `odprtokodno licenco " -#~ "`_, ki jo zagotavlja Godot." - -#, fuzzy -#~ msgid "Code structure" -#~ msgstr "Prihodnost" - -#, fuzzy -#~ msgid "Global constants" -#~ msgstr "Konstante" - -#, fuzzy -#~ msgid "There is a few things to note here." -#~ msgstr "Godot nima omejitve uporabe" - -#~ msgid "Mac OS X" -#~ msgstr "Mac OS X" - -#~ msgid "" -#~ "This means it is free as in \"free speech\" as well as in \"free beer\"." -#~ msgstr "To pomeni da je zastonj kot \"free speech\" kot tudi \"free beer\"." - -#~ msgid "There are no usage restrictions on Godot" -#~ msgstr "Godot nima omejitve uporabe" - -#~ msgid "" -#~ "This means you can use it for any game or application, commercially or " -#~ "non-commercially, in any industry" -#~ msgstr "" -#~ "To pomeni, da ga lahko uporabljate za katerokoli igro ali aplikacijo, " -#~ "komercialno ali nekomercialno, v vsakem podjetju" - -#~ msgid "" -#~ "For more, see `here `_ or ask " -#~ "your lawyer of choice." -#~ msgstr "" -#~ "Za več poglejte `tukaj `_ ali " -#~ "vprašajte vašega odvetnika za izbiro." - -#~ msgid "" -#~ "Note that C# and Visual Scripting support is comparatively young and " -#~ "GDScript still has some advantages as outlined below." -#~ msgstr "" -#~ "Upoštevajte, da je podpora C# in Visual Scripting sorazmerno mlada in da " -#~ "ima GDScript še vedno nekaj prednosti, kot je opisano spodaj." - -#~ msgid "" -#~ "Support for new languages can be added by third parties using the " -#~ "GDNative / NativeScript / PluginScript facilities. (See question about " -#~ "plugins below.)" -#~ msgstr "" -#~ "Podpora za nove jezike je lahko dodana z \"tretjimi\" objekti z uporabo " -#~ "GDNative / NativeScript / PluginScript. (Glejte vprašanja o vtičnikih " -#~ "spodaj.)" - -#~ msgid "" -#~ "GDScript? Why use a custom scripting language instead of my language of " -#~ "choice?" -#~ msgstr "" -#~ "GDScript? Zakaj bi uporabljal/a osnovni programerski jezik namesto jezika " -#~ "po moji izbiri?" - -#~ msgid "" -#~ "GDScript is designed to integrate from the ground to the way Godot works, " -#~ "more than any other language, and is simple and easy to learn. Takes at " -#~ "most a day or two to get comfortable and it's easy to see the benefits " -#~ "once you do. Please make the effort to learn GDScript, you will not " -#~ "regret it." -#~ msgstr "" -#~ "GDScript je načrtovan, da vključuje vsa področja kjer Godot deluje, bolje " -#~ "kot katerikoli jezik in je zelo enostaven in preprost za učenje. Ne " -#~ "potrebuješ več kot dan ali dva, da se ga navadiš in ni težko videti " -#~ "prednosti, ko ga spoznaš. Priporočamo vam, da vložite trud v učenje " -#~ "GDScript, kar na koncu ne boste obžalovali." - -#~ msgid "" -#~ "Godot C++ API is also efficient and easy to use (the entire Godot editor " -#~ "is made with this API), and an excellent tool to optimize parts of a " -#~ "project, but trying to use it instead of GDScript for an entire game is, " -#~ "in most cases, a waste of time." -#~ msgstr "" -#~ "Godot C++ API je veliko sposobna in enostavna za uporabo (celoten Godotov " -#~ "urejevalnik je izdelan s tem API-jem). Je odlično orodje za optimizacijo " -#~ "delov projekta, vendar bi bilo v večini primerov zapravljanje časa, če bi " -#~ "ga uporabljali namesto GDScript za izdelavo celotne igre." - -#~ msgid "" -#~ "Yes, for more than a decade we tried in the past integrating several VMs " -#~ "(and even shipped games using them), such as Python, Squirrel and Lua (in " -#~ "fact we authored tolua++ in the past, one of the most popular C++ " -#~ "binders). None of them worked as well as GDScript does now." -#~ msgstr "" -#~ "Res je, več kot desetletje smo poizkušali vključiti nekatere VM (in smo " -#~ "celo izvažali igre), kot so Python, Squirrel in Lua (V resnici smo si v " -#~ "preteklosti prilastili tolua++, eno najbolj priljubljenih C++ " -#~ "vpenjalnikov). Nič od tega ni delovalo tako dobro kot GDScript deluje " -#~ "zdaj." - -#~ msgid "For the more technically versed, proceed to the next item." -#~ msgstr "Za bolj tehnično dovršene, nadaljujte na naslednji točki." - -#~ msgid "" -#~ "I don't believe you. What are the technical reasons for the item above?" -#~ msgstr "Ne verjamem vam. Kakšni so tehnološki razlogi za zgornjo stvar?" - -#, fuzzy -#~ msgid "" -#~ "GDScript was designed to solve the issues above, and performs well in all " -#~ "the above scenarios. Please learn GDScript and enjoy a smooth integration " -#~ "of scripting with the game engine (yes, it's a rare but enjoyable " -#~ "situation when things just work). It's worth it, give it a try!" -#~ msgstr "" -#~ "GDScript je bila zasnovana za reševanje problemov naštetih zgoraj in v " -#~ "vseh omenjenih primerih deluje zelo dobro. Svetujemo vam, da se naučite " -#~ "GDScript in uživate v programiranju brez težav (ja, to je redka, a zelo " -#~ "prijetna situacija, ko stvari delujejo samo). To je vredno, dajte mu " -#~ "priložnost!" - -#~ msgid "I want to extend Godot. What are my options for creating plugins?" -#~ msgstr "" -#~ "Rad bi razširil Godot. Kakšne so moje možnosti za izdelavo vtičnikov?" - -#~ msgid "" -#~ "Additional languages could be added via PluginScript or the more low-" -#~ "level NativeScript." -#~ msgstr "" -#~ "Dodatni jeziki so lahko dodani z PluginScript ali z bolj nizko-nivojskim " -#~ "NativeScript." - -#~ msgid "" -#~ "If you want to add a certain native library, your best bet is GDNative " -#~ "and custom C++ modules." -#~ msgstr "" -#~ "Če želite dodati nekatere prevzete knjižnice, bo vaša najboljša izbira " -#~ "GDNative ali C++ moduli po vaši izbiri." - -#~ msgid "Why is FBX not supported for import?" -#~ msgstr "Zakaj FBX ni podprt za uvoz?" - -#~ msgid "Also, glTF support was added in Godot 3.0." -#~ msgstr "V Godot 3.0 je bila dodana tudi podpora glTF." - -#~ msgid "" -#~ "FBX support could still be provided by third parties as a plugin. (See " -#~ "Plugins question above.)" -#~ msgstr "" -#~ "Podpora FBX je lahko še vedno zagotovljena z dodatnimi \"tretjimi\" " -#~ "vtičniki. (Glej vprašanje Vtičniki zgoraj.)" - -#~ msgid "" -#~ "No, the aim of Godot is to create a complete open source engine licensed " -#~ "under MIT, so you have complete control over every single piece of it. " -#~ "Open versions of functionality or features from such SDKs may be " -#~ "eventually added though." -#~ msgstr "" -#~ "Ne, cilj Godota je ustvariti popolnoma odprtokodni pogon za igre, " -#~ "katerega izdana licenca je v okviru MIT, zato imate nadzor nad vsakim " -#~ "posameznim delom. Odprte različice funkcionalnosti iz nekaterih SDK, se " -#~ "bodo s časoma verjetno dodale." diff --git a/weblate/docs/sr_Latn.po b/weblate/docs/sr_Latn.po index e9417f002f..54293f6d6c 100644 --- a/weblate/docs/sr_Latn.po +++ b/weblate/docs/sr_Latn.po @@ -98878,54 +98878,3 @@ msgid "" "`Zeef Godot Engine: A curated directory of resources by Andre Schmitz " "`_" msgstr "" - -#, fuzzy -#~ msgid "EditorInspectorPlugin" -#~ msgstr "Kreiranje Sadržaja" - -#, fuzzy -#~ msgid "EditorProperty" -#~ msgstr "Razvoj" - -#, fuzzy -#~ msgid "Windows (Visual Studio)" -#~ msgstr "Windows (i UWP)" - -#, fuzzy -#~ msgid "Windows (JetBrains Rider)" -#~ msgstr "Windows (i UWP)" - -#, fuzzy -#~ msgid "There are two types of products - consumables and non-consumables:" -#~ msgstr "Ne postoje ograničenja prilikom korištenja Godot-a" - -#, fuzzy -#~ msgid "There is a few things to note here." -#~ msgstr "Ne postoje ograničenja prilikom korištenja Godot-a" - -#~ msgid "Mac OS X" -#~ msgstr "Mac OS X" - -#, fuzzy -#~ msgid "" -#~ "This means it is free as in \"free speech\" as well as in \"free beer\"." -#~ msgstr "" -#~ "Ovo znači da je besplatan/slobodan kao što je \"slobodan govor\" i " -#~ "\"besplatno pivo\"" - -#~ msgid "There are no usage restrictions on Godot" -#~ msgstr "Ne postoje ograničenja prilikom korištenja Godot-a" - -#~ msgid "" -#~ "This means you can use it for any game or application, commercially or " -#~ "non-commercially, in any industry" -#~ msgstr "" -#~ "Ovo znači da ga možete koristiti za bilo koju igru ili aplikaciju, " -#~ "komercijalnu ili nekomercijalnu, u bilo kojoj industriji" - -#~ msgid "" -#~ "For more, see `here `_ or ask " -#~ "your lawyer of choice." -#~ msgstr "" -#~ "Za više informacija pogledajte `ovdje `_ ili pitajte advokata po vašem izboru." diff --git a/weblate/docs/sv.po b/weblate/docs/sv.po index 6ec37f2a61..d95febb9a3 100644 --- a/weblate/docs/sv.po +++ b/weblate/docs/sv.po @@ -98978,65 +98978,3 @@ msgid "" "`Zeef Godot Engine: A curated directory of resources by Andre Schmitz " "`_" msgstr "" - -#, fuzzy -#~ msgid "EditorInspectorPlugin" -#~ msgstr "Android" - -#, fuzzy -#~ msgid "EditorProperty" -#~ msgstr "Utveckling" - -#, fuzzy -#~ msgid "Android SDK" -#~ msgstr "Android" - -#, fuzzy -#~ msgid "Windows (Visual Studio)" -#~ msgstr "Windows (och UWP)" - -#, fuzzy -#~ msgid "Windows (JetBrains Rider)" -#~ msgstr "Windows (och UWP)" - -#, fuzzy -#~ msgid "Creating Android plugins (Godot 3.2.2+)" -#~ msgstr "Skapa innehåll" - -#, fuzzy -#~ msgid "Language code." -#~ msgstr "Språk" - -#, fuzzy -#~ msgid "Type hints" -#~ msgstr "Typ" - -#~ msgid "constants" -#~ msgstr "konstanter" - -#~ msgid "signals" -#~ msgstr "signaler" - -#~ msgid "Name" -#~ msgstr "Namn" - -#~ msgid "Mac OS X" -#~ msgstr "Mac OS X" - -#~ msgid "" -#~ "This means it is free as in \"free speech\" as well as in \"free beer\"." -#~ msgstr "Detta betyder att den är fri att använda för att tjäna pengar med." - -#~ msgid "" -#~ "This means you can use it for any game or application, commercially or " -#~ "non-commercially, in any industry" -#~ msgstr "" -#~ "Detta betyder att du kan använda den för att skapa kommersiella eller " -#~ "icke-kommersiella spel och program för alla områden" - -#~ msgid "" -#~ "For more, see `here `_ or ask " -#~ "your lawyer of choice." -#~ msgstr "" -#~ "För mer information, läs `här `_ eller tillfråga en jurist som du väljer." diff --git a/weblate/docs/te.po b/weblate/docs/te.po index 3236d2fd0c..32c7fcfa15 100644 --- a/weblate/docs/te.po +++ b/weblate/docs/te.po @@ -98647,11 +98647,3 @@ msgid "" "`Zeef Godot Engine: A curated directory of resources by Andre Schmitz " "`_" msgstr "" - -#, fuzzy -#~ msgid "EditorInspectorPlugin" -#~ msgstr "కంటెంట్ ను సృష్టించడం" - -#, fuzzy -#~ msgid "EditorProperty" -#~ msgstr "అభివృద్ధి పరచడం" diff --git a/weblate/docs/th.po b/weblate/docs/th.po index e91f8c015c..eb19286fcb 100644 --- a/weblate/docs/th.po +++ b/weblate/docs/th.po @@ -99170,324 +99170,3 @@ msgid "" msgstr "" "`Zeef Godot Engine: ทรัพยากรสร้างเกมส์โดย Andre Schmitz `_" - -#~ msgid "Formats" -#~ msgstr "ฟอร์แมท" - -#, fuzzy -#~ msgid "EditorInspectorPlugin" -#~ msgstr "แอนดรอยด์" - -#~ msgid "JDK 9 or later are not currently supported." -#~ msgstr "JDK 9 หรือใหม่กว่า ยังไม่สนับสนุน" - -#, fuzzy -#~ msgid "Android SDK" -#~ msgstr "แอนดรอยด์" - -#, fuzzy -#~ msgid "Windows (Visual Studio)" -#~ msgstr "วินโดวส์ (และ UWP)" - -#, fuzzy -#~ msgid "Windows (JetBrains Rider)" -#~ msgstr "วินโดวส์ (และ UWP)" - -#, fuzzy -#~ msgid "Creating Android plugins (Godot 3.2.2+)" -#~ msgstr "การใช้ใน GDScript" - -#, fuzzy -#~ msgid "Command line argument." -#~ msgstr "เงื่อนไข" - -#, fuzzy -#~ msgid "Language code." -#~ msgstr "ภาษา" - -#~ msgid "" -#~ "Brazilian Portuguese: `Godot Brasil (Discord) `_" -#~ msgstr "" -#~ "บราซิล โปรตุเกส: `Godot Brasil (Discord) `_" - -#~ msgid "" -#~ "French: `Godot Francophone Officiel (Discord) `_" -#~ msgstr "" -#~ "ฝรั่งเศส: `Godot Francophone Officiel (Discord) `_" - -#~ msgid "French: `SoloCode Godot (Discord) `_" -#~ msgstr "ฝรั่งเศส: `SoloCode Godot (Discord) `_" - -#~ msgid "" -#~ "German: `Deutsche Godot Community (Discord) `_" -#~ msgstr "" -#~ "เยอรมัน: `Deutsche Godot Community (Discord) `_" - -#~ msgid "" -#~ "Swedish: `Swedish Godot Community (Discord) `_" -#~ msgstr "" -#~ "สวีเดน: `Swedish Godot Community (Discord) `_" - -#, fuzzy -#~ msgid "Render order" -#~ msgstr "ตัวแปลงตัวแทน" - -#, fuzzy -#~ msgid "constants" -#~ msgstr "ค่าคงที่" - -#, fuzzy -#~ msgid "signals" -#~ msgstr "สัญญาณ" - -#, fuzzy -#~ msgid "There are two types of products - consumables and non-consumables:" -#~ msgstr "ไม่มีข้อจำกัดการใช้งาน Godot" - -#~ msgid "Testing" -#~ msgstr "ทดสอบ" - -#, fuzzy -#~ msgid "Scheme setup" -#~ msgstr "ตำแหน่งรีซอร์ส" - -#~ msgid "Name" -#~ msgstr "ชื่อ" - -#, fuzzy -#~ msgid "Using it from GDScript" -#~ msgstr "การใช้ใน GDScript" - -#, fuzzy -#~ msgid "" -#~ "FBX SDK has a `restrictive license `_, that is incompatible with the `open license " -#~ "`_ provided by Godot. That being " -#~ "said, FBX support could still be provided by third parties as a plugin. " -#~ "(See Plugins question below.)" -#~ msgstr "" -#~ "FBX SDK มีข้อจำกัดจำนวนมากใน `สัญญาอนุญาต `_ ซึ่งเข้ากันไม่ได้กับ `สัญญาอนุญาต `_ ของ Godot" - -#, fuzzy -#~ msgid "There is a few things to note here." -#~ msgstr "ไม่มีข้อจำกัดการใช้งาน Godot" - -#~ msgid "Mac OS X" -#~ msgstr "แมค โอเอส X" - -#~ msgid "" -#~ "This means it is free as in \"free speech\" as well as in \"free beer\"." -#~ msgstr "หมายความว่าสามารถใช้งานได้อย่างอิสระ และไม่มีค่าใช้จ่าย" - -#~ msgid "There are no usage restrictions on Godot" -#~ msgstr "ไม่มีข้อจำกัดการใช้งาน Godot" - -#~ msgid "" -#~ "This means you can use it for any game or application, commercially or " -#~ "non-commercially, in any industry" -#~ msgstr "" -#~ "แปลว่า ท่านสามารถใช้พัฒนาเกมหรือโปรแกรมในเชิงพาณิชย์ หรือไม่ใช่เชิงพาณิชย์ " -#~ "ในอุตสาหกรรมใด ๆ ก็ได้" - -#~ msgid "" -#~ "For more, see `here `_ or ask " -#~ "your lawyer of choice." -#~ msgstr "" -#~ "อ่านรายละเอียดเพิ่มเติมได้ `ที่นี่ `_ " -#~ "หรือสอบถามจากนักกฎหมาย" - -#~ msgid "" -#~ "Note that C# and Visual Scripting support is comparatively young and " -#~ "GDScript still has some advantages as outlined below." -#~ msgstr "" -#~ "โปรดทราบว่าการสนับสนุนของ C# และ Visual Scripting นั้นยังใหม่และด้อยกว่า GDScript " -#~ "ตามที่แจกแจงในหัวข้อถัดไป" - -#~ msgid "" -#~ "Support for new languages can be added by third parties using the " -#~ "GDNative / NativeScript / PluginScript facilities. (See question about " -#~ "plugins below.)" -#~ msgstr "" -#~ "การสนับสนุนภาษาใหม่สามารถทำได้ด้วย GDNative / NativeScript / PluginScript " -#~ "(ดูคำถามเกี่ยวกับปลั๊กอินด้านล่าง)" - -#~ msgid "" -#~ "GDScript? Why use a custom scripting language instead of my language of " -#~ "choice?" -#~ msgstr "GDScript? ทำไมต้องใช้ภาษาใหม่ แทนที่ภาษาเดิม?" - -#, fuzzy -#~ msgid "" -#~ "GDScript is designed to integrate from the ground to the way Godot works, " -#~ "more than any other language, and is simple and easy to learn. Takes at " -#~ "most a day or two to get comfortable and it's easy to see the benefits " -#~ "once you do. Please make the effort to learn GDScript, you will not " -#~ "regret it." -#~ msgstr "" -#~ "GDScript ได้ออกแบบให้ใช้งานได้สอดคล้องกับ Godot มากยิ่งกว่าภาษาใด ๆ " -#~ "และสามารถเรียนรู้ได้รวดเร็ว ใช้เวลาเพียงแค่ 1-2 วันก็สามารถใช้งานได้อย่างสะดวก " -#~ "และเมื่อใช้เป็นแล้วท่านจะเห็นถึงข้อดี ขอให้ท่านเรียนรู้ GDScript แล้วท่านจะไม่เสียใจ" - -#~ msgid "" -#~ "Godot C++ API is also efficient and easy to use (the entire Godot editor " -#~ "is made with this API), and an excellent tool to optimize parts of a " -#~ "project, but trying to use it instead of GDScript for an entire game is, " -#~ "in most cases, a waste of time." -#~ msgstr "" -#~ "API ภาษา C++ ของ Godot ก็สามารถใช้งานได้ง่าย (ตัวโปรแกรมก็ใช้ API นี้เช่นเดียวกัน) " -#~ "และเป็นเครื่องมือใช้เพิ่มประสิทธิภาพส่วนหนึ่งของโปรเจกต์ได้เป็นอย่างดี " -#~ "แต่อย่างไรก็ตามไม่ควรใช้แทน GDScript ในการเขียนเกมทั้งเกม เพราะจะเสียเวลามาก" - -#~ msgid "" -#~ "Yes, for more than a decade we tried in the past integrating several VMs " -#~ "(and even shipped games using them), such as Python, Squirrel and Lua (in " -#~ "fact we authored tolua++ in the past, one of the most popular C++ " -#~ "binders). None of them worked as well as GDScript does now." -#~ msgstr "" -#~ "สิบกว่าปีที่เราลองเพิ่มภาษาที่มีอยู่แล้วเข้ามาใน Godot เช่น Python, Squirrel และ Lua " -#~ "แต่ไม่มีภาษาใดเลยที่ใช้ได้ดีเท่ากับ GDScript" - -#~ msgid "For the more technically versed, proceed to the next item." -#~ msgstr "สำหรับข้อมูลทางเทคนิค กรุณาอ่านข้อถัดไป" - -#, fuzzy -#~ msgid "" -#~ "I don't believe you. What are the technical reasons for the item above?" -#~ msgstr "ฉันไม่เชื่อ ขอเหตุผลทางเทคนิคหน่อยสิ" - -#, fuzzy -#~ msgid "" -#~ "GDScript was designed to solve the issues above, and performs well in all " -#~ "the above scenarios. Please learn GDScript and enjoy a smooth integration " -#~ "of scripting with the game engine (yes, it's a rare but enjoyable " -#~ "situation when things just work). It's worth it, give it a try!" -#~ msgstr "" -#~ "GDScript ออกแบบมาให้แก้ไขปัญหาดังที่กล่าวมา และทำงานได้ดีในสถานการณ์ข้างต้น ขอให้เรียนรู้ " -#~ "GDScript และใช้งานเอ็นจิ้นได้อย่างราบรื่น (ความรู้สึกเวลาที่ทุกอย่างลงตัวนั้นสุดยอดมาก) " -#~ "มันคุ้มค่ามาก ลองใช้ดู!" - -#~ msgid "I want to extend Godot. What are my options for creating plugins?" -#~ msgstr "ถ้าอยากจะต่อเติม Godot จะสร้างปลั๊กอินได้อย่างไรบ้าง?" - -#~ msgid "" -#~ "Additional languages could be added via PluginScript or the more low-" -#~ "level NativeScript." -#~ msgstr "สามารถเพิ่มภาษาโปรแกรมได้ด้วย PluginScript หรือ NativeScript" - -#~ msgid "" -#~ "If you want to add a certain native library, your best bet is GDNative " -#~ "and custom C++ modules." -#~ msgstr "ถ้าต้องการจะเพิ่มไลบรารี อาจต้องใช้ GDNative และโมดูล C++" - -#~ msgid "Why is FBX not supported for import?" -#~ msgstr "ทำไมไม่สนับสนุนการนำเข้าไฟล์ FBX?" - -#~ msgid "Also, glTF support was added in Godot 3.0." -#~ msgstr "นอกจากนี้ Godot 3.0 สนับสนุน glTF" - -#~ msgid "" -#~ "FBX support could still be provided by third parties as a plugin. (See " -#~ "Plugins question above.)" -#~ msgstr "การสนับสนุน FBX สามารถทำได้โดยใช้ปลั๊กอิน (ดูคำถามเกี่ยวกับปลั๊กอินด้านบน)" - -#~ msgid "" -#~ "No, the aim of Godot is to create a complete open source engine licensed " -#~ "under MIT, so you have complete control over every single piece of it. " -#~ "Open versions of functionality or features from such SDKs may be " -#~ "eventually added though." -#~ msgstr "" -#~ "ไม่ เป้าหมายของ Godot คือเป็นเกมเอ็นจิ้นโอเพนซอร์ซภายใต้สัญญาอนุญาต MIT " -#~ "เพื่อที่ท่านจะใช้งานได้อย่างอิสระ ถ้า SDK นั้นมีรุ่นโอเพนซอร์ซ เราอาจสนับสนุน" - -#~ msgid "I have a great idea that will make Godot better. What do you think?" -#~ msgstr "ฉันมีไอเดียที่จะทำให้ Godot ดีขึ้น คิดว่าไง?" - -#~ msgid "" -#~ "Your idea will most certainly be ignored. Examples of stuff that is " -#~ "ignored by the developers:" -#~ msgstr "ผู้พัฒนาอาจไม่สนใจไอเดียดังกล่าว ตัวอย่างของไอเดียที่ผู้พัฒนาไม่สนใจ:" - -#~ msgid "Let's do this because it will make Godot better" -#~ msgstr "ทำสิ่งนี้เถอะ เพื่อให้ Godot ดียิ่งขึ้น" - -#~ msgid "Let's do this in Godot because another game engine does it" -#~ msgstr "ทำสิ่งนี้ใน Godot เถอะ เพราะว่าเกมเอ็นจิ้นอื่นทำ" - -#~ msgid "Let's remove this because I think it's not needed" -#~ msgstr "ลบสิ่งนี้ทิ้งเถอะ ฉันว่ามันไม่จำเป็น" - -#~ msgid "Let's remove clutter and bloat and make Godot look nicer" -#~ msgstr "ลบส่วนที่เกะกะทิ้งให้หมดและทำให้ Godot ดูดีขึ้นกันเถอะ" - -#~ msgid "Let's add an alternative workflow for people who prefer it" -#~ msgstr "เพิ่มวิถีการทำงานใหม่ที่ผู้ใช้บางคนชอบกันเถอะ" - -#~ msgid "" -#~ "Godot developers are always willing to talk to you and listen to your " -#~ "feedback very openly, to an extent rarely seen in open source projects, " -#~ "but they will care mostly about real issues you have while using Godot, " -#~ "not ideas solely based on personal belief. Developers are interested in " -#~ "(for example):" -#~ msgstr "" -#~ "ผู้พัฒนา Godot ยินดีรับฟังข้อคิดเห็นของผู้ใช้ มากกว่าโปรเจกต์โอเพนซอร์ซบางโปรเจกต์เสียอีก " -#~ "แต่ผู้พัฒนาจะสนใจเฉพาะปัญหาที่ท่านพบระหว่างการใช้งาน Godot " -#~ "ไม่ใช่ความคิดเห็นส่วนตัวของผู้ใช้ล้วน ๆ สิ่งที่ผู้พัฒนาสนใจ ยกตัวอย่างเช่น:" - -#~ msgid "" -#~ "Once one of the above points is stated, we can work together on a " -#~ "solution and this is where your ideas and suggestions are most valuable " -#~ "and welcome, they need to be in context of a real issue." -#~ msgstr "" -#~ "เมื่อทราบปัญหาแล้ว เราสามารถร่วมมือกันเพื่อหาวิธีการแก้ไขปัญหาได้ " -#~ "นี่เป็นตอนที่ไอเดียของผู้ใช้จะมีประโยชน์และเราจะยินดีรับฟัง " -#~ "ไอเดียนั้นจะต้องอยู่ในบริบทของการใช้งานจริง" - -#~ msgid "Examples of how NOT to state problems generally and vaguely are:" -#~ msgstr "ตัวอย่างที่ไม่ดี เช่น:" - -#~ msgid "Certain feature is ugly" -#~ msgstr "ฟีเจอร์นี้แย่มาก" - -#~ msgid "Certain workflow is slow" -#~ msgstr "ขั้นตอนการทำสิ่งนี้ช้ามาก" - -#~ msgid "Certain feature needs optimization" -#~ msgstr "ฟีเจอร์นี้ต้องได้รับการเพิ่มประสิทธิภาพ" - -#~ msgid "Certain aspect of the UI looks cluttered" -#~ msgstr "หน้าต่างตรงส่วนนี้รกมาก" - -#~ msgid "" -#~ "Associating something with an adjective will not get you much attention " -#~ "and developers will most likely not understand you. Instead, try to " -#~ "reformulate your problem as a story such as:" -#~ msgstr "" -#~ "การเอาคำวิเศษณ์มาขยายบางอย่างไม่ทำให้ได้รับความสนใจมากขึ้น " -#~ "และผู้พัฒนาจะไม่เข้าใจปัญหาที่แท้จริง ลองตั้งปัญหาในรูปแบบของเรื่องราว เช่น:" - -#~ msgid "I try to move objects around but always end up picking the wrong one" -#~ msgstr "ฉันพยายามจะย้ายวัตถุแต่หยิบผิดอันตลอด" - -#~ msgid "" -#~ "I tried to make a game like Battlefield but I'm not managing to " -#~ "understand how to get lighting to look the same." -#~ msgstr "ฉันอยากสร้างเกมแบบ Battlefield แต่ไม่รู้ว่าจะทำแสงให้เหมือนกันได้อย่างไร" - -#~ msgid "" -#~ "I always forget which script I was editing, and it takes me too many " -#~ "steps to go back to it." -#~ msgstr "ฉันลืมว่าสคริปต์ล่าสุดที่แก้ไขคืออันไหน แล้วต้องเสียเวลาหานานมาก" - -#~ msgid "" -#~ "This will allow you to convey what you are thinking much better and set a " -#~ "common ground for discussion. Please try your best to state your problems " -#~ "as stories to the developers and the community, before discussing any " -#~ "idea. Be specific and concrete." -#~ msgstr "" -#~ "การทำอย่างนี้จะสื่อสารสิ่งที่ท่านคิดไว้ได้ดีมากกว่า และเป็นการเปิดโอกาสให้พูดคุยหาคำตอบ " -#~ "กรุณาตั้งปัญหาในรูปแบบของเรื่องราวก่อนที่จะพูดคุยถึงไอเดีย มีความจำเพาะเจาะจงและเป็นรูปธรรม" diff --git a/weblate/docs/tr.po b/weblate/docs/tr.po index 91d52906ef..48a9f116d4 100644 --- a/weblate/docs/tr.po +++ b/weblate/docs/tr.po @@ -100868,242 +100868,3 @@ msgid "" msgstr "" "`Zeef Godot Engine: Andre Schmitz tarafından hazırlanmış bir kaynaklar " "dizini `_" - -#~ msgid "" -#~ "|partial| Only critical, security and platform support fixes (last " -#~ "update: 3.1.2)." -#~ msgstr "" -#~ "|partial ( kısmi ,parçalı)| Yalnızca kritik, güvenlik ve platform desteği " -#~ "düzeltmeleri (son güncelleme: 3.1.2)." - -#~ msgid "" -#~ "|partial| Only critical, security and platform support fixes (last " -#~ "update: 2.1.6)." -#~ msgstr "" -#~ "|partial ( kısmi ,parçalı)| Yalnızca kritik, güvenlik ve platform desteği " -#~ "düzeltmeleri (son güncelleme: 2.1.6)." - -#~ msgid "" -#~ "If this is your first time encountering GDScript, please read :ref:" -#~ "`doc_scripting` before continuing." -#~ msgstr "" -#~ "Eğer bu GDScript dili ile ilk karşılaşmanız ise, lütfen :ref:" -#~ "`doc_scripting` kısmını okuyup öyle devam edin." - -#, fuzzy -#~ msgid "EditorInspectorPlugin" -#~ msgstr "Android" - -#, fuzzy -#~ msgid "EditorProperty" -#~ msgstr "Geliştirme" - -#, fuzzy -#~ msgid "" -#~ "`Jeremy Bullock `_ (2D and 3D, GDScript, VisualScript and C#)." -#~ msgstr "" -#~ "`Jeremy Bullock `_ (2D and 3D, GDScript, VisualScript and C#)." - -#~ msgid "Audio input to record microphones." -#~ msgstr "Mikrofonları kaydetmek için ses girişi." - -#~ msgid "" -#~ "|partial| Only critical, security and platform support fixes (last " -#~ "update: 3.2.3)." -#~ msgstr "" -#~ "|partial ( kısmi ,parçalı) | Yalnızca kritik, güvenlik ve platform " -#~ "desteği düzeltmeleri." - -#, fuzzy -#~ msgid "Your final directory structure should look like this :" -#~ msgstr "Sahne ağacınız bunun gibi gözükmelidir:" - -#, fuzzy -#~ msgid "Generating the keystore" -#~ msgstr "İçerik Oluşturma" - -#, fuzzy -#~ msgid "Android SDK" -#~ msgstr "Android" - -#~ msgid "" -#~ "Godot uses ``major.minor.patch`` version numbering. However, it does not " -#~ "strictly follow `Semantic Versioning `__. This means " -#~ "that releases considered \"semver-minor\" by that standard (such as 3.1 -" -#~ "> 3.2) will most likely introduce breaking changes. Still, there won't be " -#~ "as many breaking changes as a \"semver-major\" version bump such as 3.2 -" -#~ "> 4.0." -#~ msgstr "" -#~ "Godot, `` major.minor.patch '' sürüm numaralandırmasını kullanır. Ancak, " -#~ "kesinlikle `` Anlamsal Sürüm Oluşturma \"__ 'ı " -#~ "takip etmez. Bu, bu standart tarafından \"yarı-küçük\" olarak kabul " -#~ "edilen sürümlerin (3.1 -> 3.2 gibi) büyük olasılıkla son derece önemli " -#~ "değişiklikler getireceği anlamına gelir. Yine de, 3.2 -> 4.0 gibi " -#~ "\"yarıyıl ana\" sürüm çıkıntısı kadar çok fazla son değişiklik olmayacak." - -#~ msgid "" -#~ "In the interest of stability and usability, patch releases may " -#~ "occasionally introduce small breaking changes as well. When repackaging " -#~ "Godot projects (e.g. in a Flatpak), make sure to always use the same " -#~ "patch version as the one used to initially export the project." -#~ msgstr "" -#~ "Kararlılık ve kullanılabilirlik açısından yama sürümleri bazen küçük " -#~ "değişikliklere neden olabilir. Godot projelerini yeniden paketlerken " -#~ "(örneğin bir Flatpak'ta), her zaman projeyi başlangıçta dışa aktarmak " -#~ "için kullanılanla aynı yama sürümünü kullandığınızdan emin olun." - -#~ msgid "" -#~ "The first release in a major/minor release series doesn't end with a " -#~ "trailing zero. For example, the first release in the 3.2 series is " -#~ "``3.2``, not ``3.2.0``." -#~ msgstr "" -#~ "Büyük / küçük sürüm serisindeki ilk sürüm, sondaki sıfırla bitmiyor. " -#~ "Örneğin, 3.2 serisindeki ilk sürüm `` 3.2.0 '' değil `` 3.2 '' dir." - -#~ msgid "" -#~ "Godot versions are supported for a certain amount of time. While these " -#~ "durations are not set in stone, here's a table with the expected level of " -#~ "support for each Godot version:" -#~ msgstr "" -#~ "Godot sürümleri belirli bir süre desteklenir. Bu süreler kesin olarak " -#~ "belirlenmemiş olsa da, burada her Godot sürümü için beklenen destek " -#~ "düzeyini gösteren bir tablo var:" - -#~ msgid "" -#~ "|supported| Backwards-compatible new features (backported from the " -#~ "``master`` branch) as well as bug, security, and platform support fixes." -#~ msgstr "" -#~ "|destekleniyor| Geriye uyumlu yeni özellikler (``master`` dalından " -#~ "desteklenmiş) yanı sıra hata, güvenlik ve platform destek düzeltmeleri." - -#~ msgid "" -#~ "Patch releases are made available more frequently, typically every 2-6 " -#~ "months while a release is fully supported. Partially supported releases " -#~ "will only have new patch releases once an important security or platform " -#~ "support fix has been merged." -#~ msgstr "" -#~ "Yama sürümleri, bir sürüm tam olarak desteklenirken genellikle 2-6 ayda " -#~ "bir olmak üzere daha sık kullanıma sunulur. Kısmen desteklenen sürümler, " -#~ "yalnızca önemli bir güvenlik veya platform desteği düzeltmesi " -#~ "birleştirildiğinde yeni yama sürümlerine sahip olacaktır." - -#, fuzzy -#~ msgid "Windows (Visual Studio)" -#~ msgstr "Windows (ve UWP)" - -#, fuzzy -#~ msgid "Windows (JetBrains Rider)" -#~ msgstr "Windows (ve UWP)" - -#, fuzzy -#~ msgid "Creating Android plugins (Godot 3.2.2+)" -#~ msgstr "Animasyonlar" - -#~ msgid "Command line argument." -#~ msgstr "Komut satırı argümanı." - -#~ msgid "Language code." -#~ msgstr "Dil kodu." - -#, fuzzy -#~ msgid "Type hints" -#~ msgstr "Tür" - -#, fuzzy -#~ msgid "constants" -#~ msgstr "Sabitler" - -#, fuzzy -#~ msgid "signals" -#~ msgstr "Sinyaller" - -#, fuzzy -#~ msgid "There are two types of products - consumables and non-consumables:" -#~ msgstr "Not etmeniz gereken bazı şeyler:" - -#~ msgid "Testing" -#~ msgstr "Deneme" - -#, fuzzy -#~ msgid "Scheme setup" -#~ msgstr "Düğüm Yolu" - -#, fuzzy -#~ msgid "Collision Shapes" -#~ msgstr "Görünür Çarpışma Şekilleri" - -#, fuzzy -#~ msgid "Locale." -#~ msgstr "Yerel" - -#~ msgid "Name" -#~ msgstr "İsim" - -#, fuzzy -#~ msgid "``CPUParticles2D``" -#~ msgstr "Parçacıklar" - -#~ msgid "Future" -#~ msgstr "Gelecek" - -#, fuzzy -#~ msgid "" -#~ "FBX SDK has a `restrictive license `_, that is incompatible with the `open license " -#~ "`_ provided by Godot. That being " -#~ "said, FBX support could still be provided by third parties as a plugin. " -#~ "(See Plugins question below.)" -#~ msgstr "" -#~ "FBX SDK `kısıtlayıcı lisans'a sahiptir `_, ki Godot tarafından sağlanan `açık kaynakla " -#~ "uyumlu değildir `_ . Fakat FBX 'in " -#~ "üçüncü parti yazılım eklentisi olarak desteklendiği söylenebilir. " -#~ "(Aşağıdaki Eklentiler sorusuna bakın.)" - -#, fuzzy -#~ msgid "Code structure" -#~ msgstr "Gelecek" - -#, fuzzy -#~ msgid "Global constants" -#~ msgstr "Sabitler" - -#, fuzzy -#~ msgid "`KidsCanCode `__" -#~ msgstr "" -#~ "`KidsCanCode (Çocuklar da kodlayabilir): Halen devam eden bir rehber " -#~ "serisi `_" - -#, fuzzy -#~ msgid "There is a few things to note here." -#~ msgstr "Not etmeniz gereken bazı şeyler:" - -#~ msgid "Mac OS X" -#~ msgstr "Mac OS X" - -#, fuzzy -#~ msgid "Placing of AnimationPlayer" -#~ msgstr "Animasyon" - -#~ msgid "" -#~ "This means it is free as in \"free speech\" as well as in \"free beer\"." -#~ msgstr "\"Konuşma özgürlüğü\" gibi özgür, \"bedava bira\" gibi bedavadır." - -#~ msgid "There are no usage restrictions on Godot" -#~ msgstr "Godot'ta kullanım kısıtlaması yoktur" - -#~ msgid "" -#~ "This means you can use it for any game or application, commercially or " -#~ "non-commercially, in any industry" -#~ msgstr "" -#~ "Yani herhangi bir oyun veya uygulama için,ticari olsun veya olmasın, " -#~ "herhangi bir endüstride kullanabilirsiniz" - -#~ msgid "" -#~ "For more, see `here `_ or ask " -#~ "your lawyer of choice." -#~ msgstr "" -#~ "Daha fazlası için, `buraya `_ " -#~ "bakın veya avukatınıza danışın." diff --git a/weblate/docs/uk.po b/weblate/docs/uk.po index e24afc32d8..bb16479efd 100644 --- a/weblate/docs/uk.po +++ b/weblate/docs/uk.po @@ -108889,1543 +108889,3 @@ msgid "" msgstr "" "`Zeef Godot Engine: своїх підшефних директорія ресурсів від Andre Schmitz " "` _" - -#~ msgid "Formats" -#~ msgstr "Формати" - -#~ msgid "" -#~ "|partial| Only critical, security and platform support fixes (last " -#~ "update: 3.1.2)." -#~ msgstr "" -#~ "|partial| Тільки критичні виправлення, поправки безпеки та підтримки " -#~ "платформ (останнє оновлення: 3.1.2)." - -#~ msgid "" -#~ "|partial| Only critical, security and platform support fixes (last " -#~ "update: 2.1.6)." -#~ msgstr "" -#~ "|partial| Тільки критичні виправлення, поправки безпеки та підтримки " -#~ "платформ (останнє оновлення: 2.1.6)." - -#~ msgid "" -#~ "If this is your first time encountering GDScript, please read :ref:" -#~ "`doc_scripting` before continuing." -#~ msgstr "" -#~ "Якщо ви вперше стикаєтесь з GDScript, прочитайте :ref:`doc_scripting`, " -#~ "перш ніж продовжувати." - -#~ msgid "" -#~ "Ignoring a folder will also automatically hide it from the FileSystem " -#~ "dock, which can be useful to reduce clutter." -#~ msgstr "" -#~ "Ігнорування теки також автоматично приховає її від панелі Файлова " -#~ "система, що може бути корисно для зменшення безладу." - -#~ msgid "WebP (``.webp``)" -#~ msgstr "WebP (``.webp``)" - -#~ msgid "Stored as PNG" -#~ msgstr "Зберігається як PNG" - -#~ msgid "SRGB" -#~ msgstr "SRGB" - -#~ msgid "" -#~ "Godot does not support loading PCK files larger than 2 GB yet. If your " -#~ "exported project data is larger than 2 GB, you will need to split it into " -#~ "several PCK files by :ref:`exporting additional PCKs " -#~ "` and loading them at run-time." -#~ msgstr "" -#~ "Godot поки не підтримує завантаження файлів PCK розміром більше 2 ГБ. " -#~ "Якщо дані експортованого проєкту перевищують 2 ГБ, вам потрібно буде " -#~ "розділити їх на кілька файлів PCK, :ref:`експортуючи додаткові файли " -#~ "PCK` та завантаживши їх під час виконання." - -#~ msgid "``_input()`` : NOTIFICATION_INPUT" -#~ msgstr "``_input()`` : NOTIFICATION_INPUT" - -#~ msgid "``_unhandled_input()`` : NOTIFICATION_UNHANDLED_INPUT" -#~ msgstr "``_unhandled_input()`` : NOTIFICATION_UNHANDLED_INPUT" - -#, fuzzy -#~ msgid "Oh, beautiful GUI!" -#~ msgstr "О, чудовий інтерфейс!" - -#~ msgid "Theme" -#~ msgstr "Тема" - -#, fuzzy -#~ msgid "EditorInspectorPlugin" -#~ msgstr "Додатки редактора" - -#, fuzzy -#~ msgid "EditorProperty" -#~ msgstr "Розробка" - -#~ msgid "WebGL 2" -#~ msgstr "WebGL 2" - -#~ msgid "" -#~ "Until the *OpenGL ES 3* renderer is removed from Godot in favor of " -#~ "*Vulkan*, HTML5 export uses *WebGL 2* when the *GLES3* option is selected." -#~ msgstr "" -#~ "Поки *OpenGL ES 3* не буде видалено з Godot на користь *Vulkan*, експорт " -#~ "HTML5 буде використовувати *WebGL 2* при вибраному параметрі *GLES3*." - -#~ msgid "" -#~ "Using WebGL 2 is not recommended due to its expected removal from Godot " -#~ "without replacement." -#~ msgstr "" -#~ "Використовувати WebGL 2 не рекомендується через очікуване видалення з " -#~ "Godot без заміни." - -#~ msgid "" -#~ "WebGL 2 is not supported in all browsers. **Firefox** and **Chromium** " -#~ "(Chrome, Opera) are the most popular supported browsers, **Safari** and " -#~ "**Edge** do not work. On **iOS**, all browsers are based on WebKit (i.e. " -#~ "Safari), so they will also not work." -#~ msgstr "" -#~ "WebGL 2 підтримується не всіма браузерами. **Firefox** і **Chromium** " -#~ "(Chrome, Opera) найпопулярніші браузери, що підтримують його, натомість " -#~ "**Safari** та **Edge** не працюють з ним. На **iOS**, всі браузери " -#~ "засновані на WebKit (тобто Safari), тому вони теж не працюють з WebGL 2." - -#~ msgid "" -#~ "Godot's WebGL 2 renderer has issues with 3D and is no longer maintained." -#~ msgstr "Рендер Godot WebGL 2 має проблеми з 3D і більше не підтримується." - -#~ msgid "en_CU" -#~ msgstr "en_CU" - -#~ msgid ":kbd:`Shift + F1`" -#~ msgstr ":kbd:`Shift + F1`" - -#~ msgid "Sounds good, what is it?" -#~ msgstr "Звучить добре, що це?" - -#~ msgid "Configure target platform." -#~ msgstr "Сконфігурувати цільову платформу." - -#~ msgid "" -#~ "Configure device (make sure it's in developer mode, likes the computer, " -#~ "USB cable is plugged, USB is recognized, etc.)." -#~ msgstr "" -#~ "Налаштуйте пристрій (впевніться, що він знаходиться в режимі розробника, " -#~ "USB-кабель підключений, розпізнається USB тощо )." - -#~ msgid "Connect the device..." -#~ msgstr "Підключіть пристрій..." - -#~ msgid "And voilà!" -#~ msgstr "І все!" - -#~ msgid "Click once... and deploy!" -#~ msgstr "Один клік... і розміщено!" - -#, fuzzy -#~ msgid "Baking quality" -#~ msgstr "рівність" - -#~ msgid "Audio input to record microphones." -#~ msgstr "Аудіо вхід для запису мікрофонів." - -#~ msgid "" -#~ "|partial| Only critical, security and platform support fixes (last " -#~ "update: 3.2.3)." -#~ msgstr "" -#~ "|partial| Тільки критичні виправлення, поправки безпеки та підтримки " -#~ "платформ (останнє оновлення: 3.2.3)." - -#~ msgid ":kbd:`F2`" -#~ msgstr ":kbd:`F2`" - -#, fuzzy -#~ msgid "" -#~ "Install the `godot-tools `__ extension." -#~ msgstr "" -#~ "Встановіть `розширення VSMonoDebugger `_." - -#, fuzzy -#~ msgid "" -#~ "Next, follow the instructions found in the :ref:" -#~ "`doc_c_sharp_configuring_vs_code_for_debugging` section below." -#~ msgstr "" -#~ "Якщо ви використовуєте Visual Studio 2019, ви повинні дотримуватися " -#~ "інструкцій, наведених нижче у розділі \"Налаштування VS2019 для " -#~ "налагодження\"." - -#, fuzzy -#~ msgid "" -#~ "Next, follow the instructions found in the :ref:" -#~ "`doc_c_sharp_configuring_vs_2019_for_debugging` section below." -#~ msgstr "" -#~ "Якщо ви використовуєте Visual Studio 2019, ви повинні дотримуватися " -#~ "інструкцій, наведених нижче у розділі \"Налаштування VS2019 для " -#~ "налагодження\"." - -#~ msgid "" -#~ "By default, tools like NuGet put ``Version`` as an attribute of the " -#~ "```PackageReference``` Node. **You must manually create a Version node as " -#~ "shown above.** This is because the version of MSBuild used requires " -#~ "this. (This will be fixed in Godot 4.0.)" -#~ msgstr "" -#~ "За замовчуванням такі інструменти, як NuGet, ставлять ``Version`` як " -#~ "атрибут Вузла```PackageReference```. **Ви повинні створити Version вузла " -#~ "вручну, як показано вище**. Це тому, що використовувана версія MSBuild " -#~ "вимагає цього. (Це буде виправлено в Godot 4.0.)" - -#~ msgid "" -#~ "Whenever packages are added or modified, run ``nuget restore`` (*not* " -#~ "``dotnet restore``) in the root of the project directory. To ensure that " -#~ "NuGet packages will be available for msbuild to use, run:" -#~ msgstr "" -#~ "Кожного разу, коли пакети додаються, чи змінюються, запустіть ``nuget " -#~ "restore`` (*не* ``dotnet restore``) у корені каталогу проєкту. Щоб " -#~ "переконатися, що пакети NuGet будуть доступні для msbuild для " -#~ "використання, запустіть:" - -#~ msgid "Configuring VS 2019 for debugging" -#~ msgstr "Налаштування VS 2019 для налагодження" - -#~ msgid "" -#~ "Godot has built-in support for workflows involving several popular C# " -#~ "IDEs. Built-in support for Visual Studio will be including in future " -#~ "versions, but in the meantime, the steps below can let you configure VS " -#~ "2019 for use with Godot C# projects." -#~ msgstr "" -#~ "Godot має вбудовану підтримку робочих процесів із залученням декількох " -#~ "популярних C# IDE. Вбудована підтримка Visual Studio буде включатись у " -#~ "майбутніх версіях, але тим часом, наведені нижче кроки дозволять вам " -#~ "налаштувати VS 2019 для використання з проєктами Godot C#." - -#~ msgid "" -#~ "Install VS 2019 with ``.NET desktop development`` and ``Desktop " -#~ "development with C++`` workloads selected." -#~ msgstr "" -#~ "Встановіть VS 2019 з ``.NET desktop development`` і ``Desktop development " -#~ "with C++`` обрані робочі навантаження." - -#~ msgid "" -#~ "**Ensure that you do not have Xamarin installed.** Do not choose the " -#~ "``Mobile development with .NET`` workload. Xamarin changes the DLLs used " -#~ "by MonoDebugger, which breaks debugging." -#~ msgstr "" -#~ "**Переконайтесь, що у вас не встановлено Xamarin.** Не вибирайте ``Mobile " -#~ "development with .NET``. Xamarin змінює DLL, використовувані " -#~ "MonoDebugger, що порушує налагодження." - -#~ msgid "" -#~ "Install the `VSMonoDebugger extension `_." -#~ msgstr "" -#~ "Встановіть `розширення VSMonoDebugger `_." - -#~ msgid "In VS 2019 --> Extensions --> Mono --> Settings:" -#~ msgstr "" -#~ "У VS 2019 --> Extensions --> Mono --> Settings (VS 2019 -> Розширення -> " -#~ "Моно -> Налаштування):" - -#~ msgid "Select ``Debug/Deploy to local Windows``." -#~ msgstr "Виберіть ``Debug/Deploy to local Windows``." - -#~ msgid "Leave ``Local Deploy Path`` blank." -#~ msgstr "Залиште порожнім ``Local Deploy Path``." - -#~ msgid "" -#~ "Set the ``Mono Debug Port`` to the port in Godot --> Project --> Project " -#~ "Settings --> Mono --> Debugger Agent." -#~ msgstr "" -#~ "Встановіть ``Mono Debug Port`` порт у Godot --> Проєкт --> Параметри " -#~ "проєкту --> Mono --> Debugger Agent." - -#~ msgid "" -#~ "Also select ``Wait for Debugger`` in the Godot Mono options. `This Godot " -#~ "Addon `_ may be helpful." -#~ msgstr "" -#~ "Виберіть також ``Wait for Debugger`` в параметрах Godot Mono. `Цей Godot " -#~ "Addon `_ може бути " -#~ "корисним." - -#~ msgid "" -#~ "Run the game in Godot. It should hang at the Godot splash screen while it " -#~ "waits for your debugger to attach." -#~ msgstr "" -#~ "Запустіть гру в Godot. Він повинен висіти на екрані привітання Godot, " -#~ "поки він чекає, коли ваш налагоджувач прикріпиться." - -#~ msgid "" -#~ "In VS 2019, open your project and choose Extensions --> Mono --> Attach " -#~ "to Mono Debugger." -#~ msgstr "" -#~ "У VS 2019 відкрийте проєкт та виберіть Extensions --> Mono --> Attach to " -#~ "Mono Debugger (Розширення -> Моно -> Приєднати до Mono Debugger)." - -#, fuzzy -#~ msgid "Configuring Visual Studio Code for debugging" -#~ msgstr "Налаштування VS 2019 для налагодження" - -#~ msgid "" -#~ "Configuring the custom build is a more or less straightforward process, " -#~ "but it may take a while to get used to how the Android SDK works." -#~ msgstr "" -#~ "Налаштування власної збірки є більш-менш простим процесом, але доведеться " -#~ "звикнути до роботи Android SDK." - -#~ msgid "" -#~ "Instructions will be provided as detailed as possible to do this process." -#~ msgstr "Для цього процесу будуть надані якомога детальніші інструкції." - -#~ msgid "Install the Android SDK (command-line version)" -#~ msgstr "Установка Android SDK (версія для командного рядка)" - -#, fuzzy -#~ msgid "Install a JDK" -#~ msgstr "Встановлення" - -#, fuzzy -#~ msgid "Your final directory structure should look like this :" -#~ msgstr "Ваше дерево сцени має виглядати так:" - -#, fuzzy -#~ msgid "Generating the keystore" -#~ msgstr "Як розпочати гру" - -#, fuzzy -#~ msgid "Android SDK" -#~ msgstr "Android" - -#~ msgid "" -#~ "If you use Linux, due to `poor Firefox WebGL performance `__, it's recommended to " -#~ "play the exported project using a Chromium-based browser instead of " -#~ "Firefox." -#~ msgstr "" -#~ "Якщо ви використовуєте Linux, через `погану продуктивність Firefox WebGL " -#~ "`__, рекомендується " -#~ "відтворювати експортований проект за допомогою браузера на основі " -#~ "Chromium замість Firefox." - -#~ msgid "" -#~ "Godot uses ``major.minor.patch`` version numbering. However, it does not " -#~ "strictly follow `Semantic Versioning `__. This means " -#~ "that releases considered \"semver-minor\" by that standard (such as 3.1 -" -#~ "> 3.2) will most likely introduce breaking changes. Still, there won't be " -#~ "as many breaking changes as a \"semver-major\" version bump such as 3.2 -" -#~ "> 4.0." -#~ msgstr "" -#~ "Godot використовує нумерацію версій `` major.minor.patch``. Проте, він не " -#~ "слід строго `Семантичної нумерації версій ` __. Це " -#~ "означає, що випуски, які вважаються «другорядними» за цим стандартом " -#~ "(наприклад, 3.1 -> 3.2), швидше за все, внесуть критичні зміни. Тим не " -#~ "менш, не буде так багато критичних змін, як «першорядна» версія, " -#~ "наприклад 3.2 -> 4.0." - -#~ msgid "" -#~ "In the interest of stability and usability, patch releases may " -#~ "occasionally introduce small breaking changes as well. When repackaging " -#~ "Godot projects (e.g. in a Flatpak), make sure to always use the same " -#~ "patch version as the one used to initially export the project." -#~ msgstr "" -#~ "В інтересах стабільності і зручності використання, випуски виправлень " -#~ "можуть іноді вносити невеликі зміни. При повторній упаковці проєктів " -#~ "Godot (наприклад, в Flatpak) завжди використовуйте ту ж версію " -#~ "виправлення, що і для початкового експорту проєкту." - -#~ msgid "" -#~ "The first release in a major/minor release series doesn't end with a " -#~ "trailing zero. For example, the first release in the 3.2 series is " -#~ "``3.2``, not ``3.2.0``." -#~ msgstr "" -#~ "Перший випуск в серії основних / другорядних випусків не закінчується " -#~ "завершальним нулем. Наприклад, перший випуск в серії 3.2 - це `` 3.2``, а " -#~ "не `` 3.2.0``." - -#~ msgid "" -#~ "Godot versions are supported for a certain amount of time. While these " -#~ "durations are not set in stone, here's a table with the expected level of " -#~ "support for each Godot version:" -#~ msgstr "" -#~ "Версії Godot підтримуються деякий час. Хоча тривалість підтримки і не має " -#~ "жорстких термінів, але ось таблиця з очікуваним рівнем підтримки для " -#~ "кожної версії Godot:" - -#~ msgid "" -#~ "|supported| Backwards-compatible new features (backported from the " -#~ "``master`` branch) as well as bug, security, and platform support fixes." -#~ msgstr "" -#~ "| Supported | Назад-сумісні нові функції (перенесені з гілки `` " -#~ "master``), а також виправлення помилок, безпеки і підтримки платформи." - -#~ msgid "" -#~ "Patch releases are made available more frequently, typically every 2-6 " -#~ "months while a release is fully supported. Partially supported releases " -#~ "will only have new patch releases once an important security or platform " -#~ "support fix has been merged." -#~ msgstr "" -#~ "Патч-релізи стають доступними частіше, зазвичай кожні 2-6 місяців, поки " -#~ "реліз повністю підтримується. Частково підтримувані випуски матимуть нові " -#~ "випуски виправлень тільки після об'єднання важливих виправлень безпеки " -#~ "або підтримки платформи." - -#~ msgid "" -#~ "If you upgrade Godot, you must download templates that match the new " -#~ "version or your exported projects may not work correctly." -#~ msgstr "" -#~ "Якщо ви оновите Godot, вам потрібно буде завантажити шаблони, які " -#~ "відповідають новій версії, інакше експортовані проєкти можуть працювати " -#~ "неправильно." - -#~ msgid "" -#~ "You have many container nodes at your disposal that scale and place UI " -#~ "elements for you. They take control over their children." -#~ msgstr "" -#~ "У вашому розпорядженні є багато вузлів контейнерів, які масштабують і " -#~ "розміщують елементи інтерфейсу. Вони контролюють свої нащадки." - -#~ msgid "" -#~ "The platform names recognized by the ``--export`` switch are the same as " -#~ "displayed in the export wizard of the editor. To get a list of supported " -#~ "platforms from the command line, try exporting to a non-recognized " -#~ "platform and the full listing of platforms your configuration supports " -#~ "will be shown." -#~ msgstr "" -#~ "Імена платформ, розпізнані комутатором, як ``--export``, такі самі, як " -#~ "відображені в майстрі експорту редактора. Щоб отримати список " -#~ "підтримуваних платформ з командного рядка, спробуйте експорт на " -#~ "невпізнану платформу, і буде показано повний перелік платформ, які " -#~ "підтримують вашу конфігурацію." - -#, fuzzy -#~ msgid "Windows (Visual Studio)" -#~ msgstr "Visual Studio або VS Code" - -#~ msgid "" -#~ "Download and install the latest version of `Visual Studio `_ (*not* Visual Studio Code), " -#~ "which contains utilities required to use C# in Godot. If you don't plan " -#~ "on using the Visual Studio IDE, you can download just the `Visual Studio " -#~ "Build Tools `_ instead. Make sure you at least " -#~ "have the .NET Framework 4.5 targeting pack installed, you can get it " -#~ "using any of the installers mentioned above inside the \"Individual " -#~ "components\" tab." -#~ msgstr "" -#~ "Завантажте та встановіть останню версію `Visual Studio `_ ( *не* Visual Studio Code), яка " -#~ "містить утиліти, необхідні для використання C# у Godot. Якщо ви не " -#~ "плануєте використовувати Visual Studio IDE, ви можете завантажити лише " -#~ "`інструменти Visual Studio`_ . Переконайтеся, що " -#~ "ви, принаймні, маєте встановлений пакет орієнтації .NET Framework 4.5, ви " -#~ "можете отримати його за допомогою будь-якого із згаданих вище " -#~ "встановщиків на вкладці \"Особисті компоненти\"." - -#, fuzzy -#~ msgid "Windows (JetBrains Rider)" -#~ msgstr "Windows (і UWP)" - -#~ msgid "macOS and Linux" -#~ msgstr "macOS і Linux" - -#~ msgid "" -#~ "Download and install the latest version of the `Mono SDK `_. As of Godot 3.1 beta 3, the version number " -#~ "doesn't matter since Godot bundles its own Mono 5.18 installation. We " -#~ "only need the Mono installation for NuGet and MSBuild which are required " -#~ "to use C# in Godot." -#~ msgstr "" -#~ "Завантажте та встановіть останню версію `Mono SDK `_. Від Godot 3.1 beta 3, номер версії не має " -#~ "значення, оскільки Godot постачає власну установку Mono 5.18. Нам " -#~ "потрібна тільки установка Mono для NuGet і MSBuild, які необхідні для " -#~ "використання C# в Godot." - -#~ msgid "" -#~ "To download Mono on macOS, use the \"Stable Channel\" link from the `Mono " -#~ "Downloads Page `_. The Visual " -#~ "Studio channel is an earlier version of Mono and will not work." -#~ msgstr "" -#~ "Щоб завантажити Mono на macOS, скористайтеся посиланням \"Стабільний канал" -#~ "\" зі `сторінки завантаження Mono `_. Канал Visual Studio - це більш рання версія Mono і не працюватиме." - -#~ msgid "" -#~ "If you are using Visual Studio Code, ensure you download and install the " -#~ "`C# extension `_ to enable features like syntax highlighting and " -#~ "IntelliSense." -#~ msgstr "" -#~ "Якщо ви використовуєте Visual Studio Code, переконайтеся, що ви " -#~ "завантажили та встановили `розширення C#`_ , щоб увімкнути такі функції, як " -#~ "підсвічування синтаксису та IntelliSense." - -#~ msgid "Why import?" -#~ msgstr "Навіщо імпортувати?" - -#, fuzzy -#~ msgid "Creating Android plugins (Godot 3.2.2+)" -#~ msgstr "Створення простого додатка" - -#, fuzzy -#~ msgid "Instance Properties" -#~ msgstr "Сигнали та властивості" - -#, fuzzy -#~ msgid "Static Method Descriptions" -#~ msgstr "Статичні функції" - -#~ msgid "Command line argument." -#~ msgstr "Аргумент командного рядка." - -#~ msgid "Language code." -#~ msgstr "Мовний код." - -#~ msgid "" -#~ "`Android NDK `_ r17 or " -#~ "later." -#~ msgstr "" -#~ "`Android NDK ` _ r17 або " -#~ "новішої версії." - -#~ msgid "" -#~ "Constants are similar to variables, but must be constants or constant " -#~ "expressions and must be assigned on initialization." -#~ msgstr "" -#~ "Константи схожі на змінні, але повинні бути незмінними, або постійними, " -#~ "виразами і повинні бути призначені при ініціалізації." - -#, fuzzy -#~ msgid "Type hints" -#~ msgstr "Тип" - -#~ msgid "en_MT" -#~ msgstr "en_MT" - -#~ msgid "English (Malta)" -#~ msgstr "Англійська (Мальта)" - -#~ msgid "no" -#~ msgstr "no" - -#~ msgid "no_NO" -#~ msgstr "no_NO" - -#~ msgid "Norwegian (Norway)" -#~ msgstr "Норвезька (Норвегія)" - -#~ msgid "sr_BA" -#~ msgstr "sr_BA" - -#~ msgid "Serbian (Bosnia and Herzegovina)" -#~ msgstr "Сербська (Боснія та Герцеговина)" - -#~ msgid "Serbian (Serbia and Montenegro)" -#~ msgstr "Сербська (Сербія і Чорногорія)" - -#~ msgid "th_TH_TH" -#~ msgstr "th_TH_TH" - -#, fuzzy -#~ msgid "Thai (Thailand, TH)" -#~ msgstr "Тайська (Таїланд, TH)" - -#~ msgid "Makes {text} monospace." -#~ msgstr "Робить {текст} моноширинним." - -#~ msgid "Show {url} as such." -#~ msgstr "Показує адресу {адреса} як посилання." - -#, fuzzy -#~ msgid "Render order" -#~ msgstr "Обробка" - -#, fuzzy -#~ msgid "Try changing parameters" -#~ msgstr "Параметри" - -#, fuzzy -#~ msgid "Dozens of effects included." -#~ msgstr "Наприклад..." - -#~ msgid "This allows changing all the import parameters transparently." -#~ msgstr "Це дозволяє прозоро змінювати всі параметри імпорту." - -#~ msgid "Why import them?" -#~ msgstr "Навіщо їх імпортувати?" - -#~ msgid "" -#~ "In Godot 3+, image files are no longer native resources and they must be " -#~ "imported. The reason behind this is the large amount of configuration " -#~ "parameters that image files can be imported with." -#~ msgstr "" -#~ "У Godot 3+ файли зображень вже не є власними ресурсами, і їх потрібно " -#~ "імпортувати. Причиною цього є велика кількість параметрів конфігурації, з " -#~ "якими можна імпортувати файли зображень." - -#~ msgid "" -#~ "This small tutorial will explain what these parameters are and how to " -#~ "best make use of them." -#~ msgstr "" -#~ "Цей невеликий посібник пояснить, що це за параметри та як найкраще їх " -#~ "використовувати." - -#~ msgid "This is also the icon that gets displayed in the Godot project list." -#~ msgstr "Цей значок також відображається у списку проектів Godot." - -#~ msgid "" -#~ "You can use software such as GIMP to export an ICO image. For more " -#~ "information, please refer to `this tutorial `_." -#~ msgstr "" -#~ "Ви можете використовувати програмне забезпечення, наприклад GIMP, для " -#~ "експорту зображення ICO. Для отримання додаткової інформації зверніться " -#~ "до `цього підручника`_." - -#~ msgid "ICO file requirements" -#~ msgstr "Вимоги до файлу ICO" - -#~ msgid "" -#~ "Regardless of which program you use to create your `ICO file `_, there are some requirements to " -#~ "ensure the icon (and your executable) works on Windows." -#~ msgstr "" -#~ "Незалежно від того, яку програму ви використовуєте для створення свого " -#~ "`ICO-файлу`_, існують " -#~ "деякі вимоги до піктограми (і вашого виконуваного файлу) для її роботи в " -#~ "Windows." - -#~ msgid "" -#~ "Your ICO file should at least contain icons in the following resolutions: " -#~ "16×16, 48×48 and 256×256." -#~ msgstr "" -#~ "Ваш ICO-файл повинен містити піктограми хоча би в таких роздільних " -#~ "здатностях: 16 × 16, 48 × 48 та 256 × 256." - -#~ msgid "" -#~ "If you want to fully support high-DPI screens, this is the full list of " -#~ "supported icon sizes on Windows 10: 16, 20, 24, 28, 30, 31, 32, 40, 42, " -#~ "47, 48, 56, 60, 63, 84 and one larger than 255 pixels (such as 256, 512 " -#~ "or 1024)." -#~ msgstr "" -#~ "Якщо ви хочете повністю підтримувати екрани з високою роздільною " -#~ "здатністю, то ось повний перелік підтримуваних розмірів піктограм у " -#~ "Windows 10: 16, 20, 24, 28, 30, 31, 32, 40, 42, 47, 48, 56, 60, 63, 84 та " -#~ "один розміром більше 255 пікселів (наприклад, 256, 512, або 1024)." - -#~ msgid "Godot scenes and scripts are classes" -#~ msgstr "Сцени та скрипти Godot - це класи" - -#~ msgid "" -#~ "In Godot, scripts and scenes can both be the equivalent of classes in an " -#~ "Object-Oriented programming language. The main difference is that scenes " -#~ "are `declarative code `_, while scripts can contain `imperative code " -#~ "`_." -#~ msgstr "" -#~ "У Godot скрипти та сцени можуть бути еквівалентами класів в об'єктно-" -#~ "орієнтованій мові програмування. Основна відмінність полягає в тому, що " -#~ "сцени є `декларативним кодом `_, тоді як скрипти можуть містити `імперативний " -#~ "код`_." - -#, fuzzy -#~ msgid "" -#~ "As a result, many best practices in Godot boil down to applying Object-" -#~ "Oriented design principles to the scenes, nodes, or scripts that make up " -#~ "your game." -#~ msgstr "" -#~ "Як результат, багато кращих практик роботи в Godot зводяться до " -#~ "застосування принципів об'єктно-орієнтованого підходу до сцен, вузлів, " -#~ "або скриптів, які складають вашу гру." - -#~ msgid "Making sense of classes in Godot" -#~ msgstr "Сенс класів у Godot" - -#~ msgid "constants" -#~ msgstr "константи" - -#~ msgid "signals" -#~ msgstr "сигнали" - -#, fuzzy -#~ msgid "Scenes and scripts are objects" -#~ msgstr "Сцени та вузли" - -#~ msgid "UV." -#~ msgstr "УФ" - -#, fuzzy -#~ msgid "In Godot:" -#~ msgstr "В Godot 3.1:" - -#~ msgid "" -#~ "Option \"-col\" will work only for Mesh nodes. If it is detected, a child " -#~ "static collision node will be added, using the same geometry as the mesh." -#~ msgstr "" -#~ "Суфікс \"-col\" буде працювати лише для Mesh (Сіток) вузлів. При його " -#~ "виявлено, буде доданий дочірній вузол статичного зіткнення, з " -#~ "використанням тої самої геометрії, що і сітка." - -#, fuzzy -#~ msgid "" -#~ "Option \"-convcol\" will create a :ref:`class_convexpolygonshape` instead " -#~ "of a :ref:`class_concavepolygonshape`." -#~ msgstr "" -#~ "Суфікс \"-convcolonly\" створить :ref:`class_convexpolygonshape` замість :" -#~ "ref:`class_concavepolygonshape`." - -#~ msgid "Creates a rigid body from this mesh." -#~ msgstr "Створює жорстке (тверде) тіло з цієї сітки." - -#, fuzzy -#~ msgid "Measuring Performance" -#~ msgstr "Швидкодія" - -#~ msgid "" -#~ "Exporting arrays works, but with an important caveat: while regular " -#~ "arrays are created local to every class instance, exported arrays are " -#~ "*shared* between all instances. This means that editing them in one " -#~ "instance will cause them to change in all other instances. Exported " -#~ "arrays can have initializers, but they must be constant expressions." -#~ msgstr "" -#~ "Експорт масивів працює, але з важливим застереженням: хоча регулярні " -#~ "масиви створюються локальними для кожного екземпляра класу, експортовані " -#~ "масиви *спільні* для усіх екземплярів. Це означає, що їх редагування в " -#~ "одному екземплярі призведе до зміни у всіх інших екземплярах. " -#~ "Експортовані масиви можуть мати ініціалізатори, але вони повинні бути " -#~ "постійними виразами." - -#~ msgid "X Size" -#~ msgstr "Розмір за X" - -#~ msgid "Y Size" -#~ msgstr "Розмір за Y" - -#~ msgid "Red (0..1)" -#~ msgstr "Червоний" - -#~ msgid "Green (0..1)" -#~ msgstr "Зелений" - -#~ msgid "Blue (0..1)" -#~ msgstr "Синій" - -#~ msgid "" -#~ "Open the ``Ball`` scene and add a ``PhysicsMaterial`` by opening the " -#~ "\"Physics Material Override\" dropdown in the Inspector dock and " -#~ "selecting \"New PhysicsMaterial\"." -#~ msgstr "" -#~ "Відкрийте сцену ``Ball`` та додайте ``PhysicsMaterial`` (фізичний " -#~ "матеріал), натиснувши стрілку вниз та вибравши \"New PhysicsMaterial" -#~ "\" (\"Новий фізичний матеріал\")." - -#~ msgid "" -#~ "Note that currently, there are some issues where Godot and the C# project " -#~ "don't stay in sync; if you delete, rename or move a C# script, the change " -#~ "may not be reflected in the C# project file. In cases like this, you will " -#~ "have to edit the C# project file manually." -#~ msgstr "" -#~ "Зауважте, що наразі є деякі проблеми, коли Godot та проект C# не " -#~ "синхронізуються; якщо ви видалите, перейменуєте, або перемістите скрипт " -#~ "C#, зміна може не відобразитися у файлі проекту C#. У таких випадках вам " -#~ "доведеться редагувати файл проекту C# вручну." - -#~ msgid "" -#~ "For example, if you created a script (e.g. ``Test.cs``) and delete it in " -#~ "Godot, compilation will fail because the missing file is still expected " -#~ "to be there by the C# project file. For now, you can simply open up the " -#~ "``.csproj`` file and look for the ``ItemGroup``, there should be a line " -#~ "included like the following:" -#~ msgstr "" -#~ "Наприклад, якщо ви створили скрипт (наприклад ``Test.cs``) та видалили " -#~ "його в Godot, компіляція не вдасться, оскільки відсутній файл все ще буде " -#~ "в файлі проекті C#. Наразі ви можете просто відкрити ``.csproj`` файл і " -#~ "знайти ``ItemGroup``, там повинен бути такий рядок:" - -#~ msgid "" -#~ "Simply remove that line and your project should build correctly again. " -#~ "Same for renaming and moving things, simply rename and move them in the " -#~ "project file if needed." -#~ msgstr "" -#~ "Просто видаліть цей рядок, і ваш проект повинен сформуватися правильно " -#~ "заново. Те саме стосується перейменування та переміщення, просто " -#~ "перейменуйте та перемістіть їх у файлі проекту, якщо потрібно." - -#~ msgid "" -#~ "As explained above, the C# project isn't always kept in sync " -#~ "automatically when things are deleted, renamed or moved in Godot (`#12917 " -#~ "`_)." -#~ msgstr "" -#~ "Як було пояснено вище, проект C# не завжди синхронізується автоматично, " -#~ "коли речі видаляються, перейменовуються, або переміщуються в " -#~ "Godot( `#12917`_)." - -#~ msgid "Export only resources (+ custom filter), this is the default." -#~ msgstr "Експорт лише ресурсів (+ спеціальний фільтр), це за замовчуванням." - -#~ msgid "" -#~ "**Export every single file** - This mode exports every single file in the " -#~ "project. This is good to test if something is being forgotten, but " -#~ "developers often have a lot of unrelated stuff around in the project " -#~ "directory, which makes it a bad idea." -#~ msgstr "" -#~ "**Експорт кожного окремого файлу** - Цей режим експортує кожен файл у " -#~ "проекті. З цим режимом жоден файл не буде забутий, але у розробників у " -#~ "директорії проекту часто знаходиться багато речей, які не треба " -#~ "експортувати, через що цей режим підходить далеко не завжди." - -#~ msgid "" -#~ "**Export only resources** - Only resources are exported. For most " -#~ "projects, this is enough. However many developers like to use custom " -#~ "datafiles in their games. To compensate for this, filters can be added " -#~ "for extra extensions (for instance, ``*.txt,*.csv``)." -#~ msgstr "" -#~ "**Експорт лише ресурсів** - експортуються лише ресурси . Для більшості " -#~ "проектів цього достатньо. Однак багато розробників люблять " -#~ "використовувати власні файли даних у своїх іграх. Для цього можуть бути " -#~ "додані фільтри для додаткових розширень (наприклад, ``*.txt,*.csv``)." - -#~ msgid "" -#~ "**Export only selected resources** - Only select resources from a list " -#~ "are exported. This is probably overkill for most projects, but in some " -#~ "cases it is justified (usually huge projects). This mode offers total " -#~ "control of what is exported. Individual resources can be selected and " -#~ "dependency detection is performed to ensure that everything needed is " -#~ "added." -#~ msgstr "" -#~ "**Експорт лише вибраних ресурсів** - експортуються лише окремі ресурси зі " -#~ "списку. Це, мабуть, перебільшення для більшості проектів, але в деяких " -#~ "випадках це виправдано (зазвичай це величезні проекти). Цей режим " -#~ "пропонує повний контроль над експортом. Можна вибрати окремі ресурси та " -#~ "виконувати виявлення залежності, щоб забезпечити додавання всього " -#~ "необхідного." - -#, fuzzy -#~ msgid "There are two types of products - consumables and non-consumables:" -#~ msgstr "Тут слід зазначити таке:" - -#~ msgid "Testing" -#~ msgstr "Тестування" - -#~ msgid "Create a main menu screen" -#~ msgstr "Створення головного меню" - -#, fuzzy -#~ msgid "Create a game user interface" -#~ msgstr "Створення інтерфейсу для гри" - -#, fuzzy -#~ msgid "" -#~ "The last two arguments are constants from the ``Tween`` class. " -#~ "``TRANS_LINEAR`` means the animation should be linear. ``EASE_IN`` " -#~ "doesn't do anything with a linear transition, but we must provide this " -#~ "last argument or we'll get an error." -#~ msgstr "" -#~ "Останні два аргументи - константи класу ``Tween``. ``TRANS_LINEAR`` " -#~ "означає, що анімація повинна бути лінійною. ``EASE_IN`` не робить нічого " -#~ "з лінійним переходом, але ми повинні навести цей останній аргумент, " -#~ "інакше отримаємо помилку." - -#~ msgid "" -#~ "Java JDK: http://www.oracle.com/technetwork/java/javase/downloads/index." -#~ "html" -#~ msgstr "" -#~ "Java JDK: http://www.oracle.com/technetwork/java/javase/downloads/index." -#~ "html" - -#, fuzzy -#~ msgid "" -#~ "The ``--path`` argument should be an *absolute* path to a project " -#~ "directory (not a `project.godot` file)." -#~ msgstr "Шлях до проекту ( повинен містити файл 'project.godot')." - -#, fuzzy -#~ msgid "Scheme setup" -#~ msgstr "Вузли" - -#~ msgid "" -#~ "To begin, click the \"Add/Create a New Node\" button and add an :ref:" -#~ "`Area2D ` node to the scene." -#~ msgstr "" -#~ "Для початку натисніть кнопку \"Додати / Створити новий вузол\" та додайте " -#~ "до сцени вузол :ref:`Area2D ` ." - -#~ msgid "" -#~ "Click \"Play Scene\" (``F6``) and confirm you can move the player around " -#~ "the screen in all directions. The console output that opens upon playing " -#~ "the scene can be closed by clicking ``Output`` (which should be " -#~ "highlighted in blue) in the lower left of the Bottom Panel." -#~ msgstr "" -#~ "Клацніть “Відтворити сцену” ( ``F6``) і переконайтеся, що ви можете " -#~ "переміщати гравця по екрану в усіх напрямках. Вивід консолі, який " -#~ "відкриється під час відтворення сцени, можна закрити, натиснувши " -#~ "``Результат`` (який повинен бути виділений синім кольором) у нижній лівій " -#~ "частині панелі знизу." - -#~ msgid "" -#~ "When connecting a signal, instead of having Godot create a function for " -#~ "you, you can also give the name of an existing function that you want to " -#~ "link the signal to." -#~ msgstr "" -#~ "Під час підключення сигналу замість того, щоб Godot створив для вас " -#~ "функцію, ви також можете вказати ім'я функції, яка вже існує, і з якою ви " -#~ "хочете зв'язати сигнал." - -#~ msgid "" -#~ "``fly`` should be set to 3 FPS, with ``swim`` and ``walk`` set to 4 FPS." -#~ msgstr "" -#~ "``fly`` має бути встановлено на 3 FPS, а ``swim`` та ``walk`` на 4 FPS." - -#~ msgid "" -#~ "In the Node tab, connect the HUD's ``start_game`` signal to the " -#~ "``new_game()`` function of the Main node." -#~ msgstr "" -#~ "На вкладці Вузол підключіть сигнал ``start_game`` від HUD до функції " -#~ "вузла Main ``new_game()``." - -#~ msgid "" -#~ "We'll use the ``start_game`` signal that's already being emitted by the " -#~ "``HUD`` node to remove the remaining creeps. We can't use the editor to " -#~ "connect the signal to the mobs in the way we need because there are no " -#~ "``Mob`` nodes in the ``Main`` scene tree until we run the game. Instead " -#~ "we'll use code." -#~ msgstr "" -#~ "Ми будемо використовувати сигнал ``start_game``, який вже випромінюється " -#~ "вузлом``HUD``, щоб видалити залишки крипів. Ми не можемо скористатися " -#~ "редактором для підключення сигналу до мобів тому що, поки ми не запустимо " -#~ "гру, в дереві сцени ``Main`` немає вузлів ``Mob``. Тому ми будемо " -#~ "використовувати код." - -#~ msgid "" -#~ "Start by adding a new function to ``Mob.gd``. ``queue_free()`` will " -#~ "delete the current node at the end of the current frame." -#~ msgstr "" -#~ "Почніть з додавання нової функції до ``Mob.gd``. ``queue_free()`` буде " -#~ "видаляти поточний вузол в кінці поточного кадру." - -#~ msgid "" -#~ "Then in ``Main.gd`` add a new line inside the ``_on_MobTimer_timeout()`` " -#~ "function, at the end." -#~ msgstr "" -#~ "Потім в ``Main.gd`` додайте новий рядок наприкінці функції " -#~ "``_on_MobTimer_timeout()``." - -#~ msgid "" -#~ "This line tells the new Mob node (referenced by the ``mob`` variable) to " -#~ "respond to any ``start_game`` signal emitted by the ``HUD`` node by " -#~ "running its ``_on_start_game()`` function." -#~ msgstr "" -#~ "Цей рядок говорить новому вузлу Mob (на який посилається змінна ``mob``), " -#~ "що треба реагувати на будь-який сигнал ``start_game``, що випромінюється " -#~ "вузлом ``HUD``, при виконанні функції ``_on_start_game()``." - -#, fuzzy -#~ msgid "" -#~ "Resources and Dictionaries are both passed by reference, but only " -#~ "Resources are reference-counted. This means that if a Dictionary is " -#~ "passed between objects and the first object is deleted, all other " -#~ "objects' references to the Dictionary will be invalidated. Conversely, " -#~ "Resources will not be freed from memory until *all* the objects are " -#~ "deleted." -#~ msgstr "" -#~ "Ресурси та словники передаються за посиланням, але враховуються лише " -#~ "Ресурси. Це означає, що якщо Словник буде передано між об'єктами, і " -#~ "перший об'єкт буде видалений, всі інші посилання об'єктів на Словник " -#~ "будуть визнані недійсними. І навпаки, ресурси не будуть звільнені з " -#~ "пам'яті, поки *всі* об'єкти не будуть видалені." - -#~ msgid "" -#~ "This approach has the disadvantage that in Godot the running game can't " -#~ "be explored from different angles (though this may be supported in the " -#~ "future and displaying collision gizmos in the running game is already " -#~ "possible), but in exchange has several advantages:" -#~ msgstr "" -#~ "Такий підхід має той недолік, що в Godot запущену гру не можна " -#~ "досліджувати з різних ракурсів (хоча підтримка цього може бути " -#~ "реалізована в майбутньому і відображення зіткнень в запущеній грі вже " -#~ "можливе), та натомість має ряд переваг:" - -#~ msgid "" -#~ "The last third party scripting language that was used for shipped games " -#~ "was `Squirrel `__, but it was dropped as well. " -#~ "At that point, it became evident that a custom scripting language could " -#~ "more optimally make use of Godot's particular architecture:" -#~ msgstr "" -#~ "Останньою сторонньою мовою, яка використовувалась, була `Squirrel `__, але її також відхилили. Тоді стало очевидним, що " -#~ "найбільш оптимально може використовувати конкретну архітектуру Godot " -#~ "тільки власна мова:" - -#~ msgid "" -#~ "Godot embeds scripts in nodes. Most languages are not designed with this " -#~ "in mind." -#~ msgstr "" -#~ "Godot вбудовує скрипти у вузли. Більшість мов не призначені для цього." - -#~ msgid "" -#~ "Godot uses several built-in data types for 2D and 3D math. Script " -#~ "languages do not provide this, and binding them is inefficient." -#~ msgstr "" -#~ "Godot використовує кілька вбудованих типів даних для 2D та 3D математики. " -#~ "Скриптові мови цього не забезпечують, а їх прив'язування неефективне." - -#, fuzzy -#~ msgid "" -#~ "Godot uses threads heavily for lifting and initializing data from the net " -#~ "or disk. Script interpreters for common languages are not friendly to " -#~ "this." -#~ msgstr "" -#~ "Godot сильно використовує теми для підйому та ініціалізації даних з " -#~ "мережі, чи диска. Інтерпретатори скриптів загальних мов не сприятливі до " -#~ "цього." - -#~ msgid "" -#~ "Godot already has a memory management model for resources, most script " -#~ "languages provide their own, which results in duplicate effort and bugs." -#~ msgstr "" -#~ "У Godot вже є модель управління пам'яттю для ресурсів, більшість мов " -#~ "скриптів надають свої власні, що призводить до дублювання зусиль та " -#~ "помилок." - -#~ msgid "" -#~ "Binding code is always messy and results in several failure points, " -#~ "unexpected bugs and generally low maintainability." -#~ msgstr "" -#~ "Код прив'язки завжди безладний і призводить до декількох точок відмови, " -#~ "несподіваних помилок і загалом низької придатності до редагування." - -#~ msgid "" -#~ "The result of these considerations is *GDScript*. The language and " -#~ "interpreter for GDScript ended up being smaller than the binding code " -#~ "itself for Lua and Squirrel, while having equal functionality. With time, " -#~ "having a built-in language has proven to be a huge advantage." -#~ msgstr "" -#~ "Результатом цих міркувань став *GDScript* . Мова та інтерпретатор для " -#~ "GDScript в кінцевому підсумку менші, ніж просто код прив'язки для Lua та " -#~ "Squirrel, при однакових функціональних можливостях. З часом наявність " -#~ "вбудованої мови виявилася величезною перевагою." - -#~ msgid "Safe vs Unsafe Line" -#~ msgstr "Безпечні і Небезпечні рядки" - -#~ msgid "" -#~ "It is possible to specify multiple animations from a single timeline as " -#~ "clips. Specify from which frame to which frame each clip must be taken " -#~ "(and, of course, don't forget to specify the FPS option above)." -#~ msgstr "" -#~ "Можна вказати кілька анімацій з однієї часової шкали як кліпи. Вкажіть, з " -#~ "якого кадру, до якого кадру потрібно взяти кожен кліп (і, звичайно, не " -#~ "забудьте вказати параметр FPS вище)." - -#, fuzzy -#~ msgid "Collision Shapes" -#~ msgstr "Зіткнення" - -#~ msgid "bit-wise and" -#~ msgstr "бітове «І»" - -#~ msgid "Arc-Sine" -#~ msgstr "Арксинус" - -#~ msgid "Hyperbolic-Sine" -#~ msgstr "Гіперболічний синус" - -#~ msgid "Inverse-Hyperbolic-Sine" -#~ msgstr "Обернений гіперболічний синус" - -#~ msgid "Power" -#~ msgstr "Степінь" - -#, fuzzy -#~ msgid "Creating a main screen plugin" -#~ msgstr "Створення простого додатка" - -#, fuzzy -#~ msgid "For example, with PHP:" -#~ msgstr "Приклад:" - -#, fuzzy -#~ msgid "Locale." -#~ msgstr "Мова" - -#~ msgid "Name" -#~ msgstr "Назва" - -#, fuzzy -#~ msgid "``CPUParticles2D``" -#~ msgstr "Частинки" - -#~ msgid "Identity" -#~ msgstr "Профіль" - -#~ msgid "Operations" -#~ msgstr "Операції" - -#~ msgid "Rotation" -#~ msgstr "Rotation" - -#~ msgid "Translation" -#~ msgstr "Переклад" - -#~ msgid "[TODO]" -#~ msgstr "ЩЕ НЕ НАПИСАНО" - -#, fuzzy -#~ msgid "AndroidManifest.conf" -#~ msgstr "AndroidManifest" - -#~ msgid "Future" -#~ msgstr "Майбутні" - -#~ msgid "" -#~ "`core/io/resource_loader.cpp `__" -#~ msgstr "" -#~ "`core/io/resource_loader.cpp `__" - -#~ msgid "" -#~ "Godot supports Collada via the `OpenCollada `_ exporter (Maya, " -#~ "3DSMax)." -#~ msgstr "" -#~ "Godot підтримує Collada через експортера `OpenCollada `_ (Maya, 3DSMax)." - -#~ msgid "" -#~ "If you are using Blender, take a look at our own `Better Collada Exporter " -#~ "`_." -#~ msgstr "" -#~ "Якщо ви використовуєте Blender, погляньте на наш власний `Better Collada " -#~ "Exporter `_." - -#~ msgid "" -#~ "FBX SDK has a `restrictive license `_, that is incompatible with the `open license " -#~ "`_ provided by Godot. That being " -#~ "said, FBX support could still be provided by third parties as a plugin. " -#~ "(See Plugins question below.)" -#~ msgstr "" -#~ "FBX SDK розповсюджується відповідно до `обмежувальних умов ліцензування " -#~ "`_, які не сумісні з " -#~ "`відкритою ліцензією `_ наданою " -#~ "Godot. Незважаючи на це, підтримка FBX все ще може надаватися сторонніми " -#~ "особами як плагін. (Див. Питання плагінів нижче.)" - -#~ msgid "|image15|" -#~ msgstr "|image15|" - -#~ msgid "|image16|" -#~ msgstr "|image16|" - -#~ msgid "|image20|" -#~ msgstr "|image20|" - -#~ msgid "|image17|" -#~ msgstr "|image17|" - -#~ msgid "|image18|" -#~ msgstr "|image18|" - -#~ msgid "|image19|" -#~ msgstr "|image19|" - -#, fuzzy -#~ msgid "" -#~ "To create a new project, click the \"New Project\" option. Choose and " -#~ "create a path for the project and specify the project name." -#~ msgstr "" -#~ "Щоб створити проект, натисніть кнопку ``Новий проект`` праворуч. Вкажіть " -#~ "назву проекту і виберіть порожню теку на вашому комп'ютері для зберігання " -#~ "даних проекту." - -#~ msgid "int" -#~ msgstr "int" - -#, fuzzy -#~ msgid "Code structure" -#~ msgstr "Деструктор" - -#, fuzzy -#~ msgid "VR Starter Tutorial Part Two" -#~ msgstr "Відеопідручники" - -#~ msgid "576kb" -#~ msgstr "576 кБ" - -#~ msgid "88kb" -#~ msgstr "88 кБ" - -#~ msgid "22kb" -#~ msgstr "22 кБ" - -#~ msgid "OGG 128kbps, Stereo" -#~ msgstr "OGG 128 кбіт/с, стерео" - -#~ msgid "16kb" -#~ msgstr "16 кБ" - -#~ msgid "12kb" -#~ msgstr "12 кБ" - -#~ msgid "Stop animation" -#~ msgstr "Припинити анімацію" - -#~ msgid "Load animation" -#~ msgstr "Завантажити анімацію" - -#, fuzzy -#~ msgid "Global constants" -#~ msgstr "Константи" - -#, fuzzy -#~ msgid "Step by step (Linux)" -#~ msgstr "Крок-за-кроком" - -#~ msgid "**Arch**" -#~ msgstr "**Arch**" - -#~ msgid "Exposure" -#~ msgstr "Експозиція" - -#, fuzzy -#~ msgid "Step-by-step" -#~ msgstr "Крок-за-кроком" - -#~ msgid "etc." -#~ msgstr "тощо" - -#~ msgid "owner" -#~ msgstr "власник" - -#~ msgid "A path" -#~ msgstr "шляху" - -#~ msgid "An ID" -#~ msgstr "ідентифікатора" - -#~ msgid "loop" -#~ msgstr "loop" - -#~ msgid "step" -#~ msgstr "step" - -#~ msgid "interp" -#~ msgstr "interp" - -#~ msgid "'method'" -#~ msgstr "'method'" - -#~ msgid "config.py" -#~ msgstr "config.py" - -#~ msgid "SDK library" -#~ msgstr "Бібліотека SDK" - -#~ msgid "Building" -#~ msgstr "Будинок" - -#, fuzzy -#~ msgid "" -#~ "This is a list of third-party tutorials and other resources created by " -#~ "the community that may be of interest." -#~ msgstr "" -#~ "Це список навчальних посібників від третіх сторін, створених спільнотою, " -#~ "які можуть вас зацікавити." - -#~ msgid "do" -#~ msgstr "do" - -#, fuzzy -#~ msgid "Reserved for future implementation of ``do... while`` loops." -#~ msgstr "Зарезервовано для майбутньої реалізації." - -#, fuzzy -#~ msgid "Reserved for future implementation. See match_." -#~ msgstr "Зарезервовано для майбутньої реалізації." - -#~ msgid "Random" -#~ msgstr "Випадковість" - -#~ msgid "get_origin()" -#~ msgstr "get_origin()" - -#~ msgid "end" -#~ msgstr "end" - -#~ msgid "End" -#~ msgstr "Кінець" - -#~ msgid "object[]" -#~ msgstr "object[]" - -#~ msgid "int[]" -#~ msgstr "int[]" - -#~ msgid "? TODO" -#~ msgstr "? ЩЕ НЕ НАПИСАНО" - -#~ msgid "load" -#~ msgstr "load" - -#~ msgid "Operators:" -#~ msgstr "Оператори:" - -#~ msgid "Packaging Godot" -#~ msgstr "Пакування Godot" - -#~ msgid "There is a few things to note here." -#~ msgstr "Тут слід зазначити вказане нижче." - -#~ msgid "default: yes" -#~ msgstr "типове значення: yes (так)" - -#~ msgid "Mac OS X" -#~ msgstr "Mac OS X" - -#~ msgid "slave" -#~ msgstr "slave" - -#~ msgid "sync" -#~ msgstr "sync" - -#~ msgid "Global Scope" -#~ msgstr "Загальна область" - -#~ msgid "`sync`" -#~ msgstr "Синхронізувати" - -#~ msgid "`slave`" -#~ msgstr "SLAVE" - -#~ msgid "Action Lib" -#~ msgstr "Бібліотека дій" - -#~ msgid "Placing of AnimationPlayer" -#~ msgstr "Розташовування AnimationPlayer" - -#~ msgid "" -#~ "This means it is free as in \"free speech\" as well as in \"free beer\"." -#~ msgstr "" -#~ "Це означає, що воно вільне як \"свобода слова\", а також як і \"вільне " -#~ "пиво\"." - -#~ msgid "There are no usage restrictions on Godot" -#~ msgstr "Немає ніяких обмежень на використання Godot" - -#~ msgid "" -#~ "This means you can use it for any game or application, commercially or " -#~ "non-commercially, in any industry" -#~ msgstr "" -#~ "Це означає, що ви можете використовувати його для будь-якої гри або " -#~ "програми, комерційно чи не комерційно, у будь-якій індустрії" - -#~ msgid "" -#~ "For more, see `here `_ or ask " -#~ "your lawyer of choice." -#~ msgstr "" -#~ "Для отримання додаткової інформації див. `тут `_ або зверніться до свого юриста за вибором." - -#~ msgid "" -#~ "Note that C# and Visual Scripting support is comparatively young and " -#~ "GDScript still has some advantages as outlined below." -#~ msgstr "" -#~ "Зверніть увагу, що підтримка C# та Visual Scripting є порівняно молодою, " -#~ "і GDScript як і раніше має деякі переваги, як зазначено нижче." - -#~ msgid "" -#~ "Support for new languages can be added by third parties using the " -#~ "GDNative / NativeScript / PluginScript facilities. (See question about " -#~ "plugins below.)" -#~ msgstr "" -#~ "Підтримка нових мов може бути додана третіми особами за допомогою " -#~ "можливостей GDNative / NativeScript / PluginScript. (Див. питання про " -#~ "плаґіни нижче.)" - -#~ msgid "" -#~ "GDScript? Why use a custom scripting language instead of my language of " -#~ "choice?" -#~ msgstr "" -#~ "GDScript? Навіщо використовувати власну мову скриптинґу замість обраної " -#~ "мною мови?" - -#~ msgid "" -#~ "GDScript is designed to integrate from the ground to the way Godot works, " -#~ "more than any other language, and is simple and easy to learn. Takes at " -#~ "most a day or two to get comfortable and it's easy to see the benefits " -#~ "once you do. Please make the effort to learn GDScript, you will not " -#~ "regret it." -#~ msgstr "" -#~ "GDScript створений від основи для якомога повнішої інтеграції із робочим " -#~ "процесом Godot, більш ніж будь-яка інша мова, і є простим і легким у " -#~ "вивченні. Достатньо дня чи двох, щоб навчитися ним зручно користуватися. " -#~ "Щойно ви познайомитеся із мовою, вам буде просто оцінити її переваги. " -#~ "Будь ласка, докладіть зусиль, щоб вивчити GDScript, — ви не пошкодуєте." - -#~ msgid "" -#~ "Godot C++ API is also efficient and easy to use (the entire Godot editor " -#~ "is made with this API), and an excellent tool to optimize parts of a " -#~ "project, but trying to use it instead of GDScript for an entire game is, " -#~ "in most cases, a waste of time." -#~ msgstr "" -#~ "Godot C++ API також є ефективним і простим у використанні (весь редактор " -#~ "Godot створено за допомогою цього API), а також чудовий інструмент для " -#~ "оптимізації частин проекту, але спроба використовувати його замість " -#~ "GDScript для всієї гри в більшості випадків , марна трата часу." - -#~ msgid "" -#~ "Yes, for more than a decade we tried in the past integrating several VMs " -#~ "(and even shipped games using them), such as Python, Squirrel and Lua (in " -#~ "fact we authored tolua++ in the past, one of the most popular C++ " -#~ "binders). None of them worked as well as GDScript does now." -#~ msgstr "" -#~ "Так, протягом більше десяти років ми намагалися в минулому інтегрувати " -#~ "декілька віртуальних машин (і навіть випускали ігри, використовуючи їх), " -#~ "такі як Python, Squirrel і Lua (фактично ми автори tolua++ в минулому, " -#~ "одного з найпопулярніших, зв'язок C++). Жоден з них не працював, так, як " -#~ "GDScript, тепер працює." - -#~ msgid "For the more technically versed, proceed to the next item." -#~ msgstr "Для найбільш технічно досвідчених, переходьте до наступного пункту." - -#~ msgid "" -#~ "I don't believe you. What are the technical reasons for the item above?" -#~ msgstr "Я не вірю вам. Які технічні причини для вищезазначеного пункту?" - -#~ msgid "" -#~ "GDScript was designed to solve the issues above, and performs well in all " -#~ "the above scenarios. Please learn GDScript and enjoy a smooth integration " -#~ "of scripting with the game engine (yes, it's a rare but enjoyable " -#~ "situation when things just work). It's worth it, give it a try!" -#~ msgstr "" -#~ "GDScript був розроблений для вирішення вищезазначених проблем і добре " -#~ "працює у всіх вищенаведених сценаріях. Будь ласка, вивчайте GDScript і " -#~ "насолоджуйтеся плавною інтеграцією скриптинґу з ігровим рушієм (так, це " -#~ "рідкісна, але приємна ситуація, коли все просто працює). Це варте того, " -#~ "щоб спробувати!" - -#~ msgid "I want to extend Godot. What are my options for creating plugins?" -#~ msgstr "" -#~ "Я хочу розширити Godot. Які є у мене варіанти для створення плаґінів?" - -#~ msgid "" -#~ "Additional languages could be added via PluginScript or the more low-" -#~ "level NativeScript." -#~ msgstr "" -#~ "Додаткові мови можуть бути додані за допомогою PluginScript або більш " -#~ "нижчому рівні NativeScript." - -#~ msgid "" -#~ "If you want to add a certain native library, your best bet is GDNative " -#~ "and custom C++ modules." -#~ msgstr "" -#~ "Якщо ви хочете додати певну рідну бібліотеку, кращим варіантом є GDNative " -#~ "та власні C++ модулі." - -#~ msgid "Why is FBX not supported for import?" -#~ msgstr "Чому FBX не підтримується для імпортування?" - -#~ msgid "Also, glTF support was added in Godot 3.0." -#~ msgstr "Крім того, підтримка glTF була додана в Godot 3.0." - -#~ msgid "" -#~ "FBX support could still be provided by third parties as a plugin. (See " -#~ "Plugins question above.)" -#~ msgstr "" -#~ "Підтримка FBX може бути надана сторонніми розробниками як плаґін. (Див. " -#~ "питання про плаґіни вище.)" - -#~ msgid "" -#~ "No, the aim of Godot is to create a complete open source engine licensed " -#~ "under MIT, so you have complete control over every single piece of it. " -#~ "Open versions of functionality or features from such SDKs may be " -#~ "eventually added though." -#~ msgstr "" -#~ "Ні, мета Godot - створити повноцінний рушій з відкритим кодом, " -#~ "ліцензованим під MIT, щоб ви мали повний контроль над кожною його " -#~ "частиною. Хоча відкриті версії функціональності або функції з таких SDK " -#~ "можуть бути додані." - -#~ msgid "I have a great idea that will make Godot better. What do you think?" -#~ msgstr "У мене є чудова ідея, яка зробить Godot краще. Що ви думаєте?" - -#~ msgid "" -#~ "Your idea will most certainly be ignored. Examples of stuff that is " -#~ "ignored by the developers:" -#~ msgstr "" -#~ "Ваша ідея, безсумнівно, буде проігнорована. Приклади ідей, які " -#~ "ігноруються розробниками:" - -#~ msgid "Let's do this because it will make Godot better" -#~ msgstr "Давайте зробимо це, бо це зробить Godot краще" - -#~ msgid "Let's do this in Godot because another game engine does it" -#~ msgstr "Давайте зробимо це в Godot, тому що інший ігровий рушій це робить" - -#~ msgid "Let's remove this because I think it's not needed" -#~ msgstr "Давайте видалимо це, оскільки я думаю, що це не потрібно" - -#~ msgid "Let's remove clutter and bloat and make Godot look nicer" -#~ msgstr "" -#~ "Давайте вилучимо безлад та зайві елементи, і зробимо Godot ще красивішим" - -#~ msgid "Let's add an alternative workflow for people who prefer it" -#~ msgstr "" -#~ "Давайте додамо альтернативний робочий процес для людей, які надають " -#~ "перевагу йому" - -#~ msgid "" -#~ "Godot developers are always willing to talk to you and listen to your " -#~ "feedback very openly, to an extent rarely seen in open source projects, " -#~ "but they will care mostly about real issues you have while using Godot, " -#~ "not ideas solely based on personal belief. Developers are interested in " -#~ "(for example):" -#~ msgstr "" -#~ "Розробники Godot завжди охочі до спілкування з вами, вони відкриті до " -#~ "критики до такої міри, яка є рідкісною у проектах з відкритим кодом, але " -#~ "найбільше їх цікавлять справжні вади, які трапилися вам під час " -#~ "користування Godot, а зовсім не якісь ідеї, які засновано на ваших " -#~ "особистих переконаннях. Розробникам, зокрема, цікаві такі речі:" - -#~ msgid "Certain feature is ugly" -#~ msgstr "Певна можливість реалізовано потворно" - -#~ msgid "Certain workflow is slow" -#~ msgstr "Певний робочий процес є повільним" - -#~ msgid "Certain feature needs optimization" -#~ msgstr "Певна можливість потребує оптимізації" - -#~ msgid "Certain aspect of the UI looks cluttered" -#~ msgstr "Якийсь аспект інтерфейсу користувача здається безладним" - -#~ msgid "" -#~ "I tried to make a game like Battlefield but I'm not managing to " -#~ "understand how to get lighting to look the same." -#~ msgstr "" -#~ "Хочу створити гру, подібну до Battlefield, але не можу розібратися з тим, " -#~ "як зробити подібне освітлення." - -#~ msgid "Export Templates" -#~ msgstr "Шаблони експортування" - -#~ msgid "Negative" -#~ msgstr "Логічне заперечення" - -#~ msgid "Running on X11" -#~ msgstr "Працюємо у X11" - -#~ msgid "What" -#~ msgstr "Що" - -#~ msgid "Generator" -#~ msgstr "Генератор" - -#~ msgid "**Never!**" -#~ msgstr "**Ніколи!**" diff --git a/weblate/docs/vi.po b/weblate/docs/vi.po index c5c6df50d4..e4a92ef23b 100644 --- a/weblate/docs/vi.po +++ b/weblate/docs/vi.po @@ -100114,327 +100114,3 @@ msgid "" "`Zeef Godot Engine: A curated directory of resources by Andre Schmitz " "`_" msgstr "" - -#~ msgid "" -#~ "If this is your first time encountering GDScript, please read :ref:" -#~ "`doc_scripting` before continuing." -#~ msgstr "" -#~ "Nếu đây là lần đầu tiên bạn làm việc với GDScript, vui lòng đọc: ref: " -#~ "`doc_scripting` trước khi tiếp tục." - -#, fuzzy -#~ msgid "EditorInspectorPlugin" -#~ msgstr "Android" - -#, fuzzy -#~ msgid "EditorProperty" -#~ msgstr "Nhà phát triển" - -#, fuzzy -#~ msgid "Your final directory structure should look like this :" -#~ msgstr "Scene tree của bạn sẽ trông như thế này:" - -#, fuzzy -#~ msgid "Android SDK" -#~ msgstr "Android" - -#, fuzzy -#~ msgid "Windows (Visual Studio)" -#~ msgstr "Windows (và UWP)" - -#, fuzzy -#~ msgid "Windows (JetBrains Rider)" -#~ msgstr "Windows (và UWP)" - -#, fuzzy -#~ msgid "Creating Android plugins (Godot 3.2.2+)" -#~ msgstr "Tạo nội dung" - -#, fuzzy -#~ msgid "Instance Properties" -#~ msgstr "Nó có thuộc tính có thể chỉnh sửa." - -#, fuzzy -#~ msgid "signals" -#~ msgstr "Tín hiệu" - -#, fuzzy -#~ msgid "In Godot:" -#~ msgstr "Trong Godot 3.1:" - -#, fuzzy -#~ msgid "" -#~ "Open the ``Ball`` scene and add a ``PhysicsMaterial`` by opening the " -#~ "\"Physics Material Override\" dropdown in the Inspector dock and " -#~ "selecting \"New PhysicsMaterial\"." -#~ msgstr "" -#~ "Mở `` Ball`` scene và thêm `` PhysicsMaterial ' (thêm vật liệu vật lý) " -#~ "bằng cách nhấp vào mũi tên xuống và chọn \"New PhysicsMaterial\"." - -#~ msgid "Testing" -#~ msgstr "Kiểm tra" - -#~ msgid "" -#~ "To begin, click the \"Add/Create a New Node\" button and add an :ref:" -#~ "`Area2D ` node to the scene." -#~ msgstr "" -#~ "Để bắt đầu, nhấp vào node \"Add/Create a New Node\" và thêm node: ref: " -#~ "`Area2D ` vào cảnh." - -#~ msgid "" -#~ "Click \"Play Scene\" (``F6``) and confirm you can move the player around " -#~ "the screen in all directions. The console output that opens upon playing " -#~ "the scene can be closed by clicking ``Output`` (which should be " -#~ "highlighted in blue) in the lower left of the Bottom Panel." -#~ msgstr "" -#~ "Nhấp vào \"Play Scene\" (`` F6``) và xác nhận bạn có thể di chuyển player " -#~ "xung quanh màn hình theo mọi hướng. Có thể đóng đầu ra giao diện điều " -#~ "khiển mở khi phát cảnh bằng cách nhấp vào ``Output`` (được tô sáng màu " -#~ "xanh lam) ở phía dưới bên trái của Bảng dưới cùng." - -#, fuzzy -#~ msgid "" -#~ "When connecting a signal, instead of having Godot create a function for " -#~ "you, you can also give the name of an existing function that you want to " -#~ "link the signal to." -#~ msgstr "" -#~ "Khi kết nối tín hiệu, thay vì Godot tạo chức năng cho bạn, bạn cũng có " -#~ "thể đặt tên của chức năng hiện có mà bạn muốn liên kết tín hiệu." - -#~ msgid "The Mob scene will use the following nodes:" -#~ msgstr "Cảnh Mob sẽ sử dụng các node sau:" - -#~ msgid "" -#~ "``fly`` should be set to 3 FPS, with ``swim`` and ``walk`` set to 4 FPS." -#~ msgstr "" -#~ "``fly`` nên được đặt thành 3 FPS, với ``swim`` và ``walk`` được đặt thành " -#~ "4 FPS." - -#, fuzzy -#~ msgid "" -#~ "Welcome to Godot! With your project open, you should see the editor’s " -#~ "interface with empty docks on the right side." -#~ msgstr "" -#~ "Bây giờ bạn sẽ thấy giao diện này, với các cửa sổ trống ở phía bên phải." - -#~ msgid "Future" -#~ msgstr "Tương lai" - -#~ msgid "|image15|" -#~ msgstr "| hình ảnh 15 |" - -#~ msgid "|image16|" -#~ msgstr "| hình16 |" - -#~ msgid "|image20|" -#~ msgstr "| hình ảnh 20 |" - -#~ msgid "|image17|" -#~ msgstr "| hình ảnh 17 |" - -#~ msgid "|image18|" -#~ msgstr "| hình ảnh 18 |" - -#~ msgid "|image19|" -#~ msgstr "| hình ảnh19 |" - -#~ msgid "" -#~ "Let's make these abstract concepts more concrete with an example. " -#~ "Following a long tradition in tutorials, we'll start with a \"Hello World" -#~ "\" project. This will introduce us to using the editor." -#~ msgstr "" -#~ "Hãy làm cho các khái niệm trừu tượng này cụ thể hơn với một ví dụ. Theo " -#~ "truyền thống lâu đời trong hướng dẫn, chúng ta sẽ bắt đầu với dự án " -#~ "\"Hello World\". Điều này sẽ giới thiệu cho chúng tôi sử dụng editor." - -#~ msgid "" -#~ "If you run the Godot executable outside of a project, the Project Manager " -#~ "appears. This helps developers manage their projects." -#~ msgstr "" -#~ "Nếu bạn chạy Godot thực thi bên ngoài dự án, Project Manager sẽ xuất " -#~ "hiện. Điều này giúp các nhà phát triển quản lý các dự án của họ." - -#, fuzzy -#~ msgid "" -#~ "To create a new project, click the \"New Project\" option. Choose and " -#~ "create a path for the project and specify the project name." -#~ msgstr "" -#~ "Để tạo một dự án mới, nhấp vào tùy chọn \"New Project\" . Chọn và tạo " -#~ "đường dẫn cho dự án và chỉ định tên dự án \"New Project\" :" - -#~ msgid "" -#~ "Once you've created the \"New Project\", then open it. This will open the " -#~ "Godot editor:" -#~ msgstr "" -#~ "Khi bạn đã tạo \"New Project\" , hãy mở nó. Điều này sẽ mở editor của " -#~ "Godot:" - -#~ msgid "" -#~ "In the bottom-left are the key things you need to create a connection: a " -#~ "node which implements the method you want to trigger (represented here as " -#~ "a NodePath) and the name of the method to trigger." -#~ msgstr "" -#~ "Ở phía dưới bên trái là những điều quan trọng bạn cần để tạo kết nối: một " -#~ "node thực hiện method (phương thức) bạn muốn trigger (kích hoạt) (được " -#~ "biểu thị ở đây là NodePath) và tên của method to trigger (phương thức để " -#~ "kích hoạt)." - -#~ msgid "" -#~ "The top-left section displays a list of your scene's nodes with the " -#~ "emitting node's name highlighted in red. Select the \"Panel\" node here. " -#~ "When you select a node, the NodePath at the bottom will automatically " -#~ "update to point to a relative path from the emitting node to the selected " -#~ "node." -#~ msgstr "" -#~ "Phần trên cùng bên trái hiển thị danh sách các node của scene của bạn với " -#~ "tên của node phát ra được tô sáng màu đỏ. Chọn node \"Panel\" ở đây. Khi " -#~ "bạn chọn một node, NodePath ở phía dưới sẽ tự động cập nhật để trỏ đến " -#~ "một đường dẫn tương đối từ nút phát đến node đã chọn." - -#~ msgid "" -#~ "By default, the method name will contain the emitting node's name " -#~ "(\"Button\" in this case), resulting in " -#~ "``_on_[EmitterNode]_[signal_name]``. If you do have the \"Make Function\" " -#~ "check button checked, then the editor will generate the function for you " -#~ "before setting up the connection." -#~ msgstr "" -#~ "Theo default (mặc định), tên method sẽ chứa tên của node phát (\"Button\" " -#~ "trong trường hợp này), dẫn đến `` _on_ [EmitterNode] _ [signal_name] ``. " -#~ "Nếu bạn đã chọn node kiểm tra \"Make Function\", thì trình chỉnh sửa sẽ " -#~ "tạo chức năng cho bạn trước khi thiết lập kết nối." - -#~ msgid "" -#~ "To do this, press the \"New Node\" button (which looks like a plus " -#~ "symbol):" -#~ msgstr "" -#~ "Để thực hiện việc này, nhấn nút \"New Node\"\" (trông giống như một biểu " -#~ "tượng dấu cộng):" - -#~ msgid "*Clamping* a value means restricting it to a given range." -#~ msgstr "" -#~ "*Clamp* một giá trị có nghĩa là giới hạn nó trong một phạm vi nhất định." - -#, fuzzy -#~ msgid "Step by step (Linux)" -#~ msgstr "Từng bước" - -#, fuzzy -#~ msgid "Step-by-step" -#~ msgstr "Từng bước" - -#, fuzzy -#~ msgid "Mac OS X" -#~ msgstr "Mac OS X" - -#, fuzzy -#~ msgid "" -#~ "This means it is free as in \"free speech\" as well as in \"free beer\"." -#~ msgstr "Điều này có nghĩa là nó hoàn toàn miễn phí." - -#, fuzzy -#~ msgid "" -#~ "This means you can use it for any game or application, commercially or " -#~ "non-commercially, in any industry" -#~ msgstr "Điều đó có nghĩa bạn có thể sử dụng nó cho bất cứ thứ gì" - -#, fuzzy -#~ msgid "" -#~ "For more, see `here `_ or ask " -#~ "your lawyer of choice." -#~ msgstr "" -#~ "Nếu muốn biết thêm chi tiết, truy cập `vào đây `_hoặc hỏi luật sư của bạn." - -#, fuzzy -#~ msgid "" -#~ "Note that C# and Visual Scripting support is comparatively young and " -#~ "GDScript still has some advantages as outlined below." -#~ msgstr "" -#~ "Lưu ý rằng hỗ trợ dành cho C# và Visual Scripting khá ít và GDScript vẫn " -#~ "có nhiều lợi thế như chỉ ra dưới đây." - -#, fuzzy -#~ msgid "" -#~ "Support for new languages can be added by third parties using the " -#~ "GDNative / NativeScript / PluginScript facilities. (See question about " -#~ "plugins below.)" -#~ msgstr "" -#~ "Hỗ trợ dành cho ngôn ngữ mới có thể được bổ sung bởi các bên thứ ba bằng " -#~ "GDNative / NativeScript / PluginScript. (Xem câu hỏi về phần bổ sung phía " -#~ "dưới.)" - -#~ msgid "" -#~ "GDScript? Why use a custom scripting language instead of my language of " -#~ "choice?" -#~ msgstr "" -#~ "GDScript? Tại sao sử dụng ngôn ngữ khác ngoài ngôn ngữ ưa thích của tôi?" - -#~ msgid "" -#~ "GDScript is designed to integrate from the ground to the way Godot works, " -#~ "more than any other language, and is simple and easy to learn. Takes at " -#~ "most a day or two to get comfortable and it's easy to see the benefits " -#~ "once you do. Please make the effort to learn GDScript, you will not " -#~ "regret it." -#~ msgstr "" -#~ "GDScript được thiết kế để tương tác chặt chẽ với Godot hơn hẳn các ngôn " -#~ "ngữ khác và đơn giản, dễ dàng để học. Hãy dành ra 1 hoặc 2 ngày để làm " -#~ "quen và bạn sẽ thấy được lợi ích. Xin hãy học GDScript, bạn sẽ không hối " -#~ "hận." - -#~ msgid "" -#~ "Godot C++ API is also efficient and easy to use (the entire Godot editor " -#~ "is made with this API), and an excellent tool to optimize parts of a " -#~ "project, but trying to use it instead of GDScript for an entire game is, " -#~ "in most cases, a waste of time." -#~ msgstr "" -#~ "Godot C++ API cũng rất hiệu quả, dễ sử dụng (trình soạn thảo Godot được " -#~ "tạo bởi API này) và là công cụ tuyệt vời để tối ưu một phần của dự án, " -#~ "nhưng sử dụng nó cho cả dự án, trong hầu hết trường hợp, chỉ lãng phí " -#~ "thời gian." - -#, fuzzy -#~ msgid "" -#~ "Yes, for more than a decade we tried in the past integrating several VMs " -#~ "(and even shipped games using them), such as Python, Squirrel and Lua (in " -#~ "fact we authored tolua++ in the past, one of the most popular C++ " -#~ "binders). None of them worked as well as GDScript does now." -#~ msgstr "" -#~ "Đúng, trong hơn một thập kỷ chúng tôi đã thử làm việc với nhiều VMs (và " -#~ "thậm chí xuất bản trò chơi dùng chúng), như Python, Squirrel và Lua (thật " -#~ "ra chúng tôi là tác giả của tolua++ trong quá khứ, một trong những C++ " -#~ "binders quan trọng nhất). Không trong số chúng hoạt động tốt như GDScript " -#~ "hiện tại." - -#, fuzzy -#~ msgid "" -#~ "GDScript was designed to solve the issues above, and performs well in all " -#~ "the above scenarios. Please learn GDScript and enjoy a smooth integration " -#~ "of scripting with the game engine (yes, it's a rare but enjoyable " -#~ "situation when things just work). It's worth it, give it a try!" -#~ msgstr "" -#~ "GDScript được thiết kế để giải quyết các vấn đề trên, và hoạt động tốt " -#~ "trong tất cả những tình huống trên. Xin hãy học GDScript và tận hưởng một " -#~ "trải nghiệm tuyệt vời khi làm việc với Godot (nó khá hiếm nhưng vui khi " -#~ "mọi thứ hoạt động). Hãy thử học GDScript!" - -#, fuzzy -#~ msgid "I want to extend Godot. What are my options for creating plugins?" -#~ msgstr "" -#~ "Tôi muốn mở rộng Godot. Đâu là lựa chọn của tôi để tạo ra các phần mở " -#~ "rộng?" - -#, fuzzy -#~ msgid "" -#~ "Additional languages could be added via PluginScript or the more low-" -#~ "level NativeScript." -#~ msgstr "" -#~ "Các ngôn ngữ khác có thể được bổ sung thông qua PluginScript hoặc phần " -#~ "thấp hơn NativeScript." - -#, fuzzy -#~ msgid "" -#~ "If you want to add a certain native library, your best bet is GDNative " -#~ "and custom C++ modules." -#~ msgstr "" -#~ "Nếu bạn muốn thêm một thư viện riêng nào đó, lựa chọn tốt nhất của bạn là " -#~ "GDNative và phần mở rộng C++ tùy chỉnh ." diff --git a/weblate/docs/zh_CN.po b/weblate/docs/zh_CN.po index 5d27cf3090..14ac651359 100644 --- a/weblate/docs/zh_CN.po +++ b/weblate/docs/zh_CN.po @@ -117138,10997 +117138,3 @@ msgid "" msgstr "" "`Zeef Godot Engine:Andre Schmitz 整理的资源目录 `_" - -#~ msgid "``python -m pip3 install scons``" -#~ msgstr "``python -m pip3 install scons``" - -#~ msgid "Formats" -#~ msgstr "格式" - -#~ msgid "" -#~ "|partial| Only critical, security and platform support fixes (last " -#~ "update: 3.1.2)." -#~ msgstr "|partial| 仅关键、安全和平台支持修复(最后更新:3.1.2)。" - -#~ msgid "" -#~ "|partial| Only critical, security and platform support fixes (last " -#~ "update: 2.1.6)." -#~ msgstr "|partial| 仅关键、安全和平台支持修复(最后更新:2.1.6)。" - -#~ msgid "" -#~ "If this is your first time encountering GDScript, please read :ref:" -#~ "`doc_scripting` before continuing." -#~ msgstr "" -#~ "如果这是你第一次使用GDScript, 请在继续之前阅读 :ref:`doc_scripting`." - -#~ msgid "" -#~ "Ignoring a folder will also automatically hide it from the FileSystem " -#~ "dock, which can be useful to reduce clutter." -#~ msgstr "忽略文件夹也会自动将其从 FileSystem dock 隐藏, 这有助于减少杂乱." - -#~ msgid "WebP (``.webp``)" -#~ msgstr "WebP (``.webp``)" - -#~ msgid "Stored as PNG" -#~ msgstr "存储为 PNG" - -#~ msgid "SRGB" -#~ msgstr "SRGB" - -#~ msgid "" -#~ "Godot does not support loading PCK files larger than 2 GB yet. If your " -#~ "exported project data is larger than 2 GB, you will need to split it into " -#~ "several PCK files by :ref:`exporting additional PCKs " -#~ "` and loading them at run-time." -#~ msgstr "" -#~ "Godot目前尚不支持加载大于2 GB的PCK文件. 如果导出的项目数据大于2 GB, 则需要" -#~ "通过 :ref:`导出额外的 PCK ` 将其分割成多个PCK文件, 并" -#~ "在运行时加载它们." - -#~ msgid "``_input()`` : NOTIFICATION_INPUT" -#~ msgstr "``_input()`` : NOTIFICATION_INPUT" - -#~ msgid "``_unhandled_input()`` : NOTIFICATION_UNHANDLED_INPUT" -#~ msgstr "``_unhandled_input()`` : NOTIFICATION_UNHANDLED_INPUT" - -#~ msgid "Why?" -#~ msgstr "为什么?" - -#~ msgid "But..." -#~ msgstr "但是..." - -#~ msgid "OK, how?" -#~ msgstr "好吧, 怎么做?" - -#~ msgid "Oh, beautiful GUI!" -#~ msgstr "哦, 漂亮的GUI!" - -#~ msgid "" -#~ "This tutorial is about advanced skinning of a user interface. Most games " -#~ "generally don't need this, as they end up just relying on :ref:`Label " -#~ "`, :ref:`TextureRect `, :ref:" -#~ "`TextureButton ` and :ref:`TextureProgress " -#~ "`." -#~ msgstr "" -#~ "本教程是关于用户界面的高级外观定制. 大多数游戏一般不需要这个, 因为他们最终" -#~ "只依赖 :ref:`Label `, :ref:`TextureRect " -#~ "`, :ref:`TextureButton ` 和 :ref:" -#~ "`TextureProgress `." - -#~ msgid "" -#~ "However, many types of games often need complex user interfaces, like " -#~ "MMOs, traditional RPGs, Simulators, Strategy, etc. These kinds of " -#~ "interface are also common in some games that include editors to create " -#~ "content, or interfaces for network connectivity." -#~ msgstr "" -#~ "然而, 许多类型的游戏往往需要复杂的用户界面, 如MMO, 传统RPG, 模拟, 战略等. " -#~ "这类界面在一些游戏中也很常见, 包括创建内容的编辑器, 或网络连接的界面." - -#~ msgid "" -#~ "Godot's user interface uses these kinds of control with the default " -#~ "theme, but they can be skinned to resemble pretty much any kind of user " -#~ "interface." -#~ msgstr "" -#~ "Godot的用户界面使用了这些带有默认主题的控件, 但它们可以被换上皮肤, 以类似" -#~ "于几乎任何类型的用户界面." - -#~ msgid "Theme" -#~ msgstr "主题" - -#~ msgid "" -#~ "The GUI is skinned through the :ref:`Theme ` resource. Theme " -#~ "contains all the information required to change the entire visual styling " -#~ "of all controls. Theme options are named, so it's not obvious which name " -#~ "changes what (especially from code), but several tools are provided. The " -#~ "ultimate place to look at what each theme option is for each control, " -#~ "which will always be more up to date than any documentation, is the file " -#~ "`scene/resources/default_theme/default_theme.cpp `__. The rest of this document will explain the different tools used " -#~ "to customize the theme." -#~ msgstr "" -#~ "GUI通过 :ref:`Theme ` 资源进行外观定制. 主题包含改变所有控件" -#~ "的整体样式所需的所有信息. 主题选项是命名的, 所以哪个名称更改什么并不明显" -#~ "(尤其是从代码中), 但提供了几个工具. 查看每个控件的每个主题选项的最终地方" -#~ "是 `scene/resources/default_theme/default_theme.cpp `__ 文件, 它总是比任何文档都更新及时. 本文档的其余部分将说明用于定制主" -#~ "题的不同工具." - -#~ msgid "" -#~ "A Theme can be applied to any control in the scene. As a result, all " -#~ "children and grand-children controls will use that same theme, too " -#~ "(unless another theme is specified further down the tree). If a value is " -#~ "not found in a theme, it will be searched in themes higher up in the " -#~ "hierarchy, towards the root. If nothing was found, the default theme is " -#~ "used. This system allows for flexible overriding of themes in complex " -#~ "user interfaces." -#~ msgstr "" -#~ "一个主题可以应用于场景中的任何控件. 因此, 所有的子级和孙级控件也将使用相同" -#~ "的主题, 除非在树的下面指定了另一个主题. 如果在一个主题中没有找到一个值, 那" -#~ "么它将在层次结构中朝着根的方向高层主题中搜索. 如果没有找到, 则使用默认主" -#~ "题. 当前系统允许在复杂的用户界面中灵活地重写主题." - -#~ msgid "" -#~ "Don't use the custom theme option in the Project Settings, as there are " -#~ "known bugs with theme propagation. Instead, apply your theme to the root " -#~ "Control node's Theme property. It will propagate to instanced scenes " -#~ "automatically. To get correct theming in the editor for instanced scenes, " -#~ "you can apply the theme resource to the instanced scene's root node as " -#~ "well." -#~ msgstr "" -#~ "不要使用 Project Settings 中的自定义主题选项, 因为主题传播存在已知的错误. " -#~ "取而代之的是, 将你的主题应用到根控制节点的主题属性中. 它将自动传播到实例场" -#~ "景中. 要想在编辑器中获得正确的实例场景主题, 你还可以将主题资源也应用到实例" -#~ "场景的根节点." - -#~ msgid "Each kind of option in a theme can be:" -#~ msgstr "一个主题中的每种选项可以是:" - -#~ msgid "" -#~ "**An integer constant**: A single numerical constant. Generally used to " -#~ "define spacing between components or alignment." -#~ msgstr "**整数常量** :一个数值常量,一般用于定义组件的间距和对齐相关设置。" - -#~ msgid "" -#~ "**A Color**: A single color, with or without transparency. Colors are " -#~ "usually applied to fonts and icons." -#~ msgstr "**颜色** :单一颜色,具不具备透明度皆可。颜色通常应用于字体和图标。" - -#~ msgid "" -#~ "**A Texture**: A single image. Textures are not often used, but when they " -#~ "are, they represent handles to pick or icons in a complex control (such " -#~ "as a file dialog)." -#~ msgstr "" -#~ "**纹理** :一个单独的图像。纹理并不经常使用,但当它们被使用时,表示复杂控" -#~ "件中的选取手柄或图标(如文件对话框)。" - -#~ msgid "" -#~ "**A Font**: Every control that uses text can be assigned the fonts used " -#~ "to draw strings." -#~ msgstr "**字体** :每个使用文本的控件都可以设置字体用于绘制字符串。" - -#~ msgid "" -#~ "**A StyleBox**: Stylebox is a resource that defines how to draw a panel " -#~ "in varying sizes (more information on them later)." -#~ msgstr "" -#~ "**样式盒** :样式盒(Stylebox)是一种资源,用以定义如何绘制不同大小的面板" -#~ "(更多信息见下文)。" - -#~ msgid "Every option is associated with:" -#~ msgstr "每个选项都与以下内容关联:" - -#~ msgid "A name (the name of the option)" -#~ msgstr "名称 (选项的名称)" - -#~ msgid "A Control (the name of the control)" -#~ msgstr "控件 (控件的名称)" - -#~ msgid "An example usage:" -#~ msgstr "示例用法:" - -#~ msgid "" -#~ "In the example above, a new theme is created. The \"font_color\" option " -#~ "is changed and then applied to a label. Therefore, the label's text (and " -#~ "all children and grandchildren labels) will be red." -#~ msgstr "" -#~ "在上面的例子中, 一个新主题被创建.\"font_color\" 选项被改变, 然后应用于一个" -#~ "标签. 进而, 该标签的文本以及所有子级和孙级标签, 将是红色." - -#~ msgid "" -#~ "It is possible to override those options without using the theme " -#~ "directly, and only for a specific control, by using the override API in :" -#~ "ref:`Control.add_color_override() " -#~ "`:" -#~ msgstr "" -#~ "通过使用 :ref:`Control.add_color_override() " -#~ "` 中的重写API, 可以在不直接使用主" -#~ "题的情况下覆盖这些选项, 这只针对特定的控件:" - -#~ msgid "" -#~ "In the inline help of Godot (in the Script tab), you can check which " -#~ "theme options are overridable, or check the :ref:`Control " -#~ "` class reference." -#~ msgstr "" -#~ "在Godot的内置帮助中(在脚本选项卡中), 你可以查看哪些主题选项是可重写的, 或" -#~ "者查看 :ref:`Control ` 类的参考." - -#~ msgid "" -#~ "If only a few controls need to be skinned, it is often not necessary to " -#~ "create a new theme. Controls offer their theme options as special kinds " -#~ "of properties. If checked, overriding will take place:" -#~ msgstr "" -#~ "如果只需要外观定制少数几个控件, 通常没有必要创建一个新主题. 控件提供其主题" -#~ "选项作为特殊类型的属性(在检查面板上). 一旦勾选, 覆写就会生效:" - -#~ msgid "" -#~ "As can be seen in the image above, theme options have little check boxes. " -#~ "If checked, they can be used to override the value of the theme just for " -#~ "that control." -#~ msgstr "" -#~ "从上面的图片中可以看出, 主题选项有一些小复选框. 如果选中, 它们可以用来覆盖" -#~ "该控件的主题属性值." - -#~ msgid "" -#~ "The simplest way to create a theme is to edit a theme resource. Create a " -#~ "Theme from the resource menu; the editor will appear immediately. After " -#~ "that, save it (for example, with the name mytheme.theme):" -#~ msgstr "" -#~ "创建一个主题的最简单方法是编辑一个主题资源. 从资源菜单中创建一个主题;编辑" -#~ "器随之出现. 之后, 保存它 (例如, 名称为mytheme.theme):" - -#~ msgid "" -#~ "This will create an empty theme that can later be loaded and assigned to " -#~ "controls." -#~ msgstr "这将创建一个空主题, 之后可以将其加载并分配给控件." - -#~ msgid "Example: theming a button" -#~ msgstr "示例: 指定一个按钮的主题" - -#~ msgid "" -#~ "Download these assets (:download:`skin_assets.zip `) and add them to your project. Open the theme editor, click on " -#~ "\"Edit Theme\" and select \"Add Class Items\":" -#~ msgstr "" -#~ "下载这些资产(:download:`skin_assets.zip ` )并将它们" -#~ "添加到你的项目中. 打开主题编辑器, 点击 \"编辑主题\", 选择 \"Add Class " -#~ "Items\" :" - -#~ msgid "" -#~ "A menu will appear prompting the type of control to create. Select " -#~ "\"Button\":" -#~ msgstr "然后将出现一个菜单, 提示要创建的控件类型. 选择 \"Button\":" - -#~ msgid "" -#~ "Immediately, all button theme options will appear in the property editor, " -#~ "where they can be edited:" -#~ msgstr "所有按钮主题选项都将立刻显示在属性面板中, 可以在其中进行编辑:" - -#~ msgid "" -#~ "From ``Styles``, open the \"Normal\" drop-down menu next to where it " -#~ "probably says \"null\" and create a \"New StyleBoxTexture\", then edit " -#~ "it. A texture stylebox contains a texture and the size of the margins " -#~ "that will not stretch when the texture is stretched. This is called nine-" -#~ "patch or \"3x3\" stretching:" -#~ msgstr "" -#~ "在 ``Styles`` 中,打开可能显示“空”旁边的“Normal”下拉菜单,选择“新建 " -#~ "StyleBoxTexture”,然后编辑。纹理样式盒包含一个纹理和边距的尺寸,当纹理被拉" -#~ "伸时,边距不会被拉伸。这就是所谓的九宫格或“3x3”拉伸:" - -#~ msgid "" -#~ "Repeat the steps and add the other assets. There is no hover or disabled " -#~ "image in the example files, so use the same stylebox as in normal. Set " -#~ "the supplied font as the button font and change the font color to black. " -#~ "Soon, your button will look different and retro:" -#~ msgstr "" -#~ "重复上述步骤并添加其他资源。示例文件中没有提供“Hover”和“Disabled”的图片," -#~ "因此使用与“Normal”状态相同的样式盒。将提供的字体设置为按钮字体,并将字体颜" -#~ "色更改为黑色。很快地,你的按钮就看起来不同了,并且变得复古:" - -#~ msgid "" -#~ "Save this theme to the .theme file. Go to the 2D editor and create a few " -#~ "buttons:" -#~ msgstr "把这个主题保存到 .theme文件中. 转到2D编辑器, 创建几个按钮:" - -#~ msgid "" -#~ "Now, go to the root node of the scene and locate the \"theme\" property, " -#~ "replace it with the theme that was just created. It should look like this:" -#~ msgstr "" -#~ "现在, 转到场景的根节点, 找到 \"theme\" 属性, 用刚刚创建的主题替换它. 它应" -#~ "该看起来像这样:" - -#~ msgid "Congratulations! You have created a reusable GUI Theme!" -#~ msgstr "恭喜咯!您已经创建了一个可反复使用的 GUI 主题!" - -#~ msgid "Show {url} as such, underline it and make it clickable." -#~ msgstr "按原样显示{url}, 为其加下划线并使其可点击." - -#~ msgid "Makes {text} reference (underlined and clickable)." -#~ msgstr "让 {text} 引用 (加下划线并可点击)。" - -#~ msgid "" -#~ "The inspector dock supports custom plugins to create your own widgets for " -#~ "editing properties. This tutorial explains how to use the :ref:" -#~ "`class_EditorInspectorPlugin` and :ref:`class_EditorProperty` classes to " -#~ "write such plugins with the example of creating a custom value editor." -#~ msgstr "" -#~ "检查器dock支持自定义插件来创建自己的编辑属性的小部件. 本教程以创建自定义值" -#~ "编辑器为例, 解释了如何使用 :ref:`class_EditorInspectorPlugin` 和 :ref:" -#~ "`class_EditorProperty` 类来编写此类插件." - -#~ msgid "" -#~ "Just like :ref:`doc_making_plugins`, we start out by making a new plugin, " -#~ "getting a ``plugin.cfg`` file created, and start with our :ref:" -#~ "`class_EditorPlugin`. However, instead of using ``add_custom_node`` or " -#~ "``add_control_to_dock`` we'll use ``add_inspector_plugin``." -#~ msgstr "" -#~ "就像 :ref:`doc_making_plugins` 一样, 我们先制作一个新的插件, 得到一个 " -#~ "``plugin.cfg`` 文件, 然后从我们的 :ref:`class_EditorPlugin` 开始. 但是, 我" -#~ "们不使用 ``add_custom_node`` 或 ``add_control_to_dock`` , 而是使用 " -#~ "``add_inspector_plugin`` ." - -#~ msgid "EditorInspectorPlugin" -#~ msgstr "EditorInspectorPlugin(编辑器属性面板插件)" - -#~ msgid "" -#~ "To actually connect into the Inspector, we create a :ref:" -#~ "`class_EditorInspectorPlugin` class. This script provides the \"hooks\" " -#~ "to the inspector. Thanks to this class, the editor will call the " -#~ "functions within the EditorInspectorPlugin while it goes through the " -#~ "process of building the UI for the inspector. The script is used to check " -#~ "if we should enable ourselves for any :ref:`class_Object` that is " -#~ "currently in the inspector (including any :ref:`class_Resource` that is " -#~ "embedded!)." -#~ msgstr "" -#~ "为了实际连接到检查器, 我们创建一个 :ref:`class_EditorInspectorPlugin` 类. " -#~ "这个脚本为检查器提供了 \"钩子\". 多亏了这个类, 编辑器在为检查器构建UI的过" -#~ "程中, 会调用EditorInspectorPlugin中的函数. 该脚本用于检查我们是否应该为当" -#~ "前在检查器中的任何 :ref:`class_Object`(包括任何 :ref:`class_Resource` 的嵌" -#~ "入!)启用自己." - -#~ msgid "" -#~ "Once enabled, EditorInspectorPlugin has methods that allow for adding :" -#~ "ref:`class_EditorProperty` nodes or just custom :ref:`class_Control` " -#~ "nodes to the beginning and end of the inspector for that :ref:" -#~ "`class_Object`, or for overriding or changing existing property editors." -#~ msgstr "" -#~ "一旦启用,EditorInspectorPlugin方法允许添加 :ref:`class_EditorProperty` 节" -#~ "点或只是自定义 :ref:`class_Control` 节点到该 :ref:`class_Object` 的检查器" -#~ "的开头和结尾, 或者覆盖或改变现有的属性编辑器." - -#~ msgid "EditorProperty" -#~ msgstr "EditorProperty(编辑器属性)" - -#~ msgid "" -#~ "Next, we define the actual :ref:`class_EditorProperty` custom value " -#~ "editor that we want instantiated to edit integers. This is a custom :ref:" -#~ "`class_Control` and we can add any kinds of additional nodes to make " -#~ "advanced widgets to embed in the inspector." -#~ msgstr "" -#~ "接下来, 我们定义实际的 :ref:`class_EditorProperty` 自定义值编辑器, 我们希" -#~ "望实例化它来编辑整数. 这是一个自定义的 :ref:`class_Control`, 我们可以添加" -#~ "任何类型的附加节点来制作高级部件以嵌入到检查器中." - -#~ msgid "``Error purchase(Variant p_params);``" -#~ msgstr "``Error purchase(Variant p_params);``" - -#~ msgid "``Error request_product_info(Variant p_params);``" -#~ msgstr "``Error request_product_info(Variant p_params);``" - -#~ msgid "``Error restore_purchases();``" -#~ msgstr "``Error restore_purchases();``" - -#~ msgid "Purchases a product id through the Store Kit API." -#~ msgstr "通过Store Kit API购买产品ID." - -#~ msgid "``Error authenticate();``" -#~ msgstr "``Error authenticate();``" - -#~ msgid "``bool is_authenticated();``" -#~ msgstr "``bool is_authenticated();``" - -#~ msgid "``Error post_score(Variant p_score);``" -#~ msgstr "``Error post_score(Variant p_score);``" - -#~ msgid "``Error award_achievement(Variant p_params);``" -#~ msgstr "``Error award_achievement(Variant p_params);``" - -#~ msgid "``void reset_achievements();``" -#~ msgstr "``void reset_achievements();``" - -#~ msgid "``void request_achievements();``" -#~ msgstr "``void request_achievements();``" - -#~ msgid "``void request_achievement_descriptions();``" -#~ msgstr "``void request_achievement_descriptions();``" - -#~ msgid "``Error show_game_center(Variant p_params);``" -#~ msgstr "``Error show_game_center(Variant p_params);``" - -#~ msgid "``Error request_identity_verification_signature();``" -#~ msgstr "``Error request_identity_verification_signature();``" - -#~ msgid "plus the standard pending event interface." -#~ msgstr "加上标准的待处理事件接口." - -#~ msgid "" -#~ "Godot currently does not officially support consoles. The reasons for " -#~ "this are:" -#~ msgstr "Godot目前不正式支持游戏机. 原因如下:" - -#~ msgid "" -#~ "If you don't add custom normals yourself, you can add them using " -#~ "``generate_normals()``. The same goes for tangents." -#~ msgstr "" -#~ "如果你不自己添加自定义法线, 你可以使用 ``generate_normals()`` 添加. 切线也" -#~ "是如此." - -#~ msgid "" -#~ "One way we can potentially reduce the amount to be rendered is to take " -#~ "advantage of occlusion. As of Godot 3.3, there is no built in support for " -#~ "occlusion in Godot. However, with careful design you can still get many " -#~ "of the advantages." -#~ msgstr "" -#~ "我们有可能减少渲染量的一个方法是利用遮挡. 从Godot 3.3开始,Godot中没有内置" -#~ "的闭塞支持. 然而, 通过精心设计, 你仍然可以获得许多优势." - -#~ msgid "" -#~ "*Optional* - `yasm `_ (for WebM SIMD " -#~ "optimizations)" -#~ msgstr "*可选* - `yasm `_ (用于WebM SIMD优化)" - -#~ msgid "JDK 9 or later are not currently supported." -#~ msgstr "目前不支持JDK 9或更高版本." - -#~ msgid "#7: Solutions must be local" -#~ msgstr "#7: 解决方法必须就地实现" - -#~ msgid "WebGL 2" -#~ msgstr "WebGL 2" - -#~ msgid "" -#~ "Until the *OpenGL ES 3* renderer is removed from Godot in favor of " -#~ "*Vulkan*, HTML5 export uses *WebGL 2* when the *GLES3* option is selected." -#~ msgstr "" -#~ "在 *OpenGL ES 3* 渲染器从 Godot 删除以支持 *Vulkan* 之前, 当选择 *GLES3* " -#~ "选项时,HTML5导出将使用 *WebGL 2* ." - -#~ msgid "" -#~ "Using WebGL 2 is not recommended due to its expected removal from Godot " -#~ "without replacement." -#~ msgstr "不推荐使用WebGL 2, 因为它预计会从Godot中移除而不需要替换." - -#~ msgid "" -#~ "WebGL 2 is not supported in all browsers. **Firefox** and **Chromium** " -#~ "(Chrome, Opera) are the most popular supported browsers, **Safari** and " -#~ "**Edge** do not work. On **iOS**, all browsers are based on WebKit (i.e. " -#~ "Safari), so they will also not work." -#~ msgstr "" -#~ "并非所有浏览器都支持WebGL 2. **Firefox** 和 **Chromium** (Chrome, Opera)是" -#~ "支持WebGL 2的最受欢迎的浏览器, 而 **Safari** 和 **Edge** 不起作用. 在 " -#~ "**iOS** 系统上, 所有浏览器都基于WebKit(即Safari), 因此它们也无法正常工作." - -#~ msgid "" -#~ "Godot's WebGL 2 renderer has issues with 3D and is no longer maintained." -#~ msgstr "Godot 的 WebGL 2 渲染器存在 3D 问题, 并且不再维护." - -#~ msgid "en_CU" -#~ msgstr "en_CU" - -#~ msgid "**xbuild_fallback**\\ =yes | **no**" -#~ msgstr "**xbuild_fallback** \\ =yes | **no**" - -#~ msgid "Whether to fallback to xbuild if MSBuild is not available." -#~ msgstr "如果MSBuild不可用, 是否回退到xbuild." - -#~ msgid "" -#~ "On Linux distributions, you may need to write ``pip3`` instead of ``pip`` " -#~ "because you generally have both Python 2 and 3 installed on your system. " -#~ "Alternatively, you can explicitly ask Python 3 to execute its version of " -#~ "pip as a module like so: ``python3 -m pip``." -#~ msgstr "" -#~ "Linux 发行版的系统中通常同时安装了 Python 2 和 3,所以你可能需要把 " -#~ "``pip`` 写成 ``pip3`` 。或者你也可以显式要求使用 Python 3 把对应的 pip 当" -#~ "作模块来执行: ``python3 -m pip`` 。" - -#~ msgid ":kbd:`Shift + F1`" -#~ msgstr ":kbd:`Shift+F1`" - -#~ msgid "Sounds good, what is it?" -#~ msgstr "听起来不错, 这是什么?" - -#~ msgid "Configure target platform." -#~ msgstr "配置目标平台." - -#~ msgid "" -#~ "Configure device (make sure it's in developer mode, likes the computer, " -#~ "USB cable is plugged, USB is recognized, etc.)." -#~ msgstr "配置设备(确保设备处于开发者模式, 例如电脑,USB线已插好,USB已识别等)." - -#~ msgid "Connect the device..." -#~ msgstr "连接设备.." - -#~ msgid "And voilà!" -#~ msgstr "瞧!" - -#~ msgid "Click once... and deploy!" -#~ msgstr "点击一次.. 然后部署!" - -#~ msgid "" -#~ "As they are baked, they have fewer problems than ``GIProbe`` regarding " -#~ "light bleeding, and indirect light can look better if using Raytrace mode " -#~ "on high quality setting (but baking can take a while)." -#~ msgstr "" -#~ "由于它们是烘焙的, 所以比 ``GIProbe`` 在光线渗出方面的问题要少, 如果在高质" -#~ "量设置下使用Raytrace[光线跟踪]模式, 间接光看起来会更好(但烘焙可能需要一段" -#~ "时间)." - -#~ msgid "" -#~ "**Indirect:** This is the default mode. Only indirect lighting will be " -#~ "baked." -#~ msgstr "**间接:** 这是默认模式. 只会间接照明." - -#~ msgid "" -#~ "**All:** Both indirect and direct lighting will be baked. If you don't " -#~ "want the light to appear twice (dynamically and statically), simply hide " -#~ "it." -#~ msgstr "" -#~ "**全部:** 间接和直接照明都将被烘焙. 如果您不希望灯光出现两次(动态和静态), " -#~ "只需将其隐藏即可." - -#~ msgid "Baking quality" -#~ msgstr "烘焙质量" - -#~ msgid "" -#~ "``BakedLightmap`` uses, for simplicity, a voxelized version of the scene " -#~ "to compute lighting. Voxel size can be adjusted with the **Bake Subdiv** " -#~ "parameter. More subdivision results in more detail, but also takes more " -#~ "time to bake." -#~ msgstr "" -#~ "为简单起见, ``烘焙光照贴图(BakedLightmap)`` 使用场景的体素化版本来计算光" -#~ "照. 可以使用 **烘焙细分(Bake Subdiv)** 参数调整体素大小. 更多细分会产生更" -#~ "多细节, 但也需要更多时间来烘焙." - -#~ msgid "" -#~ "In general, the defaults are good enough. There is also a **Capture " -#~ "Subdivision** (that must always be equal to or less than the main " -#~ "subdivision), which is used for capturing light in dynamic objects (more " -#~ "on that later). Its default value is also good enough for most cases." -#~ msgstr "" -#~ "通常, 默认值足够好. 还有一个 **捕捉细分(Capture Subdivision)** (必须始终等" -#~ "于或小于主细分), 用于捕捉动态对象中的光(稍后会详细介绍). 对于更多情况, 它" -#~ "的默认值也足够好." - -#~ msgid "" -#~ "Besides the capture size, quality can be modified by setting the **Bake " -#~ "Mode**. Two modes of capturing indirect are provided:" -#~ msgstr "" -#~ "除捕获大小外, 还可以通过设置 **烘焙模式** 来修改质量. 提供了两种间接捕获模" -#~ "式:" - -#~ msgid "" -#~ "**Voxel Cone**: Trace: Is the default one; it's less precise, but faster. " -#~ "Looks similar to (but slightly better than) ``GIProbe``." -#~ msgstr "" -#~ "**Voxel Cone** : Trace: 是默认的;它不太精确, 但更快. 看起来类似于(但比) " -#~ "``GIProbe`` 稍好." - -#~ msgid "" -#~ "**Ray Tracing**: This method is more precise, but can take considerably " -#~ "longer to bake. If used in low or medium quality, some scenes may produce " -#~ "grain." -#~ msgstr "" -#~ "**光线追踪(Ray Tracing)** : 这种方法更精确, 但烘焙时间可能要长得多. 如果以" -#~ "低质量或中等质量使用, 某些场景可能会产生噪声颗粒." - -#~ msgid "" -#~ "**Bake Subdiv**: The Godot lightmapper uses a grid to transfer light " -#~ "information around; the default value is fine and should work for most " -#~ "cases. Increase it in case you want better lighting on small details or " -#~ "your scene is large." -#~ msgstr "" -#~ "** 烘焙细分(Bake Subdiv)** : 光照贴图机(Godot lightmapper)使用网格来传输光" -#~ "信息. 默认值能很好地适用大多数情况. 您希望更好地照亮小细节或您的场景很大, " -#~ "可以增大它." - -#~ msgid "" -#~ "**Capture Subdiv**: This is the grid used for real-time capture " -#~ "information (lighting dynamic objects). Default value is generally OK, " -#~ "it's usually smaller than Bake Subdiv and can't be larger than it." -#~ msgstr "" -#~ "** Capture Subdiv** : 这是用于实时捕获信息的网格(照明动态对象). 默认值通常" -#~ "是OK, 它通常小于Bake Subdiv并且不能大于它." - -#~ msgid "" -#~ "**Bake Quality**: Three bake quality modes are provided, Low, Medium and " -#~ "High. Higher quality takes more time." -#~ msgstr "" -#~ "**烘焙质量** : 提供三种烘焙质量模式, 低, 中和高. 更高的质量需要更多的时间." - -#~ msgid "" -#~ "**Bake Mode**: The baker can use two different techniques: *Voxel Cone " -#~ "Tracing* (fast, but approximate), or *RayTracing* (slow, but accurate)." -#~ msgstr "" -#~ "**烘焙模式(Bake Mode)** : 烘焙器可以使用两种不同的技术: *体素圆锥追踪" -#~ "(Voxel Cone Tracing )* (快速但近似), 或 *光线追踪(RayTracing)* (慢但准确)." - -#~ msgid "" -#~ "**Propagation**: Used for the *Voxel Cone Trace* mode. Works just like in " -#~ "``GIProbe``." -#~ msgstr "" -#~ "**传播** : 用于*Voxel Cone Trace*模式. 工作原理与 ``GIProbe`` 中一样." - -#~ msgid "" -#~ "**HDR**: If disabled, lightmaps are smaller, but can't capture any light " -#~ "over white (1.0)." -#~ msgstr "" -#~ "**HDR** : 如果禁用, 则光照贴图更小, 但不能捕捉到任何超过白色的光线(1.0)." - -#~ msgid "" -#~ "**Image Path**: Where lightmaps will be saved. By default, on the same " -#~ "directory as the scene (\".\"), but can be tweaked." -#~ msgstr "" -#~ "**图像路径** : Lightmaps的保存位置. 默认情况下, 保存在与场景相同的目录下 " -#~ "(\".\"), 但可以进行调整." - -#~ msgid "**Extents**: Size of the area affected (can be edited visually)" -#~ msgstr "**范围** : 受影响区域的大小(可以直观地编辑)" - -#~ msgid "" -#~ "Adding animated nodes as children to the AnimationPlayer node is not " -#~ "required, but it is a nice way of distinguishing animated nodes from non-" -#~ "animated nodes in the Scene Tree." -#~ msgstr "" -#~ "将动画节点作为子节点添加到AnimationPlayer节点不是强制要求的, 但是这是一种" -#~ "很好的方法来区分动画节点和场景树中的非动画节点." - -#~ msgid "" -#~ "Create a new class in the plugin module and make sure it extends ``org." -#~ "godotengine.godot.plugin.GodotPlugin``. At runtime, it will be used to " -#~ "instantiate a singleton object that will be used by the Godot engine to " -#~ "load, initialize and run the plugin." -#~ msgstr "" -#~ "在插件模块中创建一个新的类, 并确保它扩展为 ``org.godotengine.godot.plugin." -#~ "GodotPlugin`` . 在运行时, 它将被用于实例化一个单例对象, 该对象将被Godot引" -#~ "擎用于加载, 初始化和运行插件." - -#~ msgid "" -#~ "**remote**: contains a list of remote binary gradle dependencies for the " -#~ "plugin." -#~ msgstr "**remote** : 包含插件的远程二进制gradle依赖列表." - -#~ msgid "" -#~ "`Godot Oculus Mobile plugin `_" -#~ msgstr "" -#~ "`Godot Oculus Mobile 插件 `_" - -#~ msgid "" -#~ "2D batching is currently only supported when using the GLES2 renderer." -#~ msgstr "目前只有在使用GLES2渲染器时才支持2D批处理." - -#~ msgid "" -#~ "The example module will be called \"summator\", and is placed inside the " -#~ "Godot source tree (``C:\\godot`` refers to wherever the Godot sources are " -#~ "located):" -#~ msgstr "" -#~ "示例模块将被称为 ``求和器(summator)``, 并放置在Godot源代码树的内部(``C:" -#~ "\\godot`` 指的是Godot源代码所在的位置):" - -#~ msgid "Inside we will create a simple summator class:" -#~ msgstr "在内部, 我们将创建一个简单的 ``summator`` 类:" - -#~ msgid "" -#~ "`Jeremy Bullock `_ (2D and 3D, GDScript, VisualScript and C#)." -#~ msgstr "" -#~ "`Jeremy Bullock `_ (2D, 3D, GDScript, VisualScript和C#)." - -#~ msgid "Audio input to record microphones." -#~ msgstr "支持录制麦克风,作为音频输入." - -#~ msgid "" -#~ "|partial| Only critical, security and platform support fixes (last " -#~ "update: 3.2.3)." -#~ msgstr "|partial| 仅关键、安全和平台支持修复(最后更新:3.2.3)." - -#~ msgid ":kbd:`F2`" -#~ msgstr ":kbd:`F2`" - -#~ msgid "" -#~ "Install the `godot-tools `__ extension." -#~ msgstr "" -#~ "安装 `godot-tools `__ 扩展." - -#~ msgid "" -#~ "Next, follow the instructions found in the :ref:" -#~ "`doc_c_sharp_configuring_vs_code_for_debugging` section below." -#~ msgstr "" -#~ "接下来,按照下面的 :ref:`doc_c_sharp_configuring_vs_code_for_debugging` 一" -#~ "节中的说明进行操作." - -#~ msgid "" -#~ "Next, follow the instructions found in the :ref:" -#~ "`doc_c_sharp_configuring_vs_2019_for_debugging` section below." -#~ msgstr "" -#~ "接下来,按照下面的 :ref:`doc_c_sharp_configuring_vs_2019_for_debugging` 部" -#~ "分的说明进行操作." - -#~ msgid "" -#~ "By default, tools like NuGet put ``Version`` as an attribute of the " -#~ "```PackageReference``` Node. **You must manually create a Version node as " -#~ "shown above.** This is because the version of MSBuild used requires " -#~ "this. (This will be fixed in Godot 4.0.)" -#~ msgstr "" -#~ "默认情况下,诸如NuGet之类的工具将``Version``作为```PackageReference```节点 " -#~ "的属性.**你必须如上所述手动创建版本节点.** 这是因为所使用的MSBuild版本需要" -#~ "这样做.(这将在Godot 4.0中修复.)" - -#~ msgid "" -#~ "Whenever packages are added or modified, run ``nuget restore`` (*not* " -#~ "``dotnet restore``) in the root of the project directory. To ensure that " -#~ "NuGet packages will be available for msbuild to use, run:" -#~ msgstr "" -#~ "每当添加或修改软件包时,请在项目目录的根目录中运行 ``nuget restore`` (*不是" -#~ "* ``dotnet restore`` ).为确保NuGet软件包可供msbuild使用,请运行:" - -#~ msgid "Configuring VS 2019 for debugging" -#~ msgstr "VS2019 调试配置" - -#~ msgid "" -#~ "Godot has built-in support for workflows involving several popular C# " -#~ "IDEs. Built-in support for Visual Studio will be including in future " -#~ "versions, but in the meantime, the steps below can let you configure VS " -#~ "2019 for use with Godot C# projects." -#~ msgstr "" -#~ "Godot 有内置的工作流程支持包括几种流行的C# IDE(C#集成开发环境).内置的对于 " -#~ "Visual Studio 的支持包括其未来版本,但与此同时,以下步骤允许您配置 VS 2019 " -#~ "以用于 Godot C# 项目." - -#~ msgid "" -#~ "Install VS 2019 with ``.NET desktop development`` and ``Desktop " -#~ "development with C++`` workloads selected." -#~ msgstr "" -#~ "安装 VS2019 时选中工作负载项 ``.NET 桌面开发`` 和 ``使用 C++ 的桌面开发`` " -#~ "(已安装VS2019的可以在 Visual Studio Installer中选择修改,确保安装即可)." - -#~ msgid "" -#~ "**Ensure that you do not have Xamarin installed.** Do not choose the " -#~ "``Mobile development with .NET`` workload. Xamarin changes the DLLs used " -#~ "by MonoDebugger, which breaks debugging." -#~ msgstr "" -#~ "**确保没有安装 Xamarin.** 不要选中 ``使用 .NET的移动开发`` 工作负载项." -#~ "Xamarin为了使用MonoDebugger (Mono调试器)更改了 DLLs(动态链接库) ,而这样做" -#~ "是会破坏调试的." - -#~ msgid "" -#~ "Install the `VSMonoDebugger extension `_." -#~ msgstr "" -#~ "安装 `VSMonoDebugger extension(VSMonoDebugger 扩展) `_ ." - -#~ msgid "In VS 2019 --> Extensions --> Mono --> Settings:" -#~ msgstr "在 VS 2019 --> Extensions --> Mono --> Settings:" - -#~ msgid "Select ``Debug/Deploy to local Windows``." -#~ msgstr "选择 ``Debug/Deploy to local Windows`` ." - -#~ msgid "Leave ``Local Deploy Path`` blank." -#~ msgstr "清空 ``Local Deploy Path`` 项." - -#~ msgid "" -#~ "Set the ``Mono Debug Port`` to the port in Godot --> Project --> Project " -#~ "Settings --> Mono --> Debugger Agent." -#~ msgstr "" -#~ "设置 ``Mono Debug Port`` 和 Godot --> 项目 --> 项目设置 --> Mono --> " -#~ "Debugger Agent 中的Port相同的数值." - -#~ msgid "" -#~ "Also select ``Wait for Debugger`` in the Godot Mono options. `This Godot " -#~ "Addon `_ may be helpful." -#~ msgstr "" -#~ "同时在Mono选项表中,启用 ``Wait for Debugger`` . `Mono Debugger Enabler " -#~ "`_ 这个Godot 小工具 可能" -#~ "有帮助." - -#~ msgid "" -#~ "Run the game in Godot. It should hang at the Godot splash screen while it " -#~ "waits for your debugger to attach." -#~ msgstr "在Godot中运行游戏.在等待连接到调试器时,它应该挂起在启动屏幕." - -#~ msgid "" -#~ "In VS 2019, open your project and choose Extensions --> Mono --> Attach " -#~ "to Mono Debugger." -#~ msgstr "" -#~ "在 VS 2019, 打开你的项目选择 Extensions --> Mono --> Attach to Mono " -#~ "Debugger." - -#~ msgid "Configuring Visual Studio Code for debugging" -#~ msgstr "配置Visual Studio Code进行调试" - -#~ msgid "" -#~ "Configuring the custom build is a more or less straightforward process, " -#~ "but it may take a while to get used to how the Android SDK works." -#~ msgstr "" -#~ "配置自定义构建或多或少是一个简单的过程,但是要适应Android SDK的工作方式可能" -#~ "需要一段时间." - -#~ msgid "" -#~ "Instructions will be provided as detailed as possible to do this process." -#~ msgstr "将提供尽可能详细的说明来完成这一过程." - -#~ msgid "Install the Android SDK (command-line version)" -#~ msgstr "安装Android SDK(命令行版本)" - -#~ msgid "" -#~ "These are the steps for installing the Android SDK using command line. " -#~ "The advantage of this approach is the simplicity and small download/" -#~ "install size. It can be more challenging though. The Android Studio " -#~ "approach is easier, but it requires downloading and installing Android " -#~ "Studio (which may require more than 1 GB of storage)." -#~ msgstr "" -#~ "以上就是使用命令行安装Android SDK的步骤,这种方法的优点是简单、下载和安装尺" -#~ "寸小.不过可能比较有挑战性.Android Studio的方法比较简单,但需要下载安装" -#~ "Android Studio(可能需要超过1GB的存储空间)." - -#~ msgid "Install a JDK" -#~ msgstr "安装JDK" - -#~ msgid "" -#~ "The Android SDK doesn't come with Java, so it needs to be installed " -#~ "manually. You need to install a Java SDK (**not** just the runtime or " -#~ "JRE). `OpenJDK 8 `__ is required, " -#~ "newer versions won't work." -#~ msgstr "" -#~ "安卓SDK不附带Java,因此需要手动安装.需要安装一个Java SDK( **不** 只是运行时" -#~ "或JRE).需要安装 `OpenJDK 8 `__ ,太新" -#~ "的版本无法使用." - -#~ msgid "" -#~ "On Windows, make sure that you enable \"Set ``JAVA_HOME`` variable\" in " -#~ "the *Custom Setup* view of the installer. You have to restart Godot after " -#~ "this, otherwise Godot can't find the ``JAVA_HOME`` variable." -#~ msgstr "" -#~ "Windows上, 在安装界面的 *Custom Setup*确保你启用了 \"Set ``JAVA_HOME`` " -#~ "variable\".这之后你必须重新启动Godot,不然Godot将无法找到``JAVA_HOME`` 变" -#~ "量." - -#~ msgid "Download the command-line tools" -#~ msgstr "下载命令行工具" - -#~ msgid "" -#~ "Go to the `Android Studio download page `_. To save disk space, you don't want the full " -#~ "IDE, so don't download it." -#~ msgstr "" -#~ "前往 `Android Studio 下载页 `_ .为了节省磁盘空间,你应该不想要完整的IDE,所以不要下载那" -#~ "个." - -#~ msgid "" -#~ "If you do want Android Studio, read further down for instructions for " -#~ "doing the same using Android Studio." -#~ msgstr "" -#~ "如果你确实想要Android Studio,请查看后面关于在Android Studio中操作的说明." - -#~ msgid "" -#~ "Look on that page for the *Command line tools only* section. Currently, " -#~ "they are listed under *Download Options*. Scroll down a bit until you see " -#~ "them and download the ZIP file for your platform." -#~ msgstr "" -#~ "在该页面上查看 *仅命令行工具* 部分.目前,它们被列在 *下载选项* 下.向下滚动" -#~ "一点,直到你看到它们,然后下载适用于您的平台的ZIP文件." - -#~ msgid "" -#~ "This may appear a little confusing, but be sure to follow these " -#~ "instructions carefully:" -#~ msgstr "这可能有点令人困惑,请务必认真遵循以下说明:" - -#~ msgid "" -#~ "Create a new folder anywhere you want named ``android-sdk`` (it **must** " -#~ "be an empty directory). On Windows, the following path is usually good " -#~ "enough:" -#~ msgstr "" -#~ "在你想要的任何地方,创建一个名为 ``android-sdk`` 的文件夹( **必须** 是个空" -#~ "目录).在Windows平台上,用下面这个路径就可以了:" - -#~ msgid "" -#~ "Create an empty folder named ``cmdline-tools`` inside of the ``android-" -#~ "sdk`` folder. Then unzip the Android SDK ZIP file into the ``android-sdk/" -#~ "cmdline-tools`` folder." -#~ msgstr "" -#~ "在``android-sdk``文件夹中创建一个 ``cmdline-tools`` 的空文件夹.然后将 " -#~ "Android SDK 压缩文件解压到``android-sdk/cmdline-tools`` 文件夹." - -#~ msgid "" -#~ "If you're on Windows, you must not extract the ZIP archive with the " -#~ "default Windows extractor (e.g. Windows Explorer). You have to use " -#~ "another tool like 7zip, WinRAR or the Powershell ``Expand-Archive`` " -#~ "command. If you extract the archive with the default Windows extractor, " -#~ "the files are not extracted correctly and you will run into errors later " -#~ "on!" -#~ msgstr "" -#~ "如果是Windows平台,禁止使用默认的Widnows解压工具(比如 Windows Explorer)解压" -#~ "ZIP压缩包.必须使用其他工具,比如 7zip, WinRAR 或者 Powershell 的``Expand-" -#~ "Archive`` 命令.如果使用默认的解压工具解压压缩包,文件将不会被正确解压,之后" -#~ "也会运行错误!" - -#~ msgid "" -#~ "The ``cmdline-tools`` folder should now contain the unzipped folder " -#~ "called ``tools``. Finally, rename the ``tools`` folder to ``latest``." -#~ msgstr "" -#~ "``cmdline-tools``文件夹现在应该包含解压之后的文件夹 ``tools``.最后,把" -#~ "``tools`` 文件夹重命名为``latest``." - -#~ msgid "Your final directory structure should look like this :" -#~ msgstr "你的最终目录结构应该是这样的 :" - -#~ msgid "" -#~ "We need to setup the directory structure this way for the sdkmanager " -#~ "(inside the bin folder) to work." -#~ msgstr "" -#~ "为了让sdkmanager(在bin文件夹下)能正常工作,需要用这种方式设置目录结构." - -#~ msgid "" -#~ "To be able to use the Android SDK tools, Google requires you to accept " -#~ "its licenses." -#~ msgstr "谷歌要求你接受对应的许可证,才可以使用Android SDK工具." - -#~ msgid "" -#~ "To do this, the ``sdkmanager`` must be executed from the command line " -#~ "with a special argument. Navigate to the ``tools/bin`` directory inside " -#~ "the SDK folder (instructions provided for Windows users, as Linux and " -#~ "macOS users are expected to understand how command line navigation works):" -#~ msgstr "" -#~ "要做到这一点,``sdkmanager`` 必须通过命令行执行,并提供一个特殊参数.导航到" -#~ "SDK文件夹内的 ``tools/bin`` 目录(为Windows用户提供了说明,因为Linux和macOS" -#~ "用户应该了解命令行导航的工作方式):" - -#~ msgid "Then open a command line window:" -#~ msgstr "然后打开命令行窗口:" - -#~ msgid "In there, run ``sdkmanager --licenses``:" -#~ msgstr "在那里,运行 ``sdkmanager --licenses``:" - -#~ msgid "" -#~ "This will ask you to accept several licenses, just write ``y`` and press :" -#~ "kbd:`Enter` on every of them until it's done." -#~ msgstr "" -#~ "这将要求你接受几个许可证,只要在每个许可证上写上 ``y`` ,然后按 :kbd:" -#~ "`Enter` ,直到完成." - -#~ msgid "" -#~ "Afterwards, install the platform tools (this is required to install " -#~ "``adb``):" -#~ msgstr "之后,安装平台工具(安装 ``adb`` 需要这个):" - -#~ msgid "" -#~ "If you get an error saying ``Warning: Could not create settings``, try " -#~ "``./sdkmanager --sdk_root=../../ --licenses`` or ``./sdkmanager --" -#~ "sdk_root=../../ platform-tools``. These must be executed inside the ``/" -#~ "tools/bin/`` folder because the path for ``--sdk_root`` is relative." -#~ msgstr "" -#~ "如果收到一条这样的报错 ``Warning: Could not create settings``,尝试 ``./" -#~ "sdkmanager --sdk_root=../../ --licenses`` 或``./sdkmanager --" -#~ "sdk_root=../../ platform-tools``.这些命令必须在``/tools/bin/``文件夹里执" -#~ "行,因为 ``--sdk_root`` 路径是相对的." - -#~ msgid "Generating the keystore" -#~ msgstr "生成密钥库" - -#~ msgid "" -#~ "Once the *platform tools* are installed, the last step is to generate a " -#~ "debug keystore (this is needed to build). Go up two folders by writing:" -#~ msgstr "" -#~ "一旦安装了 *平台工具*,最后一步是生成调试密钥存储库(这是构建所需要的).通过" -#~ "这样写,向上返回两个文件夹:" - -#~ msgid "(or open a new shell in the ``android-sdk`` folder)." -#~ msgstr "(或者在 ``android-sdk`` 文件夹中打开一个新的Shell)." - -#~ msgid "" -#~ "And you need to input the following line (This should work out of the " -#~ "box. However, if you haven't set the ``JAVA_HOME`` variable on Windows, " -#~ "there are further instructions below):" -#~ msgstr "" -#~ "然后你需要输入以下一行(这应该是开箱即用的,如果你没有在Windows上设置 " -#~ "``JAVA_HOME`` 变量,下面有进一步的说明):" - -#~ msgid "" -#~ "On Windows, if you did not install the ``JAVA_HOME`` variable, the full " -#~ "path to Java should be provided. You need to add ``&`` at the beginning " -#~ "of the line if you use PowerShell; it's not needed for the regular ``cmd." -#~ "exe`` console." -#~ msgstr "" -#~ "在Windows上,如果你没有设置 ``JAVA_HOME`` 变量,应该提供Java的完整路径.如果" -#~ "使用PowerShell,需要在行首添加 ``&`` ;普通的 ``cmd.exe`` 控制台不需要." - -#~ msgid "" -#~ "To make it clearer, here is an capture of a line that works on PowerShell " -#~ "(by adding ``&`` and the full Java path before ``keytool.exe``). Again, " -#~ "keep in mind that you need Java installed:" -#~ msgstr "" -#~ "为了更清楚地说明这一点,这里有一行在PowerShell上运行的代码(在 ``keytool." -#~ "exe`` 之前添加 ``&`` 和完整的Java路径).同样,请记住,你需要安装Java:" - -#~ msgid "" -#~ "(right-click and open the image in a new tab if this appears too small)" -#~ msgstr "(如果图片太小,请右击并在新标签页中打开图片)" - -#~ msgid "" -#~ "Go to the **Editor Settings** and set up a few fields in **Export > " -#~ "Android**. Make sure they look like the following:" -#~ msgstr "" -#~ "转到 *编辑器设置* 并在 *导出->安卓* 中设置几个字段.确保它们看起来像下面这" -#~ "样:" - -#~ msgid "" -#~ "As it can be seen, most paths are inside either the ``android-sdk`` " -#~ "folder you originally created, or inside the Java install. For Linux and " -#~ "macOS users, ``jarsigner`` is often located in ``/usr/bin``." -#~ msgstr "" -#~ "可以看到,大多数路径都在你最初创建的 ``android-sdk`` 文件夹内,或者在Java安" -#~ "装中.对于Linux和macOS用户, ``jarsigner`` 通常位于 ``/usr/bin`` 中." - -#~ msgid "With this, you should be all set." -#~ msgstr "有了这个,您应该已经准备就绪." - -#~ msgid "Install the Android SDK (Android Studio)" -#~ msgstr "安装安卓SDK(Android Studio)" - -#~ msgid "" -#~ "If you just finished installing the SDK via the command-line tools, feel " -#~ "free to skip this section entirely. The Android Studio path is easier, " -#~ "but it takes up more disk space. It's also useful if you plan to develop " -#~ "Godot for Android (modify the Java source code) or if you plan to develop " -#~ "add-ons." -#~ msgstr "" -#~ "如果你刚刚通过命令行工具安装完SDK,可以完全跳过本节.Android Studio路径更简" -#~ "单,但它占用的磁盘空间更大.如果你打算开发Godot for Android(修改Java源代码)," -#~ "或者你打算开发附加组件,它也很有用." - -#~ msgid "Download and install Android Studio" -#~ msgstr "下载并安装Android Studio" - -#~ msgid "" -#~ "Download the latest version of Android Studio. When installing, pay " -#~ "attention to where the *android-sdk* directory is created." -#~ msgstr "" -#~ "下载最新版本的Android Studio.安装时,请注意 ``android-sdk`` 目录创建的位置." - -#~ msgid "" -#~ "This is funny, the path it proposes by default contains whitespace (and " -#~ "complains about it). It must be changed." -#~ msgstr "" -#~ "这很有趣,默认情况下,它建议的路径包含空格(您会为此抱怨不已).所以它必须改变." - -#~ msgid "" -#~ "In any case, it's better to select a different path inside your user " -#~ "folders. The recommended one is usually:" -#~ msgstr "无论如何,最好在用户文件夹中选择不同的路径.推荐的方法通常是:" - -#~ msgid "" -#~ "Replace *yourusername* by your actual user name. Once it's correct, " -#~ "select from the list above in the same screen:" -#~ msgstr "" -#~ "用实际用户名替换 ``yourusername``.一旦正确,在同一屏幕上从以上列表中选择:" - -#~ msgid "Android SDK" -#~ msgstr "Android SDK" - -#~ msgid "Android SDK Platform" -#~ msgstr "Android SDK 平台工具" - -#~ msgid "" -#~ "The rest are not needed, because the build system will fetch them itself. " -#~ "After selecting them, go on with the installation." -#~ msgstr "其余都不需要,因为构建系统会自动获取它们.选定它们后,继续安装." - -#~ msgid "" -#~ "Go to the folder where you installed ``android-sdk`` in the previous " -#~ "step, use File Explorer and open a command line tool there:" -#~ msgstr "" -#~ "进入上一步安装 ``android-sdk`` 的文件夹,使用文件资源管理器,在那里打开一个" -#~ "命令行工具:" - -#~ msgid "" -#~ "The actual command line to type is the following. On Linux and macOS, it " -#~ "should work out of the box, but on Windows, it needs additional details " -#~ "(keep reading afterwards)." -#~ msgstr "" -#~ "实际要输入的命令行如下.在Linux和macOS上,它应该是开箱即用的,但在Windows上," -#~ "它需要更多的细节(请继续向后阅读)." - -#~ msgid "" -#~ "On Windows, the full path to Java should be provided (and ``&`` needs to " -#~ "be added at the beginning on the line if you use PowerShell, it's not " -#~ "needed for the regular ``cmd.exe`` console). Don't worry, at least by " -#~ "using Android Studio on Windows, Java comes bundled with it." -#~ msgstr "" -#~ "在Windows上,应该提供Java的完整路径(如果使用PowerShell,需要在行首添加 " -#~ "``&`` ,普通的 ``cmd.exe`` 控制台不需要).别担心,至少在Windows上使用Android " -#~ "Studio,Java是捆绑在一起的." - -#~ msgid "" -#~ "To make it clearer, here is a screen capture of a line that works on " -#~ "PowerShell (by adding ``&`` and the full Java Path to ``keytool.exe``; " -#~ "remove ``&`` if you use ``cmd.exe``). It uses a path to the Java version " -#~ "that comes with Android Studio:" -#~ msgstr "" -#~ "为了更清楚地说明这一点,这里是PowerShell上工作的一行的屏幕截图(通过添加 " -#~ "``&`` 和完整的Java路径到 ``keytool.exe`` ;如果你使用 ``cmd.exe`` ,则删除 " -#~ "``&`` ).它使用的是Android Studio自带的Java版本的路径:" - -#~ msgid "" -#~ "Many browsers, including Firefox and Chromium-based browsers, will not " -#~ "load exported projects when **opened locally** per ``file://`` protocol. " -#~ "To get around this, use a local server." -#~ msgstr "" -#~ "许多浏览器,包括Firefox和基于Chromium的浏览器,在 **本地打开** 每个 " -#~ "``file://`` 协议时不,会加载导出的项目.要解决此问题,请使用本地服务器." - -#~ msgid "" -#~ "Python offers an easy method to start a local server. Use ``python -m " -#~ "http.server 8000 --bind 127.0.0.1`` with Python 3 to serve the current " -#~ "working directory at ``http://localhost:8000``. `Refer to MDN for " -#~ "additional information `__." -#~ msgstr "" -#~ "Python提供了一个简单的方法来启动本地服务器.用Python 3使用 ``python -m " -#~ "http.server 8000 --bind 127.0.0.1`` 为当前工作目录 ``http://" -#~ "localhost:8000`` 服务. `其他信息请参考MDN `__ ." - -#~ msgid "" -#~ "If you use Linux, due to `poor Firefox WebGL performance `__, it's recommended to " -#~ "play the exported project using a Chromium-based browser instead of " -#~ "Firefox." -#~ msgstr "" -#~ "如果你使用的是Linux,由于 `Firefox的WebGL性能不佳 `__ ,推荐使用基于Chromium的浏览器而非" -#~ "Firefox来游玩导出的项目." - -#~ msgid "Audio autoplay" -#~ msgstr "音频自动播放" - -#~ msgid "Exported ``.html`` file must not be reused" -#~ msgstr "导出的 ``.html`` 文件不得重复使用" - -#~ msgid "Unimplemented functionality" -#~ msgstr "未实现的功能" - -#~ msgid "" -#~ "The following functionality is currently unavailable on the HTML5 " -#~ "platform:" -#~ msgstr "HTML5平台上目前无法使用以下功能:" - -#~ msgid "Clipboard synchronization between engine and operating system" -#~ msgstr "引擎和操作系统之间的剪贴板同步" - -#~ msgid "" -#~ "Networking other than :ref:`class_HTTPClient` and :ref:" -#~ "`class_WebSocketClient`" -#~ msgstr "" -#~ "除了 :ref:`class_HTTPClient` 和 :ref:`class_WebSocketClient` 之外的网络" - -#~ msgid "" -#~ "At the time of writing, 3.0 is the stable release version. The 3.1 " -#~ "development branch contains many changes to the animation system, so the " -#~ "animations in the demo will not be covered here. See :ref:" -#~ "`doc_introduction_animation` for more information." -#~ msgstr "" -#~ "在撰写本文时,3.0是稳定版本. 3.1开发版本已经对动画系统的做了许多更改,因此此" -#~ "处不会介绍demo中的动画. 请参阅 :ref:`doc_introduction_animation` 以了解更" -#~ "多信息." - -#~ msgid "" -#~ "There are several ways to alleviate banding. Here are a few examples:" -#~ msgstr "有几种方法可以缓解条带效应.下面是一些例子:" - -#~ msgid "" -#~ "Bake some noise into your textures. This is mainly effective in 2D, e.g. " -#~ "for vignetting effects." -#~ msgstr "在你的纹理中加入一些噪声.这主要在2D中有效,例如用于渐晕效果." - -#~ msgid "" -#~ "Implement a debanding shader as a :ref:`screen-reading shader `. Godot currently doesn't provide a built-in debanding " -#~ "shader, but this may be added in a future release." -#~ msgstr "" -#~ "实现一个去条带(debanding)着色器为 :ref:`screen-reading shader `.Godot目前没有提供内置的去条带着色器,但这可能会在未来的发" -#~ "行版本中添加." - -#~ msgid "" -#~ "**Cull Mask**: Objects that are in the selected layers below will be " -#~ "affected by this light." -#~ msgstr "**Cull Mask(剔除遮罩)** :下面所选图层中的物体会受到此灯光的影响." - -#~ msgid "GI Probes" -#~ msgstr "GI探针" - -#~ msgid "Using gridmaps" -#~ msgstr "使用网格地图" - -#~ msgid "RigidBody" -#~ msgstr "RigidBody" - -#~ msgid "" -#~ "It is recommended to use developer tools provided by browser vendors to " -#~ "debug exported projects. Output generated by the engine may be limited " -#~ "and does not include WebGL errors." -#~ msgstr "" -#~ "建议使用浏览器供应商提供的开发者工具来调试导出的项目.引擎生成的输出可能是" -#~ "有限的,并且不包括WebGL错误." - -#~ msgid "" -#~ "As evident by the default HTML page, it is mostly a regular HTML " -#~ "document. To work with Godot projects it needs to be fully realized, to " -#~ "have a control code that calls the :js:class:`Engine` class, and to " -#~ "provide places for several placeholders, which are replaced with their " -#~ "actual values during export." -#~ msgstr "" -#~ "从默认的HTML页面可以看出,它主要是一个普通的HTML文档.要与Godot项目配合使用," -#~ "需要完全实现,要有一个调用 :js:class:`Engine` 类的控制代码,并提供几个占位符" -#~ "的位置,在导出时用实际值替换." - -#~ msgid "" -#~ "``$GODOT_BASENAME``: The base name from the *Export Path*, as set up in " -#~ "the export options; suffixes are omitted (e.g. ``game.html`` becomes " -#~ "``game``). This variable can be used to generate a path to the main " -#~ "JavaScript file ``$GODOT_BASENAME.js``, which provides the :js:class:" -#~ "`Engine` class. A splash image shown during the booting process can be " -#~ "accessed using this variable as well: ``$GODOT_BASENAME.png``." -#~ msgstr "" -#~ "``$GODOT_BASENAME``.*导出路径*中的基本名称,在导出选项中设置;后缀被省略(例" -#~ "如,``game.html``变成``game``).这个变量可以用来生成主JavaScript文件``" -#~ "$GODOT_BASENAME.js``的路径,它提供了:js:class:`Engine`类.开机过程中显示的" -#~ "flash图片也可以使用这个变量来访问.``$GODOT_BASENAME.png``." - -#~ msgid "" -#~ "``$GODOT_DEBUG_ENABLED``: A flag that tells if this is a debug build, or " -#~ "not. This variable is substituted by strings ``true`` and ``false``, and " -#~ "can be used to disable debug branches within your control code." -#~ msgstr "" -#~ "``$GODOT_DEBUG_ENABLED`` : 这是一个标志,用于说明这是否是一个调试构建.这个" -#~ "变量被字符串 ``true`` 和 ``false`` 代替,可以用来禁用控制代码中的调试分支." - -#~ msgid "" -#~ "In case your project needs to have special arguments passed to it by the " -#~ "start-up script, :js:meth:`engine.startGame` can be replaced by :js:meth:" -#~ "`engine.start`. This method takes an arbitrary list of string arguments. " -#~ "As it does not have a defined list of arguments, :js:meth:`engine.start` " -#~ "cannot automatically load the engine." -#~ msgstr "" -#~ "如果你的项目需要由启动脚本传递给它特殊的参数, :js:meth:`engine.startGame` " -#~ "可以被 :js:meth:`engine.start` 替换.这个方法接受一个任意的字符串参数列表." -#~ "由于它没有定义参数列表,所以 :js:meth:`engine.start` 不能自动加载引擎." - -#~ msgid "" -#~ "To correctly load the engine on some hosting providers and network " -#~ "configurations you may need to change the default filename extension by " -#~ "using :js:meth:`Engine.setWebAssemblyFilenameExtension`. By default, the " -#~ "extension is assumed to be ``wasm``. If your hosting provider blocks this " -#~ "extension, this static method can be used to change it to something that " -#~ "is supported." -#~ msgstr "" -#~ "为了在某些主机提供商和网络配置上正确加载引擎,你可能需要通过使用 :js:meth:" -#~ "`Engine.setWebAssemblyFilenameExtension` 来更改默认的文件名扩展.默认情况" -#~ "下,扩展名被假定为 ``wasm`` .如果你的主机提供商屏蔽了这个扩展名,可以使用这" -#~ "个静态方法将其改为支持的扩展名." - -#~ msgid "" -#~ "If a different filename extension is used, some web servers may " -#~ "automatically set the MIME-type of the file to something other than :" -#~ "mimetype:`application/wasm`. In that case some start-up optimizations may " -#~ "be skipped." -#~ msgstr "" -#~ "如果使用了不同的文件扩展名,一些网络服务器可能会自动将文件的MIME类型设置" -#~ "为 :mimetype:`application/wasm` 以外的其他类型.在这种情况下,一些启动优化可" -#~ "能会被跳过." - -#~ msgid "" -#~ "If your project requires some files to be available the moment it is " -#~ "loaded, you can preload them by calling the :js:meth:`engine.preloadFile` " -#~ "method with a path to a file or by providing it with an ``ArrayBuffer`` " -#~ "object. In case of the ``ArrayBuffer``, or one of its views, a second " -#~ "argument must be specified to define an internal path for the loaded " -#~ "resource." -#~ msgstr "" -#~ "如果你的项目需要一些文件在加载时就可以使用,你可以通过调用 :js:meth:" -#~ "`engine.preloadFile` 方法来预加载它们,并提供一个文件的路径,或者提供一个 " -#~ "``ArrayBuffer`` 对象.如果是 ``ArrayBuffer`` 或它的一个视图,必须指定第二个" -#~ "参数来定义加载资源的内部路径." - -#~ msgid "" -#~ "If the width and height of this canvas element differ from values set in " -#~ "the project settings, it will be resized on the project start. This " -#~ "behavior can be disabled by calling the :js:meth:`engine." -#~ "setCanvasResizedOnStart` method." -#~ msgstr "" -#~ "如果这个canvas元素的宽度和高度与项目设置中设置的值不同,它将在项目启动时被" -#~ "调整大小.这个行为可以通过调用 :js:meth:`engine.setCanvasResizedOnStart` 方" -#~ "法来禁止." - -#~ msgid "" -#~ "Use the :js:meth:`engine.setStdoutFunc` method to set a callback function " -#~ "for the output stream. Default behavior is similar to this:" -#~ msgstr "" -#~ "使用 :js:meth:`engine.setStdoutFunc` 方法为输出流设置回调函数.默认行为与此" -#~ "类似:" - -#~ msgid "" -#~ "Use the :js:meth:`engine.setStderrFunc` method to set a callback function " -#~ "for the error stream. Default behavior is similar to this:" -#~ msgstr "" -#~ "使用 :js:meth:`engine.setStderrFunc` 方法为错误流设置回调函数.默认行为与此" -#~ "类似:" - -#~ msgid "" -#~ "Further debugging options and a low level access to the execution " -#~ "environment are available in a form of Emscripten's ``Module`` object. It " -#~ "can be accessed using the :js:attr:`engine.rtenv` property on the engine " -#~ "instance." -#~ msgstr "" -#~ "进一步的调试选项和对执行环境的低阶访问,可以通过Emscripten的 ``Module`` 对" -#~ "象的形式获得.它可以通过引擎实例上的 :js:attr:`engine.rtenv` 属性来访问." - -#~ msgid "" -#~ "Before starting, confirm that the Emscripten configuration file exists " -#~ "and specifies all settings correctly. This file is available as ``~/." -#~ "emscripten`` on UNIX-like systems and ``%USERPROFILE%\\.emscripten`` on " -#~ "Windows. It's usually written by the Emscripten SDK, e.g. when invoking " -#~ "``emsdk activate latest``, or by your package manager. It's also created " -#~ "when starting Emscripten's ``emcc`` program if the file doesn't exist." -#~ msgstr "" -#~ "在开始之前,请确认Emscripten配置文件存在并正确指定所有设置。这个文件在类" -#~ "UNIX系统上为 ``~/.emscripten``,在Windows上为 ``%USERPROFILE%\\." -#~ "emscripten`` 。它通常由Emscripten SDK编写,例如当调用 ``emsdk activate " -#~ "latest`` 时,或者由您的包管理器调用。如果文件不存在,它也会在启动" -#~ "Emscripten的 ``emcc`` 程序时创建。" - -#~ msgid "" -#~ "On Windows, make sure to escape backslashes of paths within the " -#~ "Emscripten configuration file as double backslashes ``\\\\`` or use Unix-" -#~ "style paths with a single forward slash ``/``." -#~ msgstr "" -#~ "在Windows平台上,确保将Emscripten配置文件中的路径反斜杠,转义为双反斜杠 ``\\" -#~ "\\``,或者使用带有单个正斜杠 ``/`` 的Unix式的路径." - -#~ msgid "Building per asm.js translation or LLVM backend" -#~ msgstr "构建每个asm.js转换或LLVM后端" - -#~ msgid "" -#~ "WebAssembly can be compiled in two ways: The default is to first compile " -#~ "to asm.js, a highly optimizable subset of JavaScript, using Emscripten's " -#~ "*fastcomp* fork of LLVM. This code is then translated to WebAssembly " -#~ "using a tool called ``asm2wasm``. Emscripten automatically takes care of " -#~ "both processes, we simply run SCons." -#~ msgstr "" -#~ "WebAssembly可以用两种方式编译:默认是首先使用Emscripten的 *fastcomp* LLVM分" -#~ "支编译为asm.js,这是一个高度可优化的JavaScript子集.然后使用名为 " -#~ "``asm2wasm`` 的工具将此代码转换为WebAssembly.Emscripten会自动处理这两个进" -#~ "程,我们只需运行SCons." - -#~ msgid "" -#~ "The other method uses LLVM's WebAssembly backend. This backend is " -#~ "available starting with LLVM 8 or in development builds. Emscripten " -#~ "manages this process as well, so we just invoke SCons." -#~ msgstr "" -#~ "另一种方法是使用LLVM的WebAssembly后端.此后端可从LLVM 8开始或在开发版本中使" -#~ "用.Emscripten也管理此过程,因此我们仅调用SCons." - -#~ msgid "" -#~ "In order to choose one of the two methods, the ``LLVM_ROOT`` variable in " -#~ "the Emscripten configuration file is used. If it points to a directory " -#~ "containing binaries of Emscripten's *fastcomp* fork of clang, " -#~ "``asm2wasm`` is used. This is the default in a normal Emscripten " -#~ "installation. Otherwise, LLVM binaries built with the WebAssembly backend " -#~ "will be expected and the LLVM's WebAssembly backend is used." -#~ msgstr "" -#~ "为了选择两种方法中的一种,使用Emscripten配置文件中的 ``LLVM_ROOT`` 变量.如" -#~ "果它指向包含Emscripten的 *fastcomp* 分叉的clang的二进制文件的目录,则使用 " -#~ "``asm2wasm``.这是常规Emscripten安装中的默认设置.否则,将使用WebAssembly后端" -#~ "构建的LLVM二进制文件,并使用LLVM的WebAssembly后端." - -#~ msgid "" -#~ "Godot uses ``major.minor.patch`` version numbering. However, it does not " -#~ "strictly follow `Semantic Versioning `__. This means " -#~ "that releases considered \"semver-minor\" by that standard (such as 3.1 -" -#~ "> 3.2) will most likely introduce breaking changes. Still, there won't be " -#~ "as many breaking changes as a \"semver-major\" version bump such as 3.2 -" -#~ "> 4.0." -#~ msgstr "" -#~ "Godot使用 ``major.minor.patch`` 版本编号。然而,它并没有严格遵循 " -#~ "`Semantic Versioning `__ 。这意味着被该标准认为是 " -#~ "\"semver-minor \" 的版本(如3.1->3.2)很可能会引入突破性的变化。不过,与 " -#~ "\"semver-major \" 的版本升级(如3.2 -> 4.0)相比,中断性的变化还是不会太" -#~ "多。" - -#~ msgid "" -#~ "In the interest of stability and usability, patch releases may " -#~ "occasionally introduce small breaking changes as well. When repackaging " -#~ "Godot projects (e.g. in a Flatpak), make sure to always use the same " -#~ "patch version as the one used to initially export the project." -#~ msgstr "" -#~ "为了保证稳定性和可用性,补丁发布可能偶尔也会引入一些小的突破性变化。当重新" -#~ "打包Godot项目时(例如在Flatpak中),请确保始终使用与最初导出项目时相同的补" -#~ "丁版本。" - -#~ msgid "" -#~ "The first release in a major/minor release series doesn't end with a " -#~ "trailing zero. For example, the first release in the 3.2 series is " -#~ "``3.2``, not ``3.2.0``." -#~ msgstr "" -#~ "一个主要或次要版本系列的第一个版本不以尾部的零结尾。例如,3.2系列的第一个" -#~ "版本是 ``3.2`` ,而不是 ``3.2.0`` 。" - -#~ msgid "" -#~ "Godot versions are supported for a certain amount of time. While these " -#~ "durations are not set in stone, here's a table with the expected level of " -#~ "support for each Godot version:" -#~ msgstr "" -#~ "Godot版本有一定的支持时间。虽然这些持续时间并不是一成不变的,但这里有一个" -#~ "表格,上面有每个Godot版本的预期支持程度:" - -#~ msgid "" -#~ "|supported| Backwards-compatible new features (backported from the " -#~ "``master`` branch) as well as bug, security, and platform support fixes." -#~ msgstr "" -#~ "|supported| 向后兼容的新特性(从 ``master`` 分支移植过来的),以及错误、安" -#~ "全和平台支持的修复。" - -#~ msgid "" -#~ "Patch releases are made available more frequently, typically every 2-6 " -#~ "months while a release is fully supported. Partially supported releases " -#~ "will only have new patch releases once an important security or platform " -#~ "support fix has been merged." -#~ msgstr "" -#~ "补丁发布的频率则更高,一般每2-6个月发布一次,直到一个版本进入完全支持的状" -#~ "态。而部分支持的版本只有在重要的安全修复或平台支持修复被合并后,才会得到新" -#~ "的补丁。" - -#~ msgid "" -#~ "If you upgrade Godot, you must download templates that match the new " -#~ "version or your exported projects may not work correctly." -#~ msgstr "" -#~ "如果升级Godot,则必须下载与新版本匹配的模板,否则导出的项目可能无法正常工" -#~ "作。" - -#~ msgid "" -#~ "You have many container nodes at your disposal that scale and place UI " -#~ "elements for you. They take control over their children." -#~ msgstr "" -#~ "您有许多容器节点可供使用,可以为您缩放和放置UI元素。 他们控制自己的子项。" - -#~ msgid "" -#~ "The platform names recognized by the ``--export`` switch are the same as " -#~ "displayed in the export wizard of the editor. To get a list of supported " -#~ "platforms from the command line, try exporting to a non-recognized " -#~ "platform and the full listing of platforms your configuration supports " -#~ "will be shown." -#~ msgstr "" -#~ "由 ``--export`` 开关识别的平台名称与编辑器的导出向导中显示的平台名称相同。" -#~ "要从命令行获取支持的平台列表,请尝试导出到无法识别的平台,然后将显示您的配" -#~ "置支持的平台的完整列表。" - -#~ msgid "::" -#~ msgstr "::" - -#~ msgid "var health := 0 # The compiler will use the int type." -#~ msgstr "var health := 0 # 编译器会使用int类型。" - -#~ msgid "Windows (Visual Studio)" -#~ msgstr "Windows (Visual Studio)" - -#~ msgid "" -#~ "Download and install the latest version of `Visual Studio `_ (*not* Visual Studio Code), " -#~ "which contains utilities required to use C# in Godot. If you don't plan " -#~ "on using the Visual Studio IDE, you can download just the `Visual Studio " -#~ "Build Tools `_ instead. Make sure you at least " -#~ "have the .NET Framework 4.5 targeting pack installed, you can get it " -#~ "using any of the installers mentioned above inside the \"Individual " -#~ "components\" tab." -#~ msgstr "" -#~ "下载并安装最新版本的 `Visual Studio `_ (*不是* Visual Studio Code),它包含在Godot中使用C#会用到的" -#~ "工具。如果你不打算用Visual Studio IDE的话,也可以仅下载 `Visual Studio构建" -#~ "工具 `_ 。确保至少安装了.NET Framework 4.5目标" -#~ "包,您可以使用 ``单个组件`` 选项卡中上面提到的任何安装程序来获取它。" - -#~ msgid "Windows (JetBrains Rider)" -#~ msgstr "Windows (JetBrains Rider)" - -#~ msgid "" -#~ "JetBrains Rider comes with bundled MSBuild, so nothing extra is required. " -#~ "Make sure to set the following preferences:" -#~ msgstr "" -#~ "JetBrains Rider 包含了配套的 MSBuild,所以不需要其他额外软件。确保偏好与下" -#~ "列设定一致:" - -#~ msgid "macOS and Linux" -#~ msgstr "macOS及Linux" - -#~ msgid "" -#~ "Download and install the latest version of the `Mono SDK `_. As of Godot 3.1 beta 3, the version number " -#~ "doesn't matter since Godot bundles its own Mono 5.18 installation. We " -#~ "only need the Mono installation for NuGet and MSBuild which are required " -#~ "to use C# in Godot." -#~ msgstr "" -#~ "下载并安装最新版本的 `Mono SDK `_ 。对于Godot 3.1 beta 3,下载的哪个版本都无所谓,因为Godot自身就捆绑了" -#~ "Mono 5.18的安装。我们只需要为NuGet和MSBuild安装Mono就可以,那正是Godot中C#" -#~ "需要的。" - -#~ msgid "" -#~ "To download Mono on macOS, use the \"Stable Channel\" link from the `Mono " -#~ "Downloads Page `_. The Visual " -#~ "Studio channel is an earlier version of Mono and will not work." -#~ msgstr "" -#~ "要在macOS上下载Mono,请使用 `Mono下载页面 `_ 中的 ``稳定通道(Stable Channel)`` 链接。Visual Studio通道是" -#~ "Mono的早期版本,将无法使用。" - -#~ msgid "" -#~ "If you are using Visual Studio Code, ensure you download and install the " -#~ "`C# extension `_ to enable features like syntax highlighting and " -#~ "IntelliSense." -#~ msgstr "" -#~ "如果你在使用Visual Studio Code,请确保下载并安装 `C# 扩展 `_ 以启用诸如" -#~ "语法高亮和智能感知(IntelliSense)的特性。" - -#~ msgid "Why import?" -#~ msgstr "为什么要导入?" - -#~ msgid "Services for iOS" -#~ msgstr "适用于iOS的服务" - -#, fuzzy -#~ msgid "" -#~ "Here is a comparison of the two file types to help you choose the one " -#~ "that fits your use case best:" -#~ msgstr "使用这些类型的文件时,您应该选择哪一个最适合您的特定用例:" - -#, fuzzy -#~ msgid "" -#~ "WAV files are quite large, but use little CPU power to play back. " -#~ "Hundreds of them can be played simultaneously with little impact on " -#~ "performance. This format is usually best for short sound effects." -#~ msgstr "" -#~ "* .wav * 类型的音频文件相当大,但使用少量的CPU来播放。 其中数百个可以同时" -#~ "播放,对性能影响不大。 这种格式通常最适合短音效,因为导入器会修剪它们并将" -#~ "它们转换为IMA-ADPCM。" - -#, fuzzy -#~ msgid "" -#~ "Ogg Vorbis files are much smaller, but use considerably more CPU power to " -#~ "play back, so only a few can be played back at once (especially on " -#~ "mobile). This format works well for music, long sound effect sequences, " -#~ "and voice at relatively low bitrates." -#~ msgstr "" -#~ "* .ogg * 类型的音频文件要小得多,但要回放使用相当多的CPU功率,因此只能播放" -#~ "少量(特别是在移动设备上!)。 这种格式通常最适合音乐或长音效序列。 它也适用" -#~ "于比特率相对较低的语音。" - -#, fuzzy -#~ msgid "" -#~ "Keep in mind that while WAV files may contain looping information in " -#~ "their metadata, Ogg Vorbis files do not. If looping an Ogg Vorbis file is " -#~ "desired, it must be set up using the import options:" -#~ msgstr "" -#~ "请记住.wav和.ogg通常不包含循环信息,因此必须在每个的导入选项上设置此信息:" - -#~ msgid "Encrypting save games" -#~ msgstr "加密保存的游戏数据" - -#~ msgid "" -#~ "Because the world today is not the world of yesterday. A capitalist " -#~ "oligarchy runs the world and forces us to consume in order to keep the " -#~ "gears of this rotten society on track. As such, the biggest market for " -#~ "video game consumption today is the mobile one. It is a market of poor " -#~ "souls forced to compulsively consume digital content in order to forget " -#~ "the misery of their everyday life, commute, or just any other brief free " -#~ "moment they have that they are not using to produce goods or services for " -#~ "the ruling class. These individuals need to keep focusing on their video " -#~ "games (because not doing so will fill them with tremendous existential " -#~ "angst), so they go as far as spending money on them to extend their " -#~ "experience, and their preferred way of doing so is through in-app " -#~ "purchases and virtual currency." -#~ msgstr "" -#~ "因为今日的世界不是昨日的世界。一个资本主义寡头统治着世界,强迫我们消费,以" -#~ "便使这个腐朽社会的齿轮保持运作。因此,当今游戏消费最大的市场是手机游戏市" -#~ "场。这是一个穷人被迫消费数字内容,以便忘记他们日常生活、通勤的痛苦,或仅仅" -#~ "享受他们没有被用来为统治阶级生产商品或服务的短暂自由时刻。这些人需要继续集" -#~ "中于他们的电子游戏(因为不这样做将给他们带来巨大的存在主义焦虑),所以他们甚" -#~ "至花钱在游戏上来扩展他们的体验,而他们这样做的首选方式是通过应用内购买和虚" -#~ "拟货币。" - -#, fuzzy -#~ msgid "" -#~ "But what if someone were to find a way to edit the saved games and assign " -#~ "the items and currency without effort? That would be terrible, because it " -#~ "would help players consume the content much faster, and therefore run out " -#~ "of it sooner than expected. If that happens, they will have nothing that " -#~ "prevents them from thinking, and the tremendous agony of realizing their " -#~ "own irrelevance would again take over their life." -#~ msgstr "" -#~ "但是,想象一下,如果有人想办法编辑保存的游戏数据,不用任何努力地就可以得到" -#~ "物品和货币?这将是可怕的,因为它将使得玩家更快地消费游戏内容,导致更快地玩" -#~ "完游戏。如果这种事情发生了,他们将没有别东西可以用来逃避思考,而意识到他们" -#~ "自己渺小无用的巨大痛苦将会再次占据他们的生活。" - -#~ msgid "" -#~ "No, we definitely do not want that to happen, so let's see how to encrypt " -#~ "savegames and protect the world order." -#~ msgstr "" -#~ "不,我们绝对不希望这种情况发生,所以让我们看看如何加密保存游戏数据从而保护" -#~ "世界秩序和平稳定。" - -#~ msgid "How?" -#~ msgstr "怎么做?" - -#~ msgid "" -#~ "The class :ref:`File ` can open a file at a location and read/" -#~ "write data (integers, strings and variants). It also supports encryption. " -#~ "To create an encrypted file, a passphrase must be provided, like this:" -#~ msgstr "" -#~ "类 :ref:`File ` 可以在一个位置打开文件并读/写数据(整数、字符串" -#~ "和变量)。它还支持加密。要创建加密文件,必须提供一个密码,如下所示:" - -#~ msgid "" -#~ "This will make the file unreadable to users, but will still not prevent " -#~ "them from sharing savefiles. To solve this, use the device unique id or " -#~ "some unique user identifier, for example:" -#~ msgstr "" -#~ "对用户而言,这将使文件不可读,但仍然不会阻止他们分享保存的文件。为了解决这" -#~ "个问题,可以使用设备唯一id或某个唯一用户标识符,例如:" - -#~ msgid "Note that ``OS.get_unique_id()`` does not work on UWP or HTML5." -#~ msgstr "请注意, ``OS.get_unique_id()`` 只适用于iOS和Android系统。" - -#, fuzzy -#~ msgid "That is all! Thank you for your cooperation, citizen." -#~ msgstr "这就是全部!谢谢您的合作,公民。" - -#, fuzzy -#~ msgid "" -#~ "This method cannot really prevent players from editing their savegames " -#~ "locally because, since the encryption key is stored inside the game, the " -#~ "player can still decrypt and edit the file themselves. The only way to " -#~ "prevent this from being possible is to store the save data on a remote " -#~ "server, where players can only make authorized changes to their save " -#~ "data. If your game deals with real money, you need to be doing this " -#~ "anyway." -#~ msgstr "" -#~ "这种方法并不能真正阻止游戏角色在本地编辑他们的保存游戏,因为加密密钥存储在" -#~ "游戏中,所以游戏角色仍然可以对文件本身进行解密和编辑。防止出现这种情况的唯" -#~ "一方法是将保存的游戏数据存储在远程服务器上,其中游戏角色只能对其中的保存数" -#~ "据进行授权更改。如果您的游戏涉及到真正的金钱,您无论如何都需要这样做。" - -#~ msgid "" -#~ "You can also access the AssetLib directly from Godot. It is available " -#~ "from two places - in the Project Manager's Templates tab, and inside of a " -#~ "project, from the workspaces list." -#~ msgstr "" -#~ "您也可以直接在Godot引擎中访问AssetLib。 它可以从两个位置访问- 在项目管理器" -#~ "的``模板``选项卡中,或则在项目内部的工作区列表中。" - -#, fuzzy -#~ msgid "Creating Android plugins (Godot 3.2.2+)" -#~ msgstr "创建Android模块" - -#~ msgid "Implemented in ``platform/iphone/in_app_store.mm``." -#~ msgstr "在``platform / iphone / in_app_store.mm中实现``。" - -#~ msgid "Implemented in ``platform/iphone/game_center.mm``." -#~ msgstr "在``platform / iphone / game_center.mm``中实现。" - -#, fuzzy -#~ msgid "" -#~ "`Engine.setWebAssemblyFilenameExtension <#Engine." -#~ "setWebAssemblyFilenameExtension>`__ **(** string extension **)**" -#~ msgstr "" -#~ "`Engine.setWebAssemblyFilenameExtension <#Engine." -#~ "setWebAssemblyFilenameExtension>`__ **(** string extension **)**" - -#, fuzzy -#~ msgid "Instance Properties" -#~ msgstr "信号和属性" - -#, fuzzy -#~ msgid "Emscripten ``Module``" -#~ msgstr "访问Emscripten ``Module``" - -#~ msgid "`engine.rtenv <#engine.rtenv>`__" -#~ msgstr "`engine.rtenv <#engine.rtenv>`__" - -#, fuzzy -#~ msgid "`Engine <#Engine>`__ **(** **)**" -#~ msgstr "`Engine <#Engine>`__ **(** **)**" - -#~ msgid "" -#~ "`engine.start <#engine.start>`__ **(** *[ string arg1, string arg2, … ]* " -#~ "**)**" -#~ msgstr "" -#~ "`engine.start <#engine.start>`__ **(** *[ string arg1, string arg2, … ]* " -#~ "**)**" - -#~ msgid "" -#~ "`engine.startGame <#engine.startGame>`__ **(** string execName, string " -#~ "mainPack **)**" -#~ msgstr "" -#~ "`engine.startGame <#engine.startGame>`__ **(** string execName, string " -#~ "mainPack **)**" - -#~ msgid "" -#~ "`engine.setUnloadAfterInit <#engine.setUnloadAfterInit>`__ **(** boolean " -#~ "enabled **)**" -#~ msgstr "" -#~ "`engine.setUnloadAfterInit <#engine.setUnloadAfterInit>`__ **(** boolean " -#~ "enabled **)**" - -#~ msgid "" -#~ "`engine.setCanvas <#engine.setCanvas>`__ **(** HTMLCanvasElement " -#~ "canvasElem **)**" -#~ msgstr "" -#~ "`engine.setCanvas <#engine.setCanvas>`__**(**HTMLCanvasElement " -#~ "canvasElem**)**" - -#~ msgid "" -#~ "`engine.setCanvasResizedOnStart <#engine.setCanvasResizedOnStart>`__ " -#~ "**(** boolean enabled **)**" -#~ msgstr "" -#~ "`engine.setCanvasResizedOnStart <#engine.setCanvasResizedOnStart>`__ " -#~ "**(** boolean enabled **)**" - -#~ msgid "`engine.setLocale <#engine.setLocale>`__ **(** string locale **)**" -#~ msgstr "`engine.setLocale <#engine.setLocale>`__**(**字符串区域设置**)**" - -#~ msgid "" -#~ "`engine.setExecutableName <#engine.setExecutableName>`__ **(** string " -#~ "execName **)**" -#~ msgstr "" -#~ "`engine.setExecutableName <#engine.setExecutableName>`__ **(** string " -#~ "execName **)**" - -#~ msgid "" -#~ "`engine.setProgressFunc <#engine.setProgressFunc>`__ **(** function " -#~ "callback **)**" -#~ msgstr "" -#~ "`engine.setProgressFunc <#engine.setProgressFunc>`__ **(** function " -#~ "callback **)**" - -#, fuzzy -#~ msgid "" -#~ "`engine.setStdoutFunc <#engine.setStdoutFunc>`__ **(** function callback " -#~ "**)**" -#~ msgstr "``engine.setStdoutFunc(func)``, ``engine.setStderrFunc(func)``" - -#, fuzzy -#~ msgid "" -#~ "`engine.setStderrFunc <#engine.setStderrFunc>`__ **(** function callback " -#~ "**)**" -#~ msgstr "``engine.setStdoutFunc(func)``, ``engine.setStderrFunc(func)``" - -#, fuzzy -#~ msgid "Static Method Descriptions" -#~ msgstr "静态函数" - -#~ msgid "Promise which resolves once the engine is loaded." -#~ msgstr "当引擎加载时承诺解决。" - -#, fuzzy -#~ msgid "" -#~ "Set an alternative filename extension for the WebAssembly module. By " -#~ "default it is assumed to be ``wasm``." -#~ msgstr "" -#~ "加载引擎时,WebAssembly模块的文件名扩展假定为“wasm”。这个函数允许使用替代" -#~ "扩展。" - -#~ msgid "Filename extension without preceding dot." -#~ msgstr "文件名扩展没有前面的点。" - -#~ msgid "" -#~ "The runtime environment provided by Emscripten's ``Module``. For more " -#~ "information refer to the `official documentation `__ on Emscripten." -#~ msgstr "" -#~ "Emscripten的```Module```提供的运行时环境。更多信息请参考Emscripten的`官方" -#~ "文档`__手稿。" - -#, fuzzy -#~ msgid "Instance Method Descriptions" -#~ msgstr "request_achievement_descriptions" - -#, fuzzy -#~ msgid "Command line argument." -#~ msgstr "命令行参数。" - -#~ msgid "Executable name in a form of URL, omitting filename extension." -#~ msgstr "URL形式的可执行文件名称,省略文件的扩展名。" - -#~ msgid "URL of the main pack to start the game." -#~ msgstr "主程序包从这网址开始游戏。" - -#~ msgid "" -#~ "``true`` if the engine shall be unloaded after initializing, ``false`` " -#~ "otherwise." -#~ msgstr "如果引擎在初始化后卸载,则为“真”,否则为“假”。" - -#, fuzzy -#~ msgid "" -#~ "Specify a canvas HTML element to use. By default, the first canvas " -#~ "element on the page is used for rendering." -#~ msgstr "默认情况下,页面上的第一个画布元素用于呈现。" - -#, fuzzy -#~ msgid "" -#~ "Specifies whether the canvas will be resized to the width and height " -#~ "specified in the project settings on start. Enabled by default." -#~ msgstr "设置是否将画布调整为启动时项目设置中指定的宽度和高度。" - -#~ msgid "" -#~ "``true`` if the canvas shall be resized on start, ``false`` otherwise." -#~ msgstr "如果在开始时需要调整画布大小,则为\"真\",否则为“假”。" - -#~ msgid "Language code." -#~ msgstr "语言代码。" - -#, fuzzy -#~ msgid "" -#~ "Specify the virtual filename of the executable. By default, the base name " -#~ "of the loaded engine files is used." -#~ msgstr "指定可执行文件的虚拟文件名。" - -#, fuzzy -#~ msgid "" -#~ "This affects the output of :ref:`OS.get_executable_path() " -#~ "` and sets the automatically started " -#~ "main pack to :file:`{ExecutableName}.pck`." -#~ msgstr "" -#~ "这将影响:参考:`操作系统.获取可执行文件路径()<类_操作系统_方法_获取可执行文" -#~ "件路径>`和自动启动的主包:文件:`{可执行文件名称}.pck`。" - -#~ msgid "Executable name." -#~ msgstr "可执行文件名称。" - -#, fuzzy -#~ msgid "" -#~ "The callback function must accept two numeric arguments: the amount of " -#~ "bytes loaded so far, and the total number of bytes to load." -#~ msgstr "" -#~ "每帧调用一个回调函数,有两个数值类型的参数:目前已加载的字节数,以及要加载" -#~ "的总字节数。" - -#, fuzzy -#~ msgid "" -#~ "The callback function must accept one string argument: the message to " -#~ "print." -#~ msgstr "回调函数调用带有一个参数,要打印的字符串。" - -#, fuzzy -#~ msgid "MBedTLS is Copyright (C) 2013-2019 ARM" -#~ msgstr "MBedTLS 的版权 (C) 2013-2019 ARM" - -#~ msgid "" -#~ "`Android NDK `_ r17 or " -#~ "later." -#~ msgstr "" -#~ "`Android NDK `_ r17 或高级版" -#~ "本。" - -#~ msgid "" -#~ "Set the environment variable ``ANDROID_HOME`` to point to the Android " -#~ "SDK. If you downloaded the Android command-line tools, this would be the " -#~ "folder where you extracted the contents of the ZIP archive. Later on, " -#~ "``gradlew`` will install necessary SDK components in this folder. " -#~ "However, you need to accept the SDK component licenses before they can be " -#~ "downloaded by Gradle. This can be done by running the following command " -#~ "from the root of the SDK directory, then answering all the prompts with " -#~ "``y``:" -#~ msgstr "" -#~ "将环境变量 ``ANDROID_HOME`` 指向Android SDK。如果您下载了Android命令行工" -#~ "具,那么这将是您解压缩ZIP存档内容的文件夹。稍后,``gradlew`` 将在此文件夹" -#~ "中安装必要的SDK组件。但是,您需要接受SDK组件许可证才能通过Gradle下载。这可" -#~ "以通过从SDK目录的根目录运行以下命令,然后用 ``y`` 回答所有提示来完成:" - -#~ msgid "" -#~ "Set the environment variable ``ANDROID_NDK_ROOT`` to point to the Android " -#~ "NDK. You also might need to set the variable ``ANDROID_NDK_HOME`` to the " -#~ "same path, especially if you are using custom Android modules, since some " -#~ "Gradle plugins rely on the NDK and use this variable to determine its " -#~ "location." -#~ msgstr "" -#~ "设置环境变量 ``ANDROID_NDK_ROOT`` 指向Android NDK。您还可能需要将变量 " -#~ "``ANDROID_NDK_HOME`` 设置为相同的路径,尤其是在使用自定义Android模块的情况" -#~ "下,因为某些Gradle插件依赖NDK并使用此变量来确定其位置。" - -#~ msgid "" -#~ "Brazilian Portuguese: `Godot Brasil (Discord) `_" -#~ msgstr "" -#~ "巴西葡萄牙语: `Godot Brasil(Discord)`_" - -#~ msgid "" -#~ "French: `Godot Francophone Officiel (Discord) `_" -#~ msgstr "" -#~ "法语: `Godot Francophone Officiel (Discord) `_" - -#~ msgid "French: `SoloCode Godot (Discord) `_" -#~ msgstr "法语: `SoloCode Godot (Discord) `_" - -#~ msgid "" -#~ "German: `Deutsche Godot Community (Discord) `_" -#~ msgstr "" -#~ "德语: `Deutsche Godot Community (Discord) `_" - -#~ msgid "" -#~ "Swedish: `Swedish Godot Community (Discord) `_" -#~ msgstr "瑞典语: `Godot 瑞典语社区(Discord) `_" - -#~ msgid "" -#~ "If you install Android Studio, you need to run it once to complete the " -#~ "SDK setup." -#~ msgstr "如果你安装 Android Studio,需要运行一次来完成SDK安装。" - -#~ msgid "Make sure you have adb" -#~ msgstr "确保您有adb" - -#, fuzzy -#~ msgid "" -#~ "Android Debug Bridge (``adb``) is the command line tool used to " -#~ "communicate with Android devices. It's installed with the SDK, but you " -#~ "may need to install one (any) of the Android API levels for it to be " -#~ "installed in the SDK directory." -#~ msgstr "" -#~ "Android Debug Bridge(adb)是用于与Android设备通信的命令行工具。它随SDK一" -#~ "起安装,但您可能需要安装一个(任何)Android API级别才能将其安装在SDK目录" -#~ "中。" - -#~ msgid "" -#~ "The ``adb`` executable (``adb.exe`` on Windows) - It can usually be found " -#~ "at ``%LOCALAPPDATA%\\Android\\Sdk\\platform-tools\\adb.exe``." -#~ msgstr "" -#~ "``adb`` 程序 (Windows上是``adb.exe``) - 通常在``%LOCALAPPDATA%\\Android" -#~ "\\Sdk\\platform-tools\\adb.exe``这找到。" - -#~ msgid "" -#~ "The ``jarsigner`` executable (from JDK 6 or 8) - On Windows, OpenJDK " -#~ "installs to a directory like ``%PROGRAMFILES%\\AdoptOpenJDK" -#~ "\\jdk-8.0.252.09-hotspot\\bin``. On Linux, it typically installs to a " -#~ "directory like ``/usr/bin/jarsigner``. The exact path may vary depending " -#~ "on the OpenJDK update you've installed and your machine's operating " -#~ "system." -#~ msgstr "" -#~ "``jarsigner`` 程序 (来自JDK 6 或 8) - Windows上, OpenJDK 安装到如下的目" -#~ "录 ``%PROGRAMFILES%\\AdoptOpenJDK\\jdk-8.0.252.09-hotspot\\bin``。Linux" -#~ "上, 通常安装到下面这个目录 ``/usr/bin/jarsigner``。具体的目录会不一样,看" -#~ "安装的OpenJDK更新在哪以及机器的操作系统。" - -#~ msgid "" -#~ "Constants are similar to variables, but must be constants or constant " -#~ "expressions and must be assigned on initialization." -#~ msgstr "常量类似于变量,但必须是常量或常量表达式,并且必须在初始化时分配。" - -#~ msgid "Type hints" -#~ msgstr "类型提示" - -#~ msgid "" -#~ "Place the colon right after the variable's name, without a space, and let " -#~ "the GDScript compiler infer the variable's type when possible." -#~ msgstr "" -#~ "将冒号放在变量名称之后,不带空格,并在尽可能让GDScript编译器推断变量的类" -#~ "型。" - -#~ msgid "" -#~ "Add a space on either sides of the return type arrow when defining " -#~ "functions." -#~ msgstr "定义函数时,在返回类型箭头的两侧添加一个空格。" - -#~ msgid "" -#~ "Download the ZIP file for your platform, there will be a single ``tools`` " -#~ "folder inside:" -#~ msgstr "下载适合您平台的ZIP压缩包文件,里面单独有个 ``tools`` 文件夹:" - -#~ msgid "en_MT" -#~ msgstr "en_MT" - -#~ msgid "English (Malta)" -#~ msgstr "English (Malta)" - -#~ msgid "no" -#~ msgstr "no" - -#~ msgid "no_NO" -#~ msgstr "no_NO" - -#~ msgid "Norwegian (Norway)" -#~ msgstr "Norwegian (Norway)" - -#~ msgid "sr_BA" -#~ msgstr "sr_BA" - -#~ msgid "Serbian (Bosnia and Herzegovina)" -#~ msgstr "Serbian (Bosnia and Herzegovina)" - -#~ msgid "Serbian (Serbia and Montenegro)" -#~ msgstr "Serbian (Serbia and Montenegro)" - -#~ msgid "th_TH_TH" -#~ msgstr "th_TH_TH" - -#, fuzzy -#~ msgid "Thai (Thailand, TH)" -#~ msgstr "Thai (Thailand,TH)" - -#~ msgid "Makes {text} monospace." -#~ msgstr "使得 {text} 呈现等宽(monospace)字体样式。" - -#~ msgid "Show {url} as such." -#~ msgstr "将 {url} 显示为一个统一资源定位符(URL,Uniform Resource Locator)。" - -#, fuzzy -#~ msgid "Render order" -#~ msgstr "渲染模式" - -#, fuzzy -#~ msgid "Try changing parameters" -#~ msgstr "Drawing parameters (绘图参数)" - -#~ msgid "Using UPX to compress binaries" -#~ msgstr "使用UPX压缩二进制文件" - -#~ msgid "" -#~ "If you are targeting desktop platforms, the `UPX `_ compressor can be used. This can reduce binary size considerably." -#~ msgstr "" -#~ "如果您的目标是桌面平台,可以使用 `UPX `_ 压缩器。" -#~ "这可以大大减少二进制大小。" - -#~ msgid "" -#~ "However, keep in mind that some antivirus programs may detect UPX-packed " -#~ "binaries as a virus. Therefore, if you are releasing a commercial game, " -#~ "make sure to sign your binaries or use a platform that will distribute " -#~ "them." -#~ msgstr "" -#~ "但是,请记住,某些防病毒程序可能会将UPX打包的二进制文件检测为病毒。因此," -#~ "如果您要发布商业游戏,确保对您的二进制文件进行签名或使用将其分发的平台。" - -#, fuzzy -#~ msgid "Dozens of effects included." -#~ msgstr "这样的例子包括..." - -#~ msgid "This allows changing all the import parameters transparently." -#~ msgstr "这允许透明地更改所有导入参数。" - -#~ msgid "Why import them?" -#~ msgstr "为什么导入它们?" - -#~ msgid "" -#~ "In Godot 3+, image files are no longer native resources and they must be " -#~ "imported. The reason behind this is the large amount of configuration " -#~ "parameters that image files can be imported with." -#~ msgstr "" -#~ "在 Godot 3+ 中,图像文件不再是本地资源,它们必须被导入。这背后的原因是可以" -#~ "导入图像文件的大量配置参数。" - -#~ msgid "" -#~ "This small tutorial will explain what these parameters are and how to " -#~ "best make use of them." -#~ msgstr "这个小教程将解释这些参数是什么以及如何最好地利用它们。" - -#~ msgid "This is also the icon that gets displayed in the Godot project list." -#~ msgstr "这也是Godot项目列表中显示的图标。" - -#~ msgid "" -#~ "You can use software such as GIMP to export an ICO image. For more " -#~ "information, please refer to `this tutorial `_." -#~ msgstr "" -#~ "您可以使用GIMP等软件导出ICO图像。有关更多信息,请参阅 `该教程 `_ 。" - -#~ msgid "ICO file requirements" -#~ msgstr "ICO文件要求" - -#~ msgid "" -#~ "Regardless of which program you use to create your `ICO file `_, there are some requirements to " -#~ "ensure the icon (and your executable) works on Windows." -#~ msgstr "" -#~ "无论您使用哪个程序创建 `ICO文件 `_ ,都有一些要求可以确保图标(和您的可执行文件)在" -#~ "Windows上运行。" - -#~ msgid "" -#~ "This is a bit tricky, as can be seen in the following Stack Overflow " -#~ "threads: `one `_, `two `_." -#~ msgstr "" -#~ "这有点棘手,可以在下面的Stack Overflow线程中看到: `其一 `_ 、 `其二 `_ 。" - -#~ msgid "" -#~ "Your ICO file should at least contain icons in the following resolutions: " -#~ "16×16, 48×48 and 256×256." -#~ msgstr "您的ICO文件至少应包含以下分辨率的图标:16×16、88×48和256×256。" - -#~ msgid "" -#~ "If you want to fully support high-DPI screens, this is the full list of " -#~ "supported icon sizes on Windows 10: 16, 20, 24, 28, 30, 31, 32, 40, 42, " -#~ "47, 48, 56, 60, 63, 84 and one larger than 255 pixels (such as 256, 512 " -#~ "or 1024)." -#~ msgstr "" -#~ "如果您想完全支持高DPI屏幕,这是Windows 10上支持的图标大小的完整列表:16, " -#~ "20, 24, 28, 30, 31, 32, 40, 42, 47, 48, 56, 60, 63, 84 和一个大于255像素" -#~ "(例如256,512或1024)。" - -#~ msgid "Godot scenes and scripts are classes" -#~ msgstr "Godot场景和脚本都是类" - -#~ msgid "" -#~ "In Godot, scripts and scenes can both be the equivalent of classes in an " -#~ "Object-Oriented programming language. The main difference is that scenes " -#~ "are `declarative code `_, while scripts can contain `imperative code " -#~ "`_." -#~ msgstr "" -#~ "在Godot中,脚本和场景,两者都可以等同于面向对象编程语言中的类。主要区别在" -#~ "于:场景是 `声明性代码 `_,而脚本可以包含 `命令性代码 `_。" - -#, fuzzy -#~ msgid "" -#~ "As a result, many best practices in Godot boil down to applying Object-" -#~ "Oriented design principles to the scenes, nodes, or scripts that make up " -#~ "your game." -#~ msgstr "" -#~ "结果,Godot中的许多最佳实践,归结为将面向对象的设计原理,应用于构成游戏的" -#~ "场景、节点、或脚本。" - -#~ msgid "Making sense of classes in Godot" -#~ msgstr "Godot中类的意义" - -#~ msgid "constants" -#~ msgstr "常量" - -#~ msgid "signals" -#~ msgstr "信号" - -#~ msgid "" -#~ "On the engine's side, every class defines a static ``_bind_methods()`` " -#~ "function that describes what C++ content it registers to the database and " -#~ "how. When you use the engine, you can extend the methods, properties, and " -#~ "signals available from the ``ClassDB`` by attaching a :ref:`Script " -#~ "` to your node." -#~ msgstr "" -#~ "在引擎方面,每个类都定义一个静态的 ``_bind_methods()`` 函数,该函数描述其" -#~ "向数据库注册的 C++ 内容以及如何注册。使用引擎时,可以通过将 :ref:`Script " -#~ "` 附加到节点,来扩展 ``ClassDB`` 中可用的方法、属性、和信" -#~ "号。" - -#~ msgid "" -#~ "Objects check their attached script before the database. This is why " -#~ "scripts can override built-in methods. If a script defines a " -#~ "``_get_property_list()`` method, Godot appends that data to the list of " -#~ "properties the Object fetches from the ClassDB. The same is true for " -#~ "other declarative code." -#~ msgstr "" -#~ "对象在数据库之前检查其附加脚本。这就是脚本可以覆盖内置方法的原因。如果脚本" -#~ "定义了一个 ``_get_property_list()`` 方法,则Godot会将数据追加到,Object从 " -#~ "``ClassDB`` 获取的属性列表中。其他声明性代码也是如此。" - -#~ msgid "" -#~ "As a result, you can instance scripts without the ``extends`` keyword " -#~ "from code, but you cannot attach them to a :ref:`Node `" -#~ msgstr "" -#~ "结果,您可以实例化,代码中没有 ``extends`` 关键字的脚本,但是您不能将它们" -#~ "附加到一个 :ref:`Node `" - -#~ msgid "Scenes and scripts are objects" -#~ msgstr "场景和脚本是对象" - -#~ msgid "" -#~ "Many Object-Oriented principles which apply to written code *also* apply " -#~ "to scenes." -#~ msgstr "适用于编写代码的许多面向对象的原则,也适用于场景。" - -#~ msgid "Light transport in game engines" -#~ msgstr "游戏引擎中的光传输" - -#~ msgid "CSG" -#~ msgstr "CSG" - -#~ msgid "UV." -#~ msgstr "UV." - -#~ msgid "" -#~ "For those, we follow the `PEP-8 style guide `__, this is however not as strongly enforced as for the C+" -#~ "+ code. If you are so inclined, you can check and format your Python " -#~ "changes using `autopep8 `__." -#~ msgstr "" -#~ "对于那些,我们遵循 `PEP-8样式指南 `__ ,但这并不像C++代码那样强制执行。如果您如此倾向,可以使用 " -#~ "`autopep8 `__ 来检查和格式化您的Python" -#~ "更改。" - -#~ msgid "" -#~ "When you need to highlight an area of the editor to show something, like " -#~ "a button or option, use a 2 pixel thick outline without a bevel." -#~ msgstr "" -#~ "当您需要突出显示编辑器的某个区域以显示某些内容,如按钮或选项时,请使用不带" -#~ "斜角的2像素粗轮廓。" - -#, fuzzy -#~ msgid "In Godot:" -#~ msgstr "在Godot 3.1中:" - -#~ msgid "" -#~ "Option \"-col\" will work only for Mesh nodes. If it is detected, a child " -#~ "static collision node will be added, using the same geometry as the mesh." -#~ msgstr "" -#~ "选项 ``-col`` 仅适用于Mesh节点。如果检测到它,将使用与网格相同的几何形状," -#~ "添加子静态碰撞节点。" - -#, fuzzy -#~ msgid "" -#~ "Option \"-convcol\" will create a :ref:`class_convexpolygonshape` instead " -#~ "of a :ref:`class_concavepolygonshape`." -#~ msgstr "" -#~ "选项 ``-convcolonly`` 将创建一个 :ref:`class_convexpolygonshape` 而不是一" -#~ "个 :ref:`class_concavepolygonshape`。" - -#~ msgid "Creates a rigid body from this mesh." -#~ msgstr "从这个网格中创建一个刚体。" - -#~ msgid "Lights and shadows" -#~ msgstr "灯光和阴影" - -#, fuzzy -#~ msgid "" -#~ "If they do, the bomb calls ``exploded`` on it. However, the ``exploded`` " -#~ "method in the player has a ``master`` keyword. This means that only the " -#~ "player who is master for that instance will actually get the function." -#~ msgstr "" -#~ "如果它们有,炸弹就会调用它们的 `exploded` 函数。然而,游戏角色中的 " -#~ "`master` 函数上有一个 `master` 关键字。这意味着,只有当游戏角色是该实例的" -#~ "主人时, 才能实际上获得该函数。" - -#, fuzzy -#~ msgid "" -#~ "This instance, then, calls the ``stun`` method in the same instances of " -#~ "that same player (but in different peers), and only those which are set " -#~ "as puppet, making the player look stunned in all the peers (as well as " -#~ "the current, master one)." -#~ msgstr "" -#~ "然后,这个实例调用在同一个游戏角色(但是在不同的客户端中)的同一实例中的 " -#~ "`stun` 函数,并且只调用那些设置为傀儡的函数,使得该游戏角色在所有客户端(以" -#~ "及当前的主人)中看起来被击晕。" - -#, fuzzy -#~ msgid "Measuring Performance" -#~ msgstr "性能" - -#~ msgid "" -#~ "Restricting the flags to a certain number of named flags is also " -#~ "possible. The syntax is similar to the enumeration syntax::" -#~ msgstr "也可以将标志限制为一定数量的命名标志。语法类似于枚举语法:" - -#~ msgid "" -#~ "Exporting arrays works, but with an important caveat: while regular " -#~ "arrays are created local to every class instance, exported arrays are " -#~ "*shared* between all instances. This means that editing them in one " -#~ "instance will cause them to change in all other instances. Exported " -#~ "arrays can have initializers, but they must be constant expressions." -#~ msgstr "" -#~ "导出数组是可行的,但有一个重要的注意事项:尽管每个类实例都是创建局部的常规" -#~ "数组,但是导出的数组在所有实例之间都是 *共享的*。这意味着在一个实例中对其" -#~ "进行编辑将导致它们在所有其他实例中进行更改。导出的数组可以具有初始化器,但" -#~ "是它们必须是常量表达式。" - -#~ msgid "" -#~ "3D rendering is one of the most difficult areas to get performance from, " -#~ "so this section will have a list of tips." -#~ msgstr "3D渲染是获得性能最困难的领域之一,因此本节将提供一系列提示。" - -#~ msgid "" -#~ "An extra situation where vertex cost must be considered is objects that " -#~ "have extra processing per vertex, such as:" -#~ msgstr "必须考虑顶点开销的一种特殊情况是物体每个顶点需要额外的处理,例如:" - -#~ msgid "" -#~ "As also mentioned before, using objects with fewer vertices can improve " -#~ "performance in some cases. Godot has a simple system to change level of " -#~ "detail, :ref:`GeometryInstance ` based objects " -#~ "have a visibility range that can be defined. Having several " -#~ "GeometryInstance objects in different ranges works as LOD." -#~ msgstr "" -#~ "如前所述,在某些情况下,使用具有较少顶点的对象可以提高性能。 Godot有一个简" -#~ "单的系统来改变细节层次 :ref:`GeometryInstance ` 基" -#~ "于对象的可见范围可以定义。 在不同范围内具有多个GeometryInstance对象可用作" -#~ "LOD。" - -#~ msgid "" -#~ "If working on mobile, baking to texture is recommended, since this method " -#~ "is even faster." -#~ msgstr "如果在移动设备上工作,建议烘焙到纹理,因为这种方法更快。" - -#~ msgid "" -#~ "A \\cdot B = \\left \\| A \\right \\|\\left \\| B \\right \\|\\cos \\Theta" -#~ msgstr "" -#~ "A \\cdot B = \\left \\| A \\right \\|\\left \\| B \\right \\|\\cos \\Theta" - -#~ msgid "A \\cdot B = A_{x}B_{x} + A_{y}B_{y}" -#~ msgstr "A \\cdot B = A_{x}B_{x} + A_{y}B_{y}" - -#~ msgid "" -#~ "\\left \\|a \\times b \\right \\| = \\left \\| a \\right \\|\\left \\| b " -#~ "\\right \\|\\ |\\sin(a,b)|" -#~ msgstr "" -#~ "\\left \\|a \\times b \\right \\| = \\left \\| a \\right \\|\\left \\| b " -#~ "\\right \\|\\ |\\sin(a,b)|" - -#, fuzzy -#~ msgid "Cross croduct" -#~ msgstr "叉乘" - -#, fuzzy -#~ msgid "Signed, 64-bit Integer" -#~ msgstr "有符号,32位整数" - -#~ msgid "X Size" -#~ msgstr "X大小" - -#~ msgid "Y Size" -#~ msgstr "Y大小" - -#~ msgid "Z Size" -#~ msgstr "Z大小" - -#~ msgid "Red (0..1)" -#~ msgstr "红色通道 (0..1)" - -#~ msgid "Green (0..1)" -#~ msgstr "绿色通道 (0..1)" - -#~ msgid "Blue (0..1)" -#~ msgstr "蓝色通道 (0..1)" - -#, fuzzy -#~ msgid "`Discord Server `_" -#~ msgstr "`Discord `_" - -#~ msgid "" -#~ "The reason it starts with 1000 records, and the reason it forces large " -#~ "gaps of unused memory interspersed in the table is to minimize hash " -#~ "collisions and maintain the speed of the accesses." -#~ msgstr "" -#~ "从1000条记录开始的原因,以及迫使大量未使用的内存散布在表中的原因,是为了最" -#~ "大程度地减少哈希冲突,并保持访问速度。" - -#, fuzzy -#~ msgid "" -#~ "Check that the methods used in the Java singleton only use simple Java " -#~ "datatypes. More complex datatypes are not supported." -#~ msgstr "" -#~ "检查Java单例中使用的方法是否仅使用简单的Java数据类型,不支持更复杂的数据类" -#~ "型。" - -#, fuzzy -#~ msgid "" -#~ "Open the ``Ball`` scene and add a ``PhysicsMaterial`` by opening the " -#~ "\"Physics Material Override\" dropdown in the Inspector dock and " -#~ "selecting \"New PhysicsMaterial\"." -#~ msgstr "" -#~ "打开 ``Ball`` 场景,点击向下箭头并选择 :menuselection:`新建物理材质(New " -#~ "PhysicsMaterial)`,添加一个 ``物理材质``。" - -#~ msgid "" -#~ "Note that currently, there are some issues where Godot and the C# project " -#~ "don't stay in sync; if you delete, rename or move a C# script, the change " -#~ "may not be reflected in the C# project file. In cases like this, you will " -#~ "have to edit the C# project file manually." -#~ msgstr "" -#~ "请注意,目前Godot和C#项目存在一些不同步的问题;如果删除、重命名或移动C#脚" -#~ "本,所做的更改可能不会反映在C#项目文件中。在这种情况下,您将必须手动编辑C#" -#~ "项目文件。" - -#~ msgid "" -#~ "For example, if you created a script (e.g. ``Test.cs``) and delete it in " -#~ "Godot, compilation will fail because the missing file is still expected " -#~ "to be there by the C# project file. For now, you can simply open up the " -#~ "``.csproj`` file and look for the ``ItemGroup``, there should be a line " -#~ "included like the following:" -#~ msgstr "" -#~ "例如,如果您创建了一个脚本(例如 ``Test.cs``)并在Godot中将其删除,则编译" -#~ "将会失败,因为C#项目文件仍期望该文件存在。现在,您可以简单地打开 ``." -#~ "csproj`` 文件并查找 ``ItemGroup``,其中应该包含如下所示的一行:" - -#~ msgid "" -#~ "Simply remove that line and your project should build correctly again. " -#~ "Same for renaming and moving things, simply rename and move them in the " -#~ "project file if needed." -#~ msgstr "" -#~ "只需删除该行,您的项目就可以再次正确构建。同样适用于对于重命名和移动内容," -#~ "只需在项目文件中重命名并移动它们(如果需要)。" - -#~ msgid "" -#~ "As explained above, the C# project isn't always kept in sync " -#~ "automatically when things are deleted, renamed or moved in Godot (`#12917 " -#~ "`_)." -#~ msgstr "" -#~ "如上所述,当在Godot中删除、重命名、或移动内容时,C#项目并不总是自动保持同" -#~ "步(`#12917 `_)。" - -#~ msgid "Export only resources (+ custom filter), this is the default." -#~ msgstr "仅导出资源(+ 自定义过滤器), 这是默认值。" - -#~ msgid "" -#~ "**Export every single file** - This mode exports every single file in the " -#~ "project. This is good to test if something is being forgotten, but " -#~ "developers often have a lot of unrelated stuff around in the project " -#~ "directory, which makes it a bad idea." -#~ msgstr "" -#~ "**导出每个单个文件**——此模式导出项目中的每个单个文件。这对于测试是否有什么" -#~ "被遗忘很有用,但是开发人员通常在项目目录中有很多无关的东西,这使它成为一个" -#~ "坏主意。" - -#~ msgid "" -#~ "**Export only resources** - Only resources are exported. For most " -#~ "projects, this is enough. However many developers like to use custom " -#~ "datafiles in their games. To compensate for this, filters can be added " -#~ "for extra extensions (for instance, ``*.txt,*.csv``)." -#~ msgstr "" -#~ "**仅导出资源**——仅导出资源。对于大多数项目来说,这就够了。然而,许多开发人" -#~ "员喜欢在他们的游戏中使用自定义数据文件。为了弥补这一点,可以为额外的扩展名" -#~ "添加过滤器(如 ``*.txt,*.csv`` 等)。" - -#~ msgid "" -#~ "**Export only selected resources** - Only select resources from a list " -#~ "are exported. This is probably overkill for most projects, but in some " -#~ "cases it is justified (usually huge projects). This mode offers total " -#~ "control of what is exported. Individual resources can be selected and " -#~ "dependency detection is performed to ensure that everything needed is " -#~ "added." -#~ msgstr "" -#~ "**仅导出选定资源**——仅导出列表中的选定资源。这对大多数项目来说可能是过度" -#~ "的,但在某些情况下它是合理的(通常是巨大的项目)。此模式可以完全控制导出的" -#~ "内容。可以选择单个资源,并执行依赖性检测以确保添加了所需的所有内容。" - -#~ msgid "Install OpenJDK or Oracle JDK" -#~ msgstr "安装OpenJDK或Oracle JDK" - -#~ msgid "" -#~ "Download and install `OpenJDK `__ or `Oracle JDK `__. Versions below JDK 8 may not work; some " -#~ "users have reported issues with the jarsigner (used to sign the APKs) in " -#~ "JDK 7." -#~ msgstr "" -#~ "下载并安装 `OpenJDK `__ 或 " -#~ "`Oracle JDK `__。JDK 8以下的版本可能无法正常工作;有些用户在JDK 7中报告了" -#~ "jarsigner(用于签名APK)的问题。" - -#~ msgid "" -#~ "In 3D, this is unavoidable because copying happens when opaque rendering " -#~ "completes." -#~ msgstr "在3D中,这是不可避免的,因为在不透明渲染完成时会发生复制。" - -#, fuzzy -#~ msgid "" -#~ "Godot Engine has integrated GooglePaymentsV3 module with which we can " -#~ "implement in-app purchases in our game." -#~ msgstr "" -#~ "Godot引擎集成了GooglePaymentsV3模块,我们可以在游戏中实现应用内购买。" - -#, fuzzy -#~ msgid "" -#~ "The `Godot demo projects repository `__ has an `android_iap `__ example project. It " -#~ "includes a GDScript interface for Android IAPs." -#~ msgstr "" -#~ "有关其工作原理的示例,请分别参阅演示项目 `3D in 2D `_ 和 `2D " -#~ "in 3D `_ 。" - -#, fuzzy -#~ msgid "Find the ``iap.gd`` script in:" -#~ msgstr "找到iap.gd脚本" - -#, fuzzy -#~ msgid "" -#~ "Copy it to your project, then open the Project Settings, add it to the " -#~ "AutoLoad list and name it as IAP so that we can reference it anywhere in " -#~ "the game." -#~ msgstr "" -#~ "将其添加到自动加载列表并将其命名为IAP,以便我们可以在游戏中的任何位置引用" -#~ "它。" - -#~ msgid "Getting the product details" -#~ msgstr "获取产品详细信息" - -#, fuzzy -#~ msgid "" -#~ "When starting our game, we will need to get the item details from Google " -#~ "such as the product price, description, localized price string, etc." -#~ msgstr "" -#~ "在开始游戏时,我们需要从Google获取商品详情,例如产品价格,描述和本地化价格" -#~ "字符串等。" - -#~ msgid "" -#~ "We can use the IAP details to display the title, price and/or description " -#~ "on our shop scene." -#~ msgstr "在我们的商店场景中, 我们可以使用IAP详细信息显示标题,价格和描述。" - -#, fuzzy -#~ msgid "" -#~ "When starting our game, we can check if the user has purchased any " -#~ "product. **You should do this only after 2/3 seconds after your game is " -#~ "loaded.** If we do this as the first thing when the game is launched, " -#~ "IAPs might not be initialized and our game will crash on start." -#~ msgstr "" -#~ "在开始游戏时,我们可以检查用户是否购买了任何产品。 您应该在您的游戏加载后" -#~ "的2/3秒之后再做这件事。 如果我们在游戏启动时首先执行此操作,IAP可能无法初" -#~ "始化,我们的游戏将在启动时崩溃。" - -#, fuzzy -#~ msgid "" -#~ "The Google IAP policy says the game should restore the user's purchases " -#~ "if the user replaces their phone or reinstalls the same app. We can use " -#~ "the above code to check what products the user has purchased and we can " -#~ "make our game respond accordingly." -#~ msgstr "" -#~ "Google IAP政策规定,如果用户更换手机或重新安装相同的应用,游戏应恢复用户的" -#~ "购买。 我们可以使用上面的代码来检查用户购买了哪些产品,从而让我们的游戏做" -#~ "出相应的响应。" - -#~ msgid "Simple Purchase" -#~ msgstr "简单购买" - -#~ msgid "We can put this purchase logic on a product's buy button." -#~ msgstr "我们可以将此购买逻辑放在产品的购买按钮上。" - -#~ msgid "" -#~ "We can also implement other signals for the purchase flow and improve the " -#~ "user experience as you needed." -#~ msgstr "我们还可以为购买流程实施其他信号,并根据需要改善用户体验。" - -#, fuzzy -#~ msgid "``purchase_fail``: When the purchase is failed due to any reason." -#~ msgstr "``purchase_fail`` - 当购买因任何原因失败时" - -#, fuzzy -#~ msgid "``purchase_cancel``: When the user cancels the purchase." -#~ msgstr "``purchase_cancel`` - 当用户取消购买时" - -#, fuzzy -#~ msgid "" -#~ "``purchase_owned``: When the user already bought the product earlier." -#~ msgstr "``purchase_owned`` - 用户之前已经购买过该产品" - -#~ msgid "Consumables and Non-Consumables" -#~ msgstr "消耗品和非消耗品" - -#, fuzzy -#~ msgid "There are two types of products - consumables and non-consumables:" -#~ msgstr "在Godot中有两种方法来设计UI。 您可以:" - -#~ msgid "" -#~ "Google doesn't have this separation in their dashboard. If our product is " -#~ "a consumable, and if a user has purchased it, it will not be available " -#~ "for purchase until it is consumed. So we should call the consume method " -#~ "for our consumables and don't call consume for your non-consumables." -#~ msgstr "" -#~ "Google在其信息中心中没有这种划分。 如果我们的产品是消耗品,并且如果用户购" -#~ "买了它,则在消费之前将无法购买。 因此,我们应该为消耗品调用消费方法,不要" -#~ "为非消耗品调用消费。" - -#~ msgid "" -#~ "If our game has only consumables, we don't have to do this. We can set it " -#~ "to consume the item automatically after a purchase." -#~ msgstr "" -#~ "如果我们的游戏只有消耗品,我们不必这样做。 我们可以将其设置为在购买后自动" -#~ "消耗该物品。" - -#~ msgid "If our game has only non-consumables, we can" -#~ msgstr "如果我们的游戏只有非消耗品,我们可以" - -#~ msgid "We should set the auto consume value only once when the game starts." -#~ msgstr "我们只能,在游戏开始时,设置一次自动消耗的值。" - -#~ msgid "Testing" -#~ msgstr "测试" - -#, fuzzy -#~ msgid "" -#~ "If we add a Gmail ID as a tester in the Google Play dashboard, that " -#~ "tester can purchase items and they will not be charged. Another way to " -#~ "test IAP is using redeem codes generated by us for our game because the " -#~ "purchase flow is the same." -#~ msgstr "" -#~ "如果我们在Google信息中心中添加gmail ID作为测试人员,则该测试人员可以购买商" -#~ "品,但不会向他们收费。 另一种测试IAP的方法是使用我们为游戏生成的兑换代码," -#~ "因为购买流程是相同的。" - -#, fuzzy -#~ msgid "" -#~ "Third way of testing is in development side. If we put the product ids as " -#~ "shown below, we will get a static fixed response according to the product " -#~ "ID. This is a quick way of testing things before going to the dashboard." -#~ msgstr "" -#~ "第三种测试方法是开发侧。 如果我们按如下所示放置产品ID,我们将根据产品ID获" -#~ "得静态固定响应。 这是在进入仪表板之前测试事物的快速方法。" - -#~ msgid "android.test.purchased" -#~ msgstr "android.test.purchased" - -#~ msgid "android.test.canceled" -#~ msgstr "android.test.canceled" - -#~ msgid "android.test.refunded" -#~ msgstr "android.test.refunded" - -#~ msgid "android.test.item_unavailable" -#~ msgstr "android.test.item_unavailable" - -#~ msgid "Debugging tools" -#~ msgstr "调试工具" - -#, fuzzy -#~ msgid "Video Memory" -#~ msgstr "显存" - -#, fuzzy -#~ msgid "" -#~ "The **Video Mem** tab lists the video memory usage of the running game " -#~ "and the resources using it." -#~ msgstr "列出运行中的游戏所有的现存占用列表。" - -#~ msgid "With the following contents:" -#~ msgstr "具有以下内容:" - -#~ msgid "Create a main menu screen" -#~ msgstr "创建一个主菜单屏幕" - -#~ msgid "Create a game user interface" -#~ msgstr "创建一个游戏用户界面" - -#~ msgid "" -#~ "The last two arguments are constants from the ``Tween`` class. " -#~ "``TRANS_LINEAR`` means the animation should be linear. ``EASE_IN`` " -#~ "doesn't do anything with a linear transition, but we must provide this " -#~ "last argument or we'll get an error." -#~ msgstr "" -#~ "最后两个参数是 ``Tween`` 类中的常量。``TRANS_LINEAR`` 表示动画应该是线性" -#~ "的。``EASE_IN`` 不会对线性变换做任何事情,但是我们必须提供最后一个参数,否" -#~ "则会出现错误。" - -#~ msgid "pkg-config" -#~ msgstr "pkg-config" - -#~ msgid "" -#~ "Java JDK: http://www.oracle.com/technetwork/java/javase/downloads/index." -#~ "html" -#~ msgstr "" -#~ "Java的JDK: http://www.oracle.com/technetwork/java/javase/downloads/index." -#~ "html" - -#~ msgid "Signing the package" -#~ msgstr "签名包" - -#~ msgid "" -#~ "Finally, use ``SignTool.exe`` from the Windows SDK or Visual Studio::" -#~ msgstr "最后,使用Windows SDK或Visual Studio中的 ``SignTool.exe``:" - -#, fuzzy -#~ msgid "" -#~ "Thirdly, we check whether ``current_state`` is set. If ``current_state`` " -#~ "is *not* currently set, then we set ``current_state`` to the passed in " -#~ "animation name and tell :ref:`AnimationPlayer ` to " -#~ "start playing the animation with a blend time of ``-1`` at the speed set " -#~ "in ``animation_speeds`` and then we return ``true``." -#~ msgstr "" -#~ "然后我们检查是否设置了 ``current_state`` 。 如果 ``current_state`` 是* " -#~ "not *当前设置,我们将 ``current_state`` 设置为传入的动画名称并告诉 :ref:" -#~ "`AnimationPlayer ` 开始播放动画,混合时间为`` - 1``" -#~ "以``animation_speeds``中设置的速度然后我们返回``true``。" - -#~ msgid "Choose the directory where you cloned Godot." -#~ msgstr "选择您克隆好的 Godot 源代码的目录。" - -#~ msgid "" -#~ "Now that the project has been imported, open the project configuration." -#~ msgstr "现在已经导入了项目,打开项目配置。" - -#~ msgid "Add the following includes/imports:" -#~ msgstr "添加以下包含/导入项:" - -#, fuzzy -#~ msgid "" -#~ "Switch to the **Custom Build System** tab. Add a build configuration and " -#~ "keep the build directory blank. Enable build tools and add ``scons`` as " -#~ "the executable then add ``platform=linuxbsd target=debug`` " -#~ "(``platform=osx`` if you're on macOS) as the arguments." -#~ msgstr "" -#~ "切换到“自定义构建系统(Custom Build System)”选项卡。添加构建配置并将构建" -#~ "目录保留为空。启用构建工具并添加 ``scons`` 作为可执行文件,然后添加 " -#~ "``platform = x11 target = debug`` (如果您在macOS上,``platform = osx``)" -#~ "作为参数。" - -#, fuzzy -#~ msgid "" -#~ "Next, we need to tell KDevelop where to find the binary. From the **Run** " -#~ "menu, choose **Configure Launches**." -#~ msgstr "" -#~ "接下来我们需要告诉KDevelop在哪里找到二进制文件。从“运行(Run)”菜单中,选" -#~ "择“配置启动(Configure Launches)”。" - -#, fuzzy -#~ msgid "" -#~ "Click **Add** if no launcher exists. Then add the path to your executable " -#~ "in the executable section. Your executable should be located in the ``bin/" -#~ "`` subdirectory and should be named something like ``godot.linuxbsd." -#~ "tools.64`` (the name could be different depending on your platform and " -#~ "build options)." -#~ msgstr "" -#~ "如果没有启动器,请单击“添加(Add)”。然后在可执行部分中添加可执行文件的路" -#~ "径。您的可执行文件应该位于 ``bin/`` 子目录中,名称应该类似于 ``godot.x11." -#~ "tools.64`` (根据您的平台和您的构建选项,名称可能会有所不同)。" - -#, fuzzy -#~ msgid "Qt Creator is a free, open source IDE for all desktop platforms." -#~ msgstr "" -#~ "`KDevelop `_ 是一个适用于所有桌面平台的免费开源" -#~ "IDE。" - -#~ msgid "" -#~ "Set the path to your Godot root directory and enter the project name." -#~ msgstr "将路径设置为Godot根目录,然后输入项目名称。" - -#, fuzzy -#~ msgid "Click **Finish**." -#~ msgstr "点击 *完成(Finish)*。" - -#, fuzzy -#~ msgid "" -#~ "Add a line containing ``.`` to ``project_name.includes`` to get working " -#~ "code completion." -#~ msgstr "在 *project_name.includes* 文件中添加新行 ``.`` 以完成工作代码。" - -#~ msgid "Build and run" -#~ msgstr "构建和运行" - -#~ msgid "Build configuration:" -#~ msgstr "构建配置:" - -#, fuzzy -#~ msgid "" -#~ "Fill the **Arguments** field with your compilation options (e.g.: " -#~ "``p=linuxbsd target=debug -j 4``)." -#~ msgstr "" -#~ "在 *参数(Arguments)* 字段填入您的构建选项。(例如:``p=x11 target=debug -" -#~ "j 4``)" - -#, fuzzy -#~ msgid "Open the **Run** tab." -#~ msgstr "打开 *运行(Run)* 选项卡。" - -#, fuzzy -#~ msgid "" -#~ "Point the **Executable** to your compiled Godot binary (e.g: ``" -#~ "%{buildDir}/bin/godot.linuxbsd.opt.tools.64``)." -#~ msgstr "" -#~ "将 *可执行文件(Executable)* 指向编译的Godot二进制文件(例如:``" -#~ "%{buildDir}/bin/godot.x11.opt.tools.64``)" - -#~ msgid "Updating sources after pulling latest commits" -#~ msgstr "拉取最新提交后更新源文件" - -#, fuzzy -#~ msgid "" -#~ "As a developer, you usually want to frequently pull the latest commits " -#~ "from the upstream Git repository or a specific fork. However, this brings " -#~ "a problem with it: as the development continues, source files (and " -#~ "folders) are added or removed. These changes need to be reflected in your " -#~ "project files for Qt Creator too, so you continue to have a nice " -#~ "programming experience. A simple way to check is to right click at your " -#~ "root folder in the **Projects View** and click on **Edit files...**." -#~ msgstr "" -#~ "作为开发人员,您通常希望经常从上游git存储库或特定的fork等中提取最新的提" -#~ "交。但是,这带来了一个小问题:随着开发的继续,源文件(和文件夹)被添加或删" -#~ "除了。这些更改也需要反映在Qt Creator的项目文件中,因此您将继续编码。检查这" -#~ "些内容的一种简单方法是,右键单击“项目视图”中的根文件夹,然后单击“编辑文" -#~ "件...”" - -#, fuzzy -#~ msgid "" -#~ "Now a new dialog should appear that is similar in functionality to the " -#~ "one in the third step of the *Importing the project* section above. Here, " -#~ "you can check whether you want to add/remove specific files and/or " -#~ "folders. You can choose by clicking with your mouse or just simply by " -#~ "clicking the **Apply Filter** button. Click on **OK** and you're ready to " -#~ "continue working." -#~ msgstr "" -#~ "现在将出现一个新对话框,其功能与“导入项目”部分的第三步中的功能类似。现在," -#~ "您可以在此处检查是否要添加/删除特定的文件和/或文件夹。您可以通过单击鼠标或" -#~ "仅单击“应用过滤器”按钮进行选择。只需单击“确定”,就可以继续工作了。" - -#, fuzzy -#~ msgid "To start developing with Visual Studio, follow these steps:" -#~ msgstr "在Visual Studio或其他IDE中进行开发" - -#, fuzzy -#~ msgid "You can now start developing with Visual Studio." -#~ msgstr "使用Visual Studio运行UWP应用程序" - -#, fuzzy -#~ msgid "" -#~ "The ``--path`` argument should be an *absolute* path to a project " -#~ "directory (not a `project.godot` file)." -#~ msgstr "项目的路径(<目录>必须包含一个'project.godot'文件)。" - -#, fuzzy -#~ msgid "" -#~ "Open the **Debug** view by pressing :kbd:`Ctrl + Shift + D` and select " -#~ "the cogwheel with an orange dot:" -#~ msgstr "打开调试视图(Ctrl + Shift + D)并选择带橙色点的齿轮:" - -#, fuzzy -#~ msgid "" -#~ "Select **C++ (GDB/LLDB)** (it might be named differently on macOS or " -#~ "Windows)." -#~ msgstr "选择 *C++ (GDB/LLDB)* (在macOS或Windows上可能略有不同)" - -#, fuzzy -#~ msgid "Update ``launch.json`` to match:" -#~ msgstr "更新 *launch.json* 以匹配:" - -#, fuzzy -#~ msgid "" -#~ "Create a ``tasks.json`` file by starting the Debug process with :kbd:" -#~ "`F5`. Visual Studio Code will show a dialog with a **Configure Task** " -#~ "button. Choose it and select **Create tasks.json file from template**, " -#~ "then select **Others**." -#~ msgstr "" -#~ "通过启动调试过程(F5)创建 *tasks.json*。VS Code将显示带有 *配置任务" -#~ "(Configure Task)* 按钮的对话框。点击它并选择 *从模板中创建tasks.json文件" -#~ "(Create tasks.json file from template)*,然后选择 *其他(Others)*" - -#, fuzzy -#~ msgid "Update ``tasks.json`` to match:" -#~ msgstr "更新 *tasks.json* 以匹配:" - -#, fuzzy -#~ msgid "" -#~ "You can now start the Debug process again to test that everything works." -#~ msgstr "您现在可以再次启动调试过程以测试一切正常。" - -#, fuzzy -#~ msgid "" -#~ "If the build phase fails, check the console for hints. On Linux, it's " -#~ "most likely due to missing dependencies. Check :ref:" -#~ "`doc_compiling_for_linuxbsd`." -#~ msgstr "" -#~ "如果构建阶段失败,请检查控制台以获取提示。在Linux上,很可能是缺少某些依赖" -#~ "项。检查 :ref:`为X11平台(Linux、\\*BSD操作系统)编译 " -#~ "`" - -#, fuzzy -#~ msgid "Create an Xcode external build project anywhere." -#~ msgstr "在任意位置创建Xcode外部构建项目" - -#, fuzzy -#~ msgid "Set **Build Tool** to the full path to SCons." -#~ msgstr "把 *构建工具(Build tool)* 设为 scons 的路径" - -#, fuzzy -#~ msgid "" -#~ "Set **Arguments** to something like ``platform=osx tools=yes bits=64 " -#~ "target=debug``." -#~ msgstr "" -#~ "设置 *构建参数(Arguments)* 类似于: ``platform=osx tools=yes bits=64 " -#~ "target=debug``" - -#, fuzzy -#~ msgid "You may uncheck **Pass build settings in environment**." -#~ msgstr "" -#~ "您可以取消勾选 *在环境中传递构建设置(Pass build settings in environment)" -#~ "*" - -#, fuzzy -#~ msgid "" -#~ "In Xcode's menu, choose **File > New > Target...** and add a new Xcode " -#~ "command line tool target." -#~ msgstr "" -#~ "前往 Xcode 文件(Xcode File) > 新建(New) > 目标(Target...) 添加新的" -#~ "Xcode命令行目标" - -#, fuzzy -#~ msgid "" -#~ "Set **Header Search Paths** to the absolute path to Godot's source folder." -#~ msgstr "" -#~ "设置 *标头搜索路径(Header Search Paths)* 为您的 Godot 源代码目录的绝对路" -#~ "径" - -#, fuzzy -#~ msgid "Add the Godot source to the project:" -#~ msgstr "把 Godot 源码添加到项目:" - -#, fuzzy -#~ msgid "Click **Next**." -#~ msgstr "点击下一步(Next)" - -#~ msgid "Scheme setup" -#~ msgstr "方案设定" - -#, fuzzy -#~ msgid "Expand the **Build** menu." -#~ msgstr "展开 *构建(Build)* 菜单" - -#, fuzzy -#~ msgid "" -#~ "Add a new script run action, select your project in **Provide build " -#~ "settings from** as this allows you to use the``${PROJECT_DIR}`` variable." -#~ msgstr "" -#~ "添加新的脚本运行动作, 在 ``提供的构建设置来自于(Provide build settings " -#~ "from)`` 中选择您项目, 这样您就可以使用 ``${PROJECT_DIR}`` 变量了。" - -#, fuzzy -#~ msgid "" -#~ "Write a script that gives the binary a name that Xcode will recognize, " -#~ "such as: ``ln -f ${PROJECT_DIR}/godot/bin/godot.osx.tools.64 " -#~ "${PROJECT_DIR}/godot/bin/godot``" -#~ msgstr "" -#~ "如 ``ln -f ${PROJECT_DIR}/godot/bin/godot.osx.tools.64 ${PROJECT_DIR}/" -#~ "godot/bin/godot``" - -#, fuzzy -#~ msgid "Edit the external build target's Run scheme:" -#~ msgstr "构建外部构建目标" - -#, fuzzy -#~ msgid "Click **Run**." -#~ msgstr "点击运行" - -#, fuzzy -#~ msgid "If all goes well, it should break at the specified breakpoint." -#~ msgstr "应该能够触发您下的断点!" - -#~ msgid "" -#~ "To begin, click the \"Add/Create a New Node\" button and add an :ref:" -#~ "`Area2D ` node to the scene." -#~ msgstr "" -#~ "首先,单击 ``添加/创建新节点`` 按钮,然后向场景中添加一个 :ref:`Area2D " -#~ "` 节点。" - -#~ msgid "" -#~ "Click \"Play Scene\" (``F6``) and confirm you can move the player around " -#~ "the screen in all directions. The console output that opens upon playing " -#~ "the scene can be closed by clicking ``Output`` (which should be " -#~ "highlighted in blue) in the lower left of the Bottom Panel." -#~ msgstr "" -#~ "点击“播放场景”(``F6``),并确认您可以在屏幕的各个方向上移动 ``Player`` 。" -#~ "可以通过点击底部面板左下方的 ``输出(Output)`` (应以蓝色突出显示),来关" -#~ "闭在播放场景时打开的控制台输出。" - -#~ msgid "" -#~ "When connecting a signal, instead of having Godot create a function for " -#~ "you, you can also give the name of an existing function that you want to " -#~ "link the signal to." -#~ msgstr "" -#~ "连接信号时,除了让Godot为您创建函数外,您还可以提供要将信号连接到的现有函" -#~ "数的名称。" - -#~ msgid "Add this code to the function:" -#~ msgstr "将这些代码添加到函数中:" - -#~ msgid "The Mob scene will use the following nodes:" -#~ msgstr "Mob场景将会使用如下节点:" - -#~ msgid "" -#~ "``fly`` should be set to 3 FPS, with ``swim`` and ``walk`` set to 4 FPS." -#~ msgstr "``fly`` 应设置为3 FPS, ``swim`` 和 ``walk`` 应设置为4 FPS。" - -#~ msgid "" -#~ "In the Node tab, connect the HUD's ``start_game`` signal to the " -#~ "``new_game()`` function of the Main node." -#~ msgstr "" -#~ "在 Node 选项卡中, 将HUD的 ``start_game`` 信号连接到主节点的 " -#~ "``new_game()`` 函数。" - -#~ msgid "" -#~ "We'll use the ``start_game`` signal that's already being emitted by the " -#~ "``HUD`` node to remove the remaining creeps. We can't use the editor to " -#~ "connect the signal to the mobs in the way we need because there are no " -#~ "``Mob`` nodes in the ``Main`` scene tree until we run the game. Instead " -#~ "we'll use code." -#~ msgstr "" -#~ "我们将使用 ``HUD`` 节点已经发出的 ``start_game`` 信号来移除剩余的小怪。我" -#~ "们无法使用编辑器按照需要的方式将信号连接到 ``Mob``,因为在运行游戏之前," -#~ "``Main`` 场景树中没有 ``Mob`` 节点。 因此,我们将使用代码。" - -#~ msgid "" -#~ "Start by adding a new function to ``Mob.gd``. ``queue_free()`` will " -#~ "delete the current node at the end of the current frame." -#~ msgstr "" -#~ "首先向 ``Mob.gd`` 添加一个新函数。``queue_free()`` 将在当前帧的末尾删除当" -#~ "前节点。" - -#~ msgid "" -#~ "Then in ``Main.gd`` add a new line inside the ``_on_MobTimer_timeout()`` " -#~ "function, at the end." -#~ msgstr "" -#~ "然后在 ``Main.gd`` 中,``_on_MobTimer_timeout()`` 函数中的末尾,添加新的" -#~ "行。" - -#~ msgid "" -#~ "This line tells the new Mob node (referenced by the ``mob`` variable) to " -#~ "respond to any ``start_game`` signal emitted by the ``HUD`` node by " -#~ "running its ``_on_start_game()`` function." -#~ msgstr "" -#~ "该行告诉新的 ``Mob`` 节点(由 ``mob`` 变量引用)通过运行它的 " -#~ "``_on_start_game()`` 函数来响应 ``HUD`` 节点发出的任何 ``start_game`` 信" -#~ "号。" - -#~ msgid "" -#~ "Resources and Dictionaries are both passed by reference, but only " -#~ "Resources are reference-counted. This means that if a Dictionary is " -#~ "passed between objects and the first object is deleted, all other " -#~ "objects' references to the Dictionary will be invalidated. Conversely, " -#~ "Resources will not be freed from memory until *all* the objects are " -#~ "deleted." -#~ msgstr "" -#~ "``资源(Resources)`` 和 ``字典(Dictionaries)`` 都是通过引用传递的,但是" -#~ "只有 ``资源(Resources)`` 是引用计数的。这意味着,如果在对象之间传递一个 " -#~ "``字典(Dictionary)``,并且删除第一个对象,则所有其他对象对该 ``字典" -#~ "(Dictionary)`` 的引用都将无效。相反,直到删除 *所有* 对象之前,不会从内" -#~ "存中释放 ``资源(Resources)``。" - -#~ msgid "" -#~ "Unzip the Android SDK ZIP file you just downloaded there. The only thing " -#~ "in the directory you created in the previous step should be the ``tools`` " -#~ "folder with its contents inside, like this:" -#~ msgstr "" -#~ "解压缩刚才下载的 Android SDK ZIP 文件到那里。在上一步中创建的目录中,唯一" -#~ "的内容应该是 ``tools`` 文件夹,就像这样:" - -#~ msgid "Global time in seconds." -#~ msgstr "全球时间以秒为单位。" - -#~ msgid "" -#~ "Asset's average rating, displayed in stars. (This is currently " -#~ "unimplemented.)" -#~ msgstr "资源的平均评级,以星标显示。 (目前尚未实现。)" - -#~ msgid "A SHA-256 hash of the asset, for download validation purposes." -#~ msgstr "资源的SHA-256哈希值,用于下载验证。" - -#~ msgid "" -#~ "The Godot engine demo project repository has an android-iap example " -#~ "project. It includes a gdscript interface for android IAP." -#~ msgstr "" -#~ "Godot引擎演示项目存储库有一个名为android-iap示例项目。 它包括一个用于" -#~ "android IAP的gdscript接口。" - -#~ msgid "" -#~ "Check the repository here https://github.com/godotengine/godot-demo-" -#~ "projects" -#~ msgstr "在这里检查存储库 https://github.com/godotengine/godot-demo-projects" - -#~ msgid "" -#~ "There are two types of products - consumables and non-consumables. " -#~ "**Consumables** are purchased and used, for eg: healing potions which can " -#~ "be purchased again and again. **Non-consumables** are one time purchases, " -#~ "for eg: Level packs." -#~ msgstr "" -#~ "有两种类型的产品 - 消耗品和非消耗品。 **消耗品** 被购买和消耗,例如:可以多" -#~ "次购买的治疗药水。 **非消耗品** 是一次性购买,例如:等级包。" - -#~ msgid "" -#~ "Modifying a unique resource from multiple threads is not supported, but " -#~ "loading them on threads or handling a reference is perfectly supported. " -#~ "Scenes, textures, meshes, etc. Can be loaded and manipulated on threads, " -#~ "then added to the active scene in the main thread." -#~ msgstr "" -#~ "不支持从多个线程修改唯一资源,但完全支持在线程上加载它们或处理引用。 场" -#~ "景,纹理,网格等可以在线程上加载和操作,然后添加到主线程中的活动场景中。" - -#~ msgid "" -#~ ":ref:`Qt Creator ` (all desktop " -#~ "platforms)" -#~ msgstr "" -#~ ":ref:`Qt Creator ` (所有桌面平台)" - -#~ msgid "" -#~ ":ref:`Kdevelop ` (all desktop platforms)" -#~ msgstr ":ref:`Kdevelop ` (所有桌面平台)" - -#~ msgid ":ref:`Xcode ` (macOS)" -#~ msgstr ":ref:`Xcode ` (macOS)" - -#, fuzzy -#~ msgid ":ref:`Visual Studio ` (Windows)" -#~ msgstr "" -#~ ":ref:`Visual Studio ` (Windows)" - -#~ msgid "" -#~ ":ref:`Visual Studio Code` (all desktop " -#~ "platforms)" -#~ msgstr "" -#~ ":ref:`Visual Studio Code ` (所有桌面平台)" - -#, fuzzy -#~ msgid "" -#~ ":ref:`Android Studio` (all desktop " -#~ "platforms)" -#~ msgstr "" -#~ ":ref:`Visual Studio Code ` (所有桌面平台)" - -#, fuzzy -#~ msgid ":ref:`CLion` (all desktop platforms)" -#~ msgstr ":ref:`Kdevelop ` (所有桌面平台)" - -#~ msgid "" -#~ "You can find a video tutorial `here `_. Or you may follow this text version tutorial." -#~ msgstr "" -#~ "您可以在 `这儿 `_ 找到视频教" -#~ "程。当然,您也可以只是跟着后面的文本教程做。" - -#~ msgid "That's it! Now you should be good to go :)" -#~ msgstr "好了,现在您应该学会了 :)" - -#~ msgid "Modify Build Target's Xcode Info Tab:" -#~ msgstr "修改构建目标的 Xcode 信息选项卡:" - -#~ msgid "" -#~ "Set *Directory* to the path to Godot's source folder. Keep it blank if " -#~ "project is already there." -#~ msgstr "" -#~ "把 *目录(Directory)* 设置为 Godot 源代码目录的路径。如果项目已经存在,将" -#~ "其保留为空。" - -#~ msgid "Add a Command Line Target:" -#~ msgstr "添加命令行目标(Command Line Target):" - -#~ msgid "e.g. ``GodotXcodeIndex``" -#~ msgstr "例如:``GodotXcodeIndex``" - -#~ msgid "e.g. ``/Users/me/repos/godot-source/\\**``" -#~ msgstr "如 ``/Users/me/repos/godot-source/\\**``" - -#~ msgid "Grab a cup of coffee... Maybe make something to eat, too" -#~ msgstr "喝一杯咖啡...或者先吃点其他的东西等待一下" - -#~ msgid "Edit Build Scheme of External Build Target:" -#~ msgstr "编辑外部构建目标的构建方案:" - -#~ msgid "Edit Run Scheme of External Build Target:" -#~ msgstr "编辑外部构建目标的运行方案:" - -#~ msgid "" -#~ "You can go to *Arguments* tab and add an -e and a -path to a project to " -#~ "debug the editor not the project selection screen" -#~ msgstr "" -#~ "您可以前往 *参数(Arguments)* 选项卡然后添加 ``-e`` 和 ``-path`` 到您的项" -#~ "目,来调试编辑器,而不是项目选择画面" - -#~ msgid "Test it:" -#~ msgstr "测试:" - -#, fuzzy -#~ msgid "" -#~ "(Note that *godot.x11.tools.64* in \"program\" value might be named " -#~ "differently on macOS or Windows)" -#~ msgstr "" -#~ "(注意,“program”值中的 *godot.x11.tools.64* 在macOS或Windows上叫法可能有" -#~ "所区别)" - -#~ msgid "(Note that *platform=x11* will be different for macOX and Windows)" -#~ msgstr "(注意对于macOX和Windows,*platform=x11* 会有所不同)" - -#~ msgid "Append the following code snippet to ``config.py``:" -#~ msgstr "将以下代码段追加到 ``config.py``:" - -#~ msgid "" -#~ "The ``get_doc_classes()`` method is necessary for the build system to " -#~ "know which documentation classes of the module must be merged, since the " -#~ "module may contain several classes. Replace ``ClassName`` with the name " -#~ "of the class you want to write documentation for. If you need docs for " -#~ "more than one class, append those as well." -#~ msgstr "" -#~ "``get_doc_classes()`` 方法是构建系统了解模块的哪些文档类必须被合并所必需" -#~ "的,因为该模块可能包含多个类。将 ``ClassName`` 替换为您要为其编写文档的类" -#~ "的名称。 如果您需要多个类的文档,请追加这些文档。" - -#~ msgid "" -#~ "This will dump the engine API reference to the given ```` in XML " -#~ "format. Notice that you'll need to configure your ``PATH`` to locate " -#~ "Godot's executable, and make sure that you have write access rights. If " -#~ "not, you might encounter an error similar to the following:" -#~ msgstr "" -#~ "这会将引擎API参考以XML格式转储到给定的 ```` 中。请注意,您需要配置 " -#~ "``PATH`` 以找到Godot的可执行文件,并确保您具有写访问权。否则您可能会遇到类" -#~ "似于以下错误:" - -#~ msgid "Get generated doc file from ``godot/doc/classes/ClassName.xml``" -#~ msgstr "从 ``godot/doc/classes/ClassName.xml`` 获取生成的doc文件" - -#~ msgid "" -#~ "Copy this file to ``doc_classes``, optionally edit it, then compile the " -#~ "engine." -#~ msgstr "" -#~ "将此文件复制到 ``doc_classes``,可以选择对其进行编辑,然后编译引擎。" - -#~ msgid "" -#~ "As the engine is constantly evolving and new features are being added, it " -#~ "is important to familiarize yourself with the editor and tools " -#~ "development in C++. Without the editor, some of the engine's internal " -#~ "functionality would become unaccessible and make the development not " -#~ "intuitive." -#~ msgstr "" -#~ "随着引擎的不断发展和新功能的添加,熟悉使用C ++的编辑器和工具开发非常重要。" -#~ "如果没有编辑器,引擎的某些内部功能将变得无法访问,并使开发不直观。" - -#~ msgid "Add them to the ``engine/icons/svg`` folder." -#~ msgstr "将它们添加到 ``engine/icons/svg`` 文件夹中。" - -#~ msgid "" -#~ "Run the ``optimize.py`` script. You must have the ``scour`` package " -#~ "installed:" -#~ msgstr "运行 ``optimize.py`` 脚本。您必须安装了 ``scour`` 软件包:" - -#~ msgid "" -#~ "The optimized icons will be generated in the ``engine/icons/optimized`` " -#~ "folder." -#~ msgstr "优化的图标将在 ``engine/icons/optimized`` 目录中生成。" - -#, fuzzy -#~ msgid "" -#~ "However, if you had local commits, this method will create a so-called " -#~ "\"merge commit\", and you will soon hear from fellow contributors that " -#~ "those are not wanted in PRs. To update the branch without creating a " -#~ "merge commit, you will have to use the ``--rebase`` option, so that your " -#~ "local commits are replayed on top of the updated upstream ``master`` " -#~ "branch. It will effectively modify the Git history of your branch, but " -#~ "that is for the greater good." -#~ msgstr "" -#~ "但是,如果您有本地提交,则此方法将创建一个所谓的“合并提交”,并且您很快就会" -#~ "从其他贡献者那里得知,PR中不需要这些提交。那么如何在不创建合并提交的情况下" -#~ "更新分支?您将必须使用 ``--rebase`` 选项,以便在更新的上游master分支顶部重" -#~ "放本地提交。它将有效地修改分支的Git历史记录,但这将更有利。" - -#~ msgid "Therefore, the command that you should (almost) always use is:" -#~ msgstr "因此,您应该(几乎)始终使用的命令是:" - -#~ msgid "That should do the trick, but..." -#~ msgstr "这应该是诀窍,但……" - -#~ msgid "Mastering the PR workflow: the rebase" -#~ msgstr "掌握PR工作流程:重新设置基线" - -#~ msgid "" -#~ "On the situation outlined above, your fellow contributors who are " -#~ "particularly pedantic regarding the Git history might ask your to " -#~ "*rebase* your branch to *squash* or *meld* the last two commits together " -#~ "(i.e. the two related to the project manager), as the second commit " -#~ "basically fixes an issue in the first one." -#~ msgstr "" -#~ "在上面提到的情况下,您的对于Git历史特别迂腐的贡献者,可能会要求您 *重新设" -#~ "置基线* 您的分支来 *压缩* 或者 *合并* 最后两个提交到一起(即两个与这个项目 " -#~ "``manager`` 有关), 因为第二个提交基本上解决了第一个提交的问题。" - -#~ msgid "" -#~ "Once the PR is merged, it is not relevant for a changelog reader that the " -#~ "PR author made mistakes; instead, we want to keep only commits that bring " -#~ "from one working state to another working state." -#~ msgstr "" -#~ "PR合并后,将与变更日志读者即PR编写者无关将让人误解。相反,我们只想保留从一" -#~ "个工作状态进入另一工作状态的提交。" - -#~ msgid "This will open a text editor with:" -#~ msgstr "这将打开一个文本编辑器:" - -#~ msgid "" -#~ "You could have avoided this rebase by using ``git commit --amend`` when " -#~ "fixing the typo. This command will write the staged changes directly into " -#~ "the *last* commit (``HEAD``), instead of creating a new commit like we " -#~ "did in this example. So it is equivalent to what we did with a new commit " -#~ "and then a rebase to mark it as \"fixup\"." -#~ msgstr "" -#~ "您可以在修复拼写错误时使用 ``git commit --amend`` 来避免这种重新设置基线。" -#~ "此命令将暂存更改直接写入 *最后的* 提交(``HEAD``),而不是像我们在此示例中那" -#~ "样创建新提交。因此,这等效于我们对新提交进行的操作,然后进行了重新设置基线" -#~ "以将其标记为 ``fixup``。" - -#~ msgid "" -#~ "This approach has the disadvantage that in Godot the running game can't " -#~ "be explored from different angles (though this may be supported in the " -#~ "future and displaying collision gizmos in the running game is already " -#~ "possible), but in exchange has several advantages:" -#~ msgstr "" -#~ "这种方法的缺点是,在Godot的运行的游戏中,无法从不同的角度探索(尽管将来可" -#~ "能会支持这种方式,并且已经可以在运行的游戏中,显示碰撞小玩意了),但是作为" -#~ "交换,它具有以下优点:" - -#~ msgid "" -#~ "The last third party scripting language that was used for shipped games " -#~ "was `Squirrel `__, but it was dropped as well. " -#~ "At that point, it became evident that a custom scripting language could " -#~ "more optimally make use of Godot's particular architecture:" -#~ msgstr "" -#~ "用于游戏的最后一种第三方脚本语言是 `Squirrel `__,但它也已被删除。到那时,很明显,自定义脚本语言可以更好地利用Godot" -#~ "的特定体系结构:" - -#~ msgid "" -#~ "Godot embeds scripts in nodes. Most languages are not designed with this " -#~ "in mind." -#~ msgstr "Godot将脚本嵌入节点中。大多数语言在设计时都没有考虑到这一点。" - -#~ msgid "" -#~ "Godot uses several built-in data types for 2D and 3D math. Script " -#~ "languages do not provide this, and binding them is inefficient." -#~ msgstr "" -#~ "Godot使用几种内置数据类型进行2D和3D数学运算。脚本语言不提供此功能,并且绑" -#~ "定它们是低效的。" - -#~ msgid "" -#~ "Godot uses threads heavily for lifting and initializing data from the net " -#~ "or disk. Script interpreters for common languages are not friendly to " -#~ "this." -#~ msgstr "" -#~ "Godot大量使用线程来从网络或磁盘中提取和初始化数据。通用语言的脚本解释器对" -#~ "此并不友好。" - -#~ msgid "" -#~ "Godot already has a memory management model for resources, most script " -#~ "languages provide their own, which results in duplicate effort and bugs." -#~ msgstr "" -#~ "Godot已经有了用于资源的内存管理模型,大多数脚本语言都提供了它们自己的模" -#~ "型,这导致重复的工作和错误。" - -#~ msgid "" -#~ "Binding code is always messy and results in several failure points, " -#~ "unexpected bugs and generally low maintainability." -#~ msgstr "" -#~ "绑定代码总是很混乱,会导致多个故障点、意外错误和通常较低的可维护性。" - -#~ msgid "" -#~ "The result of these considerations is *GDScript*. The language and " -#~ "interpreter for GDScript ended up being smaller than the binding code " -#~ "itself for Lua and Squirrel, while having equal functionality. With time, " -#~ "having a built-in language has proven to be a huge advantage." -#~ msgstr "" -#~ "这些考虑的结果是 *GDScript* 。GDScript的语言和解释器最终比Lua和Squirrel的" -#~ "绑定代码本身要小,同时具有相同的功能。随着时间的推移,拥有一种内置的语言已" -#~ "经被证明是一个巨大的优势。" - -#~ msgid "Safe vs Unsafe Line" -#~ msgstr "安全与不安全行" - -#~ msgid "" -#~ "It is possible to specify multiple animations from a single timeline as " -#~ "clips. Specify from which frame to which frame each clip must be taken " -#~ "(and, of course, don't forget to specify the FPS option above)." -#~ msgstr "" -#~ "可以将单个时间轴中的多个动画指定为剪辑。必须指定从哪帧到哪帧(当然,不要忘" -#~ "记指定上面的FPS选项)。" - -#~ msgid "Collision Shapes" -#~ msgstr "Collision Shapes(碰撞形状)" - -#~ msgid "" -#~ "Because this is such a common operation, ``Vector2`` and ``Vector3`` " -#~ "provide a method for normalizing:" -#~ msgstr "" -#~ "由于这是一种非常常见的操作, ``Vector2`` 和 ``Vector3`` 提供了归一化的方" -#~ "法:" - -#, fuzzy -#~ msgid "Structs" -#~ msgstr "构造函数" - -#~ msgid "bit-wise and" -#~ msgstr "按位和" - -#~ msgid "Arc-Sine" -#~ msgstr "反正弦" - -#~ msgid "Hyperbolic-Sine" -#~ msgstr "双曲正弦" - -#~ msgid "Inverse-Hyperbolic-Sine" -#~ msgstr "反双曲正弦" - -#~ msgid "Power" -#~ msgstr "幂" - -#~ msgid "Dot Product" -#~ msgstr "点积" - -#~ msgid "Cross Product" -#~ msgstr "叉积" - -#, fuzzy -#~ msgid "Perform a 2D texture read with projection/lod" -#~ msgstr "使用projection / lod执行纹理读取" - -#, fuzzy -#~ msgid "Perform a 3D texture read with projection/lod" -#~ msgstr "使用projection / lod执行纹理读取" - -#, fuzzy -#~ msgid "Creating a main screen plugin" -#~ msgstr "创建一个简单的插件" - -#~ msgid "" -#~ "So, in order to communicate information to another scene, the best design " -#~ "is to define signals. If a user action in a UI scene #1 has to trigger " -#~ "something in another UI scene #2, then this user action has to emit a " -#~ "signal from scene #1, and scene #2 will be connected to that signal. " -#~ "Since all of our UI scenes will be instanced by ``main_screen_plugin.gd`` " -#~ "script, this one script will also connect each of them to the required " -#~ "signals." -#~ msgstr "" -#~ "所以,定义信号是向另一个场景传递信息的最佳方式。若在UI场景#1中的一个用户操" -#~ "作需要在另一个UI场景#2中引发事件,那么此用户操作就需要从场景#1中发射一个信" -#~ "号,并场景#2与该信号关联。我们所有的UI场景都由脚本``main_screen_plugin." -#~ "gd``实例化,因此这个脚本会将每一个场景都关联到所需的信号上。" - -#, fuzzy -#~ msgid "" -#~ "If the ``main_screen_plugin.gd`` instantiates the UI scenes, won't they " -#~ "be sibling nodes then?" -#~ msgstr "" -#~ "如果是``main_screen_plugin.gd``实例化这些UI场景的话,他们不就是兄弟节点了" -#~ "吗?" - -#~ msgid "" -#~ "Not necessarily: this script may add all UI scenes as children of the " -#~ "same node of the editor's scene tree - but maybe it won't. And the " -#~ "``main_screen_plugin.gd`` script will *not* be the parent node of any " -#~ "instantiated scene because it is a script, not a node! This script will " -#~ "only hold references to instantiated scenes." -#~ msgstr "" -#~ "并不是这样:这个脚本可能会把所有的UI场景都作为子节点添加到编辑器的场景树的" -#~ "同一节点上,但是它也有可能不这么做。并且,脚本``main_screen_plugin.gd``*不" -#~ "会*是任何实例化的场景的亲节点,因为它是脚本,不是节点!这个脚本只会保留到" -#~ "这些实例化场景的引用。" - -#, fuzzy -#~ msgid "Tabbed panel scene" -#~ msgstr "准备场景" - -#~ msgid "Customizing the Web export HTML page" -#~ msgstr "自定义Web导出HTML页面" - -#~ msgid "" -#~ "Rather than the default HTML page that comes with the export templates, " -#~ "it is also possible to use a custom HTML page. This allows drastic " -#~ "customization of the final web presentation and behavior. The path to the " -#~ "custom HTML page is specified in the export options as ``Html/Custom Html " -#~ "Shell``." -#~ msgstr "" -#~ "除了导出模板附带的默认HTML页面之外,还可以使用自定义HTML页面。 这允许对最" -#~ "终的Web表示和行为进行大量定制。 自定义HTML页面的路径在导出选项中指定为 " -#~ "``Html/Custom Html Shell`` 。" - -#, fuzzy -#~ msgid "" -#~ "Another sample HTML page is available at `/misc/dist/html/fixed-size.html " -#~ "`__. This page uses a fixed size canvas with an output widget " -#~ "below. However, the F12 browser console should be preferred as it can " -#~ "display additional information, such as WebGL errors." -#~ msgstr "" -#~ "Godot Engine存储库中提供了默认的HTML页面 `/mist/dist/html/default.html " -#~ "`_ 。 一些简单的用例,其中自定义默认页面很有用包括:" - -#~ msgid "Placeholder substitution" -#~ msgstr "占位符替换" - -#~ msgid "" -#~ "When exporting the game, several placeholders in the HTML page are " -#~ "replaced with values depending on the export:" -#~ msgstr "导出游戏时,HTML页面中的多个占位符将替换为值,具体取决于导出:" - -#~ msgid "Substituted by" -#~ msgstr "替换为" - -#~ msgid "``$GODOT_BASENAME``" -#~ msgstr "``$GODOT_BASENAME``" - -#~ msgid "" -#~ "Basename of exported files without suffixes, e.g. ``game`` when exporting " -#~ "``game.html``" -#~ msgstr "没有后缀的导出文件的基本名称,例如 ``game`` 在导出 ``game.html`` 时" - -#~ msgid "``$GODOT_DEBUG_ENABLED``" -#~ msgstr "``$GODOT_DEBUG_ENABLED``" - -#~ msgid "``true`` if debugging, ``false`` otherwise" -#~ msgstr "如果调试就是 ``true`` ,否则是 ``false``" - -#~ msgid "``$GODOT_HEAD_INCLUDE``" -#~ msgstr "``$GODOT_HEAD_INCLUDE``" - -#~ msgid "" -#~ "Custom string to include just before the end of the HTML ```` " -#~ "element" -#~ msgstr "自定义字符串,包含在HTML `` `` 元素的结尾之前" - -#~ msgid "" -#~ "The HTML file must evaluate the JavaScript file ``$GODOT_BASENAME.js``. " -#~ "This file defines a global ``Engine`` object used to start the engine, :" -#~ "ref:`see below ` for details." -#~ msgstr "" -#~ "HTML文件必须评估JavaScript文件 ``$ GODOT_BASENAME.js`` 。 这个文件定义了一" -#~ "个用于启动引擎的全局 ``Engine`` 对象,参见 :ref:`see below " -#~ "` 了解详细信息。" - -#~ msgid "" -#~ "The boot splash image is exported as ``$GODOT_BASENAME.png`` and can be " -#~ "used e.g. in ```` elements." -#~ msgstr "" -#~ "引导启动图像被导出为 ``$ GODOT_BASENAME.png`` 并且可以用于例如 在 ```` 元素中。" - -#~ msgid "" -#~ "``$GODOT_DEBUG_ENABLED`` can be useful to optionally display e.g. an " -#~ "output console or other debug tools." -#~ msgstr "" -#~ "``$ GODOT_DEBUG_ENABLED`` 可用于可选地显示,例如 输出控制台或其他调试工" -#~ "具。" - -#~ msgid "" -#~ "``$GODOT_HEAD_INCLUDE`` is replaced with the string specified by the " -#~ "export option ``Html/Head Include``." -#~ msgstr "" -#~ "``$GODOT_HEAD_INCLUDE`` 被导出选项 ``Html / Head Include`` 指定的字符串替" -#~ "换。" - -#~ msgid "" -#~ "The JavaScript global object ``Engine`` is defined by ``$GODOT_BASENAME." -#~ "js`` and serves as an interface to the engine start-up process." -#~ msgstr "" -#~ "JavaScript全局对象 ``Engine`` 由 ``$GODOT_BASENAME.js`` 定义,并作为引擎启" -#~ "动过程的接口。" - -#~ msgid "The object itself has only the following methods:" -#~ msgstr "对象本身只有以下方法:" - -#~ msgid "Check whether WebGL is available." -#~ msgstr "检查WebGL是否可用。" - -#~ msgid "" -#~ "This is useful for outdated hosts that only accept uploads of files with " -#~ "certain filename extensions." -#~ msgstr "" -#~ "对于过时的主机来说,只接受某些文件扩展名的文件的上传,是非常有用的。" - -#~ msgid "" -#~ "Depending on the host, using an alternate filename extension can prevent " -#~ "some start-up optimizations. This occurs when the file is delivered with " -#~ "a MIME-type other than :mimetype:`application/wasm`." -#~ msgstr "" -#~ "根据主机,使用替代文件名扩展可以防止某些启动优化。当文件使用mime类型交付" -#~ "时,就会发生这种情况。而不是 :mimetype:`应用程序/wasm`。" - -#~ msgid "Starting an ``Engine`` instance" -#~ msgstr "启动 ``Engine`` 实例" - -#~ msgid ":js:class:`Engine` also acts a class:" -#~ msgstr ":js:类:`引擎`还是一个类:" - -#~ msgid "An instance of the engine that can be started, usually a game." -#~ msgstr "可以启动的引擎实例,通常是一个游戏。" - -#~ msgid "Instantiate the class using the ``new`` operator:" -#~ msgstr "使用“new”操作符实例化类:" - -#~ msgid "" -#~ "This yields an :js:class:`Engine` instance, referred to as ``engine`` " -#~ "with a lower-case ``e`` from here." -#~ msgstr "这将生成一个:js:类:`引擎`实例,在这里用小写的“e”代替“engine”。" - -#~ msgid "" -#~ "To start such an instance, the global ``Engine`` object must be loaded, " -#~ "then the ``engine`` instance must be initialized and finally started." -#~ msgstr "" -#~ "要启动这样的实例,必须加载全局 ``Engine`` 对象,然后必须初始化并启动 " -#~ "``engine`` 实例。" - -#~ msgid "" -#~ "Initialize the instance. The instance can then be started with one of the " -#~ "``start`` functions, usually :js:func:`engine.startGame`." -#~ msgstr "" -#~ "初始化实例。然后可以使用其中一个``开始`` 函数启动实例,通常是:js:函数:“引" -#~ "擎.开始游戏”。" - -#~ msgid "" -#~ "The base path to the engine, same as in :js:func:`Engine.load`. Must be " -#~ "passed only if the engine hasn't been loaded yet." -#~ msgstr "" -#~ "引擎的基本路径与:js:函数:`引擎.加载`相同。只有在引擎尚未加载时才能通过。" - -#~ msgid "The engine must be loaded beforehand." -#~ msgstr "引擎必须预先加载。" - -#~ msgid "" -#~ "Requires that the engine has been loaded, and that a canvas can be found " -#~ "on the page." -#~ msgstr "需要的引擎已经加载完毕,可以在页面上找到画布。" - -#, fuzzy -#~ msgid "" -#~ "Initializes the engine if not yet initialized, loads the executable, and " -#~ "starts the game with the main pack loaded from the passed URL." -#~ msgstr "初始化引擎(如果还没有初始化),并使用从传递的URL加载的主包启动游戏。" - -#, fuzzy -#~ msgid "" -#~ "Executable's name (URL) to start. Also used as base path to load the " -#~ "engine if not loaded already. Should not contain the file's extension." -#~ msgstr "" -#~ "从主包路径启动游戏。如果还没有加载引擎,也可用作加载引擎的基本路径。" - -#~ msgid "Configuring start-up behaviour" -#~ msgstr "配置启动行为" - -#~ msgid "" -#~ "Beside starting the engine, other methods of the engine instance allow " -#~ "configuring the behavior:" -#~ msgstr "除启动引擎外,引擎实例的其他方法还允许配置行为:" - -#~ msgid "" -#~ "This frees browser memory by unloading files that are no longer needed " -#~ "once the instance is initialized. However, if more instances of the " -#~ "engine will be started, the Engine will have to be loaded again." -#~ msgstr "" -#~ "这通过卸载初始化实例后不再需要的文件来释放浏览器内存。 但是,如果将启动更" -#~ "多引擎实例,则必须再次加载引擎。" - -#~ msgid "Enabled by default." -#~ msgstr "默认启用。" - -#~ msgid "Specify a canvas to use." -#~ msgstr "指定要使用的画布。" - -#~ msgid "" -#~ "By default, the engine will try to guess the locale to use from the " -#~ "JavaScript environment. It is usually preferable to use a server-side " -#~ "user-specified locale, or at least use the locale requested in the HTTP " -#~ "``Accept-Language`` header. This method allows specifying such a custom " -#~ "locale string." -#~ msgstr "" -#~ "默认情况下,引擎将尝试从JavaScript环境猜测要使用的语言环境。通常最好使用服" -#~ "务器端用户指定的区域设置,或者至少使用HTTP ``Accept-Language`` header中请" -#~ "求的区域设置。该方法允许指定这样的自定义区域设置字符串。" - -#~ msgid "For example, with PHP:" -#~ msgstr "例如,使用PHP的情况:" - -#~ msgid "Locale." -#~ msgstr "地区设置。" - -#~ msgid "" -#~ "A real executable file doesn't exist for the HTML5 platform. However, a " -#~ "virtual filename is stored by the engine for compatibility with other " -#~ "platforms." -#~ msgstr "" -#~ "HTML5平台不存在真正的可执行文件。但是,引擎存储虚拟文件名是为了与其他平台" -#~ "兼容。" - -#~ msgid "" -#~ "By default, the base name of the loaded engine files is used. This method " -#~ "allows specifying another name." -#~ msgstr "" -#~ "默认情况下,使用加载的引擎文件的基本名称。此方法允许指定另一个名称。" - -#~ msgid "" -#~ "If the total is 0, it couldn't be calculated. Possible reasons include:" -#~ msgstr "如果总数为0,则无法计算。 可能的原因包括:" - -#~ msgid "Specify the standard output stream callback." -#~ msgstr "指定标准输出流回调。" - -#~ msgid "" -#~ "This method should usually only be used in debug pages. The ``" -#~ "$GODOT_DEBUG_ENABLED`` placeholder can be used to check for this." -#~ msgstr "" -#~ "这些方法通常只在调试页面中使用。 可以使用\"$GODOT_调试_激活\"占位符来检查" -#~ "这一点。" - -#~ msgid "Specify the standard error stream callback." -#~ msgstr "调整标准错误流回调。" - -#~ msgid "By default, ``console.warn()`` is used." -#~ msgstr "默认情况下,使用的是“console.warn()”。" - -#~ msgid "" -#~ "If you know what you're doing, you can access the runtime environment " -#~ "(Emscripten's ``Module``) as ``engine.rtenv``. Check the official " -#~ "Emscripten documentation for information on how to use it: https://" -#~ "kripken.github.io/emscripten-site/docs/api_reference/module.html" -#~ msgstr "" -#~ "如果您知道您在做什么,您可以访问运行时环境(Emscripten的 ``Module`` )作为 " -#~ "``engine.rtenv`` 。 查看官方Emscripten文档以获取有关如何使用它的信息:" -#~ "https://kripken.github.io/emscripten-site/docs/api_reference/module.html" - -#~ msgid "" -#~ "Following this is the actual packet contents, which varies for each type " -#~ "of packet:" -#~ msgstr "以下是实际的数据包内容,每种类型的数据包都有所不同:" - -#~ msgid "3: :ref:`float`/real" -#~ msgstr "3: :ref:`float`/real" - -#~ msgid "[0][0]" -#~ msgstr "[0][0]" - -#~ msgid "[0][1]" -#~ msgstr "[0][1]" - -#~ msgid "[1][0]" -#~ msgstr "[1][0]" - -#~ msgid "[1][1]" -#~ msgstr "[1][1]" - -#~ msgid "[2][0]" -#~ msgstr "[2][0]" - -#~ msgid "[2][1]" -#~ msgstr "[2][1]" - -#~ msgid "[0][2]" -#~ msgstr "[0][2]" - -#~ msgid "[1][2]" -#~ msgstr "[1][2]" - -#~ msgid "[2][2]" -#~ msgstr "[2][2]" - -#~ msgid "[3][0]" -#~ msgstr "[3][0]" - -#~ msgid "[3][1]" -#~ msgstr "[3][1]" - -#~ msgid "[3][2]" -#~ msgstr "[3][2]" - -#~ msgid "" -#~ "`Python 3.5+ (recommended) or Python 2.7+. `_" -#~ msgstr "" -#~ "`Python 3.5+ (推荐) 或 Python 2.7+ `_" - -#, fuzzy -#~ msgid "" -#~ "By default, SCons will build a binary matching your CPU architecture, but " -#~ "this can be overridden using ``bits=64`` or ``bits=32``." -#~ msgstr "" -#~ "默认情况下,SCons将构建与您的CPU体系结构匹配的二进制文件,但是可以使用 " -#~ "``bits=64`` 或 ``bits=32`` 来覆盖它。" - -#~ msgid "SCons build system (3.0 or later for Python 3)" -#~ msgstr "SCons构建系统(适用于Python 3的3.0或更高版本)" - -#, fuzzy -#~ msgid "Python 3.5+ (recommended) or Python 2.7+." -#~ msgstr "Python 2.7+或Python 3.5+" - -#~ msgid "`Python 2.7+ or Python 3.5+ `_" -#~ msgstr "`Python 2.7+ 或 Python 3.5+ `_" - -#~ msgid "" -#~ "`Emscripten 1.38.27+ `__: If " -#~ "the version available per package manager is not recent enough, the best " -#~ "alternative is to install using the `Emscripten SDK `__" -#~ msgstr "" -#~ "`Emscripten 1.38.27+ `__:如果每" -#~ "个包管理器的可用版本不够新,最好的选择是安装时使用 `Emscripten SDK " -#~ "`__" - -#, fuzzy -#~ msgid "Customizing module types initialization" -#~ msgstr "自定义演示文稿" - -#~ msgid "" -#~ "Once you're satisfied with the icon's design, save the icon in ``engine/" -#~ "icons/svg/`` folder. But in order for the engine to automatically pick up " -#~ "the icons, each icon's filename:" -#~ msgstr "" -#~ "对图标的设计感到满意后,将图标保存在 ``engine/icons/svg/`` 文件夹中。但" -#~ "是,为了使引擎自动提取图标,每个图标的文件名:" - -#~ msgid "Must be prefixed with ``icon_``." -#~ msgstr "必须以 ``icon_`` 为前缀。" - -#~ msgid "" -#~ "``PascalCase`` name should be converted to ``snake_case``, so words are " -#~ "separated by ``_`` whenever case changes, and uppercase acronyms must " -#~ "also have all letters, numbers, and special characters separated as " -#~ "distinct words. Some examples:" -#~ msgstr "" -#~ "``PascalCase`` 的名称应转换为 ``snake_case``,因此每当大小写变化时单词都" -#~ "由 ``_`` 分隔,并且大写首字母缩写词还必须将所有字母、数字、和特殊字符分隔" -#~ "为不同的单词。一些示例:" - -#~ msgid "Name" -#~ msgstr "名称" - -#~ msgid "``Polygon2D``" -#~ msgstr "``Polygon2D``" - -#~ msgid "``icon_polygon_2_d.svg``" -#~ msgstr "``icon_polygon_2_d.svg``" - -#~ msgid "``CSGPolygon``" -#~ msgstr "``CSGPolygon``" - -#~ msgid "``icon_c_s_g_polygon.svg``" -#~ msgstr "``icon_c_s_g_polygon.svg``" - -#~ msgid "``CPUParticles2D``" -#~ msgstr "``CPUParticles2D``" - -#~ msgid "``icon_c_p_u_particles_2_d.svg``" -#~ msgstr "``icon_c_p_u_particles_2_d.svg``" - -#~ msgid "``C#``" -#~ msgstr "``C#``" - -#~ msgid "``icon_c_#.svg``" -#~ msgstr "``icon_c_#.svg``" - -#~ msgid "" -#~ "Welcome to Godot! With your project open, you should see the editor’s " -#~ "interface with empty docks on the right side." -#~ msgstr "" -#~ "欢迎来到Godot! 项目打开了, 应该能看到编辑器的界面,在右侧有些空的面板。" - -#~ msgid "Windows, macOS, Linux (unofficial and unsupported)" -#~ msgstr "Windows、macOS、Linux (非正式的,不被支持的)" - -#~ msgid "The *adb* executable (adb.exe on Windows)" -#~ msgstr "*adb* 可执行文件(Windows上的adb.exe)" - -#~ msgid "The *jarsigner* executable (from JDK 6 or 8)" -#~ msgstr "*jarsigner* 可执行文件(来自JDK 6或8)" - -#~ msgid "The debug *keystore*" -#~ msgstr "Debug 的 *keystore*" - -#~ msgid "" -#~ "This way, obtaining the actual playback position during *_process()* is " -#~ "possible:" -#~ msgstr "这样,就可以在*_处理()*函数中获得实际的回放位置:" - -#~ msgid "" -#~ "This tutorial will be about *transformations* and will cover a little " -#~ "about matrices (but not in-depth)." -#~ msgstr "本教程将介绍 *转换* 并将介绍一些关于矩阵的内容(但不深入)。" - -#~ msgid "" -#~ "Transformations are most of the time applied as translation, rotation and " -#~ "scale so they will be considered as priority here." -#~ msgstr "转换大部分时间用于平移、旋转和缩放,因此这里将优先考虑它们。" - -#~ msgid "Oriented coordinate system (OCS)" -#~ msgstr "定向坐标系(OCS)" - -#~ msgid "" -#~ "Imagine we have a spaceship somewhere in space. In Godot this is easy, " -#~ "just move the ship somewhere and rotate it:" -#~ msgstr "" -#~ "想象我们有一艘宇宙飞船在太空的某个地方。在Godot中,这很简单,只要把船移动" -#~ "到某个地方,然后旋转它:" - -#~ msgid "" -#~ "Ok, so in 2D this looks simple, a position and an angle for a rotation. " -#~ "But remember, we are grown ups here and don't use angles (plus, angles " -#~ "are not even that useful when working in 3D)." -#~ msgstr "" -#~ "在2D中,这个看起来很简单,旋转的位置和角度。但请记住,我们在这里成长,不使" -#~ "用角度(另外,在3D中,角度甚至没有那么有用)。" - -#~ msgid "" -#~ "We should realize that at some point, someone *designed* this spaceship. " -#~ "Be it for 2D in a drawing such as Paint.net, Gimp, Photoshop, etc. or in " -#~ "3D through a 3D DCC tool such as Blender, Max, Maya, etc." -#~ msgstr "" -#~ "我们应该意识到,在某个时刻,有人设计了这个宇宙飞船。无论是用于绘图中的2D," -#~ "如Paint.net、Gimp、Photoshop等,还是通过3DDCC工具(如Blender、Max、Maya等)" -#~ "进行3D处理。" - -#~ msgid "" -#~ "When it was designed, it was not rotated. It was designed in its own " -#~ "*coordinate system*." -#~ msgstr "在设计时,它没有旋转。它是在它自己的坐标系中设计的。" - -#~ msgid "" -#~ "This means that the tip of the ship has a coordinate, the fin has " -#~ "another, etc. Be it in pixels (2D) or vertices (3D)." -#~ msgstr "" -#~ "这意味着船的顶端有一个坐标,鳍有另一个坐标,等等,可以是像素(2D)或顶点" -#~ "(3D)。" - -#~ msgid "So, let's recall again that the ship was somewhere in space:" -#~ msgstr "那么,让我们再次回忆一下这艘船在太空的某个地方:" - -#~ msgid "" -#~ "How did it get there? What moved it and rotated it from the place it was " -#~ "designed to its current position? The answer is... a **transform**, the " -#~ "ship was *transformed* from their original position to the new one. This " -#~ "allows the ship to be displayed where it is." -#~ msgstr "" -#~ "它是如何到达那里的?是什么把它从设计的位置移动和旋转到现在的位置?答案是…一" -#~ "个 **变换**,船从原来的位置 **变换** 到新的位置。这才使得船显示在那里。" - -#~ msgid "" -#~ "But transform is too generic of a term to describe this process. To solve " -#~ "this puzzle, we will superimpose the ship's original design position at " -#~ "their current position:" -#~ msgstr "" -#~ "但是变换是描述这个过程的术语过于泛化。为了解决这个难题,我们将将船只的原始" -#~ "设计位置叠加在当前位置:" - -#~ msgid "" -#~ "So, we can see that the \"design space\" has been transformed too. How " -#~ "can we best represent this transformation? Let's use 3 vectors for this " -#~ "(in 2D), a unit vector pointing towards X positive, a unit vector " -#~ "pointing towards Y positive and a translation." -#~ msgstr "" -#~ "所以,我们可以看到 \"设计空间\" 也被改造了。我们怎样才能最好地表示这个变" -#~ "换?我们用3个向量(在2D中)一个指向X正的单位向量,一个指向Y正的单位向量和一个" -#~ "平移。" - -#~ msgid "" -#~ "Let's call the 3 vectors \"X\", \"Y\" and \"Origin\", and let's also " -#~ "superimpose them over the ship so it makes more sense:" -#~ msgstr "" -#~ "我们称这三个向量为``X````Y``和``原点``,我们也把它们叠加在飞船上,这样更有" -#~ "意义:" - -#~ msgid "" -#~ "Ok, this is nicer, but it still does not make sense. What do X,Y and " -#~ "Origin have to do with how the ship got there?" -#~ msgstr "这个更好,但是仍然没有意义。X,Y和原点和飞船如何到达那里有什么关系?" - -#~ msgid "Well, let's take the point from top tip of the ship as reference:" -#~ msgstr "好吧,让我们以船顶端的点作为参考:" - -#~ msgid "" -#~ "And let's apply the following operation to it (and to all the points in " -#~ "the ship too, but we'll track the top tip as our reference point):" -#~ msgstr "" -#~ "让我们对它应用下面的操作(对飞船上的所有点也是如此,但我们将跟踪顶端作为参" -#~ "考点):" - -#~ msgid "Doing this to the selected point will move it back to the center:" -#~ msgstr "对选定点执行此操作将将其移回中心:" - -#~ msgid "" -#~ "This was expected, but then let's do something more interesting. Use the " -#~ "dot product of X and the point, and add it to the dot product of Y and " -#~ "the point:" -#~ msgstr "" -#~ "这是意料之中的,但接下来让我们做一些更有趣的事情。用X和这个点的点积,再加" -#~ "上Y和这个点的点积:" - -#~ msgid "" -#~ "Then what we have is.. wait a minute, it's the ship in its design " -#~ "position!" -#~ msgstr "那么我们所拥有的是…等一下,这是船的设计位置!" - -#~ msgid "" -#~ "How did this black magic happen? The ship was lost in space, and now it's " -#~ "back home!" -#~ msgstr "这个黑魔法是怎么发生的?船在太空中迷失了方向,现在它又回到了家里!" - -#~ msgid "" -#~ "It might seem strange, but it does have plenty of logic. Remember, as we " -#~ "have seen in the :ref:`doc_vector_math`, what happened is that the " -#~ "distance to X axis, and the distance to Y axis were computed. Calculating " -#~ "distance in a direction or plane was one of the uses for the dot product. " -#~ "This was enough to obtain back the design coordinates for every point in " -#~ "the ship." -#~ msgstr "" -#~ "这可能看起来很奇怪,但它确实有很多逻辑。记住,正如我们在 :ref:" -#~ "`doc_vector_math` 中看到的,到X轴的距离和到Y轴的距离是计算出来的。计算方向" -#~ "或平面上的距离是点积的用途之一。这足以获得船上每个点的设计坐标。" - -#~ msgid "" -#~ "So, what we have been working with so far (with X, Y and Origin) is an " -#~ "*Oriented Coordinate System*. X an Y are the **Basis**, and *Origin* is " -#~ "the offset." -#~ msgstr "" -#~ "到目前为止,我们一直在研究的(X, Y和原点)是一个 *面向坐标系* 。X和Y是 **基" -#~ "**, *原点* 是偏移量。" - -#~ msgid "" -#~ "We know what the Origin is. It's where the 0,0 (origin) of the design " -#~ "coordinate system ended up after being transformed to a new position. " -#~ "This is why it's called *Origin*, But in practice, it's just an offset to " -#~ "the new position." -#~ msgstr "" -#~ "我们知道原点是什么。它是设计坐标系原点(0,0)在变换到一个新位置后的最终位" -#~ "置。这就是为什么它叫做原点,但是在实践中,它只是对新位置的偏移。" - -#~ msgid "" -#~ "The Basis is more interesting. The basis is the direction of X and Y in " -#~ "the OCS from the new, transformed location. It tells what has changed, in " -#~ "either 2D or 3D. The Origin (offset) and Basis (direction) communicate " -#~ "\"Hey, the original X and Y axes of your design are *right here*, " -#~ "pointing towards *these directions*.\"" -#~ msgstr "" -#~ "基础更有趣。 基础是来自新的转换位置的OCS中的X和Y的方向。 它以二维或三维方" -#~ "式告知已发生的变化。 原点(偏移)和基础(方向)通信``嘿,您的设计的原始X轴和Y" -#~ "轴正好 *在这里* ,指向 *这些方向* 。``" - -#~ msgid "" -#~ "So, let's change the representation of the basis. Instead of 2 vectors, " -#~ "let's use a *matrix*." -#~ msgstr "所以,让我们改变基础的表示。 我们使用 *矩阵* 而不是2个向量。" - -#~ msgid "" -#~ "The vectors are up there in the matrix, horizontally. The next problem " -#~ "now is that.. what is this matrix thing? Well, we'll assume you've never " -#~ "heard of a matrix." -#~ msgstr "" -#~ "向量在矩阵中水平地向上。 现在的下一个问题是......这个矩阵是什么东西? 好" -#~ "吧,我们假设您从来没有听说过矩阵。" - -#~ msgid "Transforms in Godot" -#~ msgstr "Godot中的变换" - -#~ msgid "" -#~ "This tutorial will not explain matrix math (and their operations) in " -#~ "depth, only its practical use. There is plenty of material for that, " -#~ "which should be a lot simpler to understand after completing this " -#~ "tutorial. We'll just explain how to use transforms." -#~ msgstr "" -#~ "本教程不会深入解释矩阵数学(及其操作),只是实际应用。 网上有很多关于矩阵的" -#~ "资料,但是完成本教程后应该会加深对矩阵理解。 我们将解释如何使用变换。" - -#~ msgid "" -#~ ":ref:`class_Transform2D` is a 3x2 matrix. It has 3 Vector2 elements and " -#~ "it's used for 2D. The \"X\" axis is the element 0, \"Y\" axis is the " -#~ "element 1 and \"Origin\" is element 2. It's not divided in basis/origin " -#~ "for convenience, due to its simplicity." -#~ msgstr "" -#~ ":ref:`class_Transform2D` 是一个3x2矩阵。 它有3个Vector2元素,用于2D。 " -#~ "``X``轴是第0个元素,``Y``轴是第1个元素,``Origin``是第2个元素.它不是为了方" -#~ "便而在基础/原点上划分,是因为这样简单。" - -#~ msgid "" -#~ "Most operations will be explained with this datatype (Transform2D), but " -#~ "the same logic applies to 3D." -#~ msgstr "" -#~ "大多数操作将使用此数据类型(Transform2D)进行说明,但相同的逻辑适用于3D。" - -#~ msgid "Identity" -#~ msgstr "单位矩阵" - -#~ msgid "An important transform is the \"identity\" matrix. This means:" -#~ msgstr "一个重要的变换是``单位``矩阵。 这意味着:" - -#~ msgid "'X' Points right: Vector2(1,0)" -#~ msgstr "X' 指向右侧:Vector2(1,0)" - -#~ msgid "'Y' Points up (or down in pixels): Vector2(0,1)" -#~ msgstr "Y'指向上方(或以像素为单位时,表示指向下方):Vector2(0,1)" - -#~ msgid "'Origin' is the origin Vector2(0,0)" -#~ msgstr "'Origin'是原点 Vector2(0,0)" - -#~ msgid "" -#~ "It's easy to guess that an *identity* matrix is just a matrix that aligns " -#~ "the transform to its parent coordinate system. It's an *OCS* that hasn't " -#~ "been translated, rotated or scaled." -#~ msgstr "" -#~ "很容易猜到 *单位* 矩阵只是一个将变换对齐其父坐标系的矩阵。 它是尚未平移," -#~ "旋转或缩放的 *OCS* 。" - -#~ msgid "Operations" -#~ msgstr "操作" - -#~ msgid "Rotation" -#~ msgstr "旋转" - -#~ msgid "Rotating Transform2D is done by using the \"rotated\" function:" -#~ msgstr "通过使用 \"rotated\" 函数完成旋转Transform2D:" - -#~ msgid "Translation" -#~ msgstr "平移" - -#~ msgid "" -#~ "There are two ways to translate a Transform2D, the first one is moving " -#~ "the origin:" -#~ msgstr "有两种方法可以平移Transform2D,第一种方法是移动原点:" - -#~ msgid "This will always work in global coordinates." -#~ msgstr "这将始终在全局坐标系中工作。" - -#, fuzzy -#~ msgid "" -#~ "If instead, translation is desired in *local* coordinates of the matrix " -#~ "(towards where the *basis* is oriented), there is the :ref:`Transform2D." -#~ "translated() ` method:" -#~ msgstr "" -#~ "相反,如果需要在矩阵的 *局部* 坐标系中进行平移(朝向 *基* 的方向),则可以使" -#~ "用 :ref:`Transform2D.translated() ` " -#~ "方法:" - -#~ msgid "" -#~ "You could also transform the global coordinates to local coordinates " -#~ "manually:" -#~ msgstr "您也可以手动将全局坐标系转换为局部坐标系:" - -#~ msgid "" -#~ "But even better, there are helper functions for this as you can read in " -#~ "the next sections." -#~ msgstr "但更好的是用辅助函数,您可以在下一节中阅读。" - -#~ msgid "Local to global coordinates and vice versa" -#~ msgstr "从本地到全局坐标,反之亦然" - -#~ msgid "" -#~ "There are helper methods for converting between local and global " -#~ "coordinates." -#~ msgstr "有用于在局部坐标和全局坐标之间进行转换的辅助方法。" - -#, fuzzy -#~ msgid "" -#~ "There are :ref:`Node2D.to_local() ` and :" -#~ "ref:`Node2D.to_global() ` for 2D as well " -#~ "as :ref:`Spatial.to_local() ` and :ref:" -#~ "`Spatial.to_global() ` for 3D." -#~ msgstr "" -#~ "有用于2D的 :ref:`Node2D.to_local() ` 和 :ref:" -#~ "`Node2D.to_global() ` 以及用于3D的 :ref:" -#~ "`Spatial.to_local() ` 和 :ref:`Spatial." -#~ "to_global() ` 。" - -#~ msgid "" -#~ "A matrix can be scaled too. Scaling will multiply the basis vectors by a " -#~ "vector (X vector by x component of the scale, Y vector by y component of " -#~ "the scale). It will leave the origin alone:" -#~ msgstr "" -#~ "矩阵也可以缩放。 缩放将基向量乘以向量(X向量乘标量的x分量,Y向量乘标量的y分" -#~ "量)。 它让原点不变:" - -#~ msgid "" -#~ "These kind of operations in matrices are accumulative. It means every one " -#~ "starts relative to the previous one. For those who have been living on " -#~ "this planet long enough, a good reference of how transform works is this:" -#~ msgstr "" -#~ "矩阵中的这些操作是累积的。 这意味着每个操作都相对于前一个开始的。 对于那些" -#~ "一直生活在这个星球上足够长的人来说,变换如何工作的一个很好的参考是:" - -#~ msgid "" -#~ "A matrix is used similarly to a turtle. The turtle most likely had a " -#~ "matrix inside (and you are likely learning this many years *after* " -#~ "discovering Santa is not real)." -#~ msgstr "" -#~ "矩阵与乌龟类似。 乌龟可能内部有一个矩阵(您可能需要在发现圣诞老人是假的后," -#~ "再过许多年才理解到这句话)。" - -#~ msgid "" -#~ "Transform is the act of switching between coordinate systems. To convert " -#~ "a position (either 2D or 3D) from \"designer\" coordinate system to the " -#~ "OCS, the \"xform\" method is used." -#~ msgstr "" -#~ "变换是在坐标系之间切换的行为。 要将位置(2D或3D)从``设计者``坐标系转换为" -#~ "OCS,请使用``xform``方法。" - -#~ msgid "And only for basis (no translation):" -#~ msgstr "仅限基(无平移):" - -#~ msgid "Inverse transform" -#~ msgstr "逆变换" - -#~ msgid "" -#~ "To do the opposite operation (what we did up there with the rocket), the " -#~ "\"xform_inv\" method is used:" -#~ msgstr "为了进行相反的操作(我们用火箭做了什么),使用了``xform_inv``方法:" - -#~ msgid "Only for Basis:" -#~ msgstr "仅适用于基:" - -#~ msgid "Orthonormal matrices" -#~ msgstr "正交矩阵" - -#~ msgid "" -#~ "However, if the matrix has been scaled (vectors are not unit length), or " -#~ "the basis vectors are not orthogonal (90°), the inverse transform will " -#~ "not work." -#~ msgstr "" -#~ "但是,如果矩阵已被缩放(向量不是单位长度),或者基向量不是正交的(90°),则逆" -#~ "变换将不起作用。" - -#~ msgid "" -#~ "In other words, inverse transform is only valid in *orthonormal* " -#~ "matrices. For this, these cases an affine inverse must be computed." -#~ msgstr "" -#~ "换句话说,逆变换仅在 *正交* 矩阵中有效。 为此,必须计算仿射逆的这些情况。" - -#~ msgid "" -#~ "The transform, or inverse transform of an identity matrix will return the " -#~ "position unchanged:" -#~ msgstr "单位矩阵的变换或逆变换将返回未改变的位置:" - -#~ msgid "Affine inverse" -#~ msgstr "仿射逆" - -#~ msgid "" -#~ "The affine inverse is a matrix that does the inverse operation of another " -#~ "matrix, no matter if the matrix has scale or the axis vectors are not " -#~ "orthogonal. The affine inverse is calculated with the affine_inverse() " -#~ "method:" -#~ msgstr "" -#~ "仿射逆是一个矩阵,它执行另一个矩阵的逆运算,无论矩阵是否具有比例或者轴向量" -#~ "不是正交的。 使用affine_inverse()方法计算仿射逆:" - -#~ msgid "If the matrix is orthonormal, then:" -#~ msgstr "如果矩阵是正交的,那么:" - -#~ msgid "Matrix multiplication" -#~ msgstr "矩阵乘法" - -#~ msgid "" -#~ "Matrices can be multiplied. Multiplication of two matrices \"chains" -#~ "\" (concatenates) their transforms." -#~ msgstr "矩阵可以做乘法。 两个矩阵的乘法 ``链``(连接)它们的变换。" - -#~ msgid "" -#~ "However, as per convention, multiplication takes place in reverse order." -#~ msgstr "但是,按照惯例,乘法可以交换顺序。" - -#~ msgid "To make it a little clearer, this:" -#~ msgstr "为了更清楚一点,这个:" - -#~ msgid "Is the same as:" -#~ msgstr "与下面这个是相同的:" - -#~ msgid "However, this is not the same:" -#~ msgstr "实际上,这是不一样的:" - -#~ msgid "Because in matrix math, A * B is not the same as B * A." -#~ msgstr "因为在矩阵数学中,A * B与B * A不同。" - -#~ msgid "Multiplication by inverse" -#~ msgstr "乘以逆矩阵" - -#~ msgid "Multiplying a matrix by its inverse, results in identity:" -#~ msgstr "矩阵乘以逆,将得到单位矩阵:" - -#~ msgid "Multiplication by identity" -#~ msgstr "乘以单位矩阵" - -#~ msgid "" -#~ "Multiplying a matrix by identity, will result in the unchanged matrix:" -#~ msgstr "矩阵乘以单位矩阵将得到矩阵本身:" - -#~ msgid "Matrix tips" -#~ msgstr "矩阵提示" - -#~ msgid "" -#~ "When using a transform hierarchy, remember that matrix multiplication is " -#~ "reversed! To obtain the global transform for a hierarchy, do:" -#~ msgstr "" -#~ "使用变换层次结构时,请记住矩阵乘法是相反的! 要获取层次结构的全局变换,请" -#~ "执行以下操作:" - -#~ msgid "For 3 levels:" -#~ msgstr "对3个级别的情况:" - -#~ msgid "" -#~ "To make a matrix relative to the parent, use the affine inverse (or " -#~ "regular inverse for orthonormal matrices)." -#~ msgstr "要制作相对于父级的矩阵,请使用仿射逆(或正交矩阵的常规逆)。" - -#~ msgid "Revert it just like the example above:" -#~ msgstr "恢复它就像上面的示例:" - -#~ msgid "" -#~ "OK, hopefully this should be enough! Let's complete the tutorial by " -#~ "moving to 3D matrices." -#~ msgstr "好的,希望这应该足够了! 让我们转移到3D矩阵来完成本教程。" - -#~ msgid "Matrices & transforms in 3D" -#~ msgstr "3D中的矩阵&变换" - -#~ msgid "" -#~ "As mentioned before, for 3D, we deal with 3 :ref:`Vector3 " -#~ "` vectors for the rotation matrix, and an extra one for " -#~ "the origin." -#~ msgstr "" -#~ "如前所述,对于3D,我们处理3个用于旋转矩阵的 :ref:`Vector3 " -#~ "` 向量,以及用于原点的额外向量。" - -#, fuzzy -#~ msgid "" -#~ "Godot has a special type for a 3x3 matrix, named :ref:`Basis " -#~ "`. It can be used to represent a 3D rotation and scale. Sub " -#~ "vectors can be accessed as:" -#~ msgstr "" -#~ "Godot有一个特殊类型的3x3矩阵,命名为 :ref:`Basis ` 。 它可用" -#~ "于表示3D旋转和缩放。 子向量可以像这样被访问:" - -#~ msgid "Or, alternatively as:" -#~ msgstr "或者,像这样:" - -#~ msgid "The Identity Basis has the following values:" -#~ msgstr "单位基具有以下值:" - -#~ msgid "And can be accessed like this:" -#~ msgstr "并且可以像这样访问:" - -#~ msgid "Rotation in 3D" -#~ msgstr "3D中的旋转" - -#~ msgid "" -#~ "Rotation in 3D is more complex than in 2D (translation and scale are the " -#~ "same), because rotation is an implicit 2D operation. To rotate in 3D, an " -#~ "*axis*, must be picked. Rotation, then, happens around this axis." -#~ msgstr "" -#~ "3D中的旋转比2D中的旋转更复杂(平移和缩放是相同复杂度),因为旋转是个隐式2D操" -#~ "作。 要在3D中旋转,必须选取 *轴* 。 然后,围绕该轴旋转。" - -#~ msgid "" -#~ "The axis for the rotation must be a *normal vector*. As in, a vector that " -#~ "can point to any direction, but length must be one (1.0)." -#~ msgstr "" -#~ "旋转轴必须是 *法线向量* 。 就像可以指向任何方向的向量,但长度必须为" -#~ "1(1.0)。" - -#~ msgid "" -#~ "To add the final component to the mix, Godot provides the :ref:`Transform " -#~ "` type. Transform has two members:" -#~ msgstr "" -#~ "为了将最终组件添加到混合中,Godot提供了 :ref:`Transform " -#~ "` 类型。 变换有两个成员:" - -#~ msgid "*basis* (of type :ref:`Basis `)" -#~ msgstr "*basis* (类型是 :ref:`Basis `)" - -#~ msgid "*origin* (of type :ref:`Vector3 `)" -#~ msgstr "*origin* (类型是 :ref:`Vector3 `)" - -#~ msgid "" -#~ "Any 3D transform can be represented with Transform, and the separation of " -#~ "basis and origin makes it easier to work translation and rotation " -#~ "separately." -#~ msgstr "" -#~ "任何3D变换都可以用Transform表示,基础和原点的分离使得分别进行平移和旋转变" -#~ "得更容易。" - -#~ msgid "[TODO]" -#~ msgstr "[开发中]" - -#, fuzzy -#~ msgid "" -#~ "If you add a blank ``.gdignore`` file to the ``src`` folder, Godot will " -#~ "not try to import the compiler-generated files. This is necessary on " -#~ "Windows were compiled objects have the ``.obj`` extension, which is also " -#~ "a 3D model format supported by the engine." -#~ msgstr "" -#~ "如果将空白.gdignore文件添加到src文件夹,Godot将不会尝试导入编译器生成的临" -#~ "时文件。" - -#~ msgid "" -#~ "Making video games portable is all fine and dandy, until mobile gaming " -#~ "monetization shows up." -#~ msgstr "在移动游戏货币化出现之前,制作便携式视频游戏一切都很好。" - -#~ msgid "" -#~ "This area is complex, usually a mobile game that monetizes needs special " -#~ "connections to a server for things like:" -#~ msgstr "" -#~ "这个区域很复杂,通常是一个移动游戏,货币化需要与服务器的特殊连接,例如:" - -#, fuzzy -#~ msgid "" -#~ "On iOS, you can write a C++ module and take advantage of the C++/ObjC " -#~ "intercommunication. Even using GDNative is possible to make it a plug-in." -#~ msgstr "在iOS上,您可以编写C++模块并利用C++ / ObjC互通。" - -#, fuzzy -#~ msgid "" -#~ "On Android, interfacing with C++ through JNI (Java Native Interface) " -#~ "isn't as flexible, so writing plugins is considerably more work." -#~ msgstr "在Android上,通过JNI(Java Native Interface)与C++连接并不方便。" - -#, fuzzy -#~ msgid "Maybe REST" -#~ msgstr "也许REST?" - -#, fuzzy -#~ msgid "Android directories" -#~ msgstr "Android模块" - -#, fuzzy -#~ msgid "AndroidManifest.conf" -#~ msgstr "AndroidManifest" - -#~ msgid "Java singleton" -#~ msgstr "Java单例" - -#, fuzzy -#~ msgid "" -#~ "An Android plugin will usually have a singleton class that will load it, " -#~ "this class inherits from ``Godot.SingletonBase``. Resource identifiers " -#~ "for any additional resources you have provided for the module will be in " -#~ "the ``com.godot.game.R`` class, so you'll likely want to import it." -#~ msgstr "" -#~ "Android模块通常会有一个单独的类来加载它,这个类继承自 ``Godot." -#~ "SingletonBase`` 。 您为该模块提供的任何其他资源的资源标识符将位于“com." -#~ "godot.game.R”类中,因此您可能希望导入它。" - -#~ msgid "A singleton object template follows:" -#~ msgstr "单例对象模板如下:" - -#~ msgid "" -#~ "Calling back to Godot from Java is a little more difficult. The instance " -#~ "ID of the script must be known first, this is obtained by calling " -#~ "``get_instance_ID()`` on the script. This returns an integer that can be " -#~ "passed to Java." -#~ msgstr "" -#~ "从Java回调Godot有点困难。 首先必须知道脚本的实例ID,这是通过在脚本上调用 " -#~ "``get_instance_ID()`` 获得的。 这将返回一个可以传递给Java的整数。" - -#~ msgid "" -#~ "From Java, use the ``calldeferred`` function to communicate back with " -#~ "Godot. Java will most likely run in a separate thread, so calls are " -#~ "deferred:" -#~ msgstr "" -#~ "从Java中,使用 ``calldeferred`` 函数与Godot进行通信。 Java很可能在一个单独" -#~ "的线程中运行,因此调用是延迟的:" - -#, fuzzy -#~ msgid "Using it from GDScript" -#~ msgstr "将其加载到GDScript" - -#~ msgid "Make sure libgodot_android.so is in the ``libs/armeabi`` folder" -#~ msgstr "确保libgodot_android.so位于``libs / armeabi``文件夹中" - -#~ msgid "Future" -#~ msgstr "未来" - -#~ msgid "" -#~ "Godot has an experimental Java API Wrapper that allows to use the entire " -#~ "Java API from GDScript." -#~ msgstr "" -#~ "Godot有一个实验性的Java API Wrapper,允许使用GDScript的整个Java API。" - -#~ msgid "It's simple to use and it's used like this:" -#~ msgstr "它使用起来很简单,就像这样:" - -#, fuzzy -#~ msgid "" -#~ "This is most likely not functional yet, if you want to test it and help " -#~ "us make it work, contact us on irc.freenode.org:#godotengine-devel." -#~ msgstr "" -#~ "这很可能尚未实现,如果您想测试它并帮助我们使其工作,请通过 `开发人员邮件列" -#~ "表 `__ 与我们联系。" - -#~ msgid "" -#~ "This function ignores overrides of filenames and their extensions to " -#~ "start only the main pack passed as argument." -#~ msgstr "这个函数忽略文件名及其扩展名的覆盖,只启动作为参数传递的主包。" - -#~ msgid "SCons build system" -#~ msgstr "Scons 构建系统" - -#~ msgid "Compiling for 32 and 64-bit" -#~ msgstr "同时为32位和64位编译" - -#~ msgid "" -#~ "All macOS versions after 10.6 are 64-bit exclusive, so the executable " -#~ "will be a \".64\" file by default for most users. If you would like to " -#~ "compile a \".fat\" executable which contains both 32 and 64-bit code, you " -#~ "can do so by specifying the bits in the scons command like so:" -#~ msgstr "" -#~ "10.6之后的所有macOS版本都是只有64位的,因此对于大多数用户来说,可执行文件" -#~ "默认为 ``.64`` 的。如果要编译同时包含32位和64位代码的 ``.fat`` 可执行文" -#~ "件,您可以通过在scons命令中指定位来实现,如下所示:" - -#~ msgid "" -#~ "`core/io/resource_loader.cpp `__" -#~ msgstr "" -#~ "`core/io/resource_loader.cpp `__" - -#~ msgid "" -#~ "Godot supports Collada via the `OpenCollada `_ exporter (Maya, " -#~ "3DSMax)." -#~ msgstr "" -#~ "Godot 通过 `OpenCollada `_ 导出插件(Maya, 3DSMax)以支持Collada。" - -#~ msgid "" -#~ "If you are using Blender, take a look at our own `Better Collada Exporter " -#~ "`_." -#~ msgstr "" -#~ "如果您使用的是Blender,请查看我们自己的 `Better Collada Exporter `_ 插件。" - -#~ msgid "" -#~ "FBX SDK has a `restrictive license `_, that is incompatible with the `open license " -#~ "`_ provided by Godot. That being " -#~ "said, FBX support could still be provided by third parties as a plugin. " -#~ "(See Plugins question below.)" -#~ msgstr "" -#~ "FBX SDK具有 `限制性许可 `_ ,与Godot提供的 `开放许可 `_ " -#~ "不兼容。尽管如此,FBX支持仍然可以由第三方作为插件提供。(参见下面插件的问" -#~ "题。)" - -#~ msgid "" -#~ "Lossy Compression: For games with lots of large 2D assets, lossy " -#~ "compression can be a great choice. It has some artifacting, but less than " -#~ "VRAM and the file size is almost a tenth of Lossless." -#~ msgstr "" -#~ "有损压缩:对于拥有大量大型2D素材的游戏,有损压缩可能是一个不错的选择。它有" -#~ "一些失真,但少于 VRAM ,文件大小几乎是无损的十分之一。" - -#~ 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 "" -#~ "特此免费授予获得本软件及相关文档文件副本(以下简称“软件”)的任何人免费使用" -#~ "本软件的权利,包括但不限于使用、复制、修改、合并、发布、分发、再授权和/或" -#~ "出售本软件副本的权利,并允许具有本软件的个人遵循以下条件:" - -#, fuzzy -#~ msgid "" -#~ "painting! Go to the *Bones* section again to assign them to the right " -#~ "bones." -#~ msgstr "" -#~ "**注意:**不要忘记,新增加的内部顶点也需要绘制权重!再次转到*单根骨*部分," -#~ "将它们分配到正确的单根骨上。" - -#~ msgid "" -#~ "The sample file to import contains only a line representing the pure blue " -#~ "color (zero red, zero green, and full blue):" -#~ msgstr "要导入的示例文件仅包含表示纯蓝色(零红色,零绿色和全蓝色)的线条:" - -#, fuzzy -#~ msgid "" -#~ "When developing your game, you want to test your game and debug when " -#~ "problems occur. Godot provides several debugging options and tools which " -#~ "aid your debugging process. There are the debug dropdown options, Script " -#~ "editor debug options, debug project settings, and the debugger." -#~ msgstr "" -#~ "在游戏开发过程中时常需要对游戏进行调试来解决我们遇到的问题。 Godot 提供了" -#~ "一些调试选项和工具来帮助您进行调试工作。" - -#~ msgid "" -#~ "Export or deploy will produce minimal executable. The filesystem will be " -#~ "provided from the project by the editor over the network. On Android, " -#~ "deploy will use the USB cable for faster performance. This option speeds " -#~ "up testing for games with a large footprint." -#~ msgstr "" -#~ "导出时生成最小化的可执行文件。改可执行文件将通过本地网络连接编辑器来使用文" -#~ "件系统; 在 Android 平台上,可以使用 USB 进行来提高传输效率。 这个选项能够" -#~ "加速偏大型游戏的测试工作。" - -#, fuzzy -#~ msgid "" -#~ "The ``Debugger`` can be found in Godot's bottom panel. Click on it and " -#~ "the panel expands to show all the debugging tools." -#~ msgstr "" -#~ "``调试器 (Debugger)`` 按钮在底部面板中可以找到,点击后可以打开调试工具面" -#~ "板。" - -#~ msgid "|image15|" -#~ msgstr "|image15|" - -#~ msgid "|image16|" -#~ msgstr "|image16|" - -#~ msgid "|image20|" -#~ msgstr "|image20|" - -#~ msgid "|image17|" -#~ msgstr "|image17|" - -#~ msgid "|image18|" -#~ msgstr "|image18|" - -#~ msgid "|image19|" -#~ msgstr "|image19|" - -#~ msgid "" -#~ "Let's make these abstract concepts more concrete with an example. " -#~ "Following a long tradition in tutorials, we'll start with a \"Hello World" -#~ "\" project. This will introduce us to using the editor." -#~ msgstr "" -#~ "让我们通过一个示例来使这些抽象概念更加具体。遵循教程中的悠久传统,我们将" -#~ "从“Hello World”项目开始。接下来将介绍如何使用编辑器。" - -#~ msgid "" -#~ "If you run the Godot executable outside of a project, the Project Manager " -#~ "appears. This helps developers manage their projects." -#~ msgstr "" -#~ "当Godot程序在项目之外运行时,项目管理器就出现了,它帮助开发者管理他们的项" -#~ "目。" - -#~ msgid "" -#~ "To create a new project, click the \"New Project\" option. Choose and " -#~ "create a path for the project and specify the project name." -#~ msgstr "" -#~ "要创建一个新项目,点击菜单栏的新建项目(New Project) 选项。为该项目选择并创" -#~ "建一个路径,然后指定一个项目名称。" - -#~ msgid "" -#~ "Once you've created the \"New Project\", then open it. This will open the " -#~ "Godot editor:" -#~ msgstr "" -#~ "一旦这个“New Project”被创建,下一步就是打开它。这将会打开Godot编辑器:" - -#~ msgid "int" -#~ msgstr "int" - -#~ msgid "Code structure" -#~ msgstr "代码结构" - -#~ msgid "Indent type: Tabs *(editor default)*" -#~ msgstr "缩进类型:制表符 *(编辑器默认)*" - -#~ msgid "Indent size: 4 *(editor default)*" -#~ msgstr "缩进大小:4 *(编辑器默认)*" - -#~ msgid "**NEVER**:" -#~ msgstr "**决不要**:" - -#~ msgid "Use PascalCase: ``extends KinematicBody``" -#~ msgstr "使用PascalCase:``extends KinematicBody``" - -#~ msgid "Use snake\\_case: ``get_node()``" -#~ msgstr "使用 snake\\_case: ``get_node()``" - -#~ msgid "" -#~ "These signals can then be connected either in the editor or from code " -#~ "with ``Connect``." -#~ msgstr "然后可以在编辑器中或通过 ``Connect`` 连接代码连接这些信号。" - -#~ msgid "" -#~ "**global resource allocation**: If all objects' data and processing is " -#~ "centralized from the start, then one must either..." -#~ msgstr "" -#~ "**全局资源分配**:如果从一开始,就集中所有对象的数据和处理,则必须要么..." - -#~ msgid "risk under-allocating resources which might lead to faulty behavior." -#~ msgstr "存在资源分配不足的风险,这可能会导致错误的行为。" - -#~ msgid "" -#~ "Ex: Have too few AudioStreamPlayers in the object pool. Sound doesn't " -#~ "play or it interrupts another sound." -#~ msgstr "" -#~ "例如:在对象池中 ``AudioStreamPlayer`` 太少。声音不播放或打断其他声音。" - -#~ msgid "" -#~ "over-allocate resources and use more memory/processing than it needs." -#~ msgstr "过度分配资源,使用超过必需的内存/处理。" - -#~ msgid "" -#~ "Ex: Have an arbitrarily large number of AudioStreamPlayers, with many of " -#~ "them idling away and not doing anything." -#~ msgstr "" -#~ "例如:拥有任意数量的 ``AudioStreamPlayer``,其中许多闲置而无所事事。" - -#~ msgid "" -#~ "have each object that needs an AudioStreamPlayer register exactly how " -#~ "many it needs and for which sounds. This defeats the purpose of using a " -#~ "3rd party though; it is now coupled to each object, just as a child node " -#~ "would have been. One has added an unnecessary middleman to the equation." -#~ msgstr "" -#~ "让每个需要 ``AudioStreamPlayer`` 的对象,准确地注册它需要,多少个以及哪个" -#~ "声音。但是,这违反了使用第三方的宗旨;现在,它已耦合到每个对象,就像子节点" -#~ "一样。增加了一个不必要的中间人到方程中。" - -#~ msgid "" -#~ "Each scene accesses only its own nodes. Now, if there is a bug, tracing " -#~ "which node is responsible (probably the root node of the scene), and " -#~ "where in the code it's making the problematic call (locate where the code " -#~ "references the given node) is going to be much easier." -#~ msgstr "" -#~ "每个场景仅访问其自己的节点。现在,如果存在一个bug,则跟踪那个是要负责的节" -#~ "点(可能是场景的根节点),以及在代码中哪里进行了问题调用(定位代码引用给定" -#~ "节点的位置),将变得更加容易。" - -#~ msgid "" -#~ "Each scene knows exactly how many resources it needs for the task it " -#~ "performs. No waste of memory or processing due to a lack of information." -#~ msgstr "" -#~ "每个场景都确切地知道执行任务需要多少资源。不会由于缺少信息而浪费内存或处" -#~ "理。" - -#~ msgid "" -#~ "The typical justifications for the Autoload include, \"I have common Xs " -#~ "that involve many nodes across many scenes, and I want each scene to have " -#~ "X.\"" -#~ msgstr "" -#~ "自动加载的典型理由包括:``我的通用X,涉及许多场景中的许多节点,我希望每个" -#~ "场景都有X。``" - -#~ msgid "" -#~ "If X is a function, then the solution is to create a new type of :ref:" -#~ "`Node ` that deals with providing that feature for an " -#~ "individual scene or node subtree." -#~ msgstr "" -#~ "如果X是一个函数,则解决方案是:创建一种新的 :ref:`Node ` 类" -#~ "型,该类型用于为单个场景或节点子树提供该功能。" - -#~ msgid "" -#~ "If X is data, then the solution is either 1) to create a new type of :ref:" -#~ "`Resource ` to share the data, or 2) to store the data in " -#~ "an object to which each node has access (nodes within a scene can use " -#~ "`get_owner()` to fetch the scene root for example)." -#~ msgstr "" -#~ "如果X是数据,则解决方案是:1)创建一个新的 :ref:`Resource " -#~ "` 类型以共享数据,或2)将数据存储在每个节点均可访问的对象" -#~ "中(例如,场景中的节点可以使用 ``get_owner()`` 获取场景根)。" - -#~ msgid "" -#~ "**Static Data**: if you need static data, i.e. data that should be " -#~ "associated with a class (so there is only ever one copy of the data), " -#~ "then autoloads are good opportunities for that. Static data doesn't exist " -#~ "in Godot's scripting API, so autoload singletons are the next best thing. " -#~ "If one creates a class as an autoload, and never creates another copy of " -#~ "that class within a scene, then it will function in place of a formal " -#~ "singleton API." -#~ msgstr "" -#~ "**静态数据**:如果需要静态数据,即应该与类关联的数据(因此,数据永远只有一" -#~ "个副本),自动加载是很好的机会。静态数据并不存在于Godot的脚本API中,所以自" -#~ "动装载单例是其次最好的事情。将类创建为自动加载,而且永远不会在场景中创建该" -#~ "类的另一个副本,那么它将代替正式的单例API起作用。" - -#~ msgid "" -#~ "**Convenience**: autoloaded nodes have a global variable for their name " -#~ "generated in GDScript. This can be very convenient for defining objects " -#~ "that should always exist, but which need object instance information. The " -#~ "alternative is to create a namespace script: a script that's purpose is " -#~ "only to load and create constants to access other Script or PackedScene " -#~ "resources, resulting in something like ``MyAutoload.MyNode.new()``." -#~ msgstr "" -#~ "**便利**:自动加载的节点在GDScript中,以其名称生成一个全局变量。这对于定义" -#~ "应该始终存在的对象非常方便,但是需要对象实例的信息。另一种方法是创建一个命" -#~ "名空间脚本:一个脚本的目的只是加载和创建常量,来访问其他脚本或 " -#~ "``PackedScene`` 资源,生成类似于 ``MyAutoload.MyNode.new()`` 的东西。" - -#~ msgid "" -#~ "Note that the introduction of script classes in Godot 3.1 questions the " -#~ "validity of this reason. With them, one can access scripts using an " -#~ "explicit name from GDScript. Using an autoload to get to a namespace " -#~ "script becomes unnecessary, e.g. ``MyScriptClass.MyPreloadedScript." -#~ "new()``." -#~ msgstr "" -#~ "注意,Godot 3.1中引入的脚本类对这个原因的有效性提出了质疑。对于它们,可以" -#~ "使用GDScript的显式名称访问脚本。没有必要使用自动加载来获取命名空间脚本," -#~ "如 ``MyScriptClass.MyPreloadedScript.new()``。" - -#~ msgid "" -#~ "See the `animation panel reference <#animation-panel-reference>`__ below " -#~ "for details." -#~ msgstr "" -#~ "有关详细信息,请参阅下面的 `animation panel reference <#animation-panel-" -#~ "reference>`__ 。" - -#~ msgid "" -#~ "The track name consists of a Node Path, followed by a colon, followed by " -#~ "a reference to its property, that we would like to modify." -#~ msgstr "" -#~ "轨道名称由节点路径,后跟冒号,后跟对其属性的引用组成,我们要修改它。" - -#~ msgid "" -#~ "In our example, the path is ``AnimationPlayer/Sprite`` and the property " -#~ "is ``position``." -#~ msgstr "" -#~ "在我们的示例中,路径是``AnimationPlayer / Sprite``,属性是 ``position`` 。" - -#~ msgid "" -#~ "The path always starts at the AnimationPlayer node's parent (so paths " -#~ "always have to include the AnimationPlayer node itself)." -#~ msgstr "" -#~ "路径始终从AnimationPlayer节点的父节点开始(因此路径始终必须包含" -#~ "AnimationPlayer节点本身)。" - -#~ msgid "" -#~ "Don't worry if you change the names of nodes in the Scene Tree, that you " -#~ "already have tracks for. Godot automatically updates the paths in the " -#~ "tracks." -#~ msgstr "" -#~ "如果更改``场景树``中已有轨道的节点名称,请不要担心。 Godot自动更新轨道中的" -#~ "路径。" - -#~ msgid "" -#~ "The methods ``object Object.Call(string method, params object[] args)``, " -#~ "``object Object.Get(string field)`` and ``object Object.Set(string field, " -#~ "object value)`` are provided to communicate with instances of other " -#~ "scripting languages via the Variant API." -#~ msgstr "" -#~ "方法 ``object Object.Call(string method, params object[] args)``、 " -#~ "``object Object.Get(string field)`` 和 ``object Object.Set(string field, " -#~ "object value)`` 被提供来通过Variant API与其他脚本语言的实例进行通信。" - -#~ msgid "" -#~ "You can add a ``SpatialMaterial`` to an object by choosing \"New " -#~ "SpatialMaterial\" in the *Material* property of the Inspector." -#~ msgstr "" -#~ "您可以通过在Inspector的* Material *属性中选择“New SpatialMaterial”来向对象" -#~ "添加“SpatialMaterial”。" - -#, fuzzy -#~ msgid "VR Starter Tutorial Part Two" -#~ msgstr "VR入门教程" - -#, fuzzy -#~ msgid "Profiles the performance of any function call in the running game." -#~ msgstr "对正在运行中的游戏进行性能分析。" - -#~ msgid "Miscellaneous options for debug." -#~ msgstr "调试用的其他选项。" - -#~ msgid "" -#~ "In the bottom-left are the key things you need to create a connection: a " -#~ "node which implements the method you want to trigger (represented here as " -#~ "a NodePath) and the name of the method to trigger." -#~ msgstr "" -#~ "左下方是创建连接所需的关键内容:实现您想要触发方法的节点(在此用NodePath表" -#~ "示)以及要触发的方法的名字。" - -#~ msgid "" -#~ "The top-left section displays a list of your scene's nodes with the " -#~ "emitting node's name highlighted in red. Select the \"Panel\" node here. " -#~ "When you select a node, the NodePath at the bottom will automatically " -#~ "update to point to a relative path from the emitting node to the selected " -#~ "node." -#~ msgstr "" -#~ "左上部分显示场景节点的列表,并以红色突出显示发射节点的名称。在这里选择 " -#~ "``Panel`` 节点。选择一个节点时,底部的NodePath将自动更新,以指向从发射节点" -#~ "到所选节点的相对路径。" - -#~ msgid "" -#~ "By default, the method name will contain the emitting node's name " -#~ "(\"Button\" in this case), resulting in " -#~ "``_on_[EmitterNode]_[signal_name]``. If you do have the \"Make Function\" " -#~ "check button checked, then the editor will generate the function for you " -#~ "before setting up the connection." -#~ msgstr "" -#~ "默认情况下,方法名称将包含发射节点的名称(在这种情况下为 ``Button``),从" -#~ "而生成 ``_on_[EmitterNode]_[signal_name]``。如果选中了 ``Make Function`` " -#~ "复选框,那么编辑器将在建立连接之前为您生成该函数。" - -#~ msgid "" -#~ "Now click on ``MobTimer`` in the scene window then head to inspector " -#~ "window, switch to node view then click on ``timeout()`` and connect the " -#~ "signal." -#~ msgstr "" -#~ "现在在场景窗口中单击 ``MobTimer``,然后转到属性检查器窗口,切换到节点视" -#~ "图,然后点击 ``timeout()`` 并连接信号。" - -#~ msgid "" -#~ "If a folder shouldn't be imported into Godot, an exception can be made " -#~ "with a .gdignore file." -#~ msgstr "" -#~ "如果一个文件夹不应该被导入Godot,可以使用 ``.gdignore`` 文件来进行例外处" -#~ "理。" - -#~ msgid "DAE (COLLADA), which is currently the most mature workflow." -#~ msgstr "DAE(COLLADA),它是当前最成熟的工作流程。" - -#~ msgid "" -#~ "glTF 2.0. Both text and binary formats are supported. Godot has full " -#~ "support for it, but the format is new and gaining traction." -#~ msgstr "" -#~ "gLTF 2.0。支持文本格式和二进制格式。Godot对此提供了全面的支持,此外,这种" -#~ "格式是新的并且越来越受欢迎。" - -#~ msgid "Why not FBX?" -#~ msgstr "为什么不用 FBX?" - -#~ msgid "" -#~ "Most game engines use the FBX format for importing 3D scenes, which is " -#~ "definitely one of the most standardized in the industry. However, this " -#~ "format requires the use of a closed library from Autodesk, which is " -#~ "distributed with more restrictive licensing terms than Godot." -#~ msgstr "" -#~ "大多数游戏引擎使用FBX格式导入3D场景,这绝对是业界最标准化的格式之一。但" -#~ "是,这种格式要求使用Autodesk的封闭库,该库的分发许可条款比Godot更为严格。" - -#~ msgid "" -#~ "The plan is, sometime in the future, to offer a binary plug-in using " -#~ "GDNative." -#~ msgstr "计划是,在未来的某个时候,将使用GDNative提供二进制插件。" - -#, fuzzy -#~ msgid "" -#~ "As Godot's 3D engine renders in linear color space, it's important to " -#~ "understand that textures that are supplied as color (i.e. albedo) need to " -#~ "be specified as such for proper sRGB->linear conversion." -#~ msgstr "" -#~ "由于Godot 3D引擎呈现在线性颜色空间中,因此需要理解的是,作为颜色提供的纹理" -#~ "(即反照率)需要指定为正确的SRGB->线性转换。" - -#~ msgid "How to make various items that can be used in VR." -#~ msgstr "如何制作可在虚拟现实场景内使用的各种物品。" - -#~ msgid "" -#~ "While this tutorial can be completed by beginners, it is highly advised " -#~ "to complete :ref:`doc_your_first_game`, if you are new to Godot and/or " -#~ "game development and have some experience with making 3D games **before** " -#~ "going through this tutorial series." -#~ msgstr "" -#~ "虽然本教程可以由初学者完成,但强烈建议您完成 :ref:`doc_your_first_game`," -#~ "如果您是Godot和/或游戏开发的新手,并且在完成本教程之前有一些制作3D游戏的经" -#~ "验** 系列。" - -#~ msgid "" -#~ "This tutorial assumes you have experience working with the Godot editor, " -#~ "have basic programming experience in GDScript, and have basic 3D game " -#~ "development experience." -#~ msgstr "" -#~ "本教程假设您有使用Godot编辑器的经验,基础GDScript编程经验,以及基础3D游戏" -#~ "开发经验。" - -#~ msgid "" -#~ "You can find the start assets for this tutorial here: :download:" -#~ "`VR_Starter_Tutorial_Start.zip `" -#~ msgstr "" -#~ "您可以在此处找到本教程的起始资源: :download:`VR_Starter_Tutorial_Start." -#~ "zip `" - -#~ msgid "" -#~ "The provided starter assets contain some 3D models, sounds, and a few " -#~ "scenes already set up and configured for this tutorial." -#~ msgstr "" -#~ "提供的初始化资源包含一些3D模型,声音以及已为本教程设置和配置的一些场景。" - -#~ msgid "" -#~ "Everything else is original and created solely for this tutorial by " -#~ "TwistedTwigleg. They are released under the MIT license, so feel free to " -#~ "use them however you see fit!" -#~ msgstr "" -#~ "其他一切都是原创的,仅由TwistedTwigleg为本教程创建。 它们是在MIT许可下发布" -#~ "的,所以您可以随意使用它们,但是您认为合适!" - -#~ msgid "You can find the finished project at the bottom of this page." -#~ msgstr "您可以在本页底部找到已完成的项目。" - -#, fuzzy -#~ msgid "" -#~ "The other thing to notice, before we jump into writing the code, is how " -#~ "the :ref:`ARVROrigin ` node works. How it works is kind " -#~ "of hard to explain, especially if you have never used VR before, but here " -#~ "is the gist of it: The :ref:`ARVROrigin ` node is the " -#~ "center point of the room. If there is no room-scale tracking, then the :" -#~ "ref:`ARVROrigin ` will be directly below the player, " -#~ "but if there is room-scale tracking, then the :ref:`ARVROrigin " -#~ "` will be the center of the tracked room." -#~ msgstr "" -#~ "在我们开始编写代码之前要注意的另一件事是 :ref:`ARVROrigin " -#~ "` 节点是如何工作的。 它是如何工作的有点难以解释,特别是" -#~ "如果您之前从未使用过VR,但这里有它的要点: :ref:`ARVROrigin " -#~ "` 节点是房间的中心点。 如果没有房间尺度跟踪,那么 :ref:" -#~ "`ARVROrigin ` 将直接位于游戏角色的下方,但是如果有房间尺" -#~ "度跟踪,那么 :ref:`ARVROrigin ` 将是 被跟踪的房间的中" -#~ "心。" - -#, fuzzy -#~ msgid "" -#~ "This is a bit of a simplification, and honestly, I do not know enough " -#~ "about the various different VR headsets and how they work to give a more " -#~ "detailed and complete explanation. Consider it like this: The :ref:" -#~ "`ARVROrigin ` is the center of the VR world. If there " -#~ "is room tracking, the player can move away from the center point, the :" -#~ "ref:`ARVROrigin ` node, but only as far as the room " -#~ "scaling tracks." -#~ msgstr "" -#~ "这有点简化,老实说,我对各种不同的VR耳机以及它们如何工作以提供更详细和完整" -#~ "的解释知之甚少。 简单的方法就是这样看:它 :ref:`ARVROrigin " -#~ "` 是VR世界的中心。 如果有房间跟踪,游戏角色可以远离中心" -#~ "点,即 :ref:`ARVROrigin ` 节点,但只能移动到房间缩放轨" -#~ "道。" - -#~ msgid "" -#~ "If you select the :ref:`ARVROrigin ` node, you may " -#~ "notice that the world scale is set to ``1.4``. This is because I " -#~ "originally made the world too big, and so I needed to scale the VR player " -#~ "slightly so they better fit the world. As mentioned earlier, keeping the " -#~ "scale relatively constant is very important!" -#~ msgstr "" -#~ "如果选择 :ref:`ARVROrigin ` 节点,您可能会注意到世界比例" -#~ "设置为“1.4”。 这是因为我最初让世界变得太大,所以我需要稍微扩展VR游戏角色以" -#~ "便它们更适合这个世界。 如前所述,保持比例相对稳定非常重要!" - -#, fuzzy -#~ msgid "" -#~ "Another thing to notice here is how we have everything set up under the :" -#~ "ref:`ARVROrigin ` node. The player camera is an :ref:" -#~ "`ARVRCamera ` that represents the player's head in the " -#~ "game. The :ref:`ARVRCamera ` will be offset by the " -#~ "player's height, and if there is room tracking, then the camera can move " -#~ "around 3D space as well, relative to the :ref:`ARVROrigin " -#~ "`. This is important to note, especially for later when " -#~ "we add teleporting." -#~ msgstr "" -#~ "另外需要注意的是我们如何在 :ref:`ARVROrigin ` 节点下设置" -#~ "所有内容。 游戏角色相机是 :ref:`ARVRCamera ` 代表游戏角" -#~ "色在游戏中的头部。 :ref:`ARVRCamera ` 将被游戏角色的高度" -#~ "偏移,如果有房间跟踪,那么相对于 :ref:`ARVROrigin `,相" -#~ "机也可以在3D空间中移动。 这一点很重要,特别是以后我们添加传送时。" - -#~ msgid "" -#~ "Notice how there is a :ref:`ColorRect ` node called " -#~ "``Movement_Vignette``. This will be a vignette shader that will only be " -#~ "visible when the player is moving. We are going to use the vignette " -#~ "shader to help reduce motion sickness while moving in VR. The reason it " -#~ "is a child of :ref:`ARVROrigin ` is because we want it " -#~ "to easily access the VR controllers." -#~ msgstr "" -#~ "注意如何 :ref:`ColorRect ` 节点名为 " -#~ "``Movement_Vignette`` 。 这将是一个小插图着色器,只有在游戏角色移动时才会" -#~ "显示。 我们将使用晕影着色器来帮助减少在VR中移动时的晕动病。 它是子节点的原" -#~ "因 :ref:`ARVROrigin ` 是因为我们希望它能够轻松访问VR控制" -#~ "器。" - -#~ msgid "" -#~ "For this to work, you will need to have the `OpenVR asset from the Asset " -#~ "Library `_. The OpenVR " -#~ "asset is included in the starter assets, but there may be newer versions " -#~ "that work better, so I would highly suggest deleting the ``addons`` " -#~ "folder, then going to the Asset Library and downloading the newest " -#~ "version." -#~ msgstr "" -#~ "要实现这一点,您需要拥有资源馆中的 `OpenVR资源 `_ 。 OpenVR资源包含在初始资源中,但可能有更新版本" -#~ "更好,所以我强烈建议删除 ``addons`` 文件夹,然后转到资源馆并下载最新版本。" - -#~ msgid "With that done, let's quickly go over what this script does." -#~ msgstr "完成后,让我们快速浏览一下这个脚本的功能。" - -#, fuzzy -#~ msgid "" -#~ "First, we find a VR interface from the ARVR server. We do this because by " -#~ "default Godot does not include any VR interfaces, but rather exposes an " -#~ "API so anyone can make AR/VR interfaces with GDNative/C++. Next, we check " -#~ "to see if an OpenVR interface was found, and then we initialize it." -#~ msgstr "" -#~ "首先,我们从ARVR服务器找到VR界面。 我们这样做是因为默认情况下,Godot不包含" -#~ "任何VR界面,而是公开API,因此任何人都可以使用GDNative / C++制作AR / VR界" -#~ "面。 接下来,我们检查是否找到了OpenVR界面,然后我们初始化它。" - -#, fuzzy -#~ msgid "" -#~ "Assuming nothing went wrong with initializing, we then turn the main :ref:" -#~ "`Viewport ` into an AR/VR viewport, by setting ``arvr`` " -#~ "to ``true``. We also set HDR to ``false``, since you cannot use HDR in " -#~ "OpenVR." -#~ msgstr "" -#~ "假设初始化没有出错,我们将main :ref:`Viewport ` 转换为" -#~ "AR / VR视区,将 ``arvr`` 设置为 ``true`` 。 我们还将HDR设置为“false”,因为" -#~ "您无法在OpenVR中使用HDR。" - -#, fuzzy -#~ msgid "" -#~ "Then, we disable V-Sync and set the target FPS to 90 frames per second. " -#~ "Most VR headsets run at 90 Hz, and since the game will display on both " -#~ "the VR headset and the computer's monitor, we want to disable V-Sync and " -#~ "set the target FPS manually, so the computer's monitor does not drag the " -#~ "VR display down to 60 FPS." -#~ msgstr "" -#~ "然后我们禁用V-Sync并将目标FPS设置为每秒90帧。 大多数VR头戴式耳机以90 Hz的" -#~ "频率运行,由于游戏将同时显示在VR头戴式耳机和计算机的显示器上,我们希望禁用" -#~ "V-Sync并手动设置目标FPS,以便计算机的显示器不会将VR显示器拖动到 60 FPS。" - -#, fuzzy -#~ msgid "" -#~ "While perhaps interesting if we were making a VR film, we really want to " -#~ "do more than stand around and look. Currently, we cannot move outside of " -#~ "the room tracking boundaries (assuming your VR headset has room tracking) " -#~ "and we cannot interact with anything! Let's change that!" -#~ msgstr "" -#~ "虽然我们制作VR电影可能很有意思,但我们真的想做的不仅仅是站着看看。 目前我" -#~ "们无法移动到房间跟踪边界之外(假设您的VR耳机有房间跟踪),我们无法与任何东西" -#~ "互动! 让我们改变它!" - -#~ msgid "" -#~ "You may have noticed that you have a pair of green and black hands " -#~ "following the controllers. Let's write the code for those controllers, " -#~ "which will allow the player to teleport around the world and allow the " -#~ "player to grab and release :ref:`RigidBody ` nodes." -#~ msgstr "" -#~ "您可能已经注意到控制器后面有一对绿色和黑色指针。 让我们为这些控制器编写代" -#~ "码,这将允许游戏角色在世界各地传送并允许游戏角色抓取并释放 :ref:" -#~ "`RigidBody ` 节点。" - -#, fuzzy -#~ msgid "" -#~ "Open either ``Left_Controller.tscn`` or ``Right_Controller.tscn``. Feel " -#~ "free to look at how the scene is set up; there are only a couple things " -#~ "of note to point out." -#~ msgstr "" -#~ "打开 ``Left_Controller.tscn`` 或``Right_Controller.tscn``。 随意看看场景是" -#~ "如何设置的; 只有几点值得注意。" - -#, fuzzy -#~ msgid "" -#~ "First, notice how there are a couple :ref:`Raycast ` " -#~ "nodes. We will be using one :ref:`Raycast ` to teleport " -#~ "around the game world (``Raycast``) and we will use the other for picking " -#~ "up objects (``GrabCast``) if the player is using :ref:`Raycast " -#~ "` nodes to pick up objects." -#~ msgstr "" -#~ "首先,注意如何有一对 :ref:`Raycast ` 节点。 我们将使用一" -#~ "个 :ref:`Raycast ` 来传送游戏世界(``Raycast``),如果游戏角" -#~ "色正在使用,我们将使用另一个来拾取对象(``GrabCast``) :ref:`Raycast " -#~ "` 节点来拾取对象。" - -#, fuzzy -#~ msgid "" -#~ "The other thing to note is how there is an :ref:`Area ` " -#~ "called ``Area``, that is a small sphere in the palm of the hand. This " -#~ "will be used to detect objects the player can pick up with that hand if " -#~ "the player is using :ref:`Area ` nodes to pick up objects." -#~ msgstr "" -#~ "另外需要注意的是:如何存在 :ref:`Area ` 简称为 ``Area`` ,这是" -#~ "手掌中的一个小球体。 如果游戏角色正在使用,这将用于检测游戏角色可以用该手" -#~ "拿起的对象 :ref:`Area ` 节点来拾取对象。" - -#, fuzzy -#~ msgid "" -#~ "We also have a larger :ref:`Area ` called ``Sleep_Area``, " -#~ "which will be used to wake :ref:`RigidBody ` nodes when " -#~ "the hands get close." -#~ msgstr "" -#~ "我们还有一个更大的 :ref:`Area ` 名为 ``Sleep_Area`` ,它只是用" -#~ "来唤醒:当手靠近时ref:`RigidBody ` 节点。" - -#~ msgid "" -#~ "This is quite a bit of code to go through, so let's break it down bit by " -#~ "bit. Let's start with the class variables, which are variables outside of " -#~ "any/all functions." -#~ msgstr "" -#~ "这是相当多的代码,所以让我们一点一点地分解它。 让我们从类变量开始,这些变" -#~ "量是任何/所有函数之外的变量。" - -#~ msgid "" -#~ "``controller_velocity``: The velocity the controller is moving at. We " -#~ "will calculate this by changes in position every physics frame." -#~ msgstr "" -#~ "``controller_velocity``:控制器移动的速度。 我们将通过每个物理框架的位置变" -#~ "化来计算它。" - -#~ msgid "" -#~ "``prior_controller_position``: The controller's previous position. We " -#~ "will use this to calculate the controller's velocity." -#~ msgstr "" -#~ "``prior_controller_position``:控制器的先前位置。 我们将使用它来计算控制器" -#~ "的速度。" - -#~ msgid "" -#~ "``held_object``: The currently-held object, a :ref:`RigidBody " -#~ "`, if there is one." -#~ msgstr "" -#~ "``held_object``:当前持有的对象,a :ref:`RigidBody `,如果" -#~ "有的话。" - -#~ msgid "" -#~ "``held_object_data``: The data of the currently-held object, used to " -#~ "reset the object when it is no longer being held." -#~ msgstr "" -#~ "``held_object_data``:当前保持对象的数据,用于在不再保持对象时重置对象。" - -#~ msgid "``grab_pos_node``: The position where held objects stay." -#~ msgstr "``grab_pos_node``:保持对象所在的位置。" - -#~ msgid "" -#~ "``hand_mesh``: The hand mesh, used to represent the player's hand when " -#~ "they are not holding anything." -#~ msgstr "``hand_mesh``:手形网格,用于表示游戏角色手上没有任何东西时的手牌。" - -#, fuzzy -#~ msgid "" -#~ "``teleport_pos``: The position at which the teleport :ref:`Raycast " -#~ "` is aimed." -#~ msgstr "" -#~ "``teleport_pos``:传送的位置 :ref:`Raycast ` 的目标是。" - -#, fuzzy -#~ msgid "``teleport_mesh``: The mesh used to represent the teleport position." -#~ msgstr "``teleport_mesh``:用于表示传送位置的网格。" - -#~ msgid "Next, let's go through ``_ready``." -#~ msgstr "接下来,让我们通过 ``_ready`` 。" - -#, fuzzy -#~ msgid "" -#~ "Firstly, we get the teleport :ref:`Raycast ` node and " -#~ "assign it to ``teleport_raycast``." -#~ msgstr "" -#~ "首先我们得到teleport :ref:`Raycast ` 节点并将其分配给 " -#~ "``teleport_raycast`` 。" - -#~ msgid "" -#~ "Next, we get the teleport mesh; notice how we are getting it from ``Game/" -#~ "Teleport_Mesh`` using ``get_tree().root``. This is because we need the " -#~ "teleport mesh to be separate from the controller, so moving and rotating " -#~ "the controller does not affect the position and rotation of the " -#~ "teleportation mesh." -#~ msgstr "" -#~ "接下来,我们得到了传送网; 注意我们如何使用 ``get_tree().root`` 从``Game / " -#~ "Teleport_Mesh``获取它。 这是因为我们需要将传送网格与控制器分开,因此移动和" -#~ "旋转控制器不会影响传送网格的位置和旋转。" - -#~ msgid "" -#~ "We set the default grab mode to ``AREA`` so it uses the :ref:`Area " -#~ "` node to grab objects by default." -#~ msgstr "" -#~ "我们将默认的抓取模式设置为 ``AREA`` ,因此它使用 :ref:`Area ` " -#~ "节点默认抓取对象。" - -#~ msgid "" -#~ "Then we connect the ``body_entered`` and ``body_exited`` signals from the " -#~ "sleep area node, we get the hand mesh and assign it the proper variable, " -#~ "and finally we connect the ``button_pressed`` and ``button_released`` " -#~ "signals from the :ref:`ARVRController `." -#~ msgstr "" -#~ "然后我们连接来自睡眠区域节点的 ``body_entered`` 和``body_exited``信号,我" -#~ "们获得手网格并为其分配适当的变量,最后我们连接 ``button_pressed`` 和" -#~ "``button_released`` 来自 :ref:`ARVRController ` 的信" -#~ "号。" - -#, fuzzy -#~ msgid "" -#~ "Firstly, we check to see if the teleportation button is down or not. If " -#~ "the teleportation button is down, we then force the teleportation :ref:" -#~ "`Raycast ` to update, which will give us frame perfect " -#~ "collision detection. We then check to see if the :ref:`Raycast " -#~ "` is colliding with anything." -#~ msgstr "" -#~ "首先,我们检查传送按钮是否关闭。 如果传送按钮关闭,我们然后强制传送 :ref:" -#~ "`Raycast ` 更新,这将给我们帧完美的碰撞检测。 然后我们检" -#~ "查 :ref:`Raycast ` 是否与任何东西发生碰撞。" - -#, fuzzy -#~ msgid "" -#~ "Next, we check to see if the collision body the :ref:`Raycast " -#~ "` is colliding with is a :ref:`StaticBody " -#~ "`. We do this to ensure the player can only teleport " -#~ "on :ref:`StaticBody ` nodes. We then check to see if " -#~ "the ``Y`` value returned by the :ref:`Raycast `'s " -#~ "``get_collision_normal`` function is more than ``0.85``, which is mostly " -#~ "pointing straight up. This allows the player only to teleport on fairly " -#~ "flat faces pointing upwards." -#~ msgstr "" -#~ "接下来,我们检查一下碰撞体是否与 :ref:`Raycast ` 碰撞的是 :" -#~ "ref:`StaticBody `。 我们这样做是为了确保游戏角色只能传" -#~ "送 :ref:`StaticBody ` 节点。 然后我们检查一下 :ref:" -#~ "`Raycast ` 的 ``get_collision_normal`` 函数返回的 ``Y`` 值" -#~ "是否大于 ``0.85`` ,这大多指向直线。 这允许游戏角色仅在相当平坦的面向上传" -#~ "送。" - -#~ msgid "" -#~ "If all those checks for the teleport :ref:`Raycast ` " -#~ "return true, we then set ``teleport_pos`` to the collision point, and we " -#~ "move the teleportation mesh to ``teleport_pos``." -#~ msgstr "" -#~ "如果对teleport的所有检查 :ref:`Raycast ` 返回true,我们将 " -#~ "``teleport_pos`` 设置为碰撞点,然后我们将远程传送网格移动到 " -#~ "``teleport_pos`` 。" - -#, fuzzy -#~ msgid "" -#~ "The next thing we check is to see if the :ref:`ARVRController " -#~ "` is active or not. If the :ref:`ARVRController " -#~ "` is active, then that means there is a controller " -#~ "and it is being tracked. If the controller is active, we then reset " -#~ "``controller_velocity`` to an empty :ref:`Vector3 `." -#~ msgstr "" -#~ "接下来我们要检查的是 :ref:`ARVRController ` 是否处于" -#~ "活动状态。 如果 :ref:`ARVRController ` 处于活动状" -#~ "态,则表示存在控制器并且正在跟踪它。 如果控制器处于活动状态,我们将 " -#~ "``controller_velocity`` 重置为空 :ref:`Vector3 `。" - -#~ msgid "" -#~ "We then add all of the prior velocity calculations in " -#~ "``prior_controller_velocities`` to ``controller_velocity``. By using the " -#~ "prior calculations, we get a smoother throwing/catching experience, " -#~ "although it is not perfect. We want to get the average of these " -#~ "velocities, as otherwise we'd get crazy high velocity numbers that are " -#~ "not realistic." -#~ msgstr "" -#~ "然后,我们将 ``prior_controller_velocities`` 中的所有先前速度计算添加到 " -#~ "``controller_velocity`` 中。 通过使用先前的计算,我们获得了更平滑的投掷/捕" -#~ "捉体验,尽管它并不完美。 我们希望得到这些速度的平均值,否则我们会得到疯狂" -#~ "的高速数字,这是不现实的。" - -#, fuzzy -#~ msgid "" -#~ "Next, we calculate the velocity from the position where the controller is " -#~ "currently, from the position the controller was at. We can use this " -#~ "difference in position to help track the controller's velocity." -#~ msgstr "" -#~ "接下来,我们从控制器当前所处的位置,从控制器所处的位置计算速度。 我们可以" -#~ "使用这种位置差异来帮助追踪控制器的速度。" - -#~ msgid "" -#~ "We then add the velocity from the controller this physics frame and the " -#~ "last physics frame to ``controller_velocity``. We then update " -#~ "``prior_controller_position`` to the current position, so we can use it " -#~ "in the calculations in the velocity next physics frame." -#~ msgstr "" -#~ "然后我们将控制器的速度从物理框架和最后一个物理框架添加" -#~ "到“controller_velocity”。 然后我们将 ``prior_controller_position`` 更新到" -#~ "当前位置,这样我们就可以在速度下一个物理帧的计算中使用它。" - -#, fuzzy -#~ msgid "" -#~ "The way we are calculating velocity is not perfect by any means, since it " -#~ "relies on a consistent amount of frames per second. Ideally, we would be " -#~ "able to find the velocity directly from the VR controller, but currently " -#~ "in OpenVR, there is no way to access the controller's velocity. We can " -#~ "get pretty close to the real velocity by comparing positions between " -#~ "frames though, and this will work just fine for this project." -#~ msgstr "" -#~ "我们计算速度的方式无论如何都不是完美的,因为它依赖于每秒一致的帧数。 理想" -#~ "情况下,我们可以直接从VR控制器中找到速度,但目前在OpenVR中无法访问控制器的" -#~ "速度。 通过比较帧之间的位置,我们可以非常接近真实速度,这对于这个项目来说" -#~ "效果很好。" - -#, fuzzy -#~ msgid "" -#~ "Then, we check to see if we have more than 30 stored velocities (more " -#~ "than a third of a second). If there are more than 30, we remove the " -#~ "oldest velocity from ``prior_controller_velocities``." -#~ msgstr "" -#~ "然后我们检查我们是否有超过30个存储的速度(超过三分之一秒)。 如果超过30,我" -#~ "们从 ``prior_controller_velocities`` 中删除最旧的速度。" - -#, fuzzy -#~ msgid "" -#~ "Next, we check to see whether there is a held object. If there is, we " -#~ "update the position and rotation of the held object to the position and " -#~ "rotation of ``grab_pos_node``. Because of how scale works, we need to " -#~ "temporarily store the scale and then reset the scale once we have updated " -#~ "the transform; otherwise, the scale would always be the same as the " -#~ "controller, which would ruin immersion if the player grabbed a scaled " -#~ "object." -#~ msgstr "" -#~ "接下来我们检查是否有被保持的物体。 如果有,我们将被保持对象的位置和旋转更" -#~ "新为“grab_pos_node”的位置和旋转。 由于比例是如何工作的,我们需要暂时存储比" -#~ "例,然后在我们更新变换后重置比例,否则比例将始终与控制器相同,如果游戏角色" -#~ "抓取比例对象,这将打破沉浸。" - -#~ msgid "" -#~ "The last thing we are going to do in ``_physics_process`` is move the " -#~ "player if they are moving the trackpad/joystick on the VR controller." -#~ msgstr "" -#~ "我们在 ``_physics_process`` 中要做的最后一件事是移动游戏角色,如果他们正在" -#~ "移动VR控制器上的触控板/操纵杆。" - -#, fuzzy -#~ msgid "" -#~ "Firstly, we convert the axis values into :ref:`Vector2 ` " -#~ "variables, so we can process them. We invert the X axis, so moving the " -#~ "trackpad/joystick left will move the player left." -#~ msgstr "" -#~ "首先,我们将轴值转换为 :ref:`Vector2 ` 变量,以便我们可以处" -#~ "理它们。 我们将X轴反转,因此向左移动触控板/操纵杆将使游戏角色向左移动。" - -#~ msgid "" -#~ "Depending on your VR controller and OS, you may need to change the code " -#~ "so it gets the proper axis values!" -#~ msgstr "" -#~ "根据您的VR控制器和操作系统,您可能需要更改代码,以便获得正确的轴值!" - -#, fuzzy -#~ msgid "" -#~ "Next, we account for dead zones on both the trackpad and the joystick. " -#~ "The code for doing this is adapted from the link below, and I would " -#~ "highly recommend looking at it." -#~ msgstr "" -#~ "接下来,我们会在触控板和操纵杆上考虑死区。 执行此操作的代码改编自以下链" -#~ "接,我强烈建议您查看它。" - -#, fuzzy -#~ msgid "" -#~ "You can find a great article explaining joystick dead zones `on Third " -#~ "Helix `_." -#~ msgstr "" -#~ "您可以找到一篇很棒的文章解释操纵杆死区`这里 `_ 。" - -#~ msgid "" -#~ "One thing to note is how large we are making the dead zones. The reason " -#~ "we are using such large dead zones is so the player cannot move " -#~ "themselves accidentally by placing their finger on the center of the " -#~ "touchpad/joystick, which can make players experience motion sickness if " -#~ "they are not expecting it." -#~ msgstr "" -#~ "需要注意的一点是我们制造死区有多大。 我们使用如此大的死区的原因是游戏角色" -#~ "不能通过将他们的手指放在触摸板/操纵杆的中心而不小心移动自己,这可能会让游" -#~ "戏角色在不期待它时遇到晕动病。" - -#~ msgid "" -#~ "Next, we get the forward and right directional vectors from the VR " -#~ "camera. We need these so we can move the player forward/backwards and " -#~ "right/left based on where they are currently looking." -#~ msgstr "" -#~ "接下来,我们从VR摄像机获得前向和右向方向向量。 我们需要这些,所以我们可以" -#~ "根据他们当前所在的位置向前/向后和向右/向左移动游戏角色。" - -#, fuzzy -#~ msgid "" -#~ "Then, we calculate how much the player will be moving by adding both the " -#~ "trackpad and the joystick vectors together and normalizing them." -#~ msgstr "" -#~ "然后我们通过将触控板和操纵杆向量一起添加并将它们标准化来计算游戏角色将移动" -#~ "多少。" - -#~ msgid "" -#~ "Next, we calculate how far the player will go forwards/backwards and " -#~ "right/left by multiplying the VR camera's directional vectors by the " -#~ "combined trackpad/joystick vector." -#~ msgstr "" -#~ "接下来,我们通过将VR摄像机的方向向量乘以组合的触控板/操纵杆向量来计算游戏" -#~ "角色前进/后退和右/左的距离。" - -#, fuzzy -#~ msgid "" -#~ "We then remove movement on the Y axis so the player cannot fly/fall by " -#~ "moving using the trackpad/joystick." -#~ msgstr "" -#~ "然后我们移除Y轴上的移动,这样游戏角色就不能通过使用触控板/操纵杆移动来飞" -#~ "行/跌落。" - -#~ msgid "" -#~ "And finally, we move the player if there is any movement forwards/" -#~ "backwards or right/left. If we are moving the player, we set " -#~ "``directional_movement`` accordingly." -#~ msgstr "" -#~ "最后,如果向前/向后或向右/向左移动,我们会移动游戏角色。 如果我们移动游戏" -#~ "角色,我们相应地设置 ``directional_movement`` 。" - -#~ msgid "Now, let's look at ``button_pressed``." -#~ msgstr "现在,让我们看看 ``button_pressed`` 。" - -#, fuzzy -#~ msgid "" -#~ "If the button pressed is button 15, which for the Windows Mixed Reality " -#~ "controllers is the trigger button, we will interact with the held object " -#~ "assuming the controller is holding one, and if the player is not holding " -#~ "an object, we will try to start teleporting." -#~ msgstr "" -#~ "如果按下的按钮是按钮15,对于Windows混合现实控制器是触发按钮,我们将与保持" -#~ "的对象交互,假设控制器持有一个,如果游戏角色没有持有对象,我们将尝试开始传" -#~ "送。" - -#, fuzzy -#~ msgid "" -#~ "If the controller is holding an object, and the held object has a method/" -#~ "function called ``interact``, we call the ``interact`` function on the " -#~ "held object." -#~ msgstr "" -#~ "如果控制器持有一个对象,并且持有的对象有一个名为 ``interact`` 的方法/函" -#~ "数,我们在被保持的对象上调用 ``interact`` 函数。" - -#, fuzzy -#~ msgid "" -#~ "If the controller is not holding an object, we then check to make sure " -#~ "the teleportation mesh is not visible. This check ensures the player " -#~ "cannot teleport with both hands/controllers at the same time. If the " -#~ "teleportation mesh is not visible, we set ``teleport_button_down`` to " -#~ "``true``, make ``teleport_mesh`` visible, and make the teleportation " -#~ "raycast visible. This makes it where the teleportation mesh will follow " -#~ "the :ref:`Raycast ` coming from the pointer finger of the " -#~ "hand." -#~ msgstr "" -#~ "如果控制器没有拿着物体,我们检查以确保隐形传送网格不可见。 此检查确保游戏" -#~ "角色不能同时传送不能用双手/控制器传送。 如果远程传送网格不可见,我们将 " -#~ "``teleport_button_down`` 设置为 ``true`` ,使 ``teleport_mesh`` 可见,并使" -#~ "远距传送光线投射可见。 这使得远程传送网格将遵循 :ref:`Raycast " -#~ "` 来自手的指针。" - -#, fuzzy -#~ msgid "" -#~ "If the button pressed is button 2, which, for the Windows Mixed Reality " -#~ "controllers, is the grab/grip button, we will grab/throw an object." -#~ msgstr "" -#~ "如果按下的按钮是按钮2,对于Windows混合现实控制器是抓取/抓握按钮,我们将抓" -#~ "取/抛出一个对象。" - -#, fuzzy -#~ msgid "" -#~ "Firstly, we make sure the player is not trying to teleport, as we do not " -#~ "want the player to be able to grab something while in the middle of " -#~ "trying to teleport." -#~ msgstr "" -#~ "首先,我们确保游戏角色不会尝试传送,因为我们不希望游戏角色在尝试传送的过程" -#~ "中能够抓住某些东西。" - -#, fuzzy -#~ msgid "" -#~ "Then, we check to see whether the controller is already holding a object " -#~ "or not." -#~ msgstr "然后我们检查控制器是否已经持有一个对象。" - -#, fuzzy -#~ msgid "" -#~ "If the controller is not holding an object, we check to see which grab " -#~ "mode the player is using." -#~ msgstr "如果控制器没有拿着物体,我们会检查游戏角色正在使用哪种抓取模式。" - -#, fuzzy -#~ msgid "" -#~ "If the player is using the ``AREA`` grab mode, we then get all the bodies " -#~ "overlapping the grab :ref:`Area `. We go through all the " -#~ "bodies in the grab :ref:`Area ` and see if there is a :ref:" -#~ "`RigidBody `. We also check to make sure any :ref:" -#~ "`RigidBody ` nodes in the :ref:`Area ` do " -#~ "not have a variable called ``NO_PICKUP``, since we do not want to be able " -#~ "to pick up nodes with that variable." -#~ msgstr "" -#~ "如果游戏角色正在使用 ``AREA`` 抓取模式,那么我们将获得所有与grab重叠的实" -#~ "体 :ref:`Area `。 我们遍历了grab中的所有实体 :ref:`Area " -#~ "` 并查看是否有 :ref:`RigidBody `。 我们还检查" -#~ "以确定 :ref:`RigidBody ` 节点 :ref:`Area ` 没" -#~ "有名为 ``NO_PICKUP`` 的变量,因为我们不希望能够选择 具有该变量的节点。" - -#~ msgid "" -#~ "Assuming there is a :ref:`RigidBody ` node inside the " -#~ "grab :ref:`Area ` that does not have a variable called " -#~ "``NO_PICKUP``, we assign it to ``rigid_body`` for additional processing." -#~ msgstr "" -#~ "假设在:grab :ref:`Area ` 里面有一个 :ref:`RigidBody " -#~ "` 节点,它没有一个名为 ``NO_PICKUP`` 的变量,我们将它分配" -#~ "给 ``rigid_body`` 以获得额外的处理。" - -#, fuzzy -#~ msgid "" -#~ "If the player is using the ``RAYCAST`` grab mode, we first force the :ref:" -#~ "`Raycast ` to update. We then check to see whether the :" -#~ "ref:`Raycast ` is colliding with something." -#~ msgstr "" -#~ "如果游戏角色正在使用 ``RAYCAST`` 抓取模式,我们首先强制 :ref:`Raycast " -#~ "` 进行更新。 然后我们检查 :ref:`Raycast ` 是" -#~ "否与某些东西发生碰撞。" - -#, fuzzy -#~ msgid "" -#~ "If ``rigid_body`` is not ``null``, meaning we found a :ref:`RigidBody " -#~ "` in the grab :ref:`Area `, we assign " -#~ "``held_object`` to it. Then we store the now held :ref:`RigidBody " -#~ "`'s information in ``held_object_data``. We are storing " -#~ "the :ref:`RigidBody ` mode, layer, and mask so later, " -#~ "when we drop it, we can reset all those variables back to what they were " -#~ "before we picked up the :ref:`RigidBody `." -#~ msgstr "" -#~ "如果 ``rigid_body`` 不是 ``null`` ,意味着我们在grab :ref:`Area " -#~ "` 中找到了一个 :ref:`RigidBody `,我们给它分" -#~ "配了 ``held_object`` 。 然后我们在 ``held_object_data`` 中存储现在持有的 :" -#~ "ref:`RigidBody 的信息。 我们正在存储 :ref:`RigidBody " -#~ "` 模式,图层和掩码,所以稍后当我们删除它时,我们可以将所" -#~ "有这些变量重置回原来的状态 :ref:`RigidBody `。" - -#~ msgid "" -#~ "We then set the held object's :ref:`RigidBody ` mode to " -#~ "``MODE_STATIC`` and set the collision layer and mask to 0 so it cannot " -#~ "collide with any other physic bodies." -#~ msgstr "" -#~ "然后我们将保持对象的 :ref:`RigidBody ` 模式设置为 " -#~ "``MODE_STATIC`` 并将碰撞层和掩码设置为0,这样它就不会与任何其他物理机构发" -#~ "生碰撞。" - -#~ msgid "" -#~ "We make the hand mesh invisible so it does not get in the way of the " -#~ "object we are holding (and also because I did not feel like animating the " -#~ "hand). We also make the grab :ref:`Raycast ` invisible so " -#~ "the mesh used for showing the :ref:`Raycast ` is no longer " -#~ "visible." -#~ msgstr "" -#~ "我们使手网不可见,因此它不会妨碍我们持有的对象(也因为我不喜欢动画手)。 我" -#~ "们也使得 :ref:`Raycast ` 看不见,因此用于显示 :ref:" -#~ "`Raycast ` 的网格不再可见。" - -#~ msgid "" -#~ "If the :ref:`RigidBody ` we picked up has the " -#~ "``picked_up`` method/function, we call it. If the :ref:`RigidBody " -#~ "` we picked up has a variable called ``controller``, we " -#~ "set it to this controller." -#~ msgstr "" -#~ "如果我们选择的 :ref:`RigidBody ` 有 ``picked_up`` 方法/函" -#~ "数,我们称之为。 如果 :ref:`RigidBody ` 我们选择了一个名" -#~ "为 ``controller`` 的变量,我们将它设置为该控制器。" - -#, fuzzy -#~ msgid "" -#~ "If the controller is not holding an object, and the button pressed is 2, " -#~ "we want to drop/throw the held object." -#~ msgstr "" -#~ "如果控制器没有持有一个对象,并且按下的按钮是2,我们想要删除/抛出被保持的对" -#~ "象。" - -#, fuzzy -#~ msgid "" -#~ "Firstly, we set the held :ref:`RigidBody `'s mode, " -#~ "layer, and mask back to what they were when we picked the object up. We " -#~ "then apply an impulse to the held object, using the controller's velocity " -#~ "as the force." -#~ msgstr "" -#~ "首先,我们将hold :ref:`RigidBody 的模式,图层和蒙版设置回" -#~ "我们拾取对象时的状态。 然后,我们使用控制器的速度作为力,对保持的对象施加" -#~ "脉冲。" - -#, fuzzy -#~ msgid "" -#~ "If the previously held :ref:`RigidBody ` has a function " -#~ "called ``dropped``, we call it. If the :ref:`RigidBody ` " -#~ "has a variable called ``controller``, we set it to ``null``." -#~ msgstr "" -#~ "如果以前持有的 :ref:`RigidBody ` 有一个名为 ``dropped`` " -#~ "的函数,我们称之为。 如果 :ref:`RigidBody ` 有一个名为 " -#~ "``controller`` 的变量,我们将它设置为 ``null`` 。" - -#, fuzzy -#~ msgid "" -#~ "Then, we set ``held_object`` to ``null``, since we are no longer holding " -#~ "any objects, and we make the hand mesh visible again." -#~ msgstr "" -#~ "然后我们将 ``held_object`` 设置为 ``null`` ,因为我们不再持有任何对象,我" -#~ "们再次使手网可见。" - -#~ msgid "" -#~ "If we are using the ``RAYCAST`` grab mode, we make the :ref:`Raycast " -#~ "` visible so we can see the mesh used for showing the " -#~ "grab :ref:`Raycast `." -#~ msgstr "" -#~ "如果我们使用 ``RAYCAST`` 抓取模式,我们将 :ref:`Raycast ` " -#~ "显示为可见,这样我们就可以看到用于显示抓取的网格 :ref:`Raycast " -#~ "`。" - -#, fuzzy -#~ msgid "" -#~ "Finally, regardless of whether we are grabbing an object or releasing it, " -#~ "we play the sound loaded into ``AudioStreamPlayer3D``, which is a pick-up/" -#~ "drop noise." -#~ msgstr "" -#~ "最后,无论我们是抓取对象还是释放它,我们都会播放加载" -#~ "到“AudioStreamPlayer3D”中的声音,这是一种拾取/丢弃噪声。" - -#, fuzzy -#~ msgid "" -#~ "The last thing we are doing in ``button_pressed`` is checking to see if " -#~ "the button pressed is 1, which, for the Windows Mixed Reality " -#~ "controllers, is the menu button." -#~ msgstr "" -#~ "我们在 ``button_pressed`` 中做的最后一件事是检查按下的按钮是否为1,对于" -#~ "Windows Mixed Reality控制器是菜单按钮。" - -#~ msgid "" -#~ "If the menu button is pressed, we change grab modes, and set the " -#~ "visibility of the grab :ref:`Raycast ` so it is only " -#~ "visible when using ``RAYCAST`` as the grab mode." -#~ msgstr "" -#~ "如果按下菜单按钮,我们更改抓取模式,并设置抓取的可见性 :ref:`Raycast " -#~ "` 所以只有在使用 ``RAYCAST`` 作为抓取模式时才能看到它。" - -#~ msgid "Let's look at ``button_released`` next." -#~ msgstr "我们接下来看看 ``button_released`` 。" - -#~ msgid "" -#~ "If the button released is button 15, the trigger, then we potentially " -#~ "want to teleport." -#~ msgstr "如果释放的按钮是按钮15,触发器,那么我们可能想要传送。" - -#, fuzzy -#~ msgid "" -#~ "Firstly, we check to see whether ``teleport_button_down`` is ``true``. If " -#~ "it is, that means the player is intending to teleport, while if it is " -#~ "``false``, the player has released the trigger while holding an object." -#~ msgstr "" -#~ "首先,我们检查 ``teleport_button_down`` 是否为 ``true`` 。 如果是,那意味" -#~ "着游戏角色打算传送,而如果它是“假”,游戏角色只需在拿着一个物体时释放扳机。" - -#~ msgid "" -#~ "We then check to see if this controller has a teleport position, and we " -#~ "check to make sure the teleport mesh is visible." -#~ msgstr "然后我们检查该控制器是否具有传送位置,我们检查以确保传送网格可见。" - -#~ msgid "" -#~ "If both of those conditions are ``true``, we then calculate the offset " -#~ "the :ref:`ARVRCamera ` has from the :ref:`ARVROrigin " -#~ "`. We do this because of how :ref:`ARVRCamera " -#~ "` and :ref:`ARVROrigin ` work with " -#~ "room-scale tracking." -#~ msgstr "" -#~ "如果这两个条件都是 ``true`` ,那么我们计算偏移 :ref:`ARVRCamera " -#~ "` 来自 :ref:`ARVROrigin `。 我们这样做" -#~ "是因为 :ref:`ARVRCamera ` 和 :ref:`ARVROrigin " -#~ "` 使用房间尺度跟踪。" - -#, fuzzy -#~ msgid "" -#~ "Because we want to teleport the player in their current position to the " -#~ "teleport position, and remember, because of room-scale tracking, their " -#~ "current position can be offset from the origin, we have to figure out " -#~ "that offset so when we teleport, we can remove it so that player's " -#~ "current position is teleported to the teleport position." -#~ msgstr "" -#~ "因为我们想将当前位置的游戏角色传送到传送位置,并且因为房间尺度跟踪而记住它" -#~ "们的当前位置可能偏离原点,我们必须弄清楚偏移,所以当我们传送时我们可以删除" -#~ "它 该球员的当前位置被传送到传送位置。" - -#~ msgid "" -#~ "We set the Y value of the camera_offset to zero because we do not want to " -#~ "account for offsets in the player's height." -#~ msgstr "" -#~ "我们将camera_offset的Y值设置为零,因为我们不想考虑游戏角色身高的偏移量。" - -#, fuzzy -#~ msgid "" -#~ "Then, we teleport the :ref:`ARVROrigin ` to the " -#~ "teleport position, applying the camera offset." -#~ msgstr "" -#~ "然后我们将 :ref:`ARVROrigin ` 传送到传送位置,应用相机偏" -#~ "移。" - -#, fuzzy -#~ msgid "" -#~ "Regardless of whether we teleported or not, we reset all the teleport-" -#~ "related variables so the controller has to get new ones before " -#~ "teleporting again." -#~ msgstr "" -#~ "无论我们是否传送,我们都会重置所有与传送相关的变量,以便控制器必须在再次传" -#~ "送之前获得新的变量。" - -#~ msgid "" -#~ "Finally, let's look at ``sleep_area_entered`` and ``sleep_area_exited``." -#~ msgstr "最后,让我们看一下 ``sleep_area_entered`` 和``sleep_area_exited``。" - -#, fuzzy -#~ msgid "" -#~ "When a body enters or exists the sleep area, we check whether it has a " -#~ "variable called ``can_sleep``. If it does, we then set it to ``false`` " -#~ "and wake the body if it has entered the sleep area, while if it has " -#~ "exited, we set it to ``true`` so the :ref:`RigidBody ` " -#~ "nodes can sleep (which can decrease CPU usage)." -#~ msgstr "" -#~ "当物体进入或存在睡眠区域时,我们检查它是否有一个名为“can_sleep”的变量。 如" -#~ "果确实如此,我们将其设置为“false”并在物体进入睡眠区域时唤醒物体,如果已经" -#~ "退出,我们将其设置为“真实”,以便 :ref:`RigidBody `节点可" -#~ "以睡眠(可以降低CPU使用率)。" - -#~ msgid "" -#~ "With ``Movement_Vignette`` selected, make a new script called " -#~ "``Movement_Vignette.gd``. Add the following code to ``Movement_Vignette." -#~ "gd``:" -#~ msgstr "" -#~ "选择 ``Movement_Vignette`` 后,创建一个名为 ``Movement_Vignette.gd`` 的新" -#~ "脚本。 将以下代码添加到``Movement_Vignette.gd``:" - -#~ msgid "" -#~ "Next, we get the current VR interface, and resize the :ref:`ColorRect " -#~ "` node's size and position so that it covers the entire " -#~ "view in VR." -#~ msgstr "" -#~ "接下来,我们获取当前的VR界面,并调整 :ref:`ColorRect ` 节" -#~ "点的大小和位置,以便它覆盖VR中的整个视图。" - -#, fuzzy -#~ msgid "" -#~ "Then, we get the left and right controllers, assigning them to " -#~ "``controller_one`` and ``controller_two``." -#~ msgstr "" -#~ "然后我们得到左右控制器,将它们分配给 ``controller_one`` 和" -#~ "``controller_two``。" - -#~ msgid "We then make the vignette invisible by default." -#~ msgstr "然后,我们默认情况下使小插图不可见。" - -#~ msgid "" -#~ "In ``_process``, we check to see if either of the controllers are moving " -#~ "the player by checking ``directional_movement``. If either controller is " -#~ "moving the player, we make the vignette visible, while if neither " -#~ "controller is moving the player, we make the vignette invisible." -#~ msgstr "" -#~ "在 ``_process`` 中,我们通过检查 ``directional_movement`` 来检查其中一个控" -#~ "制器是否正在移动游戏角色。 如果任一控制器正在移动游戏角色,我们使小插图可" -#~ "见,而如果两个控制器都没有移动游戏角色,我们使小插图不可见。" - -#, fuzzy -#~ msgid "" -#~ "Firstly, let's start by making some targets we will destroy in various " -#~ "ways with various special :ref:`RigidBody ` nodes." -#~ msgstr "" -#~ "首先,让我们从制作一些目标开始,我们将以各种不同的方式销毁各种不同的特殊目" -#~ "标 :ref:`RigidBody ` 节点。" - -#~ msgid "" -#~ "Select the ``Sphere_Target`` root node, the :ref:`StaticBody " -#~ "` node, and make a new script called ``Sphere_Target." -#~ "gd``. Add the following to ``Sphere_Target.gd``:" -#~ msgstr "" -#~ "选择 ``Sphere_Target`` 根节点, :ref:`StaticBody ` 节" -#~ "点,并创建一个名为 ``Sphere_Target.gd`` 的新脚本。 将以下内容添加到" -#~ "``Sphere_Target.gd``:" - -#~ msgid "" -#~ "Let's go over how this script works, starting with the class variables." -#~ msgstr "让我们来看看这个脚本的工作原理,从类变量开始。" - -#~ msgid "" -#~ "``RIGID_BODY_TARGET``: The target broken into several smaller :ref:" -#~ "`RigidBody ` nodes." -#~ msgstr "" -#~ "``RIGID_BODY_TARGET``:目标分成几个较小的 :ref:`RigidBody " -#~ "` 节点。" - -#~ msgid "Let's go over ``_ready``." -#~ msgstr "让我们回顾一下 ``_ready`` 。" - -#~ msgid "Next, let's go over ``_physics_process``." -#~ msgstr "接下来,让我们回顾一下 ``_physics_process`` 。" - -#, fuzzy -#~ msgid "" -#~ "Firstly, we add time to ``destroyed_timer``. Then we check to see whether " -#~ "enough time has passed and we can destroy the target. If enough time has " -#~ "passed, we free/destroy the target using ``queue_free``." -#~ msgstr "" -#~ "首先,我们为 ``destroyed_timer`` 增加时间。 然后我们检查是否已经过了足够的" -#~ "时间,我们可以摧毁目标。 如果已经过了足够的时间,我们使用 ``queue_free`` " -#~ "释放/销毁目标。" - -#~ msgid "Finally, let's go over ``damage``." -#~ msgstr "最后,让我们回顾一下 ``damage`` 。" - -#, fuzzy -#~ msgid "" -#~ "Firstly, we check to make sure the target has not already been destroyed." -#~ msgstr "首先,我们检查以确保目标尚未被销毁。" - -#~ msgid "" -#~ "Then, we remove however much damage the target has taken from the " -#~ "target's health." -#~ msgstr "然后,我们移除了目标从目标生命值中获得的大量伤害。" - -#~ msgid "" -#~ "If the target has zero or less health, then it has taken enough damage to " -#~ "break." -#~ msgstr "如果目标的生命值为零或更低,则它已经受到足够的破坏。" - -#, fuzzy -#~ msgid "" -#~ "Firstly, we disable the collision shape and make the whole target mesh " -#~ "invisible. Next, we spawn/instance the :ref:`RigidBody ` " -#~ "version of the target, and instance it at this target's position." -#~ msgstr "" -#~ "首先,我们禁用碰撞形状并使整个目标网格不可见。 接下来,我们生成/实例 :ref:" -#~ "`RigidBody ` 目标版本,并在此目标位置实例化它。" - -#, fuzzy -#~ msgid "" -#~ "Then, we set ``destroyed`` to ``true`` and start processing " -#~ "``_physics_process``. Finally, we play a sound, and remove a sphere from " -#~ "``Game.gd`` by calling ``remove_sphere``." -#~ msgstr "" -#~ "然后我们将 ``destroyed`` 设置为 ``true`` 并开始处理 " -#~ "``_physics_process`` 。 最后,我们播放声音,并通过调用“remove_sphere”来" -#~ "从“Game.gd”中删除一个球体。" - -#~ msgid "" -#~ "Now, you may have noticed we are calling a function in ``Game.gd`` we " -#~ "have not made yet, so let's fix that!" -#~ msgstr "" -#~ "现在,您可能已经注意到我们正在调用我们尚未制作的“Game.gd”中的函数,所以让" -#~ "我们解决这个问题!" - -#, fuzzy -#~ msgid "" -#~ "Firstly, open up ``Game.gd`` and add the following additional class " -#~ "variables:" -#~ msgstr "首先,打开 ``Game.gd`` 并添加以下附加类变量:" - -#~ msgid "" -#~ "``spheres_left``: The amount of sphere targets left in the game world." -#~ msgstr "``spheres_left``:游戏世界中留下的球体目标数量。" - -#, fuzzy -#~ msgid "What this function does is it subtracts one from ``spheres_left``." -#~ msgstr "这个函数的作用是从 ``spheres_left`` 中删除一个。" - -#~ msgid "Now that we have destroyable targets, we need a way to destroy them!" -#~ msgstr "既然我们有可销毁的目标,我们需要一种方法来摧毁它们!" - -#, fuzzy -#~ msgid "" -#~ "There are a few things to note here. The first thing to note is how " -#~ "everything is rotated. This is to make the pistol rotate correctly when " -#~ "the player grabs it. The other thing to notice is how there is a laser " -#~ "sight mesh, and a flash mesh; both of these do what you'd expect: act as " -#~ "a laser pointer and muzzle flash, respectively." -#~ msgstr "" -#~ "这里有几点需要注意。 首先要注意的是如何旋转一切。 这是为了让游戏角色在抓住" -#~ "手枪时正确旋转。 另外需要注意的是激光瞄准网和闪光网是如何做到的,它们都可" -#~ "以达到您的期望:充当激光指针并分别充当枪口闪光灯。" - -#~ msgid "" -#~ "The other thing to notice is how there is a :ref:`Raycast " -#~ "` node at the end of the pistol. This is what we will be " -#~ "using to calculate where the bullets impact." -#~ msgstr "" -#~ "另一件需要注意的事情是手枪末端有一个 :ref:`Raycast ` 节" -#~ "点。 这是我们将用于计算子弹影响的位置。" - -#~ msgid "``flash_mesh``: The mesh used to make the muzzle flash." -#~ msgstr "``flash_mesh``:用于使枪口闪光的网格。" - -#~ msgid "``FLASH_TIME``: The length of time the muzzle flash is visible." -#~ msgstr "``FLASH_TIME``:枪口闪光可见的时间长度。" - -#~ msgid "" -#~ "``laser_sight_mesh``: A long rectangular mesh used for the laser sight." -#~ msgstr "``laser_sight_mesh``:用于激光瞄准器的长矩形网格。" - -#~ msgid "``raycast``: The raycast node used for the pistol firing." -#~ msgstr "``raycast``:用于手枪射击的射线播放节点。" - -#~ msgid "" -#~ "All we are doing here is getting the nodes and assigning them to the " -#~ "proper variables. We also make sure the flash and laser sight meshes are " -#~ "invisible." -#~ msgstr "" -#~ "我们在这里所做的就是获取节点并将它们分配给适当的变量。 我们还确保闪光灯和" -#~ "激光瞄准网不可见。" - -#~ msgid "Next, let's look at ``_physics_process``." -#~ msgstr "接下来,让我们看看`_physics_process``。" - -#, fuzzy -#~ msgid "" -#~ "Firstly, we check to see if the flash is visible. We do this by checking " -#~ "to see if ``flash_timer`` is more than zero. This is because " -#~ "``flash_timer`` will be an inverted timer, a timer that counts down " -#~ "instead of counting up." -#~ msgstr "" -#~ "首先,我们检查闪光灯是否可见。 我们通过检查 ``flash_timer`` 是否大于零来做" -#~ "到这一点。 这是因为 ``flash_timer`` 将是一个倒置计时器,一个计时器倒计时而" -#~ "不是计数。" - -#, fuzzy -#~ msgid "" -#~ "If ``flash_timer`` is more than zero, we subtract ``delta`` from it and " -#~ "check to see whether it is equal to zero or less. If it is, we make the " -#~ "flash mesh invisible." -#~ msgstr "" -#~ "如果 ``flash_timer`` 大于零,我们从中删除 ``delta`` 并检查它是否等于零或更" -#~ "小。 如果是,我们使闪光网不可见。" - -#, fuzzy -#~ msgid "" -#~ "This makes it where the flash mesh becomes invisible after ``FLASH_TIME`` " -#~ "many seconds have gone by." -#~ msgstr "这使得闪存网格在“FLASH_TIME”经过许多秒后变得不可见。" - -#, fuzzy -#~ msgid "" -#~ "Firstly, we check to see if the flash timer is less than or equal to " -#~ "zero. This check makes it where we cannot fire when the flash is visible, " -#~ "limiting how often the pistol can fire." -#~ msgstr "" -#~ "首先,我们检查闪光定时器是否小于或等于零。 当闪光灯可见时,这个检查使我们" -#~ "无法开火,限制了手枪射击的频率。" - -#~ msgid "" -#~ "If we can fire, we reset ``flash_timer`` by setting it to ``FLASH_TIME``, " -#~ "and we make the flash mesh visible." -#~ msgstr "" -#~ "如果我们可以触发,我们通过将它设置为“FLASH_TIME”来重置 ``flash_timer`` ," -#~ "并且我们使flash网格可见。" - -#~ msgid "" -#~ "We then update the :ref:`Raycast ` and check to see if it " -#~ "is colliding with anything." -#~ msgstr "" -#~ "然后我们更新 :ref:`Raycast ` 并检查它是否与任何东西发生碰" -#~ "撞。" - -#, fuzzy -#~ msgid "" -#~ "If the :ref:`Raycast ` is colliding with something, we get " -#~ "the collider. We check to see if the collider has the ``damage`` " -#~ "function, and if it does, we call it. If it does not, we then check to " -#~ "see if the collider has the ``apply_impulse`` function, and if it does, " -#~ "we call it after calculating the direction from the :ref:`Raycast " -#~ "` to the collider." -#~ msgstr "" -#~ "如果 :ref:`Raycast ` 与某些东西发生碰撞,我们就会得到对撞" -#~ "机。 我们检查对撞机是否有“损坏”功能,如果有,我们称之为。 如果没有,我们检" -#~ "查对撞机是否具有 ``apply_impulse`` 函数,如果有,我们在计算从 :ref:" -#~ "`Raycast ` 到对撞机的方向后调用它。" - -#~ msgid "" -#~ "Finally, regardless of whether the pistol hit something or not, we play " -#~ "the pistol firing sound." -#~ msgstr "最后,无论手枪是否击中,我们都会发出手枪发出的声音。" - -#~ msgid "" -#~ "All we are doing in these functions is making the laser pointer visible " -#~ "when the pistol is picked up, and making it invisible when the pistol is " -#~ "dropped." -#~ msgstr "" -#~ "我们在这些功能中所做的就是在拿起手枪时使激光指示器可见,并在手枪掉落时使其" -#~ "不可见。" - -#~ msgid "" -#~ "With that done, go ahead and give the game a try! If you climb up the " -#~ "stairs and grab the pistols, you should be able to fire at the spheres " -#~ "and they will break!" -#~ msgstr "" -#~ "完成后,继续尝试游戏吧! 如果您爬上楼梯并抓住手枪,您应该能够在球体上射击" -#~ "并且它们会破裂!" - -#~ msgid "" -#~ "Alright, select the ``Shotgun`` root node, the :ref:`RigidBody " -#~ "` and make a new script called ``Shotgun.gd``. Add the " -#~ "following to ``Shotgun.gd``:" -#~ msgstr "" -#~ "好吧,选择 ``Shotgun`` 根节点, :ref:`RigidBody ` 并创建" -#~ "一个名为 ``Shotgun.gd`` 的新脚本。 将以下内容添加到``Shotgun.gd``:" - -#~ msgid "" -#~ "You may have noticed this is almost exactly the same as the pistol, and " -#~ "indeed it is, so let's only go over what has changed." -#~ msgstr "" -#~ "您可能已经注意到这几乎与手枪完全一样,事实上它也是如此,所以让我们只看看已" -#~ "经改变的东西。" - -#~ msgid "" -#~ "In ``_ready``, we get the ``Raycasts`` node, instead of just a single :" -#~ "ref:`Raycast `." -#~ msgstr "" -#~ "在 ``_ready`` 中,我们得到 ``Raycasts`` 节点,而不只是一个 :ref:`Raycast " -#~ "`。" - -#, fuzzy -#~ msgid "" -#~ "The only other change, besides there being nothing in ``picked_up`` and " -#~ "``dropped``, is in ``interact``." -#~ msgstr "" -#~ "除了在 ``picked_up`` 和``dropped``中没有任何内容之外,唯一的另一个变化是 " -#~ "``interact`` 。" - -#, fuzzy -#~ msgid "" -#~ "Now we go through each :ref:`Raycast ` in ``raycasts``. We " -#~ "then rotate it on the X and Z axes, making within a 10 to ``-10`` cone. " -#~ "From there, we process each :ref:`Raycast ` like we did " -#~ "the single :ref:`Raycast ` in the pistol, nothing changed " -#~ "at all, we are just doing it five times, once for each :ref:`Raycast " -#~ "` in ``raycasts``." -#~ msgstr "" -#~ "现在我们通过每个 :ref:``Raycast ` 在 ``raycasts`` 中。 然后" -#~ "我们在X轴和Z轴上旋转它,在10到“-10”锥形范围内。 从那里开始,我们处理每个 :" -#~ "ref:`Raycast ` 就像我们做的那样 :ref:`Raycast " -#~ "` 在手枪中,没有任何改变,我们只是做了五次,每次一次 :ref:" -#~ "``raycasts`` 中的`Raycast ` 。" - -#~ msgid "" -#~ "While both of those are well and good, let's add something we can throw " -#~ "next — a bomb!" -#~ msgstr "虽然这两个都很好,但我们可以添加一些我们可以抛出的东西 - 炸弹!" - -#~ msgid "" -#~ "First, notice how there is a rather large :ref:`Area ` node. " -#~ "This is the explosion radius for the bomb. Anything within this :ref:" -#~ "`Area ` will be effected by the explosion when the bomb " -#~ "explodes." -#~ msgstr "" -#~ "首先,注意有一个相当大的 :ref:`Area ` 节点。 这是炸弹的爆炸半" -#~ "径。 其中的任何内容 :ref:`Area ` 将在炸弹爆炸时受到爆炸的影" -#~ "响。" - -#~ msgid "" -#~ "The other thing to note is how there are two sets of :ref:`Particles " -#~ "`: one for smoke coming out of the fuse, and another for " -#~ "the explosion itself. Feel free to take a look at the :ref:`Particles " -#~ "` nodes if you want!" -#~ msgstr "" -#~ "另外需要注意的是如何有两组 :ref:`Particles `:一个用于从保" -#~ "险丝中出来的烟雾,另一个用于爆炸本身。 如果需要,请随意查看 :ref:" -#~ "`Particles ` 节点!" - -#~ msgid "" -#~ "Let's go through what this script does, starting with the class variables:" -#~ msgstr "让我们来看看这个脚本的作用,从类变量开始:" - -#, fuzzy -#~ msgid "``FUSE_TIME``: The length of time for which the fuse burns." -#~ msgstr "``FUSE_TIME``:保险丝燃烧的时间长度。" - -#~ msgid "" -#~ "``fuse_timer``: A variable for tracking how long the fuse has been " -#~ "burning." -#~ msgstr "``fuse_timer``:用于跟踪保险丝燃烧时间的变量。" - -#~ msgid "" -#~ "``EXPLOSION_TIME``: The length of time the explosion :ref:`Particles " -#~ "` take (you can calculate this number by multiplying the " -#~ "particles ``lifetime`` by its ``speed scale``)" -#~ msgstr "" -#~ "``EXPLOSION_TIME``:爆炸的时间长度 :ref:`Particles ` " -#~ "take(您可以通过将粒子 ``lifetime`` 乘以它的``speed scale``来计算这个数字)" - -#~ msgid "" -#~ "``explosion_timer``: A variable for tracking how long the explosion has " -#~ "lasted." -#~ msgstr "``explosion_timer``:用于跟踪爆炸持续时间的变量。" - -#~ msgid "" -#~ "``explosion_particles``: The explosion :ref:`Particles ` " -#~ "node." -#~ msgstr "" -#~ "``explosion_particles``:爆炸 :ref:`Particles ` node。" - -#~ msgid "" -#~ "``controller``: The controller that is currently holding the bomb, if " -#~ "there is one. This is set by the controller, so we do not need to check " -#~ "anything outside of checking if it is ``null``." -#~ msgstr "" -#~ "``controller``:当前持有炸弹的控制器,如果有的话。 这是由控制器设置的,所以" -#~ "除了检查是否为“null”之外,我们不需要检查任何内容。" - -#~ msgid "Let's go through ``_ready``." -#~ msgstr "让我们来看看 ``_ready`` 。" - -#~ msgid "" -#~ "Then, we make sure ``_physics_process`` is not going to be called. We do " -#~ "this since we will be using ``_physics_process`` only for the fuse and " -#~ "for destroying the bomb, so we do not want to trigger that early, we only " -#~ "want the fuse to start when the player interacts while holding a bomb." -#~ msgstr "" -#~ "然后,我们确保不会调用 ``_physics_process`` 。 我们这样做是因为我们只使用 " -#~ "``_physics_process`` 作为保险丝和销毁炸弹,所以我们不想早点触发,我们只想" -#~ "让游戏角色在拿着炸弹时进行交互时启动保险丝。" - -#~ msgid "Now, let's look at ``_physics_process``." -#~ msgstr "现在,让我们看看`_physics_process``。" - -#, fuzzy -#~ msgid "" -#~ "We then add time to ``fuse_timer``, and check to see whether the bomb has " -#~ "waited long enough and has burned through the entire fuse." -#~ msgstr "" -#~ "然后我们将时间添加到 ``fuse_timer`` ,并检查炸弹是否已经等待足够长的时间并" -#~ "烧掉整个保险丝。" - -#~ msgid "" -#~ "If the bomb has waited long enough, then we need to explode the bomb. We " -#~ "do this first by stopping the smoke :ref:`Particles ` " -#~ "from emitting, and making the explosion :ref:`Particles " -#~ "` emit. We also hide the bomb mesh so it is no longer " -#~ "visible." -#~ msgstr "" -#~ "如果炸弹已经等了足够长的时间,那么我们需要爆炸炸弹。 我们首先停止冒烟 :" -#~ "ref:`Particles ` 来自发射,然后进行爆炸 :ref:`Particles " -#~ "` emit。 我们还隐藏了炸弹网,使其不再可见。" - -#~ msgid "" -#~ "Next, we make the set the collision layer and mask to zero, and set the :" -#~ "ref:`RigidBody ` mode to static. This makes it where the " -#~ "now exploded bomb cannot interact with the physics world, and so it will " -#~ "stay in place." -#~ msgstr "" -#~ "接下来,我们将碰撞层和掩码设置为零,并将 :ref:`RigidBody " -#~ "` 模式设置为static。 这使得它现在爆炸的炸弹无法与物理世界" -#~ "相互作用,因此它将保持原位。" - -#, fuzzy -#~ msgid "" -#~ "Then, we go through everything inside the explosion :ref:`Area " -#~ "`. We make sure the bodies inside the explosion :ref:`Area " -#~ "` are not the bomb itself, since we do not want to explode " -#~ "the bomb with itself. We then check to see whether the bodies have the " -#~ "``damage`` method/function, and if it does, we call that, while if it " -#~ "does not, we check to see if it has the ``apply_impulse`` method/" -#~ "function, and call that instead." -#~ msgstr "" -#~ "然后我们浏览爆炸内的所有内容 :ref:`Area `。 我们确保爆炸内部的" -#~ "物体 :ref:`Area ` 不是炸弹本身,因为我们不想用它自己爆炸炸" -#~ "弹。 然后我们检查一下是否有 ``damage`` 方法/函数,如果是,我们称之为,如果" -#~ "不是,我们检查它是否有 ``apply_impulse`` 方法/函数,并且 打电话给那个。" - -#, fuzzy -#~ msgid "" -#~ "Then, we set ``explode`` to true since the bomb has exploded, and we play " -#~ "a sound." -#~ msgstr "然后我们将 ``explode`` 设置为true,因为炸弹已爆炸,我们发出声音。" - -#~ msgid "" -#~ "Next, we check to see if the bomb has exploded, as we need to wait until " -#~ "the explosion :ref:`Particles ` are done." -#~ msgstr "" -#~ "接下来,我们检查炸弹是否爆炸,因为我们需要等到爆炸 :ref:`Particles " -#~ "` 完成。" - -#~ msgid "" -#~ "If the bomb has exploded, we add time to ``explosion_timer``. We then " -#~ "check to see if the explosion :ref:`Particles ` are " -#~ "done. If they are, we set the explosion :ref:`Area `'s " -#~ "monitoring property to ``false`` to ensure we do not get any bugs in the " -#~ "debugger, we make the controller drop the bomb if it is holding onto it, " -#~ "we make the grab :ref:`Raycast ` visible if the grab mode " -#~ "is ``RAYCAST``, and we free/destroy the bomb using ``queue_free``." -#~ msgstr "" -#~ "如果炸弹爆炸了,我们就加时间 ``explosion_timer`` 。 然后我们检查是否爆炸 :" -#~ "ref:`Particles ` 完成。 如果它们是,我们设置爆炸 :ref:" -#~ "`Area ` 的监视属性为 ``false`` 以确保我们不会在调试器中得到任" -#~ "何错误,我们让控制器丢弃炸弹如果它持有 在它上面,我们制作了抓取 :ref:" -#~ "`Raycast ` 如果抓取模式是 ``RAYCAST`` 可见,我们使用 " -#~ "``queue_free`` 释放/销毁炸弹。" - -#~ msgid "Finally, let's look at ``interact``." -#~ msgstr "最后,让我们看一下 ``interact`` 。" - -#~ msgid "" -#~ "All we are doing here is making it where ``_physics_process`` will be " -#~ "called, which will start the fuse. We also make the fuse :ref:`Particles " -#~ "` start emitting, so smoke comes out the top of the bomb." -#~ msgstr "" -#~ "我们在这里所做的只是调用 ``_physics_process`` ,这将启动保险丝。 我们还制" -#~ "作了保险丝 :ref:`Particles ` 开始发射,所以烟雾从炸弹顶部" -#~ "出来。" - -#~ msgid "Finally, let's add a sword so we can slice through things!" -#~ msgstr "最后,让我们添加一把剑,这样我们就可以切入一些东西!" - -#~ msgid "Open up ``Sword.tscn``, which you will find in ``Scenes``." -#~ msgstr "打开 ``Sword.tscn`` ,您会在 ``Scenes`` 中找到它。" - -#~ msgid "" -#~ "There is not a whole lot to note here, but there is just one thing, and " -#~ "that is how the length of the blade of the sword is broken into several " -#~ "small :ref:`Area ` nodes. This is because we need to roughly " -#~ "know where on the blade the sword collided, and this is the easiest (and " -#~ "only) way I could figure out how to do this." -#~ msgstr "" -#~ "这里没有太多值得注意的,但只有一件事,那就是刀剑的长度被分成几个小的 :ref:" -#~ "`Area ` 节点。 这是因为我们需要粗略地知道剑碰撞的刀片在哪里," -#~ "这是我能弄清楚如何做到这一点的最简单(也是唯一的)方法。" - -#, fuzzy -#~ msgid "" -#~ "If you know how to find the point where an :ref:`Area ` and " -#~ "a :ref:`CollisionObject ` meet, please let me know " -#~ "and/or make a PR on the Godot documentation! This method of using several " -#~ "small :ref:`Area ` nodes works okay, but it is not ideal." -#~ msgstr "" -#~ "如果您知道如何找到一个点 :ref:`Area ` 和a :ref:" -#~ "`CollisionObject ` 见面,请告诉我和/或在Godot文档上" -#~ "做一个PR! 这个使用几个小的方法 :ref:`Area ` 节点工作正常,但" -#~ "它并不理想。" - -#~ msgid "" -#~ "Other than that, there really is not much of note, so let's write the " -#~ "code. Select the ``Sword`` root node, the :ref:`RigidBody " -#~ "` and make a new script called ``Sword.gd``. Add the " -#~ "following code to ``Sword.gd``:" -#~ msgstr "" -#~ "除此之外,确实没有多少注意事项,所以让我们编写代码。 选择 ``Sword`` 根节" -#~ "点, :ref:`RigidBody ` 并创建一个名为 ``Sword.gd`` 的新脚" -#~ "本。 将以下代码添加到``Sword.gd``:" - -#~ msgid "" -#~ "Let's go over what this script does, starting with the two class " -#~ "variables:" -#~ msgstr "让我们回顾一下这个脚本的作用,从两个类变量开始:" - -#~ msgid "``SWORD_DAMAGE``: The amount of damage a single sword slice does." -#~ msgstr "``SWORD_DAMAGE``:单个剑片所造成的伤害量。" - -#, fuzzy -#~ msgid "" -#~ "``controller``: The controller that is holding the sword, if there is " -#~ "one. This is set by the controller, so we do not need to set it here, in " -#~ "``Sword.gd``." -#~ msgstr "" -#~ "``controller``:拿着剑的控制器,如果有的话。 这是由控制器设置的,所以我们不" -#~ "需要在 ``Sword.gd`` 中设置它。" - -#~ msgid "Let's go over ``_ready`` next." -#~ msgstr "让我们接下来回顾一下 ``_ready`` 。" - -#, fuzzy -#~ msgid "" -#~ "All we are doing here is connecting each of the :ref:`Area ` " -#~ "nodes ``body_entered`` signal to the ``body_entered_sword`` function, " -#~ "passing in an additional argument, which will be the number of the " -#~ "damage :ref:`Area `, so we can figure out where on the sword " -#~ "the body collided." -#~ msgstr "" -#~ "我们在这里所做的就是将每个 :ref:`Area ` nodes " -#~ "``body_entered`` 信号连接到 ``body_entered_sword`` 函数,传入一个额外的参" -#~ "数,它将是损坏的数量:ref :`Area `,所以我们可以弄清楚物体碰撞" -#~ "的剑在哪里。" - -#~ msgid "Now let's go over ``body_entered_sword``." -#~ msgstr "现在让我们回顾一下 ``body_entered_sword`` 。" - -#, fuzzy -#~ msgid "" -#~ "Firstly, we make sure the body the sword has collided with is not itself." -#~ msgstr "首先,我们确保剑与之碰撞的物体本身并不存在。" - -#~ msgid "" -#~ "Then we figure out which part of the sword the body collided with, using " -#~ "the passed-in number." -#~ msgstr "然后我们使用传入的数字找出物体碰撞的剑的哪一部分。" - -#, fuzzy -#~ msgid "" -#~ "Next, we check to see whether the body the sword collided with has the " -#~ "``damage`` function, and if it does, we call it and play a sound." -#~ msgstr "" -#~ "接下来,我们检查剑与剑相撞的物体是否具有“伤害”功能,如果有,我们称之为并发" -#~ "出声音。" - -#, fuzzy -#~ msgid "" -#~ "If it does not have the damage function, we then check to see whether it " -#~ "has the ``apply_impulse`` function. If it does, we then calculate the " -#~ "direction from the sword part the body collided with to the body. We then " -#~ "check to see whether the sword is being held or not." -#~ msgstr "" -#~ "如果它没有损坏功能,我们检查它是否具有 ``apply_impulse`` 功能。 如果是这" -#~ "样,我们然后计算从物体碰撞的剑部分到物体的方向。 然后我们检查剑是否被关" -#~ "押。" - -#~ msgid "" -#~ "If the sword is not being held, we use the :ref:`RigidBody " -#~ "`'s velocity as the force in ``apply_impulse``, while if " -#~ "the sword is being held, we use the controller's velocity as the force in " -#~ "the impulse." -#~ msgstr "" -#~ "如果没有持剑,我们使用 :ref:`RigidBody 的速度作" -#~ "为“apply_impulse”的力量,而如果持剑,我们使用控制器的速度作为力量 冲动。" - -#~ msgid "Finally, we play a sound." -#~ msgstr "最后,我们发出声音。" - -#, fuzzy -#~ msgid "" -#~ "First, we get the starting global :ref:`Transform ` in " -#~ "``_ready``, and assign it to ``start_transform``. We will use this to " -#~ "reset the position of the reset box every so often." -#~ msgstr "" -#~ "首先,我们在 ``_ready`` 中得到起始全局 :ref:`Transform " -#~ "` ,并将其赋值给 ``start_transform`` 。 我们将使用它来经" -#~ "常重置复位盒的位置。" - -#~ msgid "" -#~ "In ``_physics_process``, we check to see if enough time has passed to " -#~ "reset. If it has, we reset the box's :ref:`Transform ` " -#~ "and then reset the timer." -#~ msgstr "" -#~ "在 ``_physics_process`` 中,我们检查是否有足够的时间重置。 如果有,我们重" -#~ "置框的 :ref:`Transform ` 然后重置计时器。" - -#~ msgid "" -#~ "If the player interacts while holding the reset box, we reset the scene " -#~ "by calling ``get_tree().change_scene`` and passing in the path to the " -#~ "current scene. This resets/restarts the scene completely." -#~ msgstr "" -#~ "如果游戏角色在按住重置框时进行交互,我们通过调用“get_tree()。" -#~ "change_scene``并将路径传递到当前场景来重置场景。 这会完全重置/重新启动场" -#~ "景。" - -#~ msgid "" -#~ "When the reset box is dropped, we reset the :ref:`Transform " -#~ "` and timer." -#~ msgstr "" -#~ "当重置框被删除时,我们重置 :ref:`Transform ` 和计时器。" - -#~ msgid "" -#~ "You can download the finished project for this part here: :download:" -#~ "`VR_Starter_Tutorial_Complete.zip `" -#~ msgstr "" -#~ "您可以在此处下载此部分的已完成项目: :download:" -#~ "`VR_Starter_Tutorial_Complete.zip `" - -#~ msgid "vec_type **sinh** ( vec_type )" -#~ msgstr "vec_type **sinh** ( vec_type )" - -#~ msgid "vec_type **cosh** ( vec_type )" -#~ msgstr "vec_type **cosh** ( vec_type )" - -#~ msgid "vec_type **tanh** ( vec_type )" -#~ msgstr "vec_type **tanh** ( vec_type )" - -#~ msgid "vec_type **asinh** ( vec_type )" -#~ msgstr "vec_type **asinh** ( vec_type )" - -#~ msgid "vec_type **acosh** ( vec_type )" -#~ msgstr "vec_type **acosh** ( vec_type )" - -#~ msgid "vec_type **atanh** ( vec_type )" -#~ msgstr "vec_type **atanh** ( vec_type )" - -#~ msgid "vec_type **round** ( vec_type )" -#~ msgstr "vec_type **round** ( vec_type )" - -#~ msgid "vec_type **roundEven** ( vec_type )" -#~ msgstr "vec_type **roundEven** ( vec_type )" - -#~ msgid "vec_type **trunc** ( vec_type )" -#~ msgstr "vec_type ** trunc **(vec_type)" - -#~ msgid "vec_bool_type **isnan** ( vec_type )" -#~ msgstr "vec_bool_type **isnan** ( vec_type )" - -#~ msgid "vec_bool_type **isinf** ( vec_type )" -#~ msgstr "vec_bool_type **isinf** ( vec_type )" - -#~ msgid "mat_type **outerProduct** ( vec_type, vec_type )" -#~ msgstr "mat_type **outerProduct** ( vec_type, vec_type )" - -#~ msgid "mat_type **transpose** ( mat_type )" -#~ msgstr "mat_type **transpose** ( mat_type )" - -#~ msgid "float **determinant** ( mat_type )" -#~ msgstr "float **determinant** ( mat_type )" - -#~ msgid "mat_type **inverse** ( mat_type )" -#~ msgstr "mat_type **inverse** ( mat_type )" - -#~ msgid "vec4_type **texture** ( samplerCube s, vec3 uv [, float bias] )" -#~ msgstr "vec4_type **texture** ( samplerCube s, vec3 uv [, float bias] )" - -#~ msgid "vec4_type **textureLod** ( samplerCube s, vec3 uv, float lod )" -#~ msgstr "vec4_type **textureLod** ( samplerCube s, vec3 uv, float lod )" - -#~ msgid "Only available in vertex shader" -#~ msgstr "只在顶点着色器中可用" - -#~ msgid "vec_type **dFdx** ( vec_type )" -#~ msgstr "vec_type **dFdx** ( vec_type )" - -#~ msgid "vec_type **dFdy** ( vec_type )" -#~ msgstr "vec_type **dFdy** ( vec_type )" - -#~ msgid "vec_type **fwidth** ( vec_type )" -#~ msgstr "vec_type **fwidth** ( vec_type )" - -#~ msgid "" -#~ "To do this, press the \"New Node\" button (which looks like a plus " -#~ "symbol):" -#~ msgstr "" -#~ "要实现它,先按下 :menuselection:`新建节点(New Node)` 按钮(看着像+号的那" -#~ "个):" - -#~ msgid "*Clamping* a value means restricting it to a given range." -#~ msgstr "*夹住*一个值意味着将其限制在一个给定区间内。" - -#~ msgid "" -#~ "Use the ``[Export]`` attribute instead of the GDScript ``export`` keyword." -#~ msgstr "使用 ``[Export]`` 属性代替GDScript中的 ``export`` 关键字。" - -#~ msgid "" -#~ "Go to Google's website for downloading the Android SDK. A search will " -#~ "take you to the *Android Studio* download page. You don't want it, so " -#~ "don't download (if you do want it, read further down for instructions for " -#~ "doing the same using Android Studio)." -#~ msgstr "" -#~ "转到Google的网站下载Android SDK。搜索将带您进入 *Android Studio* 下载页" -#~ "面。你不需要它,所以不要下载(如果你想要,请进一步阅读使用Android Studio执" -#~ "行相同操作的说明)。" - -#~ msgid "" -#~ "(again, right-click, then open the image in a new tab if this appears too " -#~ "small)" -#~ msgstr "(同样,右键点击,如果图像太小,则在新选项卡中打开图像)" - -#~ msgid "" -#~ "You thought that by going the Android Studio way you could escape the " -#~ "Keystore generation, but no. It's back to haunt you." -#~ msgstr "" -#~ "你认为通过Android Studio的方式,就可以摆脱密钥库的产生了,然而并没有。它又" -#~ "回来缠着你了。" - -#~ msgid "Particles2D" -#~ msgstr "Particles2D" - -#, fuzzy -#~ msgid "which is exactly the same." -#~ msgstr "实际上,这是不一样的:" - -#, fuzzy -#~ msgid "" -#~ "For a ``RichTextLabel`` to work properly, it must be set up. That means " -#~ "loading the intended fonts in the relevant properties:" -#~ msgstr "" -#~ "要让 RichTextLabel 正常工作, 必须设置它。这意味着要在相关属性中加载预期的" -#~ "字体:" - -#, fuzzy -#~ msgid "" -#~ "If the returned image is empty, capture still didn't happen, wait a " -#~ "little more, as Godot's rendering API is asynchronous. For a working " -#~ "example of this, check out the `Screen Capture example `_ in the demo projects" -#~ msgstr "" -#~ "如果返回的图像为空,则捕获仍然没有发生,等待一点,因为Godot的渲染API是异步" -#~ "的。 有关此示例,请查看演示项目中的 `屏幕捕获示例 `_" - -#~ msgid "" -#~ "Lastly, Wireframe draws the scene using only the edges of triangles in " -#~ "the meshes. NOTE: As of this writing (v3.0.2), wireframe mode is not " -#~ "functional and currently renders the scene normally." -#~ msgstr "" -#~ "最后,Wireframe仅使用网格中三角形的边缘绘制场景。 注意:在撰写本文时" -#~ "(v3.0.2),线框模式不起作用,并且当前正常渲染场景。" - -#~ msgid "" -#~ "The first thing you need to do is to create a new plugin the editor can " -#~ "understand as such. You need two files for that: ``plugin.cfg`` for the " -#~ "configuration and a custom GDScript with the functionality." -#~ msgstr "" -#~ "您要做的第一件事情就是创建个编辑器能理解的新插件。为此您需要创建两个文件:" -#~ "用于配置的 ``plugin.cfg`` 和带着自定义功能的GDScript。" - -#~ msgid "" -#~ "Plugins have a standard path like ``addons/plugin_name`` inside the " -#~ "project folder. For this example, create a folder ``my_custom_node`` " -#~ "inside ``addons``. You should end up with a directory structure like this:" -#~ msgstr "" -#~ "插件在项目文件夹中有一个标准路径,像 ``addons / plugin_name`` 。 对于此示" -#~ "例,在 ``addons`` 中创建一个名为 ``my_custom_node`` 文件夹。 您最终应该得" -#~ "到这样的目录结构:" - -#, fuzzy -#~ msgid "" -#~ "Now, open the script editor, click the **File** menu, choose **New " -#~ "TextFile**, then navigate to the plugin folder and name the file ``plugin." -#~ "cfg``. Add the following structure to ``plugin.cfg``:" -#~ msgstr "" -#~ "现在,打开脚本编辑器,单击 **File** 菜单,选择 **New TextFile** ,然后导航" -#~ "到插件文件夹并命名文件 ``plugin.cfg`` 。 将以下结构添加到 ``plugin.cfg``::" - -#~ msgid "" -#~ "Open the script editor (F3) and create a new GDScript file called " -#~ "``custom_node.gd`` inside the ``my_custom_node`` folder. This script is " -#~ "special and it has two requirements: it must be a ``tool`` script and it " -#~ "has to inherit from :ref:`class_EditorPlugin`." -#~ msgstr "" -#~ "打开脚本编辑器(F3)并在 ``my_custom_node`` 文件夹中创建一个名为 " -#~ "``custom_node.gd`` 的新GDScript文件。 这个脚本是特殊的,它有两个要求:它必" -#~ "须是一个 ``tool`` 脚本,它必须继承自 :ref:`class_EditorPlugin`。" - -#~ msgid "The ``Debugger`` provides certain tools under different tabs." -#~ msgstr "调试工具中的各个切页提供了不同的的调试功能。" - -#~ msgid "Here are some brief descriptions of the tools:" -#~ msgstr "下面是对这些工具的一些简要说明:" - -#~ msgid "Monitor the game running process." -#~ msgstr "显示正在运行的游戏进程。" - -#~ msgid "Print out errors when running the game." -#~ msgstr "输出游戏运行时发生的错误信息。" - -#~ msgid "" -#~ "Monitors the performance of the running game, such as the fps and physics " -#~ "collisions." -#~ msgstr "监视正在运行的游戏的运行状况,例如 FPS 和物理碰撞。" - -#~ msgid "" -#~ "Copy the URL that the GitHub link points to. Part of the URL refers to a " -#~ "version name such as '3.1' or 'latest'. Swap this part for the word " -#~ "'master' so that the result looks something like this: ``https://github." -#~ "com/godotengine/godot-docs/blob/master/community/contributing/" -#~ "docs_writing_guidelines.rst``" -#~ msgstr "" -#~ "复制GitHub链接指向的URL。URL的一部分引用了版本名称,例如“ 3.1”或“ " -#~ "latest”。将这部分替换为单词“master”,所以结果看起来像这样: ``https://" -#~ "github.com/godotengine/godot-docs/blob/master/community/contributing/" -#~ "docs_writing_guidelines.rst``" - -#~ msgid "Load that URL in your browser." -#~ msgstr "在浏览器中加载该URL。" - -#~ msgid "" -#~ "Multi-line comments can be created using \"\"\" (three quotes in a row) " -#~ "at the beginning and end of a block of text. Note that this creates a " -#~ "string, therefore, it will not be stripped away when the script is " -#~ "compiled." -#~ msgstr "" -#~ "可以在文本块的开头和结尾使用\"\"\"(一行三个引号)创建多行注释。注意,这将创" -#~ "建一个字符串,因此,在编译脚本时它不会被删除。" - -#~ msgid "" -#~ "The integer data type can only contain integer numbers, (both negative " -#~ "and positive)." -#~ msgstr "整数数据类型只能包含整数(包括负数和正数)。" - -#~ msgid "Used to contain a floating point value (real numbers)." -#~ msgstr "用于包含浮点值(实数)。" - -#~ msgid "Every subpattern has to be comma separated. ::" -#~ msgstr "每个子模式必须用逗号分隔。::" - -#~ msgid "" -#~ "The ``assert`` keyword can be used to check conditions in debug builds. " -#~ "These assertions are ignored in non-debug builds." -#~ msgstr "" -#~ "``assert`` 关键字可以用来检查调试构建中的条件。这些断言在非调试生成中被忽" -#~ "略。" - -#~ msgid "576kb" -#~ msgstr "576kb" - -#~ msgid "88kb" -#~ msgstr "88kb" - -#~ msgid "22kb" -#~ msgstr "22kb" - -#~ msgid "OGG 128kbps, Stereo" -#~ msgstr "OGG 128kbps, 立体声" - -#~ msgid "16kb" -#~ msgstr "16kb" - -#~ msgid "12kb" -#~ msgstr "12kb" - -#~ msgid "the export preset is not marked as runnable," -#~ msgstr "导出预设未标记为可执行的" - -#~ msgid "the target name ends with ``.pck`` or ``.zip``." -#~ msgstr "目标名称以 ``.pck`` 或 ``.zip``结尾。" - -#, fuzzy -#~ msgid "" -#~ "So at what point does all this HDR business come into play? The idea is " -#~ "that instead of dealing with colors that go from black to white (0 to 1), " -#~ "we use colors whiter than white (for example, 0 to 8 times white)." -#~ msgstr "" -#~ "那么所有这些HDR东西的来源是从哪里来的? 我们的想法是,不使用从黑色到白色(0" -#~ "到1)的颜色,而是使用比白色更白的颜色(例如,白色的0到8倍)。" - -#~ msgid "" -#~ "To be more practical, imagine that in a regular scene, the intensity of a " -#~ "light (generally 1.0) is set to 5.0. The whole scene will turn very " -#~ "bright (towards white) and look horrible." -#~ msgstr "" -#~ "更实际的是,想象一下在常规场景中,光的强度(通常为1.0)设置为5.0。 整个场景" -#~ "将变得非常明亮(朝向白色)并且看起来很可怕。" - -#, fuzzy -#~ msgid "" -#~ "After this, the luminance of the scene is computed by averaging the " -#~ "luminance of every pixel of it, and this value is used to bring the scene " -#~ "back to normal ranges. This last operation is called tone-mapping. " -#~ "Finally, we are at a similar place from where we started:" -#~ msgstr "" -#~ "在此之后,通过平均场景的每个像素的亮度来计算场景的亮度,并且该值用于使场景" -#~ "回到正常范围。 最后一个操作称为色调映射。 最后,我们在与我们开始的地方类似" -#~ "的地方:" - -#~ msgid "" -#~ "Except the scene is more contrasted because there is a higher light range " -#~ "at play. What is this all useful for? The idea is that the scene " -#~ "luminance will change while you move through the world, allowing " -#~ "situations like this to happen:" -#~ msgstr "" -#~ "除了场景更加对比,因为在比赛中有更高的光线范围。 这有什么用呢? 我们的想法" -#~ "是,当您在世界各地移动时,场景亮度会发生变化,从而允许这样的情况发生:" - -#~ msgid "" -#~ "Additionally, it is possible to set a threshold value to send to the glow " -#~ "buffer depending on the pixel luminance. This allows for more realistic " -#~ "light bleeding effects in the scene." -#~ msgstr "" -#~ "另外,可以根据像素亮度设置阈值以发送到辉光缓冲器。 这允许场景中更逼真的光" -#~ "线流失效果。" - -#~ msgid "Linear color space" -#~ msgstr "线性色彩空间" - -#~ msgid "" -#~ "The problem with this technique is that computer monitors apply a gamma " -#~ "curve to adapt better to the way the human eye sees. Artists create their " -#~ "art on the screen too, so their art has an implicit gamma curve applied " -#~ "to it." -#~ msgstr "" -#~ "该技术的问题在于计算机监视器应用伽马曲线以更好地适应人眼看到的方式。 艺术" -#~ "家也在屏幕上创作他们的艺术,因此他们的艺术有一个隐含的伽玛曲线应用于它。" - -#, fuzzy -#~ msgid "" -#~ "The color space where images created on computer monitors exist is called " -#~ "\"sRGB\". All visual content that people have on their computers or " -#~ "download from the internet (such as pictures, movies, etc.) is in this " -#~ "colorspace." -#~ msgstr "" -#~ "存在于计算机监视器中的图像的颜色空间称为“sRGB”。 人们在他们的计算机上或从" -#~ "互联网上下载的所有视觉内容(例如图片,电影等)都在这个颜色空间中。" - -#, fuzzy -#~ msgid "" -#~ "In any case, though, this is the easy solution that works everywhere." -#~ msgstr "无论如何,这是一个随处可用的简单解决方案。" - -#~ msgid "Linear -> sRGB at the end" -#~ msgstr "线性 -> sRGB结尾" - -#, fuzzy -#~ msgid "" -#~ "As you might have already read in the :ref:`Audio Buses " -#~ "Tutorial`, sound is sent to each bus via an " -#~ "AudioStreamPlayer." -#~ msgstr "" -#~ "您可能已经阅读过 :ref:`Audio Buses Tutorial ` ,声音通过" -#~ "AudioStreamPlayer发送到每个总线。" - -#~ msgid "The keyframe editor (when enabled)" -#~ msgstr "关键帧编辑器(启用时)" - -#~ msgid "White and blue diamond shapes represent keyframes in the timeline." -#~ msgstr "白色和蓝色菱形表示时间轴中的关键帧。" - -#~ msgid "Enter a name for the animation in the dialog box." -#~ msgstr "在对话框中输入动画名称。" - -#~ msgid "" -#~ "This adds an editor pane on the right side of the track settings. When " -#~ "you select a keyframe, you can directly edit its values in this editor:" -#~ msgstr "" -#~ "这会在轨道设置的右侧添加一个编辑器窗格。 选择关键帧时,可以在此编辑器中直" -#~ "接编辑其值:" - -#~ msgid "" -#~ "Additionally, you can also edit the transition value for this keyframe:" -#~ msgstr "此外,您还可以编辑此关键帧的转换值:" - -#~ msgid "Keyframe editor editing a transition" -#~ msgstr "关键帧编辑器编辑过渡" - -#~ msgid "" -#~ "This tells Godot, how to change the property values when it reaches this " -#~ "keyframe." -#~ msgstr "这告诉Godot,如何在到达此关键帧时更改属性值。" - -#~ msgid "" -#~ "To let Godot play a sample when it reaches a keyframe, follow this list:" -#~ msgstr "要让Godot在到达关键帧时播放样本,请按以下列表:" - -#~ msgid "Add AudioStreamPlayer" -#~ msgstr "添加AudioStreamPlayer" - -#~ msgid "" -#~ "Select the timeline position, where Godot should play the sample by " -#~ "clicking on the timeline header." -#~ msgstr "选择时间轴位置,Godot应该通过单击时间轴标题来播放样本。" - -#~ msgid "Enable the Keyframe Editor by clicking on |Keyframe editor|." -#~ msgstr "单击|关键帧编辑器|启用关键帧编辑器。" - -#~ msgid "" -#~ "Click on \"Add keyframe\" near the settings of our func track (|Add " -#~ "keyframe|) and select the keyframe." -#~ msgstr "" -#~ "单击我们的func轨道设置附近的“添加关键帧”(|添加关键帧|)并选择关键帧。" - -#~ msgid "Add a keyframe to the call func track" -#~ msgstr "将一个关键帧添加到调用函数轨道" - -#~ msgid "Enter \"play\" as the function name." -#~ msgstr "输入“play”作为函数名称。" - -#~ msgid "Keyframe settings of a call func track" -#~ msgstr "调用函数轨道的关键帧设置" - -#~ msgid "Animation panel reference" -#~ msgstr "动画面板参考" - -#~ msgid "The animation panel reference" -#~ msgstr "动画面板参考" - -#~ msgid "The animation panel has the following parts (from left to right):" -#~ msgstr "动画面板包含以下部分(从左到右):" - -#~ msgid "Play animation backwards from current position" -#~ msgstr "从当前位置向后播放动画" - -#~ msgid "Play animation backwards from the animation end" -#~ msgstr "从动画结尾向后播放动画" - -#~ msgid "Stop animation" -#~ msgstr "停止动画" - -#~ msgid "Play animation forwards from the animation beginning" -#~ msgstr "从动画开始向前播放动画" - -#~ msgid "Play animation forwards from the current position" -#~ msgstr "从当前位置向前播放动画" - -#~ msgid "Animation management" -#~ msgstr "动画管理" - -#~ msgid "Create a new animation" -#~ msgstr "创建一个新动画" - -#~ msgid "Load animation" -#~ msgstr "加载动画" - -#~ msgid "Save animation" -#~ msgstr "保存动画" - -#~ msgid "Automatically play selected animation" -#~ msgstr "自动播放选定的动画" - -#~ msgid "Edit animation blend times" -#~ msgstr "编辑动画混合时间" - -#~ msgid "Extended animation Tools" -#~ msgstr "扩展动画工具" - -#~ msgid "Timeline zoom level control" -#~ msgstr "时间线缩放级别控制" - -#~ msgid "Timeline control" -#~ msgstr "时间线控制" - -#~ msgid "Length of animation" -#~ msgstr "动画长度" - -#~ msgid "Steps of animation" -#~ msgstr "动画的步骤" - -#~ msgid "Track control" -#~ msgstr "轨道控制" - -#~ msgid "Add track" -#~ msgstr "添加轨道" - -#~ msgid "Extended track tools" -#~ msgstr "扩展的跟踪工具" - -#~ msgid "Toggle keyframe editor" -#~ msgstr "切换关键帧编辑器" - -#, fuzzy -#~ msgid "Global constants" -#~ msgstr "常量" - -#~ msgid "Step by step (Linux)" -#~ msgstr "逐步教程(Linux平台)" - -#~ msgid "A Godot 3.0 executable" -#~ msgstr "Godot 3.0可执行文件" - -#~ msgid "A C compiler" -#~ msgstr "一个C编译器" - -#~ msgid "" -#~ "A copy of this repository: https://github.com/GodotNativeTools/" -#~ "godot_headers" -#~ msgstr "此存储库的副本:https://github.com/GodotNativeTools/godot_headers" - -#~ msgid "" -#~ "The first two pretty much speak for themselves. On Linux, you'll likely " -#~ "have a C compiler, on macOS, it's easiest to install Xcode from the Mac " -#~ "App Store and, on Windows, we've tested this with both MSVC 2015 and 2017." -#~ msgstr "" -#~ "前两个几乎可以说明一切。 在Linux上,您可能有一个C编译器,在macOS上,最容易" -#~ "从Mac App Store安装Xcode,而在Windows上,我们已经用MSVC 2015和2017测试了" -#~ "它。" - -#~ msgid "" -#~ "The 3.0 branch of the ``godot_headers`` repository contains the GDNative " -#~ "class and structure definitions that will work with Godot 3.0. You can " -#~ "clone this branch by executing:" -#~ msgstr "" -#~ "``godot_headers``存储库的3.0分支包含可与Godot 3.0一起使用的GDNative类和结" -#~ "构定义。 您可以通过执行以下命令克隆此分支:" - -#~ msgid "Creating our GDNLIB file" -#~ msgstr "创建我们的DGNLIB文件" - -#~ msgid "" -#~ "With our module compiled we now need to create a gdnlib file for our " -#~ "module which we place alongside our dynamic libraries. This file tells " -#~ "Godot what dynamic libraries are part of our module and need to be loaded " -#~ "per platform. At the time of writing this tutorial work is still being " -#~ "done on making this configurable from within Godot so for now grab your " -#~ "favourite text editor, create a file called libsimple.gdnlib and add the " -#~ "following into this file:" -#~ msgstr "" -#~ "编译完模块后,我们现在需要为我们的模块创建一个gdnlib文件,我们将它们与动态" -#~ "库放在一起。 这个文件告诉Godot什么动态库是我们模块的一部分,需要按平台加" -#~ "载。 在撰写本教程时,仍然需要完成从Godot中进行配置的工作,现在抓住您喜欢的" -#~ "文本编辑器,创建一个名为libsimple.gdnlib的文件,并将以下内容添加到此文件" -#~ "中:" - -#~ msgid "This file contains 3 sections." -#~ msgstr "该文件包含3个部分。" - -#~ msgid "" -#~ "The **general** section contains some info that tells Godot how to use " -#~ "our module." -#~ msgstr "** general **部分包含一些信息,告诉Godot如何使用我们的模块。" - -#~ msgid "" -#~ "Now that we should have a working GDNative library it is time to fire up " -#~ "Godot and use it. Open up the sample project if you haven't left it open " -#~ "after creating the project all the way at the beginning of this tutorial." -#~ msgstr "" -#~ "现在我们应该有一个有效的GDNative库,现在是时候启动Godot并使用它了。 如果在" -#~ "本教程开始时一直创建项目后没有将其打开,请打开示例项目。" - -#~ msgid "Creating our GDNS file" -#~ msgstr "创建我们的GDNS文件" - -#~ msgid "SCons is invoked by just calling ``scons``." -#~ msgstr "SCons 构建系统可通过调用 ``scons`` 命令来启动。" - -#~ msgid "" -#~ "However, this will do nothing except list the available platforms, for " -#~ "example:" -#~ msgstr "但是,除了列出可用的平台之外,这并不会执行任何构建任务。例如:" - -#~ msgid "" -#~ "**default**: Build whatever the build system feels is best. On Linux this " -#~ "depends on the host platform (if not cross compiling), on Mac it defaults " -#~ "to 64 bits and on Windows it defaults to 32 bits." -#~ msgstr "" -#~ "**default**: 让构建系统选择构建它认为最合适的二进制文件。在Linux上,这取决" -#~ "于您所使用的系统(如果不是交叉编译的话),在Mac上它默认为64位,在Windows上它" -#~ "默认为32位。" - -#~ msgid "" -#~ "This tutorial series aims to illustrate intended Godot workflows, i.e. " -#~ "the \"best practices\" of defining one's game API. Godot allows for a " -#~ "great amount of flexibility in how one designs a project's code and scene " -#~ "structure. Each method will have its own advantages and disadvantages, so " -#~ "outlining the best practices should help users feel less confused as they " -#~ "further explore Godot's depth." -#~ msgstr "" -#~ "本教程系列旨在讲解Godot预期的工作流程,换言之,就是定义一个游戏API的“最佳" -#~ "实践”。Godot允许我们设计项目代码和场景结构时注入大量的灵活性。每个方法都有" -#~ "其自身的优势和缺点,因此概述最佳实践有助于用户在未来探索Godot的道路上消解" -#~ "困惑。" - -#~ msgid "" -#~ "This series is also designed to help get users thinking about the best " -#~ "way to reason about best practices. It would be impossible to give a " -#~ "comprehensive overview of what one should do for any arbitrary design " -#~ "decision. As such, each article breaks problems down into the fundamental " -#~ "questions they pose, suggests the available solutions, analyzes the " -#~ "advantages and disadvantages of each option, and then highlights the best " -#~ "course of action depending on the circumstances." -#~ msgstr "" -#~ "本系列也意在帮助用户考虑如何以最好的方式去解读这种实践。我们无法给出一个人" -#~ "在任意一种项目设计决策中的普适性概览,正因如此,每一篇文章会把问题分解成它" -#~ "们自身提出的多个基本问题,并建议其可行的解决方案,分析各种选择的利弊,并之" -#~ "后依实际情况强调采取最佳策略。" - -#~ msgid "" -#~ "While the articles in this series are largely topic-directed, it is " -#~ "recommended that users begin with the :ref:`doc_what_are_godot_classes` " -#~ "article. It is from there that the \"best practices\" for the rest of the " -#~ "engine become more clear, based on established OOP practices." -#~ msgstr "" -#~ "虽然本系列的文章主要以主题为导向,还是建议用户从:参考:`文档_什么_是_godot_" -#~ "类`文章开始。正是从这里,引擎其余部分的“最佳实践”变得更加清晰,基于已建立" -#~ "的OOP实践。" - -#~ msgid "What are Godot classes really?" -#~ msgstr "Godot类究竟是什么?" - -#~ msgid "" -#~ "Godot offers two main means of creating types: scripts and scenes. Both " -#~ "of these represent a \"class\" since Godot revolves around Object-" -#~ "Oriented design. *How* they do this may not be clear to beginner or " -#~ "intermediate users though." -#~ msgstr "" -#~ "Godot提供了两种创建类型的主要方法:脚本和场景。这两个都表示一个“类”,因为" -#~ "Godot是围绕着面向对象的设计。不过,初学者或中级用户可能还不清楚他们是*如何" -#~ "*做到这一点的。" - -#~ msgid "" -#~ "So, if the engine provides all of this data at startup, then how does a " -#~ "user define their own data? It'd be nice if users could define a custom " -#~ "set of data to be appended to an object's data. That way, users could " -#~ "inject their own properties and methods into the engine's Object query " -#~ "requests." -#~ msgstr "" -#~ "如果引擎在启动时提供了所有这些数据,那么用户如何定义自己的数据?如果用户能" -#~ "够自定义一组数据,并将其附加到对象的数据中,那就太好了。这样,用户就可以将" -#~ "自己的属性和方法注入到引擎的对象查询请求中。" - -#~ msgid "" -#~ "This can lead to some users' confusion when they see a script as being a " -#~ "class unto itself. In reality, the engine just auto-instantiates the base " -#~ "engine class and then adds the script to that object. This then allows " -#~ "the Object to defer to the Script's content where the engine logic deems " -#~ "appropriate." -#~ msgstr "" -#~ "当一些用户将脚本视为一个类时,他们可能会感到困惑。实际上,引擎只是自动实例" -#~ "化基本引擎类,然后将脚本添加到该对象。这样,对象就可以在引擎逻辑认为合适的" -#~ "地方遵从脚本的内容。" - -#~ msgid "let's see a simple example of creating a single Node as a child." -#~ msgstr "让我们来看一个创建单个节点作为子节点的简单示例。" - -#~ msgid "" -#~ "Notice that only two pieces of declarative code are involved in the " -#~ "creation of this child node: the variable declaration and the constructor " -#~ "declaration. Everything else about the child must be setup using " -#~ "imperative code. However, script code is much slower than engine C++ " -#~ "code. Each change must make a separate call to the scripting API which " -#~ "means a lot of C++ \"lookups\" within data structures to find the " -#~ "corresponding logic to execute." -#~ msgstr "" -#~ "注意,创建这个子节点只涉及两段声明性代码:变量声明和构造函数声明。关于子元" -#~ "素的所有其他内容,都必须使用命令式代码进行设置。但是,脚本代码比c++引擎代" -#~ "码要慢得多。每次更改都必须单独调用脚本API,这意味着要在数据结构中进行大量c" -#~ "++“查找”,以找到要执行的相应逻辑。" - -#~ msgid "" -#~ "To help offload the work, it would be convenient if one could batch up " -#~ "all operations involved in creating and setting up node hierarchies. The " -#~ "engine could then handle the construction using its fast C++ code, and " -#~ "the script code would be free from the perils of imperative code." -#~ msgstr "" -#~ "为了减轻工作量,如果可以批处理创建和设置节点层次结构所涉及的所有操作,将会" -#~ "非常方便。然后引擎就可以使用它的快速c++代码来处理构造,并且脚本代码将从命" -#~ "令式代码的危险中解放出来。" - -#~ msgid "" -#~ "*This* is what a scene (:ref:`PackedScene `) is: a " -#~ "resource that provides an advanced \"constructor\" serialization which is " -#~ "offloaded to the engine for batch processing." -#~ msgstr "" -#~ "*这*就是场景(:参考:`打包场景<类_打包场景>`):提供高级“构造函数”序列化的资" -#~ "源,该序列化被卸载到引擎进行批处理。" - -#~ msgid "It helps to define..." -#~ msgstr "它有助于定义……" - -#~ msgid "what connections to each other do they have, if any?" -#~ msgstr "它们之间是否有联系,如果有的话?" - -#~ msgid "" -#~ "As such, many Object-Oriented principles which apply to \"programming\", " -#~ "i.e. scripts, *also* apply to scenes. Some scripts are designed to only " -#~ "work in one scene (which are often bundled into the scene itself). Other " -#~ "scripts are meant to be re-used between scenes." -#~ msgstr "" -#~ "因此,许多面向对象的原则适用于“编程”,也就是说,脚本*仍然*适用于场景。有些" -#~ "脚本只在一个场景中工作(通常是绑定到场景本身)。其他脚本是为了在场景之间复" -#~ "用。" - -#~ msgid "" -#~ "**Regardless, the scene is always an extension of the root script, and " -#~ "can therefore be interpreted as a part of the class.** Most of the points " -#~ "covered in this series will build on this point, so keep it in mind." -#~ msgstr "" -#~ "**无论如何,场景始终是根脚本的扩展,因此可以解释为类的一部分。**本系列涵盖" -#~ "的大部分观点都将建立在这点上,所以请牢记这一点。" - -#~ msgid "Transmission mask." -#~ msgstr "传输掩模。" - -#~ msgid "**Arch**" -#~ msgstr "**Arch**" - -#~ msgid "ToneMapper" -#~ msgstr "色调映射器" - -#~ msgid "" -#~ "The ToneMapper is the heart of the algorithm. Many options for " -#~ "tonemappers are provided:" -#~ msgstr "ToneMapper是算法的核心。 提供了许多色调映射器的选项:" - -#~ msgid "" -#~ "**Linear:** Simplest tonemapper. It does its job for adjusting scene " -#~ "brightness, but if the differences in light are too big, it will cause " -#~ "colors to be too saturated." -#~ msgstr "" -#~ "**线性:** 最简单的色调映射器。 它的作用是调整场景亮度,但是如果光线的差异" -#~ "太大,会导致颜色过饱和。" - -#~ msgid "**Log:** Similar to linear but not as extreme." -#~ msgstr "**日志:** 类似于线性而非极端。" - -#, fuzzy -#~ msgid "" -#~ "**Reinhardt:** Classical tonemapper (modified, so it will not desaturate " -#~ "as much)" -#~ msgstr "** Reinhardt:** 经典的色调映射器(经过修改,因此不会降低饱和度)" - -#, fuzzy -#~ msgid "" -#~ "**ReinhardtAutoWhite:** Same as above, but uses the max scene luminance " -#~ "to adjust the white value." -#~ msgstr "" -#~ "** ReinhardtAutoWhite:** 与上述相同,但使用最大场景亮度来调整白色值。" - -#~ msgid "Exposure" -#~ msgstr "曝光" - -#~ msgid "" -#~ "The same exposure parameter as in real cameras. Controls how much light " -#~ "enters the camera. Higher values will result in a brighter scene, and " -#~ "lower values will result in a darker scene." -#~ msgstr "" -#~ "与真实相机相同的曝光参数。 控制进入相机的光线量。 较高的值将导致更亮的场" -#~ "景,较低的值将导致较暗的场景。" - -#~ msgid "White" -#~ msgstr "白色" - -#~ msgid "Maximum value of white." -#~ msgstr "白色的最大值。" - -#~ msgid "Glow threshold" -#~ msgstr "发光阈值" - -#, fuzzy -#~ msgid "" -#~ "Determines above which value (from 0 to 1 after the scene is tonemapped) " -#~ "light will start bleeding." -#~ msgstr "确定上面的哪个值(场景在色调映射后从0到1),灯光将开始流血。" - -#~ msgid "Glow scale" -#~ msgstr "发光量表" - -#, fuzzy -#~ msgid "Determines how much light will bleed." -#~ msgstr "确定会有多少光线流出。" - -#~ msgid "Min luminance" -#~ msgstr "最低亮度" - -#~ msgid "" -#~ "Lower bound value of light for the scene at which the tonemapper stops " -#~ "working. This allows dark scenes to remain dark." -#~ msgstr "色调映射器停止工作的场景的光的下限值。 这允许黑暗场景保持黑暗。" - -#~ msgid "Max luminance" -#~ msgstr "最大亮度" - -#~ msgid "" -#~ "Upper bound value of light for the scene at which the tonemapper stops " -#~ "working. This allows bright scenes to remain saturated." -#~ msgstr "色调映射器停止工作的场景的光的上限值。 这允许明亮的场景保持饱和。" - -#~ msgid "Exposure adjustment speed" -#~ msgstr "曝光调整速度" - -#, fuzzy -#~ msgid "" -#~ "Auto-exposure will change slowly and will take a while to adjust (like in " -#~ "real cameras). Bigger values mean faster adjustment." -#~ msgstr "" -#~ "自动曝光会缓慢变化,需要一段时间才能调整(就像在真实相机中一样)。 值越大意" -#~ "味着调整越快。" - -#~ msgid "Step-by-step" -#~ msgstr "逐步教程" - -#~ msgid "After a comma." -#~ msgstr "逗号后。" - -#~ msgid "Before most game data is loaded." -#~ msgstr "在大多数游戏数据加载之前。" - -#~ msgid "vec_int_type **abs** ( vec_int_type )" -#~ msgstr "vec_int_type **abs** ( vec_int_type )" - -#~ msgid "vec_int_type **sign** ( vec_int_type )" -#~ msgstr "vec_int_type **sign** ( vec_int_type )" - -#~ msgid "vec_scalar_type **min** ( vec_scalar_type a, vec_scalar_type b )" -#~ msgstr "vec_scalar_type **min** ( vec_scalar_type a, vec_scalar_type b )" - -#~ msgid "vec_scalar_type **max** ( vec_scalar_type a, vec_scalar_type b )" -#~ msgstr "vec_scalar_type **max** ( vec_scalar_type a, vec_scalar_type b )" - -#~ msgid "" -#~ "vec_scalar_type **clamp** ( vec_scalar_type value, vec_scalar_type min, " -#~ "vec_scalar_type max )" -#~ msgstr "" -#~ "vec_scalar_type **clamp** ( vec_scalar_type value, vec_scalar_type min, " -#~ "vec_scalar_type max )" - -#~ msgid "vec_type **mix** ( vec_type a, vec_type b, bool c )" -#~ msgstr "vec_type **mix** ( vec_type a, vec_type b, bool c )" - -#~ msgid "Linear Interpolate (Bool Selection)" -#~ msgstr "线性插值(Bool选择)" - -#~ msgid "vec_type **mix** ( vec_type a, vec_type b, vec_bool_type c )" -#~ msgstr "vec_type **mix** ( vec_type a, vec_type b, vec_bool_type c )" - -#~ msgid "Scalar, or vector component being inf" -#~ msgstr "标量或向量分量为inf" - -#~ msgid "vec_bool_type **lessThan** ( vec_scalar_type, vec_scalar_type )" -#~ msgstr "vec_bool_type **lessThan** ( vec_scalar_type, vec_scalar_type )" - -#~ msgid "vec_bool_type **greaterThan** ( vec_scalar_type, vec_scalar_type )" -#~ msgstr "vec_bool_type **greaterThan** ( vec_scalar_type, vec_scalar_type )" - -#~ msgid "vec_bool_type **lessThanEqual** ( vec_scalar_type, vec_scalar_type )" -#~ msgstr "" -#~ "vec_bool_type **lessThanEqual** ( vec_scalar_type, vec_scalar_type )" - -#~ msgid "" -#~ "vec_bool_type **greaterThanEqual** ( vec_scalar_type, vec_scalar_type )" -#~ msgstr "" -#~ "vec_bool_type **greaterThanEqual** ( vec_scalar_type, vec_scalar_type )" - -#~ msgid "vec_bool_type **equal** ( vec_scalar_type, vec_scalar_type )" -#~ msgstr "vec_bool_type **equal** ( vec_scalar_type, vec_scalar_type )" - -#~ msgid "vec_bool_type **notEqual** ( vec_scalar_type, vec_scalar_type )" -#~ msgstr "vec_bool_type **notEqual** ( vec_scalar_type, vec_scalar_type )" - -#~ msgid "bool **not** ( vec_bool_type )" -#~ msgstr "bool **not** ( vec_bool_type )" - -#~ msgid "No components are true" -#~ msgstr "没有组件是真的" - -#~ msgid "Get the size of a cubemap" -#~ msgstr "获取立方体贴图的大小" - -#~ msgid "Perform a Cube texture read at custom mipmap" -#~ msgstr "执行立方织构的自定义纹理贴图读取" - -#~ msgid "Fragment coordinate, pixel adjusted. In screen space." -#~ msgstr "片段坐标,像素调整。在屏幕空间。" - -#~ msgid "Fragment coordinate, pixel adjusted." -#~ msgstr "片段坐标,像素调整。" - -#~ msgid "Fragment coordinate of pixel center. Origin at lower left." -#~ msgstr "像素中心的片段坐标。原点在左下角。" - -#~ msgid "" -#~ "`Pywin32 Python Extension `__ for " -#~ "parallel builds (which increase the build speed by a great factor)." -#~ msgstr "" -#~ "`Pywin32 Python Extension `__用于并行" -#~ "构建(它可以提高构建速度)。" - -#~ msgid "" -#~ "Python adds the interpreter (python.exe) to the path. It usually installs " -#~ "in ``C:\\Python`` (or ``C:\\Python[Version]``). SCons installs inside the " -#~ "Python install (typically in the ``Scripts`` folder) and provides a batch " -#~ "file called ``scons.bat``. The location of this file can be added to the " -#~ "path or it can simply be copied to ``C:\\Python`` together with the " -#~ "interpreter executable." -#~ msgstr "" -#~ "Python将解释器(python.exe)添加到路径中。 它通常安装在``C:\\ Python``(或" -#~ "``C:\\ Python [Version]``)中。 SCons安装在Python安装中(通常在``Scripts``文" -#~ "件夹中),并提供一个名为``scons.bat``的批处理文件。 可以将此文件的位置添加" -#~ "到路径中,也可以将其与解释器可执行文件一起复制到“C:\\ Python”。" - -#~ msgid "" -#~ "Pywin32 is required for parallel builds using multiple CPU cores. If " -#~ "SCons is issuing a warning about Pywin32 after parsing SConstruct build " -#~ "instructions, when beginning to build, you need to install it properly " -#~ "from the correct installer executable for your Python version `located at " -#~ "Github. `__" -#~ msgstr "" -#~ "使用多个CPU内核的并行构建需要Pywin32。 如果SCons在解析SConstruct构建指令后" -#~ "发出有关Pywin32的警告,那么在开始构建时,您需要从位于Github的Python版本的" -#~ "正确安装程序可执行文件中正确安装 `它。 `__" - -#~ msgid "" -#~ "For example, if you installed a 32-bit version of Python 2.7, you would " -#~ "want to install the latest version of Pywin32 that is built for the " -#~ "mentioned version of Python. That executable installer would be named " -#~ "``pywin32-221.win32-py2.7.exe``." -#~ msgstr "" -#~ "例如,如果您安装了Python 2.7的32位版本,您可能希望安装为前面提到的Python版" -#~ "本构建的最新版本Pywin32。该可执行安装程序将命名为' pywin32-221.win32-" -#~ "py2.7.exe ' '。" - -#~ msgid "" -#~ "The ``amd64`` version of Pywin32 is for a 64-bit version of Python " -#~ "``pywin32-221.win-amd64-py2.7.exe``. Change the ``py`` number to install " -#~ "for your version of Python (check via ``python --version`` mentioned " -#~ "above)." -#~ msgstr "" -#~ "Pywin32的 ``amd64`` 版本适用于64位版本的Python ``pywin32-221.win-amd64-" -#~ "py2.7.exe`` 。 更改`py``数字以安装您的Python版本(通过上面提到的``python --" -#~ "version``检查)。" - -#~ msgid "" -#~ "If installing Visual Studio 2015 or later, make sure to run **Custom** " -#~ "installation, not **Typical** and select C++ as language there (and any " -#~ "other things you might need). The installer does not install C++ by " -#~ "default. C++ was the `only language made optional `__ in Visual Studio 2015." -#~ msgstr "" -#~ "如果安装Visual Studio 2015或更高版本,请确保运行** Custom **安装,而不是 " -#~ "**典型** 并选择C++作为语言(以及您可能需要的任何其他内容)。 安装程序默认不" -#~ "安装C++。 C++是 `唯一的语言可选 `__ 在Visual Studio 2015中。" - -#~ msgid "" -#~ "If you're using Express, make sure you get/have a version that can " -#~ "compile for ***C++, Desktop***." -#~ msgstr "" -#~ "如果您正在使用Express,请确保您拥有可以为*** C++,Desktop ***编译的版本。" - -#~ msgid "" -#~ "SCons will not be able out of the box to compile from the Windows Command " -#~ "Prompt (``cmd.exe``) because SCons and Visual C++ compiler will not be " -#~ "able to locate environment variables and executables they need for " -#~ "compilation." -#~ msgstr "" -#~ "从Windows命令提示符(``cmd.exe``)编译SCons将无法开箱即用,因为SCons和" -#~ "Visual C++编译器将无法找到编译所需的环境变量和可执行文件。" - -#~ msgid "" -#~ "Therefore, you need to start a Visual Studio command prompt. It sets up " -#~ "environment variables needed by SCons to locate the compiler. It should " -#~ "be called similar to one of the below names (for your respective version " -#~ "of Visual Studio):" -#~ msgstr "" -#~ "因此,您需要启动Visual Studio命令提示符。 它设置SCons定位编译器所需的环境" -#~ "变量。 它应该被称为类似于以下名称之一(对于您的各自版本的Visual Studio):" - -#~ msgid "\"Developer Command Prompt for VS2013\"" -#~ msgstr "“VS2013的开发人员命令提示符”" - -#~ msgid "\"VS2013 x64 Native Tools Command Prompt\"" -#~ msgstr "“VS2013 x64 Native Tools命令提示符”" - -#~ msgid "\"VS2013 x86 Native Tools Command Prompt\"" -#~ msgstr "“VS2013 x86 Native Tools命令提示符”" - -#~ msgid "\"VS2013 x64 Cross Tools Command Prompt\"" -#~ msgstr "“VS2013 x64交叉工具命令提示”" - -#~ msgid "\"VS2013 x86 Cross Tools Command Prompt\"" -#~ msgstr "“VS2013 x86交叉工具命令提示”" - -#~ msgid "" -#~ "You should be able to find at least the Developer Command Prompt for your " -#~ "version of Visual Studio in your start menu." -#~ msgstr "" -#~ "您应该能够在开始菜单中找到至少适用于您的Visual Studio版本的开发人员命令提" -#~ "示符。" - -#~ msgid "" -#~ "However Visual Studio sometimes seems to not install some of the above " -#~ "shortcuts, except the Developer Console at these locations that are " -#~ "automatically searched by the start menu search option:" -#~ msgstr "" -#~ "但是Visual Studio有时似乎没有安装上述某些快捷方式,除了开发菜单搜索选项自" -#~ "动搜索的这些位置的开发者控制台:" - -#~ msgid "" -#~ "If you found the Developer Console, it will do for now to create a 32-bit " -#~ "version of Godot, but if you want the 64-bit version, you might need to " -#~ "setup the prompts manually for easy access." -#~ msgstr "" -#~ "如果您找到了Developer Console,它现在将创建一个32位版本的Godot,但如果您需" -#~ "要64位版本,则可能需要手动设置提示以便于访问。" - -#~ msgid "" -#~ "If you don't see some of the shortcuts, \"How the prompts actually work\" " -#~ "section below will explain how to setup these prompts if you need them." -#~ msgstr "" -#~ "如果您没有看到某些快捷方式,“下面的提示如何实际工作”部分将说明如何在需要时" -#~ "设置这些提示。" - -#~ msgid "" -#~ "About the Developer/Tools Command Prompts and the Visual C++ compiler" -#~ msgstr "关于Developer / Tools命令提示符和Visual C++编译器" - -#~ msgid "" -#~ "There is a few things you need to know about these consoles and the " -#~ "Visual C++ compiler." -#~ msgstr "关于这些控制台和Visual C++编译器,您需要了解一些事项。" - -#~ msgid "" -#~ "Your Visual Studio installation will ship with several Visual C++ " -#~ "compilers, them being more or less identical, however each ``cl.exe`` " -#~ "(Visual C++ compiler) will compile Godot for a different architecture (32-" -#~ "bit x86 or 64-bit x86; the ARM compiler is not supported)." -#~ msgstr "" -#~ "您的Visual Studio安装将附带几个Visual C++编译器,它们或多或少相同,但每个 " -#~ "``cl.exe`` (Visual C++编译器)将为不同的架构(32位x86或64位x86)编译Godot ;不" -#~ "支持ARM编译器)。" - -#~ msgid "" -#~ "The **Developer Command Prompt** will build a 32-bit version of Godot by " -#~ "using the 32-bit Visual C++ compiler." -#~ msgstr "" -#~ "** Developer Command Prompt **将使用32位Visual C++编译器构建32位版本的" -#~ "Godot。" - -#~ msgid "" -#~ "**Native Tools** Prompts (mentioned above) are used when you want the 32-" -#~ "bit cl.exe to compile a 32-bit executable (x86 Native Tools Command " -#~ "Prompt). For the 64-bit cl.exe, it will compile a 64-bit executable (x64 " -#~ "Native Tools Command Prompt)." -#~ msgstr "" -#~ "**本机工具**当您希望32位cl.exe编译32位可执行文件(x86 Native Tools命令提示" -#~ "符)时,将使用提示(如上所述)。 对于64位cl.exe,它将编译64位可执行文件(x64 " -#~ "Native Tools命令提示符)。" - -#~ msgid "" -#~ "The **Cross Tools** are used when your Windows is using one architecture " -#~ "(32-bit, for example) and you need to compile to a different architecture " -#~ "(64-bit). As you might be familiar, 32-bit Windows can not run 64-bit " -#~ "executables, but you still might need to compile for them." -#~ msgstr "" -#~ "当您的Windows使用一种体系结构(例如32位)并且需要编译为不同的体系结构(64位)" -#~ "时,将使用** Cross Tools **。 您可能已经熟悉,32位Windows无法运行64位可执" -#~ "行文件,但您仍可能需要为它们进行编译。" - -#~ msgid "" -#~ "\"VS2013 x64 Cross Tools Command Prompt\" will use a 32-bit cl.exe that " -#~ "will compile a 64 bit application." -#~ msgstr "" -#~ "“VS2013 x64交叉工具命令提示符”将使用将编译64位应用程序的32位cl.exe。" - -#~ msgid "" -#~ "\"VS2013 x86 Cross Tools Command Prompt\" will use a 64-bit cl.exe that " -#~ "will compile a 32-bit application. This one is useful if you are running " -#~ "a 32-bit Windows." -#~ msgstr "" -#~ "“VS2013 x86交叉工具命令提示符”将使用将编译32位应用程序的64位cl.exe。 如果" -#~ "您运行的是32位Windows,则此选项非常有用。" - -#~ msgid "" -#~ "On a 64-bit Windows, you can run any of above prompts and compilers (``cl." -#~ "exe`` executables) because 64-bit Windows can run any 32-bit application. " -#~ "32-bit Windows cannot run 64-bit executables, so the Visual Studio " -#~ "installer won't even install shortcuts for some of these prompts." -#~ msgstr "" -#~ "在64位Windows上,您可以运行上述任何提示和编译器(``cl.exe``可执行文件),因" -#~ "为64位Windows可以运行任何32位应用程序。 32位Windows无法运行64位可执行文" -#~ "件,因此Visual Studio安装程序甚至不会为某些提示安装快捷方式。" - -#~ msgid "" -#~ "Note that you need to choose the **Developer Console** or the correct " -#~ "**Tools Prompt** to build Godot for the correct architecture. Use only " -#~ "Native Prompts if you are not sure yet what exactly Cross Compile Prompts " -#~ "do." -#~ msgstr "" -#~ "请注意,您需要选择** Developer Console **或正确的** Tools Prompt **来构建" -#~ "Godot以获得正确的架构。 如果您还不确定Cross Compile Prompts究竟做了什么," -#~ "请仅使用Native Prempts。" - -#~ msgid "" -#~ "Once inside the **Developer Console/Tools Console Prompt**, go to the " -#~ "root directory of the engine source code and type:" -#~ msgstr "" -#~ "进入** Developer Console / Tools Console Prompt **后,转到引擎源代码的根目" -#~ "录并输入:" - -#~ msgid "" -#~ "Tip: if you installed \"Pywin32 Python Extension\" you can append the -j " -#~ "command to instruct SCons to run parallel builds like this:" -#~ msgstr "" -#~ "提示:如果您安装了“Pywin32 Python Extension”,您可以附加-j命令来指示SCons运" -#~ "行这样的并行构建:" - -#~ msgid "How the prompts actually work" -#~ msgstr "提示如何实际工作" - -#~ msgid "" -#~ "The Visual Studio command prompts are just shortcuts that call the " -#~ "standard Command Prompt and have it run a batch file before giving you " -#~ "control. The batch file itself is called **vcvarsall.bat** and it sets up " -#~ "environment variables, including the PATH variable, so that the correct " -#~ "version of the compiler can be run. The Developer Command Prompt calls a " -#~ "different file called **VsDevCmd.bat** but none of the other tools that " -#~ "this batch file enables are needed by Godot/SCons." -#~ msgstr "" -#~ "Visual Studio命令提示只是调用标准命令提示符的快捷方式,并让它在您给予控制" -#~ "之前运行批处理文件。 批处理文件本身称为** vcvarsall.bat **,它设置环境变" -#~ "量,包括PATH变量,以便可以运行正确的编译器版本。 Developer Command Prompt" -#~ "调用另一个名为** VsDevCmd.bat **的文件,但Godot / SCons不需要这个批处理文" -#~ "件启用的其他工具。" - -#~ msgid "" -#~ "Since you are probably using Visual Studio 2013 or 2015, if you need to " -#~ "recreate them manually, use the below folders, or place them on the " -#~ "desktop/taskbar:" -#~ msgstr "" -#~ "由于您可能正在使用Visual Studio 2013或2015,如果您需要手动重新创建它们,请" -#~ "使用以下文件夹,或将它们放在桌面/任务栏上:" - -#~ msgid "" -#~ "Start the creation of the shortcut by pressing the ``right mouse button/" -#~ "New/Shortcut`` in an empty place in your desired location." -#~ msgstr "在所需位置的空白处按“鼠标右键/新建/快捷方式”,开始创建快捷方式。" - -#~ msgid "" -#~ "Then copy one of these commands below for the corresponding tool you need " -#~ "into the \"Path\" and \"Name\" sections of the shortcut creation wizard, " -#~ "and fix the path to the batch file if needed." -#~ msgstr "" -#~ "然后将以下这些命令之一复制到快捷方式创建向导的“路径”和“名称”部分中所需的相" -#~ "应工具,并根据需要修复批处理文件的路径。" - -#~ msgid "" -#~ "Visual Studio 2013 is in the \"Microsoft Visual Studio 12.0\" folder." -#~ msgstr "Visual Studio 2013位于“Microsoft Visual Studio 12.0”文件夹中。" - -#~ msgid "" -#~ "Visual Studio 2015 is in the \"Microsoft Visual Studio 14.0\" folder." -#~ msgstr "Visual Studio 2015位于“Microsoft Visual Studio 14.0”文件夹中。" - -#~ msgid "etc." -#~ msgstr "等等" - -#~ msgid "" -#~ "After you create the shortcut, in the shortcut's properties, that you can " -#~ "access by right clicking with your mouse on the shortcut itself, you can " -#~ "choose the starting directory of the command prompt (\"Start in\" field)." -#~ msgstr "" -#~ "创建快捷方式后,在快捷方式的属性中,可以通过在快捷方式上单击鼠标右键来访问" -#~ "该快捷方式,可以选择命令提示符的起始目录(“开始”字段)。" - -#~ msgid "" -#~ "Some of these shortcuts (namely the 64-bit compilers) seem to not be " -#~ "available in the Express edition of Visual Studio or Visual C++. Before " -#~ "recreating the commands, make sure that ``cl.exe`` executables are " -#~ "present in one of these locations, they are the actual compilers for the " -#~ "architecture you want to build from the command prompt." -#~ msgstr "" -#~ "其中一些快捷方式(即64位编译器)似乎在Visual Studio或Visual C++的Express版本" -#~ "中不可用。 在重新创建命令之前,请确保其中一个位置中存在“cl.exe”可执行文" -#~ "件,它们是您要从命令提示符构建的体系结构的实际编译器。" - -#~ msgid "" -#~ "In case you are wondering what these prompt shortcuts do, they call ``cmd." -#~ "exe`` with the ``\\k`` option and have it run a Batch file." -#~ msgstr "" -#~ "如果您想知道这些提示快捷方式的作用,他们会使用``\\ k``选项调用``cmd.exe``" -#~ "并让它运行批处理文件。" - -#~ msgid "How to run an automated build of Godot" -#~ msgstr "如何运行Godot的自动构建" - -#~ msgid "" -#~ "If you just need to run the compilation process via a Batch file or " -#~ "directly in the Windows Command Prompt you need to use the following " -#~ "command:" -#~ msgstr "" -#~ "如果只需要通过批处理文件或直接在Windows命令提示符下运行编译过程,则需要使" -#~ "用以下命令:" - -#~ msgid "x86 (32-bit cl.exe to compile for the 32-bit architecture)" -#~ msgstr "x86(32位cl.exe编译为32位架构)" - -#~ msgid "amd64 (64-bit cl.exe to compile for the 64-bit architecture)" -#~ msgstr "amd64(为64位架构编译的64位cl.exe)" - -#~ msgid "x86_amd64 (32-bit cl.exe to compile for the 64-bit architecture)" -#~ msgstr "x86_amd64(为64位架构编译的32位cl.exe)" - -#~ msgid "amd64_x86 (64-bit cl.exe to compile for the 32-bit architecture)" -#~ msgstr "amd64_x86(为32位架构编译的64位cl.exe)" - -#~ msgid "and after that one, you can run SCons:" -#~ msgstr "在那之后,您可以运行SCons:" - -#~ msgid "(using Mingw32 command prompt, using the bits parameter)" -#~ msgstr "(使用Mingw32命令提示符,使用bits参数)" - -#~ msgid "(using Mingw-w64 command prompt, using the bits parameter)" -#~ msgstr "(使用Mingw-w64命令提示符,使用bits参数)" - -#~ msgid "" -#~ "(using the Visual Studio command prompts for the correct architecture, " -#~ "notice the lack of bits parameter)" -#~ msgstr "(使用Visual Studio命令提示正确的体系结构,注意缺少bits参数)" - -#~ msgid "If you plan on replacing the standard templates, copy these to:" -#~ msgstr "如果您打算更换标准模板,请将这些模板复制到:" - -#~ msgid "" -#~ "In the case of export templates the data directory only contains Mono " -#~ "framework assemblies and configuration files, as well as some shared " -#~ "library dependencies like ``MonoPosixHelper``." -#~ msgstr "" -#~ "对于导出模板,数据目录仅包含Mono框架程序集和配置文件,以及一些共享库依赖" -#~ "项,如 ``MonoPosixHelper`` 。" - -#~ msgid "``Api`` (optional)" -#~ msgstr "``Api``(可选)" - -#~ msgid "``Tools`` (required)" -#~ msgstr "``工具``(必填)" - -#~ msgid "" -#~ "The ``Api`` directory is also optional. Godot API assemblies are not " -#~ "bundled with the editor by default. Instead the Godot editor will " -#~ "generate and build them on the user's machine the first time they are " -#~ "required. This can be avoided by generating and building them manually " -#~ "and placing them in this subdirectory. If the editor can find them there, " -#~ "it will avoid the step of generating and building them again." -#~ msgstr "" -#~ "``Api``目录也是可选的。 默认情况下,Godot API程序集不与编辑器捆绑在一起。 " -#~ "相反,Godot编辑器将在第一次需要时在用户的机器上生成和构建它们。 这可以通过" -#~ "手动生成和构建它们并将它们放在此子目录中来避免。 如果编辑器可以在那里找到" -#~ "它们,它将避免再次生成和构建它们的步骤。" - -#~ msgid "" -#~ "The following is an example script for building and copying the Godot API " -#~ "assemblies:" -#~ msgstr "以下是用于构建和复制Godot API程序集的示例脚本:" - -#~ msgid "" -#~ "The script assumes it's being executed from the directory where " -#~ "SConstruct is located. ```` refers to the tools binary " -#~ "compiled with the Mono module enabled." -#~ msgstr "" -#~ "该脚本假定它是从SConstruct所在的目录执行的。 ````指的是在启" -#~ "用Mono模块的情况下编译的工具二进制文件。" - -#, fuzzy -#~ msgid "`KidsCanCode `__" -#~ msgstr "" -#~ "`KidsCanCode: 正在进行的教程系列`_" - -#~ msgid "" -#~ ":ref:`Autoloads versus internal nodes " -#~ "`" -#~ msgstr ":ref:`自动加载与内部节点 `" - -#~ msgid "" -#~ ":ref:`Animating thousands of fish with MultiMesh " -#~ "`" -#~ msgstr "" -#~ ":ref:`使用复合网格制作数千条鱼的动画 `" - -#~ msgid ":ref:`Advanced post-processing `" -#~ msgstr ":ref:`高级后期处理 `" - -#~ msgid "" -#~ ":ref:`Compiling with script encryption key " -#~ "`" -#~ msgstr "" -#~ ":ref:`使用脚本加密密钥编译 `" - -#~ msgid "" -#~ ":ref:`Binding to external libraries `" -#~ msgstr ":ref:`绑定到外部库 `" - -#~ msgid "Killer features" -#~ msgstr "杀手级的功能" - -#~ msgid "" -#~ "Note that Godot editor allows you to dock each panel at the side of the " -#~ "scene editor you wish." -#~ msgstr "请注意,Godot编辑器允许您任意将各个面板停靠在场景编辑器的一侧。" - -#~ msgid "" -#~ "These are the most important concepts you need to remember: \"node\", " -#~ "\"parent node\", and \"child node\"." -#~ msgstr "这些是您需要记住的最重要的概念:“节点”,“父节点”和“子节点”。" - -#~ msgid "" -#~ "We previously observed that there is no perfect solution to set a project " -#~ "architecture. Any solution will work for Unity and Godot, so this point " -#~ "has a lesser importance." -#~ msgstr "" -#~ "我们之前观察到,没有完美的设置项目体系结构的解决方案。 任何解决方案都适用" -#~ "于 Unity 和 Godot ,所以这一点不太重要。" - -#~ msgid "Prefab -> Externalized branch" -#~ msgstr "预制 -> 外部化分支" - -#~ msgid "" -#~ "Here's an example that creates a custom signal in one script and connects " -#~ "the custom signal to a method in a separate script, using the :ref:" -#~ "`Object.connect() ` method:" -#~ msgstr "" -#~ "下面是一个示例, 它在一个脚本中创建自定义信号, 并使用 :ref:`Object." -#~ "connect() ` 方法将自定义信号连接到单独脚本中" -#~ "的方法:" - -#~ msgid "" -#~ "Here is an example that creates a connection between a button's " -#~ "``pressed`` signal and a method, binding the button instance to the " -#~ "connection. The handler uses the bound argument to print which button " -#~ "instance was pressed." -#~ msgstr "" -#~ "下面的示例在按钮的 ``pressed`` 信号和方法之间创建连接,将按钮实例绑定到该" -#~ "连接。\n" -#~ "处理程序使用绑定参数打印按下了哪个按钮实例。" - -#~ msgid "" -#~ "Signals are generated by the :ref:`Object.emit_signal() " -#~ "` method which broadcasts the signal and " -#~ "arguments." -#~ msgstr "" -#~ "信号由 :ref:`Object.emit_signal() ` 方法" -#~ "生成,该方法广播信号和参数。" - -#~ msgid "" -#~ "Extending a previous example to use all the features of GDScript signals:" -#~ msgstr "扩展前面的示例,使用GDScript信号的所有特性:" - -#~ msgid "" -#~ "Audio has latency after mixed, it doesn't immediately play after mixed." -#~ msgstr "音频混合后有延迟,混合后不会立即播放。" - -#~ msgid "Python 2.7+ (Python 3 only supported as of SCons 3.0)" -#~ msgstr "Python 2.7 或更高版本(Python 3的话需要安装 Scons 3.0以上版本)" - -#~ msgid "PulseAudio development libraries (for sound support)" -#~ msgstr "PulseAudio 开发依赖库(用于音效支持)" - -#~ msgid "Freetype (for the editor)" -#~ msgstr "Freetype (编辑器需要)" - -#~ msgid "OpenSSL (for HTTPS and TLS)" -#~ msgstr "OpenSSL (用于 HTTPS 和 TLS 功能的实现)" - -#~ 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 "" -#~ "这样,您就您不必拷贝他们了。您可以直接把自定义模板的可执行文件指向您在 " -#~ "bin/ 下面构建好的二进制文件, 下一次您再修改引擎就不需要做任何配置了。" - -#~ msgid "" -#~ "Consider breaking a line when it's longer than 100 characters. And it's " -#~ "also a good practice to insert a line feed (LF) character at the end of a " -#~ "file because some utilities have trouble recognizing the last line " -#~ "without it (e.g. the *cat* command on Linux)." -#~ msgstr "" -#~ "当长度超过100个字符时,请考虑断开一条线。 在文件末尾插入换行符(LF)也是一种" -#~ "很好的做法,因为有些实用程序在没有它的情况下无法识别最后一行(即Linux的 " -#~ "*cat* 命令)。" - -#~ msgid "Translators also usually prefer to work with spreadsheets." -#~ msgstr "翻译者通常更喜欢使用电子表格。" - -#~ msgid "" -#~ "Tilemaps can be used to make levels for 2D games. A tilemap is a grid of " -#~ "(usually square) image tiles which form the scenery of a level or area in " -#~ "a game. The placed tiles in a tilemap are instances of 'reference tiles' " -#~ "from a tileset. The tileset can be thought of as a pallete with which a " -#~ "tilemap (level) can be 'painted':" -#~ msgstr "" -#~ "砖块地图可以用来制作二维游戏的关卡。砖块地图是一个由(通常是正方形)图像砖" -#~ "块组成的网格,它们构成了游戏中关卡或区域的风景。在砖块地图中放置的砖块,是" -#~ "来自砖块集的“引用砖块”的实例。砖块集可以被认为是一个托盘,其中一个砖块地图" -#~ "(水平)可以被“绘制”:" - -#, fuzzy -#~ msgid "" -#~ "Collision shapes can be added to the tiles in a tileset to create solid " -#~ "geometry. Tilemaps can be used for both side view and top-down 2D games." -#~ msgstr "碰撞也可以添加到瓦片中,从而允许2D滚动和跳跃游戏。" - -#~ msgid "Making a tileset" -#~ msgstr "制作瓦片集" - -#, fuzzy -#~ msgid "" -#~ "Here are some tiles for a tileset. They are all part of the same image " -#~ "file. This is helpful for a game's performance. There are so-called " -#~ "*texture packers* that will generate these spritesheets out of several " -#~ "separate tile images. But keeping them as separate images also works." -#~ msgstr "" -#~ "首先,需要制作一个瓦片集。 为创建它需要一些瓦片。 出于优化原因,它们都在相" -#~ "同的图像中。 有一个所谓的 *纹理包装器* 将从您单独的纹理文件中生成这些精灵" -#~ "表。 当然也可以使用多张单独的图像瓦片。" - -#, fuzzy -#~ msgid "" -#~ "Create a new project and move the above PNG image into the project " -#~ "directory. Next, go into the image's import settings and turn off " -#~ "``Filter``. Keeping it on will cause issues later. ``Mipmaps`` should " -#~ "already be disabled; if not, disable this too." -#~ msgstr "" -#~ "创建一个新项目并将上面的PNG图像移动到目录中。 接下来进入图像的导入设置并关" -#~ "闭“过滤器”,保持打开将导致问题。 ``Mipmaps`` 应该已经被禁用,如果没有,也" -#~ "禁用它。" - -#~ msgid "" -#~ "The easiest way to edit and maintain a tileset is exporting it from a " -#~ "specially prepared scene. We'll create that next." -#~ msgstr "" -#~ "编辑和维护一个砖块集的最简单方法,是从一个特别准备的场景中导出它。接下来," -#~ "我们将创建它。" - -#~ msgid "TileSet scene" -#~ msgstr "TileSet场景" - -#, fuzzy -#~ msgid "" -#~ "Create a new scene with a regular Node or Node2D as root. For each " -#~ "reference tile you want to define, add a sprite node as a child. Since " -#~ "our tiles measure 50x50 pixels, you should turn on the grid (``View -> " -#~ "Show Grid`` or ``G`` key) and enable snap (``Use Snap`` icon or ``Shift + " -#~ "S`` keys). Moving tiles with the mouse might still be inaccurate, so use " -#~ "your arrow keys as well." -#~ msgstr "" -#~ "使用常规节点或Node2D以root身份创建新场景。 对于要定义的每个tile,请将" -#~ "sprite节点添加为子级。 由于这里的瓷砖是50x50,您应该打开网格( ``View -> " -#~ "Show Grid`` 或 ``G`` 键)并启用snap( ``使用Snap`` 图标或 ``S`` 键)。 使用鼠" -#~ "标移动切片可能仍然不准确,因此也请使用箭头键。" - -#~ msgid "" -#~ "If more than one tile is present in the source image, make sure to use " -#~ "the region property of the sprite to adjust which part of the texture is " -#~ "being used." -#~ msgstr "" -#~ "如果源图像中存在多个瓦片,请确保使用精灵的region属性来调整正在使用纹理的哪" -#~ "个部分。" - -#, fuzzy -#~ msgid "" -#~ "Give the sprite node an appropriate and unique name. This will ensure " -#~ "that, in subsequent edits to the tileset (for example, if you've added " -#~ "collision, changed the region, etc), the tile will still be **identified " -#~ "correctly and updated**." -#~ msgstr "" -#~ "最后,确保正确命名您的精灵节点。 这将确保在对tileset的后续编辑中(例如,如" -#~ "果添加了冲突,更改了区域等),仍将 *正确识别并更新* 瓦片集。 这个名字应该是" -#~ "唯一的。" - -#, fuzzy -#~ msgid "Here's a screenshot that shows where everything of relevance is:" -#~ msgstr "听起来很多要求,所以这里有一个屏幕截图,显示相关的所有内容:" - -#, fuzzy -#~ msgid "" -#~ "Add all the reference tiles in the way described above, adjusting the " -#~ "offsets as needed (that is, if you have multiple tiles in a single source " -#~ "image). Again, *remember that their names must be unique*." -#~ msgstr "" -#~ "继续添加所有切片,根据需要调整偏移量(即,如果单个源图像中有多个切片)。 再" -#~ "次, *记住他们的名字必须是唯一的* 。" - -#, fuzzy -#~ msgid "" -#~ "To add collision shapes to the tiles, create a StaticBody2D child for " -#~ "each sprite. This is a static collision node. Then create a " -#~ "CollisionShape2D or CollisionPolygon as a child of the StaticBody2D. The " -#~ "CollisionPolygon is easier to edit." -#~ msgstr "" -#~ "要向tile添加碰撞,请为每个sprite创建一个StaticBody2D子级。 这是一个静态碰" -#~ "撞节点。 然后创建一个CollisionShape2D或CollisionPolygon作为StaticBody2D的" -#~ "子项。 建议使用CollisionPolygon,因为它更容易编辑。" - -#, fuzzy -#~ msgid "" -#~ "Edit the polygon; this will give the tile a collision shape and remove " -#~ "the warning icon next to the CollisionPolygon node. **Remember to use " -#~ "snap!** Using snap will make sure collision polygons are aligned " -#~ "properly, allowing a character to walk seamlessly from tile to tile. Also " -#~ "**do not scale or move** the collision and/or collision polygon nodes. " -#~ "Leave them at offset 0,0, with scale 1,1 and rotation 0 with respect to " -#~ "the parent sprite." -#~ msgstr "" -#~ "最后,编辑多边形,这将使图块发生碰撞并修复CollisionPolygon节点旁边的警告图" -#~ "标。 **记得使用snap!** 使用snap会确保碰撞多边形正确对齐,允许角色从一个拼" -#~ "贴到另一个拼贴无缝地行走。 另外 *不要缩放或移动* 碰撞和/或碰撞多边形节" -#~ "点。 将它们保留在偏移0,0处,标度1,1和相对于父精灵的旋转0。" - -#, fuzzy -#~ msgid "" -#~ "Keep adding collision shapes to all tiles that need them. Note that BG is " -#~ "a background tile, so it should not have a collision shape." -#~ msgstr "" -#~ "继续向瓷砖添加碰撞,直到完成为止。 请注意,BG只是一个背景,所以它不应该有" -#~ "碰撞。" - -#, fuzzy -#~ msgid "" -#~ "Then save this scene for future editing. \"tileset_edit.scn\" would be a " -#~ "sensible name for it." -#~ msgstr "" -#~ "好! 我们完成了! 请记住保存此场景以供将来编辑。 将其命名为“tileset_edit." -#~ "scn”或类似名称。" - -#, fuzzy -#~ msgid "" -#~ "With the scene created and still open in the editor, use Scene > Convert " -#~ "To > Tile Set from the Scene Menu:" -#~ msgstr "" -#~ "在编辑器中创建并打开场景后,下一步将是创建一个tileset。 从场景菜单中使用场" -#~ "景>转换为>平铺设置:" - -#~ msgid "" -#~ "Then choose a filename, like \"mytiles.tres\". Make sure the \"Merge With " -#~ "Existing\" option is toggled on. This way, every time the tileset " -#~ "resource file is overwritten, existing tiles are merged and updated (they " -#~ "are referenced by their unique name, so again, **name your tiles " -#~ "properly**)." -#~ msgstr "" -#~ "然后选择一个文件名,例如“mytiles.tres”。 确保切换“与现有合并”选项。 这样," -#~ "每次覆盖tileset资源文件时,现有的tile都会被合并和更新(它们由它们的唯一名称" -#~ "引用,所以再次**正确命名您的tile **)。" - -#~ msgid "Using the TileSet in a TileMap" -#~ msgstr "在TileMap中使用TileSet" - -#~ msgid "" -#~ "Create a new scene, using any node or node2d as root, and then create a :" -#~ "ref:`TileMap ` as a child." -#~ msgstr "" -#~ "使用任何节点或node2d作为root创建一个新场景,然后创建一个 :ref:`TileMap " -#~ "` 作为子节点。" - -#~ msgid "" -#~ "Go to the TileSet property of this node and assign the one created in " -#~ "previous steps:" -#~ msgstr "转到此节点的TileSet属性并分配在先前步骤中创建的属性:" - -#, fuzzy -#~ msgid "" -#~ "Also set the cell size to '50', since that is the size used by the tiles. " -#~ "Quadrant size is a tuning value. The default value of 16 means that the " -#~ "engine will draw and cull (erase) the tilemap in blocks of 16x16 tiles. " -#~ "This value is usually fine, but can be used to fine tune performance in " -#~ "specific cases if you know what you're doing." -#~ msgstr "" -#~ "同时将单元格大小设置为“50”,因为这是图块使用的大小。 象限大小是一个调整" -#~ "值,这意味着引擎将以16x16块的块来绘制和剔除tilemap。 此值通常很好,不需要" -#~ "更改,但可以用于在特定情况下微调性能(如果您知道自己在做什么)。" - -#, fuzzy -#~ msgid "" -#~ "Make sure the TileMap node is selected. A red grid will appear on the " -#~ "screen, allowing you to paint on it with the tile currently selected in " -#~ "the left palette." -#~ msgstr "" -#~ "使用all set,确保选中TileMap节点。 屏幕上将出现一个红色网格,允许使用左侧" -#~ "调色板上的选定图块在其上绘画。" - -#~ msgid "" -#~ "If you accidentally place a tile somewhere you don't want it to be, you " -#~ "can delete it with ``RMB`` (the right mouse button) while in the tilemap " -#~ "editor." -#~ msgstr "" -#~ "如果您不小心将瓷砖放在某个您不想要的地方,您可以在瓷砖地图编辑器中用 " -#~ "``RMB`` 删除它。" - -#, fuzzy -#~ msgid "" -#~ "You can flip and rotate sprites in the TileMap editor (note: flipping the " -#~ "sprite in the TileSet will have no effect). Icons at the top right of the " -#~ "editor allow flipping and rotating of the currently selected sprite - you " -#~ "can also use the A and S keys to flip the sprite horizontally and " -#~ "vertically. With a brick pattern like this tutorial uses, flipping the " -#~ "sprites would create unpleasant discontinuities unless you're flipping an " -#~ "entire region of bricks. But for some kinds of tiles, flipping can be a " -#~ "convenient and space-saving feature." -#~ msgstr "" -#~ "您还可以在TileMap编辑器中翻转和旋转精灵(注意:在TileSet中翻转精灵不起作" -#~ "用)。 编辑器右上角的图标允许翻转和旋转当前选定的精灵 - 您还可以使用A和S键" -#~ "水平和垂直翻转精灵。 使用像本教程所使用的砖图案,翻转精灵会产生令人不快的" -#~ "不连续性,除非您翻转整个砖块区域。 但对于某些类型的瓷砖,翻转可以是一种方" -#~ "便且节省空间的功能。" - -#~ msgid "Offset and scaling artifacts" -#~ msgstr "偏移和缩放工件" - -#, fuzzy -#~ msgid "" -#~ "When using a single texture for all the tiles, scaling the tileset or " -#~ "moving it to a non pixel-aligned location can cause filtering artifacts:" -#~ msgstr "" -#~ "对所有切片使用单个纹理时,缩放切片集(甚至移动到非像素对齐的位置)很可能会导" -#~ "致过滤伪像,如下所示:" - -#~ msgid "" -#~ "To avoid this situation use the approach below that makes the most sense " -#~ "for your game:" -#~ msgstr "为避免这种情况,使用以下最适合您游戏的方法:" - -#~ msgid "" -#~ "Disable filtering and mipmaps for either the tileset texture or all tile " -#~ "textures if using separate images (see the :ref:`doc_import_images` asset " -#~ "pipeline tutorial)." -#~ msgstr "" -#~ "如果使用单独的图像,则禁用tileset纹理或所有tile纹理的过滤和mipmap(请参阅 :" -#~ "ref:`doc_import_images`资源管道教程)。" - -#~ msgid "" -#~ "Enable pixel snap (Set ``Project > Project Settings > Rendering > Quality " -#~ "> 2d > Use Pixel Snap`` to true; you can also search for ``Pixel Snap``)." -#~ msgstr "" -#~ "启用像素捕捉(将“项目>项目设置>渲染>质量> 2d>使用像素捕捉”设置为true,您还" -#~ "可以搜索“Pixel Snap”)。" - -#, fuzzy -#~ msgid "" -#~ "Viewport Scaling can often help with shrinking the map (see the :ref:" -#~ "`doc_viewports` tutorial). Adding a camera, setting it to ``Current`` and " -#~ "playing around with its ``Zoom`` may be a good starting point." -#~ msgstr "" -#~ "Viewport Scaling通常可以帮助缩小地图(参见 :ref:`doc_viewports`教程)。 只需" -#~ "添加一个摄像头,将其设置为“当前”并使用其“缩放”进行游戏可能是一个很好的起" -#~ "点。" - -#~ msgid "" -#~ "You can use a single, separate image for each tile. This will remove all " -#~ "artifacts, but can be more cumbersome to implement and is less optimized." -#~ msgstr "" -#~ "您可以为每个图块使用单个单独的图像。 这将删除所有工件,但实现起来可能更加" -#~ "麻烦,并且不太优化。" - -#~ msgid "" -#~ "If you're not static linking the Mono runtime, the build script will " -#~ "place the Mono runtime shared library next to the Godot binary." -#~ msgstr "" -#~ "如果您不是静态链接Mono运行时,则构建脚本会将Mono运行时共享库放在Godot二进" -#~ "制文件旁边。" - -#~ msgid "owner" -#~ msgstr "拥有者" - -#~ msgid "groups" -#~ msgstr "组" - -#~ msgid "A path" -#~ msgstr "一条路径" - -#~ msgid "An ID" -#~ msgstr "一个ID" - -#~ msgid "arrays" -#~ msgstr "arrays" - -#~ msgid "An array of vertex position" -#~ msgstr "顶点位置数组" - -#~ msgid "loop" -#~ msgstr "loop" - -#~ msgid "step" -#~ msgstr "step" - -#~ msgid "path" -#~ msgstr "path" - -#~ msgid "interp" -#~ msgstr "interp" - -#~ msgid "'transform'" -#~ msgstr "'transform'" - -#~ msgid "'method'" -#~ msgstr "'method'" - -#~ msgid "" -#~ ":ref:`Vertex displacement with shaders " -#~ "`" -#~ msgstr ":参考:`着色器的顶点位移<文档_着色器的顶点位移>`" - -#~ msgid "" -#~ "This method will be called every time a frame is drawn, so it's fully " -#~ "dependent on how many frames per second (FPS) the application is running " -#~ "at:" -#~ msgstr "" -#~ "每次绘制时都会调用此方法,因此调用频率完全取决于应用程序在每秒运行的帧数" -#~ "(FPS):" - -#~ msgid "" -#~ "And the second way is from code. One example would be to tag nodes which " -#~ "are enemies:" -#~ msgstr "第二种方法是通过代码实现。下面的示例是在场景中标记出敌人:" - -#~ msgid "The five most common containers" -#~ msgstr "5个最常见的容器" - -#~ msgid "" -#~ "Only use Control nodes when you design your interfaces. They have unique " -#~ "properties that allow them to work with one another. Other nodes, like " -#~ "Node2D, Sprite, etc. will not work. You can still use some nodes that " -#~ "work with others, like the AnimationPlayer, Tween or the StreamPlayer. " -#~ "Control nodes are CanvasItems like Node2D, so you can apply shaders to " -#~ "them." -#~ msgstr "" -#~ "在设计界面时只使用控制节点。它们具有独特的特性,使它们能够相互协作。其他节" -#~ "点如Node2D、Sprite等将无法工作。您仍然可以使用一些与其他节点一起工作的节" -#~ "点,比如AnimationPlayer、Tween或StreamPlayer。控件节点是类似于Node2D的画" -#~ "布,所以您可以对它们应用着色器。" - -#~ msgid "" -#~ "Changing the canvas transform is useful because it is a lot more " -#~ "efficient than moving the root canvas item (and hence the whole scene). " -#~ "Canvas transform is a simple matrix that offsets the whole 2D drawing, so " -#~ "it's the most efficient way to do scrolling." -#~ msgstr "" -#~ "改变画布变换很有用,因为它比移动根画布项(以及整个场景)更有效。 画布变换是" -#~ "一个简单的矩阵,可以移动整个2D绘图,因此它可高效地实现背景滚动。" - -#~ msgid "Not enough..." -#~ msgstr "仍然不够..." - -#~ msgid "" -#~ "**HUD**: Heads-up display, or user interface. If the world moves, the " -#~ "life counter, score, etc. must stay static." -#~ msgstr "" -#~ "**HUD** :页面头部的显示或用户界面。 如果世界在移动,生命条、分数等必须保持" -#~ "静止。" - -#, fuzzy -#~ msgid "" -#~ "Even though there shouldn't be any performance limitation, it is not " -#~ "advised to use excessive amount of layers to arrange drawing order of " -#~ "nodes. The most optimal way will always be arranging them by tree order. " -#~ "2d nodes also have a property for controlling their drawing order (see :" -#~ "ref:`Node2D.z_index `)." -#~ msgstr "" -#~ "即使不存在任何性能限制,也不建议使用过多的层来排列节点的绘制顺序。 最佳方" -#~ "式始终是按树顺序排列它们。 2d节点还具有控制其绘制顺序的属性(参见 :ref:" -#~ "`Node2D.z_index ` )。" - -#~ msgid "" -#~ "Tilemaps are a simple and quick way to make 2D game levels. Basically, " -#~ "you start with a bunch of reference tiles (or pieces) that can be put on " -#~ "a grid, as many times each as desired - think of it like a map editor:" -#~ msgstr "" -#~ "瓦片地图是一种简单快捷的制作2D游戏关卡的方法。 基本上,您只需从一堆可多次" -#~ "使用且放在网格上的瓦片(或碎片)开始就行了, - 想象它就像一个地图编辑器:" - -#~ msgid "" -#~ "We will be creating a :ref:`TileSet ` resource. While this " -#~ "resource exports properties, it's pretty difficult to get complex data " -#~ "into it and maintain it. Here is what it would look like to manually edit " -#~ "the resource:" -#~ msgstr "" -#~ "我们将创建一个 :ref:`TileSet ` 资源。 虽然此资源导出属性," -#~ "但很难将复杂数据导入其中并进行维护。 以下是手动编辑资源的样子:" - -#~ msgid "" -#~ "There are enough properties to get by. With some effort, editing this way " -#~ "can work. But the easiest way to edit and maintain a tileset is exporting " -#~ "it from a specially-crafted scene!" -#~ msgstr "" -#~ "有足够的属性可以获得。 通过一些努力,以这种方式编辑可以工作。 但编辑和维护" -#~ "tileset的最简单方法是从特制场景中导出它!" - -#~ msgid "Collision" -#~ msgstr "碰撞" - -#~ msgid "" -#~ "To avoid accidentally moving and selecting the tilemap node (something " -#~ "common, given it's a huge node), it is recommended that you lock it, " -#~ "using the lock button:" -#~ msgstr "" -#~ "为了避免意外移动和选择tilemap节点(这是常见的,因为它是一个巨大的节点),建" -#~ "议您使用锁定按钮将其锁定:" - -#~ msgid "" -#~ "This is unavoidable, as it is the way the hardware bilinear filter works. " -#~ "To avoid this situation, there are a few workarounds. Try the one that " -#~ "looks better for you:" -#~ msgstr "" -#~ "这是不可避免的,因为它是硬件双线性滤波器的工作方式。 因此,为了避免这种情" -#~ "况,有一些解决方法。 试试看起来更适合您的那个:" - -#~ msgid "" -#~ "Once you get to a point you like, press the little green plus symbol on " -#~ "the far right side of the ``AnimationPlayer`` track. This will place a " -#~ "little green point at the position you are currently at in the animation " -#~ "on your ``AnimationPlayer`` track." -#~ msgstr "" -#~ "一旦您达到您喜欢的点,按下 ``AnimationPlayer`` 轨道最右侧的小绿色加号。 这" -#~ "将在您的 ``AnimationPlayer`` 轨道上的动画中放置一个绿点。" - -#~ msgid "" -#~ "Now we have one more step before we are done with the pistol. Select the " -#~ "\"enable editing of individual keys\" button on the far right corner of " -#~ "the animation window. It looks like a pencil with a little point beside " -#~ "it." -#~ msgstr "" -#~ "在我们完成手枪之前,我们还有一步。 选择动画窗口最右侧的“启用单个键的编" -#~ "辑”按钮。 它看起来像一支铅笔,旁边有一点点。" - -#~ msgid "" -#~ "Be sure to press the \"enable editing of individual keys\" button again " -#~ "to turn off the ability to edit individual keys so you cannot change one " -#~ "of the transform tracks by accident!" -#~ msgstr "" -#~ "请务必再次按下“启用单个按键编辑”按钮以关闭编辑单个按键的功能,这样您就无法" -#~ "意外更改其中一个变换轨道!" - -#~ msgid "" -#~ "Next, click the \"enable editing of individual keys\" button. Select the " -#~ "newly created function callback point, put \"animation_callback\" into " -#~ "the name field and press ``enter``. Click the \"enable editing of " -#~ "individual keys\" button again to turn off individual key editing. so we " -#~ "cannot change one of the transform tracks by accident." -#~ msgstr "" -#~ "接下来,单击“启用单个键的编辑”按钮。 选择新创建的函数回调点," -#~ "将“animation_callback”放入name字段并按“enter”。 单击“再次启用单个键的编" -#~ "辑”按钮以关闭单个键编辑。 所以我们不能意外地改变其中一个变换轨道。" - -#~ msgid "" -#~ "From there click the little green plus to add a function callback point " -#~ "at the current position. Then click the \"enable editing of individual " -#~ "keys\" button, the button with a plus at the bottom right side of the " -#~ "animation window. Select the newly created function callback point, put " -#~ "\"animation_callback\" into the name field and press ``enter``. Click the " -#~ "\"enable editing of individual keys\" button again to turn off individual " -#~ "key editing, so we cannot change one of the transform tracks by accident." -#~ msgstr "" -#~ "从那里单击小绿色加号以在当前位置添加函数回调点。 然后单击“启用单个键的编" -#~ "辑”按钮,在动画窗口右下角加一个加号按钮。 选择新创建的函数回调点," -#~ "将“animation_callback”放入name字段并按“enter”。 单击“启用单个键的编辑”按钮" -#~ "可以关闭单个键编辑,因此我们无法意外更改其中一个变换轨道。" - -#~ msgid "" -#~ "Beginning with Godot 3.0, the audio engine has been rewritten from " -#~ "scratch. The aim now is to present an interface much friendlier to sound " -#~ "design professionals. To achieve this, the audio engine contains a " -#~ "virtual rack where unlimited audio buses can be created and, on each of " -#~ "it, unlimited amount of effect processors can be added (or more like, as " -#~ "long as your CPU holds up!)" -#~ msgstr "" -#~ "从Godot 3.0开始,音频引擎已经从头开始重写。 现在的目标是为声音设计专业人士" -#~ "提供一个更友好的界面。 为实现这一目标,音频引擎包含一个虚拟机架,可以在其" -#~ "中创建无限制的音频总线,并且可以在每个虚拟机架上添加无限量的效果处理器(或" -#~ "者更多,例如,只要您的CPU保持稳定!)" - -#~ msgid "" -#~ "The implementation in Godot is pretty efficient and has been written " -#~ "entirely from the ground up, without relying on any existing audio " -#~ "libraries." -#~ msgstr "" -#~ "Godot中的实现非常高效,完全是从头开始编写的,不依赖于任何现有的音频库。" - -#, fuzzy -#~ msgid "" -#~ "Even the effect processors were written exclusively for Godot (save for " -#~ "the pitch shifting library), with games in mind. This allows an efficient " -#~ "tradeoff between performance and sound quality." -#~ msgstr "" -#~ "即使是效果处理器也是专为Godot编写的(除了音高变换库),考虑到游戏。 这允许在" -#~ "性能和声音质量之间进行有效的权衡。" - -#~ msgid "" -#~ "The new audio engine works primarily using the decibel scale. We have " -#~ "chosen this over linear representation of amplitude because it's more " -#~ "intuitive for audio professionals." -#~ msgstr "" -#~ "新的音频引擎主要使用分贝音阶。 我们选择了这种宽度的线性表示,因为它对于音" -#~ "频专业人士来说更直观。" - -#~ msgid "Following is a short description of available effects:" -#~ msgstr "以下是可用效果的简短描述:" - -#~ msgid "" -#~ "It's the most basic effect. It changes the sound volume. Amplifying too " -#~ "much can make the sound clip, so be wary of that." -#~ msgstr "" -#~ "这是最基本的效果。 它会改变音量。 放大太多可以使声音被修剪,所以要小心。" - -#~ msgid "" -#~ "These are resonant filters which block frequencies around the *Cutoff* " -#~ "point. BandPass is resonant, while BandLimit stretches to the sides." -#~ msgstr "" -#~ "这些是谐振滤波器,可以阻止 *Cutoff * 点附近的频率。 BandPass是共鸣,而" -#~ "BandLimit延伸到两侧。" - -#~ msgid "" -#~ "This effect adds extra voices, detuned by LFO and with a small delay, to " -#~ "add more richness to the sound harmonics and stereo width." -#~ msgstr "" -#~ "这种效果增加了额外的声音,由LFO失谐并具有较小的延迟,为声音谐波和立体声宽" -#~ "度增加了更多的丰富感。" - -#~ msgid "" -#~ "The aim of a dynamic range compressor is to reduce the level of the sound " -#~ "when the amplitude goes over a certain threshold in Decibels. One of the " -#~ "main uses of a compressor is to increase the dynamic range while clipping " -#~ "the least possible (when sound goes over 0dB)." -#~ msgstr "" -#~ "动态范围压缩器的目的是当幅度超过分贝的某个阈值时降低声音的水平。 压缩器的" -#~ "主要用途之一是增加动态范围,同时尽可能地削减(当声音超过0dB时)。" - -#, fuzzy -#~ msgid "" -#~ "There is a lot of bibliography written about compressors, and the Godot " -#~ "implementation is rather standard." -#~ msgstr "有很多关于压缩器的参考书目,Godot的实现是相当标准的。" - -#, fuzzy -#~ msgid "" -#~ "Godot provides four models of equalizers with different band counts. " -#~ "Equalizers are useful on the Master Bus to completely master a mix and " -#~ "give it character. They are also useful when a game is run on a mobile " -#~ "device, to adjust the mix to that kind of speakers (it can be added but " -#~ "disabled when headphones are plugged)." -#~ msgstr "" -#~ "Godot提供三种具有不同频带数的均衡器模型。 均衡器在主总线上非常有用,可以完" -#~ "全掌握混音并赋予其特性。 当在移动设备上运行游戏时,它们也很有用,可以调整" -#~ "混合到那种扬声器(可以添加但是在插入耳机时禁用)。" - -#, fuzzy -#~ msgid "" -#~ "These are filters that cut frequencies below a specific *Cutoff*. A " -#~ "common use of high pass filters is to add it to effects (or voice) that " -#~ "were recorded too close to a mic and need to sound more realistic. It is " -#~ "commonly used for some types of environment, like space." -#~ msgstr "" -#~ "这些滤波器可将频率降至特定 *截止值* 以下。 高通滤波器的一个常见用途是将其" -#~ "添加到效果(或声音)中,这些效果(或声音)记录得太近麦克风并且需要听起来更逼" -#~ "真。 它通常用于某些类型的环境,如空间。" - -#~ msgid "This is a simple helper to pan sound left or right." -#~ msgstr "这是一个向左或向右平移声音的简单帮手。" - -#, fuzzy -#~ msgid "" -#~ "While it's possible to send these effects to specific audio buses, one of " -#~ "the best strategies is to use an Area2D to divert sound to a specific " -#~ "bus. This allows you to create buses with different reverb or sound " -#~ "qualities and make it so the emitter will automatically send to them when " -#~ "entering the Area2D shapes." -#~ msgstr "" -#~ "虽然可以将这些效果发送到特定的音频总线,但最好的策略之一是使用Area2D将声音" -#~ "转移到特定的总线。 这允许创建具有不同混响或声音质量的总线,并使得发射器在" -#~ "进入Area2D形状时自动发送给它们。" - -#~ msgid "" -#~ "Cut-out is a technique of animating in 2D where pieces of paper (or " -#~ "similar material) are cut in special shapes and laid one over the other. " -#~ "The papers are animated and photographed, frame by frame using a stop " -#~ "motion technique (more info `here `__)." -#~ msgstr "" -#~ "剪纸是一种在2D中制作动画的技术,其中纸张(或类似的材质)被切割成特殊形状并且" -#~ "叠放在一起。使用停止运动技术,这些纸张变成逐帧动画(更多信息见 `这里 " -#~ "`__)。" - -#~ msgid "Cutout in Godot" -#~ msgstr "Godot中的剪纸" - -#~ msgid "" -#~ "Godot provides a few tools for working with these kind of assets, but its " -#~ "overall design makes it ideal for the workflow. The reason is that, " -#~ "unlike other tools meant for this, Godot has the following advantages:" -#~ msgstr "" -#~ "Godot提供了一些工具来处理这些资源,但它的整体设计使其成为工作流程的理想选" -#~ "择。 原因在于,与其他工具不同,Godot具有以下优势:" - -#~ msgid "" -#~ "**Mix with Traditional**: AnimatedSprite allows traditional animation to " -#~ "be mixed, useful for complex objects, such as shape of hands and foot, " -#~ "changing facial expression, etc." -#~ msgstr "" -#~ "**与传统混合**: AnimatedSprite允许混合传统动画,对复杂对象有用,例如手脚形" -#~ "状,改变面部表情等。" - -#~ msgid "" -#~ "This seems easy, so continue with the left arm. The rest should be " -#~ "simple! Or maybe not:" -#~ msgstr "这似乎很容易,所以继续左臂。 其余的应该很简单! 或者可能不是:" - -#~ msgid "" -#~ "Right. In 2D, parent nodes appear below children nodes. Well, this sucks. " -#~ "But how can this problem be solved? We want the left arm to appear behind " -#~ "the hip and the torso. For this, we can move the nodes behind the hip " -#~ "(note that you can bypass this by setting the Node2D Z property, but then " -#~ "you won't learn about all this!):" -#~ msgstr "" -#~ "对。 在2D中,父节点出现在子节点下方。 嗯,这很糟糕。 但是如何解决这个问题" -#~ "呢? 我们希望左臂出现在臀部和躯干后面。 为此,我们可以移动臀部后面的节点" -#~ "(请注意,您可以通过设置Node2D Z属性来绕过它,但是您将无法了解所有这些!):" - -#~ msgid "" -#~ "But then, we lose the hierarchy layout, which allows to control the " -#~ "skeleton like.. a skeleton. Is there any hope?.. Of Course!" -#~ msgstr "" -#~ "但是,我们失去了层次结构布局,这允许像骨架一样控制骨架。 有什么希望吗?当" -#~ "然!" - -#~ msgid "" -#~ "Simply create two more nodes as children from torso, remote_arm_l and " -#~ "remote_hand_l and link them to the actual sprites:" -#~ msgstr "" -#~ "只需从torso,remote_arm_l和remote_hand_l创建另外两个节点作为子节点,并将它" -#~ "们链接到实际的sprite:" - -#~ msgid "Inverse Kinematics is often desired for extremities." -#~ msgstr "四肢通常需要反向运动学。" - -#~ msgid "" -#~ "Godot doesn't actually support *true* Skeletons, but it does feature a " -#~ "helper to create \"bones\" between nodes. This is enough for most cases, " -#~ "but the way it works is not completely obvious." -#~ msgstr "" -#~ "Godot实际上并不支持 *真的* 骨架,但它确实有一个帮助器来创建节点之间的“骨" -#~ "骼”。 对于大多数情况来说这已经足够了,但它的工作方式并不完全明显。" - -#~ msgid "" -#~ "It looks like the bones are shifted up in the hierarchy. The hand " -#~ "connects to the arm, and the arm to the body. So the question is:" -#~ msgstr "" -#~ "看起来骨骼在层次结构中向上移动。 手连接到手臂,手臂连接到物体。 所以问题" -#~ "是:" - -#~ msgid "Why does the hand lack a bone?" -#~ msgstr "为什么手掌缺少骨骼?" - -#~ msgid "Why does the arm connect to the body?" -#~ msgstr "为什么胳膊要连接到物体?" - -#~ msgid "" -#~ "This might seem strange at first, but will make sense later on. In " -#~ "traditional skeleton systems, bones have a position, an orientation and a " -#~ "length. In Godot, bones are mostly helpers so they connect the current " -#~ "node with the parent. Because of this, **toggling a node as a bone will " -#~ "just connect it to the parent**." -#~ msgstr "" -#~ "起初这可能看起来很奇怪,但稍后会有意义。 在传统的骨架系统中,骨骼具有位" -#~ "置,方向和长度。 在Godot中,骨骼主要是帮助者,因此它们将当前节点与父节点连" -#~ "接起来。 因此, **将节点切换为骨骼只会将其连接到父** 。" - -#~ msgid "" -#~ "So, with this knowledge. Let's do the same again so we have an actual, " -#~ "useful skeleton." -#~ msgstr "" -#~ "所以,有了这些知识。 让我们再次这样做,这样我们就有了一个实际的,有用的骨" -#~ "架。" - -#~ msgid "" -#~ "Finally, create endpoints in all meaningful extremities and connect the " -#~ "whole skeleton with bones up to the hip." -#~ msgstr "最后,在所有有意义的四肢中创建端点,并将整个骨骼与骨骼连接起来。" - -#~ msgid "" -#~ "After fixing that your final skeleton should look something like this:" -#~ msgstr "修复后您的最终骨架应该是这样的:" - -#~ msgid "" -#~ "What if we could move the foot and let the rest of the leg self-adjust?" -#~ msgstr "如果我们想要移动脚并让腿的其余部分自我调整怎么办?" - -#~ msgid "This type of posing is called IK (Inverse Kinematic)." -#~ msgstr "这种类型的姿势称为IK(反向运动学)。" - -#~ msgid "2D animation" -#~ msgstr "2D动画" - -#~ msgid "Rest pose" -#~ msgstr "休息姿势" - -#~ msgid "" -#~ "These kind of rigs do not have a \"rest\" pose, so it's recommended to " -#~ "create a reference rest pose in one of the animations." -#~ msgstr "这些装备没有“休息”姿势,因此建议在其中一个动画中创建参考静止姿势。" - -#~ msgid "Simply do the following steps:" -#~ msgstr "只需执行以下步骤:" - -#~ msgid "Make sure the rig is in \"rest\" (not doing any specific pose)." -#~ msgstr "确保装配处于“休息”状态(不做任何特定姿势)。" - -#~ msgid "Select \"loc\" and \"rot\" on the top menu." -#~ msgstr "在顶部菜单中选择“loc”和“rot”。" - -#~ msgid "" -#~ "Push the key button. Keys will be inserted for everything, creating a " -#~ "default pose." -#~ msgstr "按下按键。 将为所有内容插入键,创建默认姿势。" - -#~ msgid "" -#~ "Animating these models means only modifying the rotation of the nodes. " -#~ "Location and scale are rarely used, with the only exception of moving the " -#~ "entire rig from the hip (which is the root node)." -#~ msgstr "" -#~ "动画这些模型意味着只修改节点的旋转。 很少使用位置和比例,唯一的例外是从臀" -#~ "部(根节点)移动整个装备。" - -#, fuzzy -#~ msgid "Moving sprites above and behind others" -#~ msgstr "移动精灵在其他物体之上和之后。" - -#~ msgid "" -#~ "RemoteTransform2D works in most cases, but sometimes it is necessary to " -#~ "have a node above and below others during an animation. To aid on this " -#~ "the \"Behind Parent\" property exists on any Node2D:" -#~ msgstr "" -#~ "RemoteTransform2D在大多数情况下都有效,但有时在动画期间必须在其他节点之上" -#~ "和之下有一个节点。 为此,在任何Node2D上都存在“Behind Parent”属性:" - -#~ msgid "Batch setting transition curves" -#~ msgstr "批量设置过渡曲线" - -#~ msgid "" -#~ "When creating complex animations and inserting many keyframes, editing " -#~ "the individual keyframe curves for each can become an endless task. For " -#~ "this, the Animation Editor has a small menu where changing animation " -#~ "curves is easy. First select the appropriate keys. Next click on the " -#~ "pencil icon in the bottom right of the animation panel, this will open " -#~ "the transition editor. Now click on one of the curve options most " -#~ "appropriate for your animation." -#~ msgstr "" -#~ "在创建复杂动画和插入许多关键帧时,编辑每个关键帧曲线可能会成为一项无穷无尽" -#~ "的任务。 为此,动画编辑器有一个小菜单,可以轻松更改动画曲线。 首先选择合适" -#~ "的键。 接下来,单击动画面板右下角的铅笔图标,这将打开转换编辑器。 现在单击" -#~ "最适合动画的曲线选项之一。" - -#~ msgid "" -#~ "Starting with Godot 3.1, 2D skeletal deform is supported, which can be " -#~ "used to enhance this workflow and add more flexibility (single pieces can " -#~ "deform more organically instead of having to use many separate ones)." -#~ msgstr "" -#~ "从Godot 3.1版本开始支持2D骨骼变形,这可以用来增强工作流和添加更多的灵活性" -#~ "(单个部件可以更有组织地变形,而不必使用许多单独的部件)。" - -#~ msgid "Vertex displacement with shaders" -#~ msgstr "使用着色器的顶点偏移" - -#, fuzzy -#~ msgid "" -#~ "This tutorial will teach you how to displace the vertices of a :ref:" -#~ "`Plane Mesh` inside a shader. Vertex displacement can be " -#~ "used for a wide variety of effects, but most commonly it is used as a " -#~ "quick way to turn a flat plane into a simple terrain. Typically this is " -#~ "done using a heightmap, but in order to keep everything self contained, " -#~ "in this tutorial, we will use noise in a shader. At the end of this " -#~ "tutorial, we will have a deformed plane that looks like a miniature " -#~ "terrain complete with dynamic lighting." -#~ msgstr "" -#~ "本教程将教您如何在着色器中替换 :ref:`Plane Mesh ` 的顶" -#~ "点。 顶点位移可用于各种效果,但最常见的是它用作将平面转变为简单地形的快速" -#~ "方法。 通常这是使用高度图完成的,但为了保持所有内容的自包含,在本教程中我" -#~ "们将使用着色器中的噪声。 在本教程结束时,我们将看到一个变形的平面,看起来" -#~ "像一个完整的动态光照的微型地形。" - -#, fuzzy -#~ msgid "By reading this tutorial, you should gain a basic understanding of:" -#~ msgstr "通过阅读本教程,您应该基本了解:" - -#~ msgid "How to create and subdivide a :ref:`Plane Mesh`" -#~ msgstr "如何创建和细分 :ref:`Plane Mesh `" - -#~ msgid "" -#~ "How to create and assign a material to a :ref:`Mesh`" -#~ msgstr "如何创建和分配材质到 :ref:`Mesh `" - -#~ msgid "" -#~ "How to write a :ref:`Shader` that displaces the vertices of " -#~ "a :ref:`Mesh`" -#~ msgstr "" -#~ "如何写一个 :ref:`Shader ` 替换a :ref:`Mesh " -#~ "的顶点" - -#~ msgid "" -#~ "How to pass values (Uniforms) into a :ref:`Shader` to " -#~ "update the :ref:`Mesh` in realtime" -#~ msgstr "" -#~ "如何将值(Uniforms)传递到 :ref:`Shader ` 以实时更新 :ref:" -#~ "`Mesh `" - -#~ msgid "How to approximate normals from a height function" -#~ msgstr "如何从高度函数近似法线" - -#~ msgid "How to use a light with a custom material" -#~ msgstr "如何使用自定义材质的灯光" - -#~ msgid "" -#~ "First, add a :ref:`Spatial` node to the scene to act as " -#~ "the root. Next, add a :ref:`MeshInstance` as a child." -#~ msgstr "" -#~ "首先,在场景中添加一个 :ref:`Spatial ` 节点作为根。 接下" -#~ "来,添加 :ref:`MeshInstance ` 作为子节点。" - -#~ msgid "" -#~ "Select the newly created :ref:`MeshInstance`. Then " -#~ "click on the button that says \"null\" next to the :ref:" -#~ "`Mesh` in the Inspector. This will bring up a list " -#~ "of :ref:`PrimitiveMeshes`. Select \"New PlaneMesh\"." -#~ msgstr "" -#~ "选择新创建的 :ref:`MeshInstance `。 然后单击Inspector" -#~ "中 :ref:`Mesh ` 旁边的“null”按钮。 这将显示一个列表 :" -#~ "ref:`PrimitiveMeshes `。 选择“New PlaneMesh”。" - -#~ msgid "" -#~ "The button will change into a small image of a plane. Click on it to " -#~ "enter into the Inspector for the :ref:`Plane Mesh`." -#~ msgstr "" -#~ "该按钮将变为平面的小图像。 单击它进入Inspector,进入 :ref:`Plane Mesh " -#~ "`。" - -#, fuzzy -#~ msgid "" -#~ "Now that we have a :ref:`Plane Mesh` to draw, let's " -#~ "set up the material that will deform the :ref:`Mesh`." -#~ msgstr "" -#~ "现在我们有了一个 :ref:`Plane Mesh ` 来绘制让我们设置将" -#~ "变形的材质 :ref:`Mesh `。" - -#~ msgid "" -#~ "Click beside material in the :ref:`Plane Mesh` Menu " -#~ "and create a new :ref:`ShaderMaterial`." -#~ msgstr "" -#~ "单击下面的材质 :ref:`Plane Mesh ` 菜单并创建一个新的 :" -#~ "ref:`ShaderMaterial `。" - -#~ msgid "" -#~ "Then click beside 'shader' and create a new :ref:`Shader`." -#~ msgstr "然后单击“着色器”旁边的并创建一个新的 :ref:`Shader `。" - -#~ msgid "" -#~ "Click into the newly created :ref:`Shader`. You should now " -#~ "see Godot's Shader editor." -#~ msgstr "" -#~ "单击新创建的 :ref:`Shader `。 您现在应该看看Godot的Shader编" -#~ "辑器。" - -#, fuzzy -#~ msgid "" -#~ "This should remove the errors and your :ref:`Mesh` " -#~ "should turn white. If you were to comment out the ``render_mode``, the " -#~ "plane would appear blue because it would pick up the sky colors." -#~ msgstr "" -#~ "这应该删除错误,您的 :ref:`Mesh ` 应该变成白色。 如果" -#~ "您要注释掉 ``render_mode`` ,飞机会显得很蓝,因为它会拾取天空的颜色。" - -#~ msgid "" -#~ "This looks better, but it is still too spiky. This is because ``cos`` and " -#~ "``sin`` output values between ``-1`` and ``1``, so the range of the " -#~ "output is much too high. We correct this by multiplying the result by " -#~ "``0.5`` to reduce the size." -#~ msgstr "" -#~ "这看起来更好,但它仍然太尖刻。 这是因为 ``cos`` 和``sin``在``-1``和````之" -#~ "间输出值,所以输出的范围太高了。 我们通过将结果乘以“0.5”来纠正这个问题以减" -#~ "小大小。" - -#, fuzzy -#~ msgid "" -#~ "Looks much more hilly now. But ``cos`` and ``sin`` are boring. Let's move " -#~ "onto something more interesting." -#~ msgstr "" -#~ "现在看起来更加丘陵了。 但是 ``cos`` 和``sin``很无聊。 让我们进入更有趣的事" -#~ "情。" - -#~ msgid "Noise" -#~ msgstr "噪声" - -#~ msgid "" -#~ "The first function we use to generate the noise is the ``hash`` function. " -#~ "It gives the random height for each of the hill tops." -#~ msgstr "" -#~ "我们用来生成噪波的第一个函数是“hash”函数。它给出了每个山顶的随机高度。" - -#, fuzzy -#~ msgid "" -#~ "You will find similar functions to this all over the internet. It is " -#~ "lovingly referred to as the 'one-liner hash function'. It works well for " -#~ "simple noise, but there are many better alternatives floating around as " -#~ "well. For this tutorial, it will work fine." -#~ msgstr "" -#~ "您将在整个互联网上找到类似的功能。 它被巧妙地称为“单线程哈希函数”。 它适用" -#~ "于简单的噪音,但也有许多更好的替代方案。 对于本教程,它将正常工作。" - -#, fuzzy -#~ msgid "" -#~ "Next we define the ``noise`` function. It smoothly interpolates between " -#~ "the random heights. Again, if this code seems daunting, do not worry; " -#~ "just copy, paste and move on with the tutorial." -#~ msgstr "" -#~ "接下来我们定义“noise”函数。它平滑地插入到随机高度之间。同样,如果这段代码" -#~ "看起来很吓人,不要担心,只需复制粘贴并且跟着教程继续学习。" - -#, fuzzy -#~ msgid "" -#~ "Lastly, to add detail, we combine successive layers of noise using " -#~ "something called fractal brownian motion or FBM. Scary name aside, FBM " -#~ "noise just adds together layers of noise with increasing frequency and " -#~ "decreasing amplitude. To implement it, we run over a for loop where we " -#~ "increase the frequency each level, decrease the amplitude, and calculate " -#~ "a new layer of noise." -#~ msgstr "" -#~ "最后,为了添加细节,我们使用分形布朗运动或FBM来组合连续的噪声层。 除了FBM" -#~ "噪声之外,可怕的名称只会增加噪声层,增加频率并降低幅度。 为了实现它,我们" -#~ "运行for循环,我们增加每个级别的频率,减小幅度,并计算新的噪声层。" - -#~ msgid "" -#~ "We can now use this noise function in place of ``cos`` and ``sin`` in the " -#~ "previous section." -#~ msgstr "我们现在可以使用这个噪声函数代替上一节中的 ``cos`` 和``sin``。" - -#, fuzzy -#~ msgid "" -#~ "With the noise function in place, we already have something that looks " -#~ "kind of cool. There is a lot of detail, it kind of looks hilly or " -#~ "mountainous." -#~ msgstr "" -#~ "有了噪音功能,我们已经有了一些看起来很酷的东西。 有很多细节,有点像丘陵或" -#~ "山区。" - -#~ msgid "Fragment shader" -#~ msgstr "片段着色器" - -#, fuzzy -#~ msgid "" -#~ "Now let's look at the :ref:`Mesh` with a regular " -#~ "shader instead of the wireframe. Set the viewport back to 'Display " -#~ "Normal'." -#~ msgstr "" -#~ "现在让我们看一下 :ref:`Mesh ` 用常规着色器而不是线" -#~ "框。 将视区设置回“显示正常”。" - -#, fuzzy -#~ msgid "" -#~ "The :ref:`Mesh` appears completely white because the " -#~ "fragment shader is coloring each pixel white; but if every pixel is " -#~ "white, we lose detail on the :ref:`Mesh`. So let's " -#~ "color each pixel based on the height calculated in the vertex shader. We " -#~ "do so by setting the ``COLOR`` variable in the vertex shader. And by " -#~ "setting the ``ALBEDO`` in the fragment shader to the calculated ``COLOR`` " -#~ "variable." -#~ msgstr "" -#~ ":ref:`Mesh ` 看起来是完全白色的,因为片段着色器将每个" -#~ "像素着色为白色,但如果每个像素都是白色,我们就会丢失详细信息 :ref:`Mesh " -#~ "`。 因此,让我们根据顶点着色器中计算的高度为每个像素着" -#~ "色。 我们通过在顶点着色器中设置 ``COLOR`` 变量来实现。 并通过将片段着色器" -#~ "中的“ALBEDO”设置为计算的“COLOR”变量。" - -#, fuzzy -#~ msgid "" -#~ "With this change, we can see the detail of the :ref:" -#~ "`Mesh`, even without displaying the :ref:" -#~ "`Mesh`'s wireframe." -#~ msgstr "" -#~ "通过这个更改,我们可以看到 :ref:`Mesh ` 的细节,即使没" -#~ "有显示 :ref:`Mesh ` 的线框。" - -#~ msgid "" -#~ "The terrain should look exactly the same, but now we have control over " -#~ "the height easily. Here is the same terrain with ``height_scale`` set to " -#~ "``1``:" -#~ msgstr "" -#~ "地形应该看起来完全一样,但现在我们可以轻松控制高度。 这里是 " -#~ "``height_scale`` 设置为 ``1`` 的相同地形:" - -#~ msgid "And here it is with ``height_scale`` set to ``0.2``:" -#~ msgstr "在这里, ``height_scale`` 设置为``0.2``:" - -#, fuzzy -#~ msgid "" -#~ "As a final part of this tutorial, let's try to set up the terrain to " -#~ "interact with light. First, we will add an :ref:" -#~ "`OmniLight` to the scene." -#~ msgstr "" -#~ "作为本教程的最后一部分,我们尝试设置地形以与光交互。 首先,我们将向场景中" -#~ "添加 :ref:`OmniLight ` 。" - -#, fuzzy -#~ msgid "" -#~ "You should notice that nothing changes. That is because we set the " -#~ "``render_mode`` to ``unshaded`` at the beginning of this tutorial; let's " -#~ "remove that." -#~ msgstr "" -#~ "您应该注意到没有任何变化,这是因为我们在本教程的开头将 ``render_mode`` 设" -#~ "置为 ``unshaded`` ,让我们删除它。" - -#, fuzzy -#~ msgid "" -#~ "It looks slightly better now; you can see the light affecting the " -#~ "terrain, and it has turned blue as a result of the sky. The problem is " -#~ "the light is affecting the terrain as if it were a flat plane. This is " -#~ "because the light shader uses the normals of the :ref:" -#~ "`Mesh` to calculate light. The normals are stored in " -#~ "the :ref:`Mesh`, but we are changing the shape of " -#~ "the :ref:`Mesh` in the shader, so the normals are no " -#~ "longer correct. To fix this, we need to recalculate the normals in the " -#~ "shader. Godot makes this easy for us; all we have to do is calculate the " -#~ "new normal and set ``NORMAL`` to that value in the vertex shader. With " -#~ "``NORMAL`` set, Godot will do all the difficult lighting calculations for " -#~ "us." -#~ msgstr "" -#~ "它现在看起来稍微好一点,您可以看到影响地形的光线,并且它因天空而变成了蓝" -#~ "色。 问题是光线正在影响地形,好像它是一个平面。 这是因为灯光着色器使用 :" -#~ "ref:`Mesh ` 的法线来计算光。 法线存储在 :ref:`Mesh " -#~ "` 中,但是我们正在改变着色器中的 :ref:`Mesh " -#~ "` 的形状,因此法线不再正确。 要解决此问题,我们需要重" -#~ "新计算着色器中的法线。 Godot让我们很容易,我们所要做的就是计算新法线并在顶" -#~ "点着色器中将 ``NORMAL`` 设置为该值。 通过 ``NORMAL`` 设置,Godot将为我们完" -#~ "成所有困难的灯光计算。" - -#, fuzzy -#~ msgid "" -#~ "To calculate the normal from noise, we are going to use a technique " -#~ "called 'central differences'. This is used a lot, especially in places " -#~ "like Shadertoy, to calculate normals in shaders. What we will do is " -#~ "calculate the noise at four points surrounding the vertex in the ``x`` " -#~ "and ``z`` directions and then calculate the slope at the vertex from " -#~ "that. After all, a normal is just an indicator of the slope of the noise." -#~ msgstr "" -#~ "为了从噪声中计算法线,我们将使用一种称为“中心差异”的技术。 这很常用,特别" -#~ "是在像shadertoy这样的地方,用于计算着色器中的法线。 我们要做的是计" -#~ "算“x”和“z”方向顶点周围四个点的噪声,然后计算顶点的斜率。 毕竟法线只是噪音" -#~ "斜率的指标。" - -#~ msgid "We calculate the normal with one line in the vertex shader." -#~ msgstr "我们在顶点着色器中用一条线计算法线。" - -#~ msgid "" -#~ "The variable ``e`` just makes it easier to add and subtract the right " -#~ "value from the ``VERTEX``. Setting ``e`` to a lower number will increase " -#~ "the level of detail of the normal." -#~ msgstr "" -#~ "变量 ``e`` 只是更容易从 ``VERTEX`` 中添加和减去正确的值。 将 ``e`` 设置为" -#~ "较低的数字将增加法线的细节水平。" - -#, fuzzy -#~ msgid "With ``NORMAL`` calculated, the terrain now looks like:" -#~ msgstr "使用“NORMAL”计算地形现在看起来像:" - -#, fuzzy -#~ msgid "" -#~ "This still does not look how we want it to. The issue here is that the " -#~ "noise changes faster than the vertices do. So when we calculate the " -#~ "normal at the point of the ``VERTEX``, it does not align with what we see " -#~ "in the final :ref:`Mesh`. In order to fix this, we " -#~ "add more vertices. The below image is made with a :ref:" -#~ "`Mesh` with ``subdivision`` set to ``100``." -#~ msgstr "" -#~ "这看起来仍然不是我们想要的。 这里的问题是噪声变化比顶点变化得快。 因此,当" -#~ "我们计算“VERTEX”点时的法线时,它与我们在final中看到的不一致 :ref:`Mesh " -#~ "`。 为了解决这个问题,我们添加了更多顶点。 下面的图像" -#~ "是用 :ref:`Mesh `, ``subdivision`` 设置为 ``100`` 。" - -#, fuzzy -#~ msgid "" -#~ "If you zoom the camera out, you can see that the :ref:" -#~ "`Mesh` now looks like a small terrain." -#~ msgstr "" -#~ "如果您缩小相机,您可以看到 :ref:`Mesh ` 现在看起来像一" -#~ "个小地形。" - -#, fuzzy -#~ msgid "" -#~ "That is everything for this tutorial. Hopefully, you now understand the " -#~ "basics of vertex shaders in Godot. As a further exercise, try changing " -#~ "the ``height_scale`` from gdscript, try using different :ref:`Primitive " -#~ "Meshes`, and try making your own functions to " -#~ "calculate ``height``." -#~ msgstr "" -#~ "这就是本教程的一切。 希望您了解Godot的顶点着色器的基础知识。 作为进一步的" -#~ "练习尝试从gdscript更改 ``height_scale`` ,尝试使用不同的 :ref:`Primitive " -#~ "Meshes `,并尝试使用自己的函数来计算 ``height`` 。" - -#, fuzzy -#~ msgid "" -#~ "For further information on how to use shaders in Godot, you should check " -#~ "out the :ref:`doc_shading_language` page." -#~ msgstr "" -#~ "有关如何在Godot中使用着色器的更多信息,请查看 :ref:`doc_shading_language`" -#~ "页面。" - -#~ msgid "" -#~ "Note that it may make sense to store the local network peer instance on " -#~ "the SceneTree to be able to access it later, as there currently is no " -#~ "`get_tree().get_network_peer()`. This can be done via SceneTree's " -#~ "metadata feature:" -#~ msgstr "" -#~ "注意,有必要在SceneTree上存储本地网络的节点实例, 以便以后能够访问它,因为" -#~ "当前没有这个`get_tree().get_network_peer()` 函数。这可以通过使用SceneTree" -#~ "的元数据特征来完成:" - -#~ msgid "" -#~ "Most of these APIs allow communication via REST/JSON APIs. Godot has " -#~ "great support for HTTP, HTTPS and JSON, so consider this as an option " -#~ "that works on every platform. Only write the code once and you are set to " -#~ "go." -#~ msgstr "" -#~ "大多数这些API允许通过REST / JSON API进行通信。 Godot非常支持HTTP,HTTPS和" -#~ "JSON,因此请将其视为可在每个平台上运行的选项。 只编写一次代码,然后就可以" -#~ "了。" - -#~ msgid "" -#~ "Writing an Android module is similar to :ref:`doc_custom_modules_in_c++`, " -#~ "but needs a few more steps." -#~ msgstr "" -#~ "编写Android模块类似于 :ref:`doc_custom_modules_in_c ++`,但需要更多步骤。" - -#~ msgid "" -#~ "Make sure you are familiar with building your own :ref:`Android export " -#~ "templates `, as well as creating :ref:" -#~ "`doc_custom_modules_in_c++`." -#~ msgstr "" -#~ "确保您熟悉构建自己的 :ref:`Android export templates " -#~ "`,以及创建 :ref:`doc_custom_modules_in_c ++`。" - -#~ msgid "config.py" -#~ msgstr "config.py" - -#~ msgid "" -#~ "In the config.py for the module, some extra functions are provided for " -#~ "convenience. First, it's often wise to detect if Android is the target " -#~ "platform being built for and only enable building in this case:" -#~ msgstr "" -#~ "在模块的config.py中,为方便起见,提供了一些额外的功能。 首先,检测Android" -#~ "是否是正在构建的目标平台并且仅在此情况下启用构建通常是明智的:" - -#~ msgid "" -#~ "If more than one platform can be built (typical if implementing the " -#~ "module also for iOS), check manually for Android in the configure " -#~ "functions for Android (or other platform-specific) code:" -#~ msgstr "" -#~ "如果可以构建多个平台(例如,如果也为iOS实现模块),请在Android(或其他特定于" -#~ "平台)代码的配置功能中手动检查Android:" - -#~ msgid "" -#~ "Add this singleton to the build of the project by adding the following to " -#~ "config.py:" -#~ msgstr "通过将以下内容添加到config.py,将此单例添加到项目的构建中:" - -#~ msgid "" -#~ "Some SDKs need custom values in AndroidManifest.xml. Permissions can be " -#~ "edited from the Godot exporter so there is no need to add those, but " -#~ "maybe other functionalities are needed." -#~ msgstr "" -#~ "某些SDK需要AndroidManifest.xml中的自定义值。 可以从Godot导出器编辑权限,因" -#~ "此无需添加权限,但可能需要其他功能。" - -#~ msgid "" -#~ "Create the custom chunk of android manifest and put it inside the module, " -#~ "add it like this:" -#~ msgstr "创建android清单的自定义块并将其放在模块中,像这样添加:" - -#~ msgid "" -#~ "In order to provide additional resources with your module you have to add " -#~ "something like this:" -#~ msgstr "为了向您的模块提供额外资源,您必须添加以下内容:" - -#~ msgid "" -#~ "Now you can refer to those resources by their id (``R.string.my_string``, " -#~ "and the like) by importing the ``com.godot.game.R`` class in your Java " -#~ "code." -#~ msgstr "" -#~ "现在,您可以通过在Java代码中导入 ``com.godot.game.R`` 类,通过它们的" -#~ "id(``R.string.my_string``等)来引用这些资源。" - -#~ msgid "Assets" -#~ msgstr "资源" - -#~ msgid "" -#~ "Similarly, you can add any type of raw asset files to your app's asset " -#~ "directory like this:" -#~ msgstr "" -#~ "同样,您可以将任何类型的原始资源文件添加到应用程序的资源目录中,如下所示:" - -#~ msgid "" -#~ "Assets don't have resource ids, but can be read with their file name as " -#~ "streams of bytes with the help of the Android AssetManager class." -#~ msgstr "" -#~ "资源没有资源ID,但可以在Android AssetManager类的帮助下将其文件名作为字节流" -#~ "读取。" - -#~ msgid "SDK library" -#~ msgstr "SDK库" - -#~ msgid "" -#~ "So, finally it's time to add the SDK library. The library can come in two " -#~ "flavors, a JAR file or an Android project for ant. JAR is the easiest to " -#~ "integrate, put it in the module directory and add it:" -#~ msgstr "" -#~ "所以,最后是时候添加SDK库了。 该库可以有两种版本,一种是JAR文件,另一种是" -#~ "针对ant的Android项目。 JAR是最容易集成的,将它放在模块目录中并添加它:" - -#~ msgid "SDK project" -#~ msgstr "SDK项目" - -#~ msgid "" -#~ "When this is an Android project, things usually get more complex. Copy " -#~ "the project folder inside the module directory and configure it:" -#~ msgstr "" -#~ "当这是一个Android项目时,事情通常会变得更加复杂。 复制模块目录中的项目文件" -#~ "夹并进行配置:" - -#~ msgid "" -#~ "As of this writing, Godot uses minsdk 18 and target sdk 27. If this ever " -#~ "changes, it should be reflected in the manifest template: " -#~ "`AndroidManifest.xml.template `__" -#~ msgstr "" -#~ "在撰写本文时,Godot使用minsdk 18并定位sdk 27.如果这一点发生变化,它应该反" -#~ "映在清单模板中: `AndroidManifest.xml.template `__" - -#~ msgid "Then, add the module folder to the project:" -#~ msgstr "然后,将模块文件夹添加到项目中:" - -#~ msgid "Building" -#~ msgstr "建造" - -#~ msgid "" -#~ "As you probably modify the contents of the module, and modify your .java " -#~ "inside the module, you need the module to be built with the rest of " -#~ "Godot, so compile android normally." -#~ msgstr "" -#~ "由于您可能修改了模块的内容,并修改了模块中的.java,因此您需要使用Godot的其" -#~ "余部分构建模块,因此请正常编译android。" - -#~ msgid "" -#~ "This will cause your module to be included, the .jar will be copied to " -#~ "the java folder, the .java will be copied to the sources folder, etc. " -#~ "Each time you modify the .java, scons must be called." -#~ msgstr "" -#~ "这将导致您的模块被包含,.jar将被复制到java文件夹,.java将被复制到sources文" -#~ "件夹等。每次修改.java时,都必须调用scons。" - -#~ msgid "" -#~ "Afterwards, continue the steps for compiling android :ref:" -#~ "`doc_compiling_for_android`." -#~ msgstr "然后,继续编译android :ref:`doc_compiling_for_android`的步骤。" - -#~ msgid "" -#~ "To use the module from GDScript, first enable the singleton by adding the " -#~ "following line to project.godot:" -#~ msgstr "" -#~ "要使用GDScript中的模块,首先通过向project.godot添加以下行来启用单例:" - -#~ msgid "" -#~ "More than one singleton module can be enabled by separating with commas:" -#~ msgstr "通过逗号分隔可以启用多个单例模块:" - -#~ msgid "Then request the singleton Java object from Globals like this:" -#~ msgstr "然后从Globals请求单例Java对象,如下所示:" - -#~ msgid "" -#~ "This is a list of third-party tutorials and other resources created by " -#~ "the community that may be of interest." -#~ msgstr "这是由社区创建的第三方教程和其他您可能感兴趣的资源列表。" - -#~ msgid "" -#~ "Initial versions of the Godot engine (and previous iterations before it " -#~ "was named Godot) used a database. Assets were stored in it and assigned " -#~ "an ID. Other approaches were tried as well, such as local databases, " -#~ "files with metadata, etc. In the end, the simple approach won and now " -#~ "Godot stores all assets as files in the file system." -#~ msgstr "" -#~ "Godot在最初版本及以前使用过一个数据库。资源都被分配了ID存储在其中。后来我" -#~ "们也尝试了各种其他方法,例如本地数据库、带元数据的文件等等。但最终,我们选" -#~ "择了将Godot所有的资源存储于文件系统中这一简单途径。" - -#~ msgid "" -#~ "This is where things start getting abstract, but don't panic. There's not " -#~ "much more depth than this." -#~ msgstr "这就是事情开始变得抽象的地方, 但不要慌张。没有比这更深入的了。" - -#~ msgid "" -#~ "This concept deserves going into a little more detail. In fact, the scene " -#~ "system is not even a core component of Godot as it is possible to skip it " -#~ "and write a script (or C++ code) that talks directly to the servers, but " -#~ "making a game that way would be a lot of work." -#~ msgstr "" -#~ "这个概念值得更详细一些。事实上, 场景系统甚至不是Godot的核心组件, 因为可以" -#~ "跳过它, 编写一个直接与服务器对话的脚本 (或 C++ 代码), 但以这种方式制作游戏" -#~ "将是一项大量的工作。" - -#~ msgid "" -#~ "The first step is to open \"Project Settings\" and find the *Handheld* " -#~ "section. Enable the *Emulate Touchscreen* option. This lets you treat " -#~ "mouse click events the same as touch events, so you can test the game on " -#~ "a computer without a touchscreen. Also, make sure to select \"portrait\" " -#~ "under *Orientation*." -#~ msgstr "" -#~ "第一步是打开”Project Settings\"并找到 “Display\" -> \"Window\" -> " -#~ "*Handheld* 部分。启用 *Emulate Touchscreen* 选项。这使得您可以将鼠标点击事" -#~ "件视为触摸事件,这样您就可以在没有触屏的电脑上测试游戏。另外,确保将 " -#~ "*Orientation* 下的 ”portrait\" 选中。" - -#, fuzzy -#~ msgid "" -#~ "As mentioned in the comments above, we need to avoid the situation of " -#~ "deleting the current scene while it is still being used (i.e. its code is " -#~ "still running), so using :ref:`Object.call_deferred() " -#~ "` is required at this point. The " -#~ "result is that the second function will run at a later time when any code " -#~ "from the current scene has completed." -#~ msgstr "" -#~ "如上面的注释中所述, 我们需要避免在当前场景仍在使用时将其删除的情况 (即其代" -#~ "码仍在运行), 因此此时需要使用 :ref:`Object.call_deferred() " -#~ "` 。其结果是, 第二个函数将在以后当前场" -#~ "景中的任何代码完成后运行。" - -#, fuzzy -#~ msgid "" -#~ "This tutorial aims to propose a simple workflow on how to organize " -#~ "projects. Since Godot allows the programmer to use the filesystem as they " -#~ "please, figuring out a way to organize projects when starting to use the " -#~ "engine can be a little challenging. Because of this, the tutorial " -#~ "describes a simple workflow, which should work as a starting point, " -#~ "regardless of whether it is used." -#~ msgstr "" -#~ "本教程旨在提出一个关于如何组织项目的简单工作流程。 既然Godot允许程序员随心" -#~ "所欲地使用文件系统,在开始使用引擎时想办法组织项目可能会有点困难。 因此," -#~ "将描述一个简单的工作流程,您来决定使用与否,但应该将其作为一个起点。" - -#~ msgid "" -#~ "Additionally, using version control can be challenging, so this " -#~ "proposition will include that too." -#~ msgstr "另外,使用版本控制可能很具挑战性,所以这个部分会谈到这一点。" - -#~ msgid "Particles2D > Process Material > Material > drop-down menu > Edit:" -#~ msgstr "Particles2D>处理材质>材质>下拉菜单>编辑:" - -#~ msgid "Our bed consists of 3 parts: the bed, the mattress, and a pillow." -#~ msgstr "我们的床由3部分组成:床,床垫和枕头。" - -#~ msgid "A lamp consists of 3 parts: the stand, the pole, and the lampshade." -#~ msgstr "灯由3个部分组成:支架,支柱和灯罩。" - -#~ msgid "Timeline zoom level contro" -#~ msgstr "时间线缩放级别控制" - -#~ msgid "Shadow Color of Light. **(not yet implemented)**" -#~ msgstr "光的阴影颜色。 **(尚未实现)**" - -#, fuzzy -#~ msgid "" -#~ "First, set ``render_mode`` to ``skip_vertex_transform``, which removes " -#~ "the transformation from model space to view space. Godot handles the " -#~ "transformation from view space to clip space behind the scenes with the " -#~ "``PROJECTION_MATRIX`` even when ``skip_vertex_transform`` is set. Nullify " -#~ "the projection matrix by setting it to the `identity matrix `_. In Godot, this is done by passing " -#~ "a `1` to a ``mat4``." -#~ msgstr "" -#~ "首先,将 ``render_mode`` 设置为 ``skip_vertex_transform`` ,它将从模型空间" -#~ "转换为视图空间。即使设置了 ``skip_vertex_transform`` ,Godot也会使用 " -#~ "``PROJECTION_MATRIX`` 处理从视图空间到场景后剪辑空间的转换。通过将投影矩阵" -#~ "设置为“identity matrix `_ " -#~ "来对其进行Nullify。在Godot中,这是通过将`1`传递给 ``mat4`` 来完成的。" - -#~ msgid "Make the AABB as large as possible so it can always be seen" -#~ msgstr "使AABB尽可能大,以便始终可以看到" - -#~ msgid "" -#~ "This tutorial series will show you how to make a simple VR game/project. " -#~ "The intent of this tutorial is to give you an idea on how to make VR " -#~ "games in Godot." -#~ msgstr "" -#~ "本系列教程将向您展示如何制作简单的VR游戏/项目。 本教程的目的是让您了解如何" -#~ "在Godot中制作VR游戏。" - -#~ msgid "Let's go over what this script does quickly, as it is fairly simple." -#~ msgstr "让我们快速了解一下这个脚本的作用,因为它非常简单。" - -#~ msgid "Let's go over what this does quickly, as it is also fairly simple." -#~ msgstr "让我们快速回顾一下这个问题,因为它也很简单。" - -#~ msgid "" -#~ "This is a list of third-party resources created by the community that may " -#~ "be of interest." -#~ msgstr "这是一个社区创建的您可能感兴趣的第三方资源列表。" - -#~ msgid "" -#~ "Create custom particle code, that responds to baked animations or force " -#~ "fields." -#~ msgstr "创建自定义粒子代码,响应烘焙动画或强制字段。" - -#~ msgid "do" -#~ msgstr "do" - -#, fuzzy -#~ msgid "Reserved for future implementation of ``do... while`` loops." -#~ msgstr "预留作日后实施do…while循环。" - -#~ msgid "switch" -#~ msgstr "switch" - -#, fuzzy -#~ msgid "Reserved for future implementation. See match_." -#~ msgstr "保留以备将来使用。" - -#~ msgid "" -#~ "Available under ``Godot.GD``. Some things were moved to their own " -#~ "classes, like Math and Random. See below." -#~ msgstr "" -#~ "在'' Godot.GD ''下可用。有些东西被转移到他们自己的类,比如Math和Random。详" -#~ "细见下文。" - -#~ msgid "``ERR_*`` constants were moved to ``Godot.Error``." -#~ msgstr "``ERR_ *`` 常量被移到 ``Godot.Error`` 。" - -#~ msgid "Random" -#~ msgstr "随机" - -#~ msgid "get_origin()" -#~ msgstr "get_origin()" - -#~ msgid "end" -#~ msgstr "end" - -#~ msgid "End" -#~ msgstr "终点" - -#~ msgid "object[]" -#~ msgstr "object[]" - -#~ msgid "int[]" -#~ msgstr "int[]" - -#~ msgid "" -#~ "In some exceptional cases, a raw array (``type[]``) may be required " -#~ "instead of a ``List``." -#~ msgstr "" -#~ "在某些特殊情况下,可能需要一个原始数组( ``type []`` )而不是 ``List`` 。" - -#~ msgid "" -#~ "*This is temporary. Array is ref-counted, so it will need its own type " -#~ "that wraps the native side.*" -#~ msgstr "*这是暂时的。 数组被重新计数,因此它需要自己的包装本机端的类型。*" - -#~ msgid "" -#~ "``preload``, ``assert`` and ``yield``, as they work in GDScript, are " -#~ "currently not available in C#." -#~ msgstr "" -#~ "因为它们在GDScript中工作的 ``preload`` , ``assert`` 和 ``yield`` 目前在C#" -#~ "中不可用。" - -#~ msgid "? TODO" -#~ msgstr "? TODO" - -#~ msgid "load" -#~ msgstr "load" - -#~ msgid "GD.load, which is the same as ResourceLoader.load" -#~ msgstr "GD.load与ResourceLoader.load相同" - -#~ msgid "" -#~ "Export of Blender materials is currently very primitive. However, it is " -#~ "the focus of a current GSoC project" -#~ msgstr "Blender材质的导出目前非常原始。 但是,它是当前GSOC项目的重点" - -#~ msgid "" -#~ "Materials are currently exported using their \"Blender Render\" settings. " -#~ "When Blender 2.8 is released, this will be removed and this part of the " -#~ "exporter will change." -#~ msgstr "" -#~ "材质当前使用“Blender Render”设置导出。 当Blender 2.8发布时,这将被删除,导" -#~ "出器的这一部分将会改变。" - -#~ msgid "**1. Switch workspace to 'Dope Sheet'**" -#~ msgstr "**1. 将工作区切换为“摄影表”**" - -#~ msgid "**3. Check stashed actions in 'NLA Editor' [optional]**" -#~ msgstr "**3. 检查“NLA编辑器”中的隐藏操作[可选] **" - -#~ msgid "Switch workspace to 'NLA Editor'." -#~ msgstr "将工作区切换为“NLA编辑器”。" - -#~ msgid "Make sure all stashed actions are muted." -#~ msgstr "确保所有隐藏的操作都被静音。" - -#~ msgid "" -#~ "`core/dvector.h `__" -#~ msgstr "" -#~ "`core/dvector.h `__" - -#~ msgid "" -#~ "Download and install the `Mono `_ " -#~ "SDK." -#~ msgstr "下载并安装 `Mono `_ SDK。" - -#~ msgid "If you are using Godot 3.0.2, you must use Mono 5.4." -#~ msgstr "如果您使用的是Godot 3.0.2,则必须使用Mono 5.4。" - -#~ msgid "Godot 3.0.3+ requires Mono 5.12 on all platforms." -#~ msgstr "Godot 3.0.3+在所有平台上都需要Mono 5.12。" - -#~ msgid "" -#~ "You also need MSBuild (at least version 15.0), which should come with the " -#~ "Mono installation." -#~ msgstr "您还需要MSBuild(至少版本15.0),它应该随Mono安装一起提供。" - -#~ msgid "" -#~ "For instructions on installing older versions of Mono on Linux, see `this " -#~ "page `_. Older versions of Mono for macOS and " -#~ "Windows can be found `here `_." -#~ msgstr "" -#~ "有关在Linux上安装旧版Mono的说明,请参阅 `本页 `_ 。 用" -#~ "于macOS和Windows的旧版Mono可以在这里找到`_ 。" - -#~ msgid "" -#~ "Additionally, your Godot version must have Mono support enabled, so " -#~ "ensure you download the **Mono version** of Godot." -#~ msgstr "" -#~ "此外,您的Godot版本必须启用Mono支持,因此请确保您下载Godot的** Mono版本" -#~ "**。" - -#~ msgid "" -#~ "If you are using Visual Studio Code, ensure you download and install the ." -#~ "NET tools extension. Without this, Godot will crash when trying to create " -#~ "a new C# project or edit a C# script." -#~ msgstr "" -#~ "如果您使用的是Visual Studio Code,请确保下载并安装.NET工具扩展。 如果没有" -#~ "这个,Godot会在尝试创建新的C#项目或编辑C#脚本时崩溃。" - -#~ msgid "" -#~ "Attached C# scripts should refer to a class that has a class name that " -#~ "matches the file name and is unique within the project assembly (`#7402 " -#~ "comment `_)" -#~ msgstr "" -#~ "附加的C#脚本应该引用一个类名,该类具有与文件名匹配的类,并且在项目程序集中" -#~ "是唯一的(`#7402 comment `_ )" - -#~ msgid "" -#~ "It is often desired to send a notification that something happened in an " -#~ "instance. GDScript supports creation of built-in Godot signals. Declaring " -#~ "a signal in GDScript is easy using the `signal` keyword." -#~ msgstr "" -#~ "通常希望发送当实例中发生某事的通知。 GDScript支持创建内置的Godot信号。 使" -#~ "用 `signal` 关键字可以轻松地在GDScript中声明信号。" - -#~ msgid "" -#~ "These signals can be connected in the editor or from code like regular " -#~ "signals. Take the instance of a class where the signal was declared and " -#~ "connect it to the method of another instance:" -#~ msgstr "" -#~ "这些信号可以在编辑器中连接,也可以像常规信号那样连接。 获取声明信号的类的" -#~ "实例,并将其连接到另一个实例的方法:" - -#~ msgid "" -#~ "It is also possible to bind arguments to a signal that lacks them with " -#~ "your custom values:" -#~ msgstr "也可以将参数绑定到缺少自定义值的信号:" - -#~ msgid "" -#~ "This is useful when a signal from many objects is connected to a single " -#~ "callback and the sender must be identified:" -#~ msgstr "" -#~ "当来自多个对象的信号被连接到一个回调且发送方必须被识别时,这是非常有用的:" - -#~ msgid "" -#~ "Finally, emitting a custom signal is done by using the Object.emit_signal " -#~ "method:" -#~ msgstr "最后,通过使用 Object.emit_signal 方法来发送定制信号:" - -#~ msgid "out vec3 **VERTEX**" -#~ msgstr "out vec3 **VERTEX**" - -#~ msgid "out vec3 **NORMAL**" -#~ msgstr "out vec3 **NORMAL**" - -#~ msgid "out vec2 **UV**" -#~ msgstr "out vec2 **UV**" - -#~ msgid "out vec2 **UV2**" -#~ msgstr "out vec2 **UV2**" - -#~ msgid "out vec4 **COLOR**" -#~ msgstr "out vec4 **COLOR**" - -#~ msgid "out float **POINT_SIZE**" -#~ msgstr "out float **POINT_SIZE**" - -#~ msgid "For the same reason, the full screen project setting is ignored." -#~ msgstr "出于同样的原因,将忽略全屏项目设置。" - -#~ msgid "HTTPClient" -#~ msgstr "HTTPClient" - -#~ msgid "" -#~ "The ``HTTPClient`` implementation for the HTML5 platform has several " -#~ "restrictions:" -#~ msgstr "HTML5平台的 ``HTTPClient`` 实现有几个限制:" - -#~ msgid "" -#~ "Turning on **Export with Debug** when exporting will, in addition to " -#~ "enabling various debug features of the engine, display a debug output " -#~ "below the canvas when using the default HTML page, displaying JavaScript " -#~ "and engine errors. You can also use the browser-integrated developer " -#~ "console, usually opened with the F12 key, which often shows more " -#~ "information, including WebGL errors." -#~ msgstr "" -#~ "在导出时启用 **导出和调试** 除了启用引擎的各种调试功能外,在使用默认HTML页" -#~ "面时显示画布下方的调试输出,显示JavaScript和引擎错误。 您还可以使用浏览器" -#~ "集成的开发人员控制台,通常使用F12键打开,这通常会显示更多信息,包括WebGL错" -#~ "误。" - -#~ msgid "The object itself has only two methods, ``load()`` and ``unload()``." -#~ msgstr "对象本身只有两个方法, ``load()`` 和 ``unload()`` 。" - -#~ msgid "``Engine.load(basePath)``" -#~ msgstr "``Engine.load(basePath)``" - -#~ msgid "``Engine.unload()``" -#~ msgstr "``Engine.unload()``" - -#~ msgid "``Engine.isWebGLAvailable(majorVersion = 1)``" -#~ msgstr "``Engine.isWebGLAvailable(majorVersion = 1)``" - -#~ msgid "" -#~ "The more interesting interface is accessed by instantiating ``Engine`` " -#~ "using the ``new`` operator:" -#~ msgstr "通过使用 ``new`` 运算符实例化 ``Engine`` 来访问更有趣的接口:" - -#~ msgid "``engine.init(basePath)``" -#~ msgstr "``engine.init(basePath)``" - -#~ msgid "" -#~ "Initializes the instance. If the engine wasn't loaded yet, a base path " -#~ "must be passed from which the engine will be loaded." -#~ msgstr "初始化实例。 如果尚未加载引擎,则必须传递将从中加载引擎的基本路径。" - -#~ msgid "" -#~ "Returns a promise that resolves once the engine is loaded and " -#~ "initialized. It can then be started with ``engine.startGame()``" -#~ msgstr "" -#~ "返回一旦加载并初始化引擎就解析的承诺。 然后可以用 ``engine.startGame()`` " -#~ "开始" - -#~ msgid "``engine.preloadFile(file, path)``" -#~ msgstr "``engine.preloadFile(file, path)``" - -#~ msgid "``engine.start(arg1, arg2, …)``" -#~ msgstr "``engine.start(arg1, arg2, …)``" - -#~ msgid "``engine.startGame(mainPack)``" -#~ msgstr "``engine.startGame(mainPack)``" - -#~ msgid "" -#~ "Starts the game with the main pack loaded from the passed URL string and " -#~ "starts the engine with it." -#~ msgstr "使用从传递的URL字符串加载的主包启动游戏,并使用它启动引擎。" - -#~ msgid "``engine.setUnloadAfterInit(enabled)``" -#~ msgstr "``engine.setUnloadAfterInit(enabled)``" - -#~ msgid "Defaults to ``true``." -#~ msgstr "默认为 ``true`` 。" - -#~ msgid "``engine.setCanvas(canvasElem)``" -#~ msgstr "``engine.setCanvas(canvasElem)``" - -#~ msgid "``engine.setCanvasResizedOnStart(enabled)``" -#~ msgstr "``engine.setCanvasResizedOnStart(enabled)``" - -#~ msgid "``engine.setLocale(locale)``" -#~ msgstr "``engine.setLocale(locale)``" - -#~ msgid "``engine.setExecutableName(execName)``" -#~ msgstr "``engine.setExecutableName(execName)``" - -#~ msgid "``engine.setProgressFunc(func)``" -#~ msgstr "``engine.setProgressFunc(func)``" - -#~ msgid "" -#~ "This method is used to display download progress. The passed callback " -#~ "function is called with two number arguments, the first argument " -#~ "specifies bytes loaded so far, the second argument specifies the total " -#~ "number of bytes to load." -#~ msgstr "" -#~ "此方法用于显示下载进度。 使用两个数字参数调用传递的回调函数,第一个参数指" -#~ "定到目前为止加载的字节,第二个参数指定要加载的总字节数。" - -#~ msgid "" -#~ "These methods allow implementing custom behavior for the ``stdout`` and " -#~ "``stderr`` streams. The functions passed in will be called with one " -#~ "string argument specifying the string to print." -#~ msgstr "" -#~ "这些方法允许实现 ``stdout`` 和 ``stderr`` 流的自定义行为。 传入的函数将使" -#~ "用一个字符串参数调用,该参数指定要打印的字符串。" - -#~ msgid "Image to World transform." -#~ msgstr "图像到世界变换。" - -#~ msgid "World to view transform." -#~ msgstr "世界观看变革。" - -#~ msgid "" -#~ "The other method uses LLVM's WebAssembly backend. This backend is not yet " -#~ "available in release versions of LLVM, only in development builds built " -#~ "with ``LLVM_EXPERIMENTAL_TARGETS_TO_BUILD=WebAssembly``. Compiling with " -#~ "this backend outputs files in LLVM's ``.s`` format, which is translated " -#~ "into actual WebAssembly using a tool called ``s2wasm``. Emscripten " -#~ "manages these processes as well, so we just invoke SCons." -#~ msgstr "" -#~ "另一种方法使用LLVM的WebAssembly后端。 LLVM的发行版本中尚未提供此后端,仅在" -#~ "使用``LLVM_EXPERIMENTAL_TARGETS_TO_BUILD = WebAssembly``构建的开发版本" -#~ "中。 使用此后端进行编译以LLVM的 ``.s`` 格式输出文件,使用名为 ``s2wasm`` " -#~ "的工具将其转换为实际的WebAssembly。 Emscripten也管理这些进程,因此我们只调" -#~ "用SCons。" - -#~ msgid "" -#~ "Don't scale the shape's outline! Only use the size handles (circled in " -#~ "red) to adjust the shape!" -#~ msgstr "请勿缩放该形状的外框!只要用大小控制柄(红圈)来调整形状!" - -#~ msgid "" -#~ "Disabling the area's collision shape means it won't detect collisions. By " -#~ "turning it off, we make sure we don't trigger the ``hit`` signal more " -#~ "than once." -#~ msgstr "" -#~ "禁用区域碰撞形体意味着它不会检测碰撞,通过关闭它我们能够确保不会多次触发 " -#~ "``hit`` 信号。" - -#~ msgid "``Layout``: \"Center Top\"" -#~ msgstr "``布局``: \"中心 顶端\"" - -#~ msgid "``Margin``:" -#~ msgstr "``边界``:" - -#~ msgid "Left: ``-25``" -#~ msgstr "左侧: ``-25``" - -#~ msgid "Top: ``0``" -#~ msgstr "顶部: ``0``" - -#~ msgid "Right: ``25``" -#~ msgstr "右侧: ``25``" - -#~ msgid "Bottom: ``100``" -#~ msgstr "底部: ``100``" - -#~ msgid "Left: ``-200``" -#~ msgstr "左侧: ``-200``" - -#~ msgid "Top: ``-150``" -#~ msgstr "顶部: ``-150``" - -#~ msgid "Right: ``200``" -#~ msgstr "右侧: ``200``" - -#~ msgid "Bottom: ``0``" -#~ msgstr "底部: ``0``" - -#~ msgid "Left: ``-100``" -#~ msgstr "左侧: ``-100``" - -#~ msgid "Right: ``100``" -#~ msgstr "右侧: ``100``" - -#~ msgid "" -#~ "For one last bit of visual appeal, let's add a trail effect to the " -#~ "player's movement. Choose your ``Player`` scene and add a :ref:" -#~ "`Particles2D ` node named ``Trail``." -#~ msgstr "" -#~ "让我们为player的移动添加一个跟踪效果来增添一些视觉吸引力。选择 ``Player`` " -#~ "场景并添加名为 ``Trail`` 的 :ref:`Particles2D ` 节点。" - -#~ msgid "" -#~ "There are a large number of properties to choose from when configuring " -#~ "particles. Feel free to experiment and create different effects. For the " -#~ "effect in this example, use the following settings:" -#~ msgstr "" -#~ "在配置粒子时,有大量的属性可供选择。请随意尝试并创造不同的效果。对于本例中" -#~ "的效果,使用下面的设置:" - -#~ msgid "" -#~ "You also need to create a ``Material`` by clicking on ```` and then " -#~ "\"New ParticlesMaterial\". The settings for that are below:" -#~ msgstr "" -#~ "您还需要通过点击 ```` 和 \"New ParticlesMaterial\" 来创建 " -#~ "``Material`` 。设置如下:" - -#~ msgid "" -#~ "To make the gradient for the \"Color Ramp\" setting, we want a gradient " -#~ "taking the alpha (transparency) of the sprite from 0.5 (semi-transparent) " -#~ "to 0.0 (fully transparent)." -#~ msgstr "" -#~ "要使 \"Color Ramp\" 设置具有渐变效果,我们需要将sprite的alpha(透明度)设置" -#~ "为从0.5(半透明)到0.0(完全透明)。" - -#~ msgid "" -#~ "Click \"New GradientTexture\", then under \"Gradient\", click \"New " -#~ "Gradient\". You'll see a window like this:" -#~ msgstr "" -#~ "点击 \"New GradientTexture\" ,然后在 \"gradient\" 下拉选项中选择 \"New " -#~ "Gradient\" 并点击。您会看到这样一个窗口:" - -#~ msgid "" -#~ "The left and right boxes represent the start and end colors. Click on " -#~ "each and then click the large square on the right to choose the color. " -#~ "For the first color, set the ``A`` (alpha) value to around halfway. For " -#~ "the second, set it all the way to ``0``." -#~ msgstr "" -#~ "左边和右边的竖着的矩形方框表示开始和结束颜色。分别点击它们,然后点击右边的" -#~ "大方块来选择颜色。对于第一个颜色, 设置 ``A`` (alpha) 值为大约一半。对于第" -#~ "二个颜色,把所有值设置为0。" - -#~ msgid "|image7| |image14|" -#~ msgstr "|image7| |image14|" - -#~ msgid "" -#~ "A more flexible alternative to prefabs you might know from Unity (and " -#~ "much more powerful given that instances can be nested)." -#~ msgstr "" -#~ "您可能从Unity中了解到,这是一个比prefabs更灵活的替代方案(而且更强大,因为" -#~ "实例可以嵌套)。" - -#~ msgid "Release Password: Key password." -#~ msgstr "发布密码:密钥密码。" - -#~ msgid "" -#~ "Managing drawing logic of a large amount of simple objects (in the " -#~ "hundreds of thousands). Using a thousand nodes is probably not nearly as " -#~ "efficient as drawing, but a thousand draw calls are cheap; take the " -#~ "\"Shower of Bullets\" demo as an example." -#~ msgstr "" -#~ "管理大量简单对象的绘图逻辑(数十万)。 尽管一千个绘制调用计算负担不大,但使" -#~ "用一千个节点可能不如绘图效率高。 可在“子弹阵雨”演示中验证。" - -#~ msgid "" -#~ "Godot 3D skeleton support is currently quite rudimentary. The :ref:" -#~ "`class_Skeleton` node and class were designed mainly to support importing " -#~ "skeletal animations as a set of transformation matrices." -#~ msgstr "" -#~ "Godot3D骨架支持目前相当简陋。 :ref:`class_Skeleton` 节点和类的设计主要是为" -#~ "了支持将骨架动画导入为一组转换矩阵。" - -#~ msgid "Skeleton node" -#~ msgstr "骨架节点" - -#, fuzzy -#~ msgid "" -#~ "The Skeleton node can be directly added anywhere you want on a scene. " -#~ "Usually the target mesh is a child of Skeleton, as it is easier to " -#~ "manipulate this way, since Transforms within a skeleton are relative to " -#~ "where the Skeleton is. But you can specify a Skeleton node in every " -#~ "MeshInstance." -#~ msgstr "" -#~ "Skeleton节点可以直接添加到场景中的任何位置。 通常目标网格是Skeleton的子节" -#~ "点,因为它更容易以这种方式操作,因为骨架内的变换是相对于Skeleton的位置。 " -#~ "但是您可以在每个MeshInstance中指定一个Skeleton节点。" - -#, fuzzy -#~ msgid "" -#~ "Naturally, Skeleton is intended to deform meshes and consists of " -#~ "structures called \"bones\". Each \"bone\" is represented as a Transform, " -#~ "which is applied to a group of vertices within a mesh. You can directly " -#~ "control a group of vertices from Godot. For that please reference the :" -#~ "ref:`class_MeshDataTool` class and its method :ref:`set_vertex_bones() " -#~ "`." -#~ msgstr "" -#~ "当然,Skeleton旨在使网格变形,并由称为“骨骼”的结构组成。 每个“骨骼”都表示" -#~ "为一个变换,它应用于网格中的一组顶点。 您可以直接控制Godot的一组顶点。 为" -#~ "此请参考 :ref:`class_MeshDataTool` 类及其方法 :ref:`set_vertex_bones() " -#~ "`。" - -#, fuzzy -#~ msgid "" -#~ "The \"bones\" are organized hierarchically. Every bone, except for the " -#~ "root bone(s), has a parent. Every bone also has an associated name you " -#~ "can use to refer to it (e.g. \"root\" or \"hand.L\", etc.). All bones are " -#~ "numbered, and these numbers are bone IDs. Bone parents are referred to by " -#~ "their numbered IDs." -#~ msgstr "" -#~ "“骨头”按层次组织。 除了根骨之外,每个骨骼都有一个父骨骼。 每个骨骼也有一个" -#~ "可用于引用它的关联名称(例如“root”或“hand.L”等)。 所有骨骼都有编号,这些数" -#~ "字是骨骼ID。 骨父母由他们的编号ID引用。" - -#~ msgid "" -#~ "This scene is imported from Blender. It contains an arm mesh with 2 " -#~ "bones, upperarm and lowerarm, with the lowerarm bone parented to the " -#~ "upperarm." -#~ msgstr "" -#~ "此场景从Blender导入。 它包含一个手臂网,有2个骨头,上臂和下颌骨,下颌骨是" -#~ "上臂的父骨。" - -#~ msgid "Skeleton class" -#~ msgstr "骨骼类" - -#~ msgid "" -#~ "You can view Godots internal help for descriptions of all functions. " -#~ "Basically, all operations on bones are done using their numeric ID. You " -#~ "can convert from a name to a numeric ID and vice versa." -#~ msgstr "" -#~ "您可以查看Godots内部帮助以了解所有功能。 基本上,骨骼上的所有操作都是使用" -#~ "它们的数字ID完成的。 您可以从名称转换为数字ID,反之亦然。" - -#~ msgid "" -#~ "**To find the number of bones in a skeleton we use the get_bone_count() " -#~ "function:**" -#~ msgstr "**要查找骨架中的骨骼数量,我们使用get_bone_count()函数:**" - -#~ msgid "**To find the ID of a bone, use the find_bone() function:**" -#~ msgstr "**要查找骨骼的ID,请使用find_bone()函数:**" - -#, fuzzy -#~ msgid "" -#~ "Now, we want to do something interesting with the ID, not just print it. " -#~ "Also, we might need additional information, finding bone parents to " -#~ "complete chains, etc. This is done with the get/set_bone\\_\\* functions." -#~ msgstr "" -#~ "现在,我们想用ID做一些有趣的事情,而不仅仅是打印它。 此外,我们可能需要其" -#~ "他信息,找到骨骼父母来完成链等。这是通过get / set_bone \\ _ \\ _ *函数完成" -#~ "的。" - -#~ msgid "" -#~ "**To find the parent of a bone we use the get_bone_parent(id) function:**" -#~ msgstr "**要查找骨骼的父级,我们使用get_bone_parent(id)函数:**" - -#, fuzzy -#~ msgid "" -#~ "The bone transforms are what interests us here. There are 3 kinds of " -#~ "transform: local, global, custom." -#~ msgstr "骨转换是我们感兴趣的事情。 有三种转换:本地,全球,自定义。" - -#, fuzzy -#~ msgid "" -#~ "**To find the local Transform of a bone, we use get_bone_pose(id) " -#~ "function:**" -#~ msgstr "**要查找骨骼的局部变换,我们使用get_bone_pose(id)函数:**" - -#~ msgid "" -#~ "So we get a 3x4 matrix there, with the first column filled with 1s. What " -#~ "can we do with this matrix? It is a Transform, so we can do everything we " -#~ "can do with Transforms (basically translate, rotate and scale). We could " -#~ "also multiply transforms to have more complex transforms. Remember, " -#~ "\"bones\" in Godot are just Transforms over a group of vertices. We could " -#~ "also copy Transforms of other objects there. So let's rotate our " -#~ "\"upperarm\" bone:" -#~ msgstr "" -#~ "所以我们得到一个3x4矩阵,第一列填充1s。 我们可以用这个矩阵做什么? 它是一" -#~ "个变换,所以我们可以做任何我们可以用变换做的事情(基本上是平移,旋转和缩" -#~ "放)。 我们还可以将变换乘以更复杂的变换。 请记住,Godot的“骨头”只是在一组顶" -#~ "点上进行变换。 我们还可以复制其他对象的变换。 那么让我们旋转我们" -#~ "的“upperarm”骨骼:" - -#~ msgid "" -#~ "Now we can rotate individual bones. The same happens for scale and " -#~ "translate. Try these on your own and check the results." -#~ msgstr "" -#~ "现在我们可以旋转单个骨骼。 规模和翻译也是如此。 自己尝试这些并检查结果。" - -#, fuzzy -#~ msgid "" -#~ "What we used here was the local pose. By default all bones are not " -#~ "modified. But this Transform tells us nothing about the relationship " -#~ "between bones. This information is needed for quite a number of tasks. " -#~ "How can we get it? This is where the global transform comes into play:" -#~ msgstr "" -#~ "我们在这里使用的是当地的姿势。 默认情况下,不会修改所有骨骼。 但是这个变换" -#~ "没有告诉我们骨头之间的关系。 许多任务都需要此信息。 我们怎么能得到它? 全" -#~ "球转型发挥作用:" - -#~ msgid "" -#~ "**To find the bone global Transform we use get_bone_global_pose(id) " -#~ "function:**" -#~ msgstr "**要查找骨骼全局变换,我们使用get_bone_global_pose(id)函数:**" - -#~ msgid "Let's find the global Transform for the lowerarm bone:" -#~ msgstr "让我们找到低胸骨的全局变换:" - -#~ msgid "" -#~ "As you can see, this transform is not zeroed. While being called global, " -#~ "it is actually relative to the Skeleton origin. For a root bone, the " -#~ "origin is always at 0 if not modified. Let's print the origin for our " -#~ "lowerarm bone:" -#~ msgstr "" -#~ "如您所见,此变换未归零。 虽然被称为全球,但实际上它与Skeleton的起源有关。 " -#~ "对于根骨骼,如果未修改,则原点始终为0。 让我们打印我们的低骨骼的起源:" - -#, fuzzy -#~ msgid "" -#~ "You will see a number. What does this number mean? It is a rotation point " -#~ "of the Transform. So it is base part of the bone. In Blender, you can go " -#~ "to Pose mode and try to rotate bones there. They will rotate around their " -#~ "origin." -#~ msgstr "" -#~ "您会看到一个数字。 这个数字是什么意思? 它是变换的旋转点。 所以它是骨骼的" -#~ "基础部分。 在Blender中您可以进入Pose模式并尝试旋转骨骼。 它们将围绕它们的" -#~ "原点旋转。" - -#~ msgid "" -#~ "But what about the bone tip? We can't know things like the bone length, " -#~ "which we need for many things, without knowing the tip location. For all " -#~ "bones in a chain, except for the last one, we can calculate the tip " -#~ "location. It is simply a child bone's origin. There are situations when " -#~ "this is not true, such as for non-connected bones, but that is OK for us " -#~ "for now, as it is not important regarding Transforms." -#~ msgstr "" -#~ "但骨头怎么样? 在不知道尖端位置的情况下,我们无法知道许多东西需要的骨骼长" -#~ "度等内容。 对于链中的所有骨骼,除了最后一个骨骼,我们可以计算尖端位置。 它" -#~ "只是儿童骨骼的起源。 在某些情况下,这种情况并非如此,例如对于非连接的骨" -#~ "骼,但现在对我们来说这是好的,因为它对于变形来说并不重要。" - -#~ msgid "" -#~ "Notice that the leaf bone tip is nowhere to be found. A leaf bone is a " -#~ "bone without children, so you don't have any information about its tip. " -#~ "But this is not a showstopper. You can overcome this by either adding an " -#~ "extra bone to the chain or just calculating the length of the leaf bone " -#~ "in Blender and storing the value in your script." -#~ msgstr "" -#~ "请注意,叶骨尖无处可寻。 叶骨是没有子节点的骨头,因此您没有关于其尖端的任" -#~ "何信息。 但这不是一个停滞不前的问题。 您可以通过向链中添加额外的骨骼或仅在" -#~ "Blender中计算叶骨的长度并将值存储在脚本中来解决此问题。" - -#~ msgid "Using 3D \"bones\" for mesh control" -#~ msgstr "使用3D“骨骼”进行网格控制" - -#, fuzzy -#~ msgid "" -#~ "Now, as you know the basics, we can apply these to make full FK-control " -#~ "of our arm (FK is forward-kinematics)." -#~ msgstr "" -#~ "现在您已经了解了我们可以应用这些基础知识来对我们的手臂进行全面的FK控制(FK" -#~ "是前向运动学)。" - -#, fuzzy -#~ msgid "To fully control our arm, we need the following parameters:" -#~ msgstr "要完全控制我们的手臂,我们需要以下参数:" - -#~ msgid "Upperarm angle x, y, z" -#~ msgstr "上臂角度x,y,z" - -#~ msgid "Lowerarm angle x, y, z" -#~ msgstr "下臂角度x,y,z" - -#~ msgid "All of these parameters can be set, incremented, and decremented." -#~ msgstr "所有这些参数都可以设置,递增和递减。" - -#~ msgid "Create the following node tree:" -#~ msgstr "创建以下节点树:" - -#~ msgid "" -#~ "Set up the Camera so that the arm is properly visible. Rotate " -#~ "DirectionLight so that the arm is properly lit while in scene play mode." -#~ msgstr "" -#~ "设置相机,以便可以正确看到手臂。 旋转DirectionLight,以便在场景播放模式下" -#~ "手臂正确点亮。" - -#~ msgid "First we define the setup parameters:" -#~ msgstr "首先我们定义设置参数:" - -#, fuzzy -#~ msgid "" -#~ "Now we need to set up a way to change them. Let us use keys for that." -#~ msgstr "现在我们需要设置一种方法来改变它们。 让我们使用密钥。" - -#~ msgid "Please create 7 actions under project settings -> Input Map:" -#~ msgstr "请在项目设置下创建7个操作 ->输入地图:" - -#~ msgid "**selext_x** - bind to X key" -#~ msgstr "**selext_x** - 绑定到X键" - -#~ msgid "**selext_y** - bind to Y key" -#~ msgstr "**selext_y** - 绑定到Y键" - -#~ msgid "**selext_z** - bind to Z key" -#~ msgstr "**selext_z** - 绑定到Z键" - -#~ msgid "**select_upperarm** - bind to key 1" -#~ msgstr "**select_upperarm** - 绑定到键1" - -#~ msgid "**select_lowerarm** - bind to key 2" -#~ msgstr "**select_lowerarm** - 绑定到键2" - -#~ msgid "**increment** - bind to key numpad +" -#~ msgstr "**increment** - 绑定到数字键盘键+" - -#~ msgid "**decrement** - bind to key numpad -" -#~ msgstr "**decrement** - 绑定到数字键盘键 -" - -#, fuzzy -#~ msgid "" -#~ "So now we want to adjust the above parameters. Therefore, we create code " -#~ "which does that:" -#~ msgstr "所以现在我们要调整上面的参数。 因此我们创建代码来执行以下操作:" - -#~ msgid "The full code for arm control is this:" -#~ msgstr "手臂控制的完整代码是这样的:" - -#, fuzzy -#~ msgid "" -#~ "Pressing keys 1/2 selects upperarm/lowerarm; select the axis by pressing " -#~ "x, y, z, rotate using numpad \"+\"/\"-\"." -#~ msgstr "按键1/2选择上臂/下臂,按x,y,z选择轴,使用小键盘“+”/“ - ”旋转" - -#, fuzzy -#~ msgid "" -#~ "This way you fully control your arm in FK mode using 2 bones. You can add " -#~ "additional bones and/or improve the \"feel\" of the interface by using " -#~ "coefficients for the change. I recommend you play with this example a lot " -#~ "before moving on to the next part." -#~ msgstr "" -#~ "这样您就可以使用2个骨骼在FK模式下完全控制手臂。 您可以通过使用系数进行更改" -#~ "来添加其他骨骼和/或改善界面的“感觉”。 我建议您在进入下一部分之前先玩这个示" -#~ "例。" - -#~ msgid "You can clone the demo code for this chapter using" -#~ msgstr "您可以使用克隆本章的演示代码" - -#~ msgid "Or you can browse it using the web-interface:" -#~ msgstr "或者您可以使用Web界面浏览它:" - -#~ msgid "https://github.com/slapin/godot-skel3d" -#~ msgstr "https://github.com/slapin/godot-skel3d" - -#~ msgid "Using 3D \"bones\" to implement ragdoll-like physics" -#~ msgstr "使用3D“骨头”来实现类似布娃娃的物理" - -#~ msgid "Inverse kinematics" -#~ msgstr "反向运动学" - -#, fuzzy -#~ msgid "" -#~ "This tutorial is a follow-up to :ref:`doc_working_with_3d_skeletons`." -#~ msgstr "本教程是后续 :ref:`doc_working_with_3d_skeletons`。" - -#~ msgid "" -#~ "Previously, we were able to control the rotations of bones in order to " -#~ "manipulate where our arm was (forward kinematics). But what if we wanted " -#~ "to solve this problem in reverse? Inverse kinematics (IK) tells us *how* " -#~ "to rotate our bones in order to reach a desired position." -#~ msgstr "" -#~ "以前,我们能够控制骨骼的旋转,以便操纵我们的手臂(正向运动学)。 但是,如果" -#~ "我们想要反过来解决这个问题呢? 反向运动学(IK)告诉我们 *如何* 旋转我们的骨" -#~ "骼以达到所需的位置。" - -#~ msgid "" -#~ "A simple example of IK is the human arm: While we intuitively know the " -#~ "target position of an object we want to reach for, our brains need to " -#~ "figure out how much to move each joint in our arm to get to that target." -#~ msgstr "" -#~ "IK的一个简单示例就是人类的手臂:当我们直观地知道我们想要达到的物体的目标位" -#~ "置时,我们的大脑需要弄清楚在我们的手臂中移动每个关节到达目标的程度。" - -#~ msgid "Initial problem" -#~ msgstr "最初的问题" - -#, fuzzy -#~ msgid "" -#~ "We want to position the 2 angles on the joints of our upperarm and " -#~ "lowerarm so that the tip of the lowerarm bone is as close to the target " -#~ "point (which is set by the target Vector3) as possible using only " -#~ "rotations. This task is calculation-intensive and never resolved by " -#~ "analytical equation solving, as it is an under-constrained problem, which " -#~ "means that there is more than one solution to an IK problem." -#~ msgstr "" -#~ "在Godot术语中,我们要在这里解决的任务是将2个角度定位在我们的上臂和下肢的关" -#~ "节上,使得低位骨骼的尖端尽可能接近目标点(由目标Vector3设置) 尽可能只使用旋" -#~ "转。 此任务是计算密集型的,并且永远不会通过解析方程求解来解决,因为它是一" -#~ "个欠约束问题,这意味着IK问题有多个解决方案。" - -#, fuzzy -#~ msgid "" -#~ "For easy calculation in this chapter, we assume the target is a child of " -#~ "Skeleton. If this is not the case for your setup, you can always reparent " -#~ "it in your script, as you will save on calculations if you do so." -#~ msgstr "" -#~ "为了便于在本章中进行计算,我们认为目标是Skeleton的子节点。 如果您的设置不" -#~ "是这种情况,您可以随时在脚本中重新显示它,因为如果您这样做,您将节省计算。" - -#~ msgid "" -#~ "In the picture, you see the angles alpha and beta. In this case, we don't " -#~ "use poles and constraints, so we need to add our own. On the picture the " -#~ "angles are 2D angles living in a plane which is defined by bone base, " -#~ "bone tip, and target." -#~ msgstr "" -#~ "在图片中,您可以看到角度α和β。 在这种情况下,我们不使用极点和约束,因此我" -#~ "们需要添加自己的极点和约束。 在图片上,角度是生活在由骨基部,骨尖和目标定" -#~ "义的平面中的2D角。" - -#, fuzzy -#~ msgid "" -#~ "The rotation axis is easily calculated using the cross-product of the " -#~ "bone vector and the target vector. The rotation, in this case, will " -#~ "always be in the positive direction. If ``t`` is the Transform which we " -#~ "get from the get_bone_global_pose() function, the bone vector is" -#~ msgstr "" -#~ "使用骨骼向量和目标向量的叉积容易地计算旋转轴。 在这种情况下,旋转将始终在" -#~ "正方向。 如果 ``t`` 是我们从get_bone_global_pose()函数得到的Transform,那" -#~ "么骨骼向量是" - -#~ msgid "So we have all the information we need to execute our algorithm." -#~ msgstr "因此,我们拥有执行算法所需的所有信息。" - -#~ msgid "" -#~ "In game dev it is common to resolve this problem by iteratively closing " -#~ "to the desired location, adding/subtracting small numbers to the angles " -#~ "until the distance change achieved is less than some small error value. " -#~ "Sounds easy enough, but there are still Godot problems we need to resolve " -#~ "to achieve our goal." -#~ msgstr "" -#~ "在游戏开发中,通常通过迭代地闭合到期望位置来解决该问题,向角度添加/减去小" -#~ "数字直到所实现的距离变化小于某个小的误差值。 听起来很容易,但我们需要解决" -#~ "的Godot问题才能实现我们的目标。" - -#~ msgid "**How to find coordinates of the tip of the bone?**" -#~ msgstr "**如何找到骨尖的坐标?**" - -#~ msgid "**How to find the vector from the bone base to the target?**" -#~ msgstr "**如何找到从骨基部到目标的载体?**" - -#~ msgid "" -#~ "For our goal (tip of the bone moved within area of target), we need to " -#~ "know where the tip of our IK bone is. As we don't use a leaf bone as IK " -#~ "bone, we know the coordinate of the bone base is the tip of the parent " -#~ "bone. All these calculations are quite dependent on the skeleton's " -#~ "structure. You could use pre-calculated constants, or you could add an " -#~ "extra bone at the tip of the IK bone and calculate using that." -#~ msgstr "" -#~ "为了我们的目标(在目标区域内移动骨骼的尖端),我们需要知道IK骨骼的尖端在哪" -#~ "里。 由于我们不使用叶骨作为IK骨骼,因此我们知道骨骼基座的坐标是父骨骼的尖" -#~ "端。 所有这些计算都完全取决于骨架的结构。 您可以使用预先计算的常量,或者可" -#~ "以在IK骨骼的顶端添加额外的骨骼并使用它进行计算。" - -#~ msgid "" -#~ "We will use an exported variable for the bone length to make it easy." -#~ msgstr "我们将使用导出的变量作为骨骼长度来简化。" - -#~ msgid "" -#~ "Now, we need to apply our transformations from the IK bone to the base of " -#~ "the chain, so we apply a rotation to the IK bone, then move from our IK " -#~ "bone up to its parent, apply rotation again, then move to the parent of " -#~ "the current bone again, etc. So we need to limit our chain somewhat." -#~ msgstr "" -#~ "现在,我们需要将IK骨骼的变换应用到链的基础,因此我们将旋转应用于IK骨骼,然" -#~ "后从IK骨骼移动到其父骨骼,再次应用旋转,然后移动到父骨骼 当前的骨头等等。" -#~ "所以我们需要稍微限制我们的链条。" - -#~ msgid "For the ``_ready()`` function:" -#~ msgstr "对于 ``_ready()`` 函数:" - -#~ msgid "Now we can write our chain-passing function:" -#~ msgstr "现在我们可以编写链传递函数:" - -#~ msgid "And for the ``_process()`` function:" -#~ msgstr "对于 ``_process()`` 函数:" - -#~ msgid "" -#~ "Executing this script will pass through the bone chain, printing bone " -#~ "transforms." -#~ msgstr "执行此脚本将通过骨链,打印骨骼变换。" - -#, fuzzy -#~ msgid "" -#~ "Now we need to actually work with the target. The target should be placed " -#~ "somewhere accessible. Since \"arm\" is an imported scene, we better place " -#~ "the target node within our top level scene. But for us to work with " -#~ "target easily, its Transform should be on the same level as the Skeleton." -#~ msgstr "" -#~ "现在我们需要实际使用目标。 目标应该放在可以访问的地方。 由于“arm”是导入的" -#~ "场景,我们最好将目标节点放在顶级场景中。 但是为了让我们轻松地使用目标,它" -#~ "的变换应该与Skeleton处于同一水平。" - -#, fuzzy -#~ msgid "" -#~ "To cope with this problem, we create a \"target\" node under our scene " -#~ "root node and will reparent it at runtime, copying the global transform, " -#~ "which will achieve the desired effect." -#~ msgstr "" -#~ "为了解决这个问题,我们在场景根节点下创建一个“目标”节点,在运行时我们将重新" -#~ "显示它,复制全局变换,这将实现所需的效果。" - -#~ msgid "" -#~ "Create a new Spatial node under the root node and rename it to \"target" -#~ "\". Then modify the ``_ready()`` function to look like this:" -#~ msgstr "" -#~ "在根节点下创建一个新的Spatial节点,并将其重命名为“target”。 然后修改 " -#~ "``_ready()`` 函数看起来像这样:" - -#~ msgid "" -#~ "Set the environment variable ``ANDROID_NDK_ROOT`` to point to the Android " -#~ "NDK." -#~ msgstr "将环境变量ANDROID_NDK_ROOT设置为指向Android NDK。" - -#~ msgid "" -#~ "GameObject -> Node Add a component -> Inheriting Prefab -> Externalized " -#~ "branch" -#~ msgstr "GameObject ->节点 添加组件 ->继承 预制体 ->外化分支" - -#~ msgid "" -#~ "Our level will contain these objects: 1. A room 2. A bed 3. A lamp 4. A " -#~ "desk 5. A bookshelf" -#~ msgstr "我们的水平将包含这些物品:1。房间2.床3.灯2.桌子5.书架" - -#~ msgid "Lets go over what's happening here:" -#~ msgstr "让我们回顾一下这里发生的事情:" - -#~ msgid "Lets go over what this function is doing:" -#~ msgstr "让我们来看看这个函数正在做什么:" - -#~ msgid "In this guide you will learn:" -#~ msgstr "在本指南中,您将学习:" - -#~ msgid "Collision Layers and Masks" -#~ msgstr "碰撞层和遮罩" - -#~ msgid "" -#~ "Unlike the shader language in Godot 2.x, this implementation is much " -#~ "closer to the original." -#~ msgstr "与Godot 2.x中的着色器语言不同,此实现更接近原始语言。" - -#~ msgid "Operators:" -#~ msgstr "操作符:" - -#~ msgid "Functions can be used from any other function that is below it." -#~ msgstr "函数可以被它下面的任何其他函数中调用。" - -#~ msgid "" -#~ "Depending on shader type, a different set of built-in inputs and outputs " -#~ "are provided. In general, vertex functions are not that commonly used." -#~ msgstr "" -#~ "根据着色器类型的不同,会提供一组不同的内置输入和输出。一般来说,顶点函数并" -#~ "不常用。" - -#~ msgid "**noperspective**" -#~ msgstr "**noperspective**" - -#~ msgid "The value is linearly interpolated in window-space" -#~ msgstr "该值在窗口空间中线性插值" - -#~ msgid "Shader Types In-Depth" -#~ msgstr "着色器类型深入" - -#~ msgid "Accepted render modes and built-ins for **shader_type spatial;**." -#~ msgstr "接受** shader_type spatial的渲染模式和内置函数; **。" - -#~ msgid "Substractive blend mode." -#~ msgstr "减法混合模式。" - -#~ msgid "Vertex in local coords (see doc below)." -#~ msgstr "局部坐标中的顶点(见下文)。" - -#~ msgid "" -#~ "It is also possible to completely disable the built-in modelview " -#~ "transform (projection will still happen later, though) with the following " -#~ "code, so it can be done manually:" -#~ msgstr "" -#~ "也可以使用以下代码完全禁用内置模型视图变换(投影仍将在稍后进行),因此可以手" -#~ "动完成:" - -#~ msgid "Rim (0..1)." -#~ msgstr "Rim (0..1)." - -#~ msgid "Small added specular blob." -#~ msgstr "小添加镜面斑点。" - -#~ msgid "Gloss of Clearcoat." -#~ msgstr "透明涂层的光泽。" - -#~ msgid "Strength of Subsurface Scattering (default 0)." -#~ msgstr "次表面散射强度(默认值为0)。" - -#~ msgid "Transmission mask (default 0,0,0)." -#~ msgstr "传输掩码(默认为0,0,0)。" - -#~ msgid "out vec2 **SCREEN_UV**" -#~ msgstr "out vec2 **SCREEN_UV**" - -#~ msgid "Normal vector." -#~ msgstr "法向量。" - -#~ msgid "View vector." -#~ msgstr "查看向量。" - -#~ msgid "" -#~ "Writing light shaders is completely optional. Unlike other game engines, " -#~ "they don't affect performance or force a specific pipeline." -#~ msgstr "" -#~ "编写灯光着色器是完全可选的。 与其他游戏引擎不同,它们不会影响性能或强制使" -#~ "用特定的管道。" - -#~ msgid "" -#~ "Accepted render modes and built-ins for **shader_type canvas_item;**." -#~ msgstr "接受** shader_type canvas_item; **的渲染模式和内置函数。" - -#~ msgid "Normal, writable." -#~ msgstr "正常,可写。" - -#~ msgid "Normal from texture, default is read from NORMAL_TEXTURE." -#~ msgstr "从纹理开始,从NORMAL_TEXTURE读取默认值。" - -#~ msgid "Height of Light." -#~ msgstr "光的高度。" - -#~ msgid "" -#~ "Value from the Light texture. **(shader is ignored if this is not used)." -#~ "** Can be modified." -#~ msgstr "轻质感的价值。 **(如果未使用,则忽略着色器。)**可以修改。" - -#~ msgid "Accepted render modes and built-ins for **shader_type particles;**." -#~ msgstr "接受** shader_type粒子的渲染模式和内置函数; **。" - -#~ msgid "Disable velocity." -#~ msgstr "禁用速度。" - -#~ msgid "Packaging Godot" -#~ msgstr "包装Godot" - -#~ msgid "" -#~ "Godot has features to make it easier to distribute and to package it for " -#~ "application repositories." -#~ msgstr "Godot具有使其更易于分发和将其打包为应用程序存储库的功能。" - -#~ msgid "Default behaviour" -#~ msgstr "默认行为" - -#~ msgid "" -#~ "By default, Godot stores all settings and installed templates in a per-" -#~ "user directory. First Godot checks the ``APPDATA`` environment variable. " -#~ "If it exists, the per-user directory is the ``Godot`` subdirectory of " -#~ "``APPDATA``. If ``APPDATA`` doesn't exist, Godot checks the ``HOME`` " -#~ "environment variable. The per-user directory is then the \".godot\" " -#~ "subdir of ``HOME``." -#~ msgstr "" -#~ "默认情况下,Godot将所有设置和已安装的模板存储在每个用户目录中。 First " -#~ "Godot检查 ``APPDATA`` 环境变量。 如果它存在,则每用户目录是 ``APPDATA`` " -#~ "的 ``Godot`` 子目录。 如果 ``APPDATA`` 不存在,Godot会检查 ``HOME`` 环境变" -#~ "量。 然后,每用户目录是 ``HOME`` 的“.godot”子目录。" - -#~ msgid "This meets common operating system standards." -#~ msgstr "这符合通用操作系统标准。" - -#~ msgid "Global template path (Unix only)" -#~ msgstr "全局模板路径(仅限Unix)" - -#~ msgid "" -#~ "The ``unix_global_settings_path`` build variable is meant for Unix/Linux " -#~ "distro packagers who want to package export templates together with " -#~ "godot. It allows to put the export templates on a hardcoded path." -#~ msgstr "" -#~ "``unix_global_settings_path``构建变量适用于想要将导出模板与godot一起打包的" -#~ "Unix / Linux发行版打包程序。 它允许将导出模板放在硬编码路径上。" - -#~ msgid "" -#~ "To use it, pass the desired path via the scons " -#~ "``unix_global_settings_path`` build variable when building the editor. " -#~ "The export templates then live at the \"templates\" subdirectory of the " -#~ "path specified." -#~ msgstr "" -#~ "要使用它,在构建编辑器时,通过scons ``unix_global_settings_path`` 构建变量" -#~ "传递所需的路径。 然后,导出模板位于指定路径的“templates”子目录中。" - -#~ msgid "" -#~ "Templates installed at the per-user location still override the system " -#~ "wide templates." -#~ msgstr "安装在每个用户位置的模板仍会覆盖系统范围的模板。" - -#~ msgid "" -#~ "The self contained mode can be used to package Godot for distribution " -#~ "systems where it doesn't live at a fixed location. If the editor finds a " -#~ "``._sc_`` file in the directory the executable is located in, Godot will " -#~ "continue in \"self contained mode\". On Windows, the file name to use is " -#~ "``_sc_`` (without the preceding dot)." -#~ msgstr "" -#~ "自包含模式可用于将Godot打包到不在固定位置的分发系统。 如果编辑器在可执行文" -#~ "件所在的目录中找到 ``._sc_`` 文件,Godot将继续处于“自包含模式”。 在Windows" -#~ "上,要使用的文件名是 ``_sc_`` (没有前面的点)。" - -#~ msgid "" -#~ "In self contained mode, all config files are located next to the " -#~ "executable in a directory called ``editor_data``. Godot doesn't read or " -#~ "write to the per-user location anymore." -#~ msgstr "" -#~ "在自包含模式下,所有配置文件都位于名为 ``editor_data`` 的目录中的可执行文" -#~ "件旁边。 Godot不再读取或写入每个用户的位置。" - -#~ msgid "" -#~ "The contents of the ``._sc_`` file (when not empty) are read with the " -#~ "ConfigFile api (same format as ``project.godot``, etc). So far it can " -#~ "contain a list of pre-loaded project in this format:" -#~ msgstr "" -#~ "使用ConfigFile api(格式为 ``project.godot`` 等)读取 ``._sc_`` 文件(非空时)" -#~ "的内容。 到目前为止,它可以包含以下格式的预加载项目列表:" - -#~ msgid "" -#~ "The paths are relative to the executable location, and will be added to " -#~ "the file ``editor_settings.xml`` when this is created for the first time." -#~ msgstr "" -#~ "路径相对于可执行位置,并且在第一次创建时将添加到文件 ``editor_settings." -#~ "xml`` 中。" - -#~ msgid "" -#~ "Before we translate the documentation, we need to complete and proof-read " -#~ "it in English. We'll work on localization when we get past 90% completion." -#~ msgstr "" -#~ "在我们翻译文档之前,我们需要用英语完成并校对。 当我们达到90%的完成度后," -#~ "我们将致力于本地化。" - -#~ msgid "" -#~ "If you're using C#, you need to restart Godot editor temporarily to see " -#~ "exported variables in the editor until it's fixed." -#~ msgstr "" -#~ "如果你正在使用C#,则需要临时重启Godot编辑器,以便在编辑器中查看导出的变" -#~ "量,直到修复为止。" - -#~ msgid "" -#~ "`Built-in types `__" -#~ msgstr "" -#~ "`内置类型 `__" - -#~ msgid "Is SRGB" -#~ msgstr "是SRGB" - -#~ msgid "[Windows only] PyWin32 (optional, for parallel compilation)" -#~ msgstr "[仅限Windows] PyWin32(可选,用于并行编译)" - -#~ msgid "" -#~ "Android SDK version 23.0.3 [Note: Please install all tools and extras of " -#~ "the SDK Manager]" -#~ msgstr "Android SDK版本23.0.3 [注意:请安装SDK Manager的所有工具和附加功能]" - -#~ msgid "" -#~ "JDK 6 or later (either OpenJDK or Oracle JDK) - JDK 9 & 10 do not work " -#~ "with current Gradle." -#~ msgstr "" -#~ "JDK 6或更高版本(OpenJDK或Oracle JDK) - JDK 9和10不适用于当前的Gradle。" - -#~ msgid "" -#~ "Set the environment variable ANDROID_HOME to point to the Android SDK." -#~ msgstr "将环境变量ANDROID_HOME设置为指向Android SDK。" - -#~ msgid "" -#~ "(on Linux or macOS, execute the `gradlew` script with `./gradlew build`)" -#~ msgstr "(在Linux或macOS上,使用`./gradlew build`执行`gradlew`脚本)" - -#~ msgid "The resulting APK is in:" -#~ msgstr "生成的APK位于:" - -#~ msgid "Faster compilation" -#~ msgstr "编译速度更快" - -#~ msgid "" -#~ "If you are on Unix or installed PyWin32 on Windows and have multiple CPU " -#~ "cores available, you can speed up the compilation by adding the ``-jX`` " -#~ "argument to the SCons command, where ``X`` is the number of cores that " -#~ "you want to allocate to the compilation, e.g. ``scons -j4``." -#~ msgstr "" -#~ "如果你在Unix上或在Windows上安装了PyWin32并且有多个CPU内核可用,你可以通过" -#~ "在SCons命令中添加``-jX``参数来加速编译,其中``X``是那个核的数量。 你想分配" -#~ "给编译,例如 ``scons -j4``。" - -#~ msgid "" -#~ "This will create a fat binary that works in both platforms, but will add " -#~ "about 6 megabytes to the APK." -#~ msgstr "" -#~ "这将创建一个可在两个平台上运行的胖二进制文件,但会为APK增加大约6兆字节。" - -#~ msgid "" -#~ "It might be necessary to clean the build cache between two APK " -#~ "compilations, as some users have reported issues when building the two " -#~ "export templates one after the other." -#~ msgstr "" -#~ "可能有必要清除两个APK编辑之间的构建缓存,因为一些用户在逐个构建两个导出模" -#~ "板时报告了问题。" - -#~ msgid "Seek assistance if you can't figure it out." -#~ msgstr "如果你想不通,请寻求帮助。" - -#~ msgid "libgodot_android.so is not in ``lib/armeabi-v7a`` or ``lib/armeabi``" -#~ msgstr "libgodot_android.so不在``lib / armeabi-v7a``或``lib / armeabi``中" - -#~ msgid "Device does not support armv7 (try compiling yourself for armv6)" -#~ msgstr "设备不支持armv7(尝试为armv6编译自己)" - -#~ msgid "Device is Intel, and apk is compiled for ARM." -#~ msgstr "设备是Intel,apk是为ARM编译的。" - -#~ msgid "Compilation fails" -#~ msgstr "编译失败" - -#~ msgid "" -#~ "On Linux systems with Kernel version 4.3 or newer, compilation may fail " -#~ "with the error \"pthread_create failed: Resource temporarily unavailable." -#~ "\"" -#~ msgstr "" -#~ "在内核版本为4.3或更高版本的Linux系统上,编译可能会失败,并显示错" -#~ "误“pthread_create failed:资源暂时不可用。”" - -#~ msgid "" -#~ "This is because of a change in the way Linux limits thread creation. But " -#~ "you can change those limits through the command line. Please read this " -#~ "section thoroughly before beginning." -#~ msgstr "" -#~ "这是因为Linux限制线程创建的方式发生了变化。 但您可以通过命令行更改这些限" -#~ "制。 请在开始之前仔细阅读本节内容。" - -#~ msgid "" -#~ "First open a terminal, then begin compilation as usual (it may be a good " -#~ "idea to run a --clean first). While compiling enter the following in your " -#~ "terminal:" -#~ msgstr "" -#~ "首先打开一个终端,然后像往常一样开始编译(首先运行--clean可能是个好主" -#~ "意)。 编译时在终端中输入以下内容:" - -#~ msgid "" -#~ "The output should list a scons process, with its PID as the first number " -#~ "in the output. For example the PID 1077 in the output shown below:" -#~ msgstr "" -#~ "输出应列出scons进程,其PID为输出中的第一个数字。 例如,输出中的PID 1077如" -#~ "下所示:" - -#~ msgid "" -#~ "Now you can use another command to increase the number of processes that " -#~ "scons is allowed to spawn. You can check its current limits with:" -#~ msgstr "" -#~ "现在,您可以使用另一个命令来增加允许生成scons的进程数。 您可以通过以下方式" -#~ "检查其当前限制:" - -#~ msgid "You can increase those limits with the command:" -#~ msgstr "您可以使用以下命令增加这些限制:" - -#~ msgid "" -#~ "Obviously you should substitute the scons PID output by top and a limits " -#~ "that you think suitable. These are in the form --nproc=soft:hard where " -#~ "soft must be lesser than or equal to hard. See the man page for more " -#~ "information." -#~ msgstr "" -#~ "显然你应该用顶部的scons PID输出和你认为合适的限制来代替。 它们的形式为--" -#~ "nproc = soft:hard,其中soft必须小于或等于hard。 有关更多信息,请参见手册" -#~ "页。" - -#~ msgid "" -#~ "If all went well, and you entered the prlimit command while scons was " -#~ "running, then your compilation should continue without the error." -#~ msgstr "" -#~ "如果一切顺利,并且您在scons运行时输入了prlimit命令,那么您的编译应该继续而" -#~ "不会出现错误。" - -#~ msgid "" -#~ "We'll be looking at NativeScript 1.0 which is available in Godot 3.0. " -#~ "Godot 3.1 will see the introduction of NativeScript 1.1, which comes with " -#~ "a number of improvements. We'll update this tutorial once it is " -#~ "officially released, but the overall structure remains similar." -#~ msgstr "" -#~ "我们将关注Godot 3.0中提供的NativeScript 1.0。 Godot 3.1将会看到" -#~ "NativeScript 1.1的引入,它带来了许多改进。 我们将在正式发布后更新本教程," -#~ "但整体结构仍然类似。" - -#~ msgid "" -#~ "mkdir gdnative_cpp_example cd gdnative_cpp_example git clone --recursive -" -#~ "b 3.0 https://github.com/GodotNativeTools/godot-cpp" -#~ msgstr "" -#~ "mkdir gdnative_cpp_example cd gdnative_cpp_example git clone --recursive -" -#~ "b 3.0 https://github.com/GodotNativeTools/godot-cpp" - -#~ msgid "" -#~ "We usually try to keep the Godot Android build code up to date, but " -#~ "Google changes their toolchain versions often, so if compilation fails " -#~ "due to wrong toolchain version, go to your NDK directory and check the " -#~ "current number, then set the following environment variable:" -#~ msgstr "" -#~ "我们通常会尝试更新Godot Android构建代码,但Google经常更改其工具链版本,因" -#~ "此如果由于错误的工具链版本导致编译失败,请转到NDK目录并检查当前编号,然后" -#~ "设置以下环境变量:" - -#~ msgid "" -#~ "Another reason is that, for distribution, the developer might prefer a " -#~ "specially compiled binary, which is smaller in size, more optimized and " -#~ "does not include tools inside (like the editor, debugger, etc.)." -#~ msgstr "" -#~ "另一个原因是,为了分发,开发人员可能更喜欢一个特别编译的二进制文件,它的大" -#~ "小更小,更优化,并且不包含内部工具(如编辑器,调试器等)。" - -#, fuzzy -#~ msgid "There is a few things to note here." -#~ msgstr "Godot没有任何使用限制" - -#~ msgid "" -#~ "Note that there are currently `issues `__ with parallel builds for at least some users, so if " -#~ "you are running into errors, try building without the ``-j`` parameter." -#~ msgstr "" -#~ "提示,少数用户执行多核构建任务中会碰到 `这个问题 `__ , 如果你也刚好遇到这个麻烦,请试着去到 " -#~ "``-j`` 命令进行构建。" - -#, fuzzy -#~ msgid "default: no" -#~ msgstr "默认环境" - -#, fuzzy -#~ msgid "default: yes" -#~ msgstr "默认功能" - -#~ msgid "Mac OS X" -#~ msgstr "Mac OS X" - -#~ msgid "" -#~ "C# is usually the best choice for companies. The large amount of " -#~ "programmers familiar with it means less time can be spent learning Godot " -#~ "and more time can be spent programming with it." -#~ msgstr "" -#~ "C#通常是公司的最佳选择,很多程序员熟悉它,可以花更少的时间学习Godot,有了" -#~ "更多时间用它编程。" - -#~ msgid "Code Structure" -#~ msgstr "代码结构" - -#~ msgid "" -#~ "Sería excelente que el mundo hablara solo un idioma. Unfortunately for us " -#~ "developers, that is not the case. While not generally a big requirement " -#~ "when developing indie or niche games, it is also common that games going " -#~ "into a more massive market require localization." -#~ msgstr "" -#~ "Sería excelente que el mundo hablara solo un idioma(西班牙语:\n" -#~ "如果世界只说一种语言,那将是非常好的)。不幸的是, 对于美国开发者来说, 情况" -#~ "并非如此。虽然在开发独立游戏或利基游戏(niche音译,可理解为小众游戏)时通" -#~ "常并不是一个很大的需求, 但是对于正在进入一个更大规模市场的游戏而言,本地化" -#~ "需求也很常见。" - -#~ msgid "" -#~ "Godot offers many tools to make this process more straightforward, so " -#~ "this tutorial is more like a collection of tips and tricks." -#~ msgstr "" -#~ "Godot提供了许多工具来使这个过程更加简单, 因此本教程更像是一个提示和技巧的" -#~ "集合。" - -#~ msgid "" -#~ "As always, If you don't know the code of a language or zone, :ref:`check " -#~ "the list `." -#~ msgstr "" -#~ "与往常一样, 如果您不知道语言或区域的代码,:ref:`查看这个列表 " -#~ "`。" - -#~ msgid "For the build system, choose \"custom build system\"." -#~ msgstr "至于构建系统,我们选择 \"自定义构建系统(custom build system)\"。" - -#~ msgid "" -#~ "For dynamic memory, the DVector<> template is provided. Use it like this:" -#~ msgstr "对于动态内存分配,可以使用DVector<>模板。就像这样:" - -#~ msgid "" -#~ "DVector is a standard vector class, it can be accessed using the [] " -#~ "operator, but that's probably slow for large amount of accesses (as it " -#~ "has to lock internally). A few helpers exist for this:" -#~ msgstr "" -#~ "DVector就像标准的vector类,它能通过运算符[]被访问;但是大量读写访问的情况" -#~ "下,那是低效的(因为它内部使用了锁)。这里有使用示例:" - -#~ msgid "" -#~ "respectively. These allow fast read/write from DVectors and keep it " -#~ "locked until they go out of scope." -#~ msgstr "" -#~ "这样,允许从 DVectors 快速读写并保持锁定状态,直到它们它们超出作用域。" - -#, fuzzy -#~ msgid "Placing of AnimationPlayer" -#~ msgstr "动画" - -#~ msgid "" -#~ "This means it is free as in \"free speech\" as well as in \"free beer\"." -#~ msgstr "这就是说它是免费的,对,就是“免费的午餐”。" - -#~ msgid "There are no usage restrictions on Godot" -#~ msgstr "Godot没有任何使用限制" - -#~ msgid "" -#~ "This means you can use it for any game or application, commercially or " -#~ "non-commercially, in any industry" -#~ msgstr "这意味着你可以使用它在任何行业内制作商业或非商业的游戏或应用" - -#~ msgid "" -#~ "For more, see `here `_ or ask " -#~ "your lawyer of choice." -#~ msgstr "" -#~ "有关详细情况, 请参阅 `此处 `_ " -#~ "或咨询律师。" - -#~ msgid "" -#~ "Note that C# and Visual Scripting support is comparatively young and " -#~ "GDScript still has some advantages as outlined below." -#~ msgstr "" -#~ "注意C#和可视化脚本支持还相对不完善,GDScript仍然有优势,下面会提到。" - -#~ msgid "" -#~ "Support for new languages can be added by third parties using the " -#~ "GDNative / NativeScript / PluginScript facilities. (See question about " -#~ "plugins below.)" -#~ msgstr "" -#~ "可以使用GDNative / NativeScript / PluginScript工具添加对新语言的支持。(请" -#~ "参阅下面关于插件的问题。)" - -#~ msgid "" -#~ "GDScript? Why use a custom scripting language instead of my language of " -#~ "choice?" -#~ msgstr "GDScript?为什么使用自定义脚本语言而不是我选择的现有语言?" - -#~ msgid "" -#~ "GDScript is designed to integrate from the ground to the way Godot works, " -#~ "more than any other language, and is simple and easy to learn. Takes at " -#~ "most a day or two to get comfortable and it's easy to see the benefits " -#~ "once you do. Please make the effort to learn GDScript, you will not " -#~ "regret it." -#~ msgstr "" -#~ "GDScript是为了从底层整合Godot的工作方式而诞生的,这方面它比任何其他语言都" -#~ "更加契合引擎,并且简单易学。最多只需一两天就可以舒适的使用它,一旦你那样做" -#~ "了,很容易便会看到它的优势。请花些功夫学习GDScript,你不会后悔的。" - -#~ msgid "" -#~ "Godot C++ API is also efficient and easy to use (the entire Godot editor " -#~ "is made with this API), and an excellent tool to optimize parts of a " -#~ "project, but trying to use it instead of GDScript for an entire game is, " -#~ "in most cases, a waste of time." -#~ msgstr "" -#~ "Godot C ++ API也是高效易用的(整个Godot编辑器就是用这个API编写的),并且是" -#~ "优化项目性能的优秀工具,但是在整个游戏中使用它代替GDScript,在大多数情况下" -#~ "都是浪费时间。" - -#~ msgid "" -#~ "Yes, for more than a decade we tried in the past integrating several VMs " -#~ "(and even shipped games using them), such as Python, Squirrel and Lua (in " -#~ "fact we authored tolua++ in the past, one of the most popular C++ " -#~ "binders). None of them worked as well as GDScript does now." -#~ msgstr "" -#~ "是的,我们十多年来尝试整合了几种虚拟机(甚至用它们发行游戏),比如Python," -#~ "Squirrel和Lua(事实上我们曾参与开发过tolua++,最流行的C++绑定器之一)。但" -#~ "他们都没有像GDScript现在这样好。" - -#~ msgid "For the more technically versed, proceed to the next item." -#~ msgstr "有关技术上的解释,请看下一项。" - -#~ msgid "" -#~ "I don't believe you. What are the technical reasons for the item above?" -#~ msgstr "我不信。上面所说的技术原因呢?" - -#~ msgid "The main reasons are:" -#~ msgstr "主要原因:" - -#~ msgid "" -#~ "GDScript was designed to solve the issues above, and performs well in all " -#~ "the above scenarios. Please learn GDScript and enjoy a smooth integration " -#~ "of scripting with the game engine (yes, it's a rare but enjoyable " -#~ "situation when things just work). It's worth it, give it a try!" -#~ msgstr "" -#~ "GDScript旨在解决上述问题,并且表现良好。请学习GDScript并享受GDScript和游戏" -#~ "引擎的平滑集成(是的,虽然听上去不可能但真的很爽)。这是值得的,试一试吧!" - -#~ msgid "I want to extend Godot. What are my options for creating plugins?" -#~ msgstr "我想扩展Godot引擎。有什么开发插件的选项吗?" - -#~ msgid "" -#~ "Additional languages could be added via PluginScript or the more low-" -#~ "level NativeScript." -#~ msgstr "其它语言的插件可以通过PluginScript或更底层的NativeScript添加。" - -#~ msgid "" -#~ "If you want to add a certain native library, your best bet is GDNative " -#~ "and custom C++ modules." -#~ msgstr "如果你想添加一个本地库,最好的选择是使用GDNative或定制C++模块。" - -#~ msgid "Why is FBX not supported for import?" -#~ msgstr "为什么不支持导入FBX?" - -#~ msgid "Also, glTF support was added in Godot 3.0." -#~ msgstr "另外,Godot在3.0加入了glTF支持。" - -#~ msgid "" -#~ "FBX support could still be provided by third parties as a plugin. (See " -#~ "Plugins question above.)" -#~ msgstr "FBX支持仍然可以由第三方以插件形式提供。(请参阅上面插件相关问题。)" - -#~ msgid "" -#~ "No, the aim of Godot is to create a complete open source engine licensed " -#~ "under MIT, so you have complete control over every single piece of it. " -#~ "Open versions of functionality or features from such SDKs may be " -#~ "eventually added though." -#~ msgstr "" -#~ "不行,Godot的目标是创建一个基于MIT许可的完全开源引擎,以便于完全控制它的每" -#~ "一块。不过这些SDK的功能或其开放版本最终有可能会添加进来。" - -#~ msgid "I have a great idea that will make Godot better. What do you think?" -#~ msgstr "我有一个好想法能让Godot变得更好!你觉得呢?" - -#~ msgid "" -#~ "Your idea will most certainly be ignored. Examples of stuff that is " -#~ "ignored by the developers:" -#~ msgstr "你的想法基本会被忽视。开发者们会无视下面的例子:" - -#~ msgid "Let's do this because it will make Godot better" -#~ msgstr "大家来做吧!它会让Godot变得更好" - -#~ msgid "Let's do this in Godot because another game engine does it" -#~ msgstr "大家来实现这个吧!其它游戏引擎就是这么做的" - -#~ msgid "Let's remove this because I think it's not needed" -#~ msgstr "删掉这个功能!因为我觉得它没什么用" - -#~ msgid "Let's remove clutter and bloat and make Godot look nicer" -#~ msgstr "把这些乱七八糟的东西取消吧!这样Godot看起来会更好点" - -#~ msgid "Let's add an alternative workflow for people who prefer it" -#~ msgstr "来确立新的开发流程吧!有的人会很喜欢" - -#~ msgid "" -#~ "Godot developers are always willing to talk to you and listen to your " -#~ "feedback very openly, to an extent rarely seen in open source projects, " -#~ "but they will care mostly about real issues you have while using Godot, " -#~ "not ideas solely based on personal belief. Developers are interested in " -#~ "(for example):" -#~ msgstr "" -#~ "Godot开发人员总是愿意与您交流并且非常开放地倾听您的反馈意见,这在开源项目" -#~ "中很罕见,但他们将主要关注您在使用Godot时遇到的实际问题,而不是仅基于个人" -#~ "的想法。开发人员会感兴趣的(例如):" - -#~ msgid "" -#~ "Once one of the above points is stated, we can work together on a " -#~ "solution and this is where your ideas and suggestions are most valuable " -#~ "and welcome, they need to be in context of a real issue." -#~ msgstr "" -#~ "只要提出上述内容之一,我们就可以一起解决问题,这就是您的想法和建议最有价值" -#~ "和最受欢迎的地方,它们才是正式的问题。" - -#~ msgid "Examples of how NOT to state problems generally and vaguely are:" -#~ msgstr "不要像这样普通地和模糊地陈述问题:" - -#~ msgid "Certain feature is ugly" -#~ msgstr "某些功能很糟糕" - -#~ msgid "Certain workflow is slow" -#~ msgstr "某些工作流程很慢" - -#~ msgid "Certain feature needs optimization" -#~ msgstr "某些功能需要优化" - -#~ msgid "Certain aspect of the UI looks cluttered" -#~ msgstr "UI的某些地方看起来很乱" - -#~ msgid "" -#~ "Associating something with an adjective will not get you much attention " -#~ "and developers will most likely not understand you. Instead, try to " -#~ "reformulate your problem as a story such as:" -#~ msgstr "" -#~ "将某些东西与形容词联系起来并不会引人注意,开发者们也很可能不会理解。相反," -#~ "尝试将您的问题作为例子重新表达,例如:" - -#~ msgid "I try to move objects around but always end up picking the wrong one" -#~ msgstr "我尝试移动物件,但总是选错了一个" - -#~ msgid "" -#~ "I tried to make a game like Battlefield but I'm not managing to " -#~ "understand how to get lighting to look the same." -#~ msgstr "" -#~ "我试图做像战地这样的游戏,但我并没有理解清楚如何让灯光看起来一模一样。" - -#~ msgid "" -#~ "I always forget which script I was editing, and it takes me too many " -#~ "steps to go back to it." -#~ msgstr "我老是忘记我正编辑的是哪个脚本,而且我要花太多的步骤才能找到它。" - -#~ msgid "" -#~ "This will allow you to convey what you are thinking much better and set a " -#~ "common ground for discussion. Please try your best to state your problems " -#~ "as stories to the developers and the community, before discussing any " -#~ "idea. Be specific and concrete." -#~ msgstr "" -#~ "这将使你能够更好地表达你的想法,并为讨论建立一个共同点。在讨论任何想法之" -#~ "前,请尽量将您的问题作为例子向开发人员和社区说明,具体而形象。" - -#, fuzzy -#~ msgid "Export Templates" -#~ msgstr "导出模板" - -#~ msgid "Platform bits (64/32)." -#~ msgstr "平台位数 (64/32)。" - -#~ msgid "Running on X11" -#~ msgstr "在 X11 上运行" - -#~ msgid "" -#~ "As always, ``godot`` refers to the compiled Godot binary, so if it isn't " -#~ "in your PATH, you need to give the full path to the executable, e.g. if " -#~ "it is located in the ``bin`` subfolder, it becomes ``bin/godot``." -#~ msgstr "" -#~ "这里的 ``godot`` 指的是编译好的 Godot 二进制文件。 因此如果它不在你系统的 " -#~ "PATH 变量中的话,你需要替换成你的可执行文件的绝对路径。 例如,在 ``bin``子" -#~ "目录中, 它就是 ``bin/godot``。" - -#~ msgid "" -#~ "However, what it does is not completely obvious. When running on PC, the " -#~ "engine will attempt to set this resolution (or use something smaller if " -#~ "it fails). On mobile, consoles or devices with a fixed resolution or full " -#~ "screen rendering, this resolution will be ignored and the native " -#~ "resolution will be used instead. To compensate for this, Godot offers " -#~ "many ways to control how the screen will resize and stretch to different " -#~ "screen sizes." -#~ msgstr "" -#~ "然而, 这个设置所做的具体事情并不完全显而易见。比如在 PC 上运行时, 引擎将尝" -#~ "试设置成此分辨率 (如果失败则使用更小的尺寸)。但在移动端、游戏主机或其他具" -#~ "有固定分辨率或全屏渲染的设备上时, 此分辨率将被忽略, 取而代之使用设备的本机" -#~ "分辨率。作为这个设置分辨率功能的补充, Godot提供了许多方法来控制屏幕尺寸的" -#~ "调整方式和拉伸到不同的屏幕大小时的方式。" - -#~ msgid "" -#~ "**Disabled**: The first is the stretch mode. By default this is disabled, " -#~ "which means no stretching happens (the bigger the screen or window, the " -#~ "bigger the resolution, always matching pixels 1:1)." -#~ msgstr "" -#~ "** Disabled **: 这是我们的第一个拉伸模式。默认情况下, 拉伸模式就是被禁用" -#~ "的,这意味着不发生任何拉伸(屏幕或窗口越大, 分辨率就越大, 总是匹配像素 " -#~ "1:1)。" - -#~ msgid "" -#~ "**Keep Width**: Keep aspect ratio when stretching the screen, but if the " -#~ "resulting screen is taller than the specified resolution, it will be " -#~ "stretched vertically (and more vertical resolution will be reported in " -#~ "the viewport, proportionally). This is usually the best option for " -#~ "creating GUIs or HUDs that scale, so some controls can be anchored to the " -#~ "bottom (:ref:`doc_size_and_anchors`)." -#~ msgstr "" -#~ "** Keep Width **: 拉伸屏幕时保持纵横比, 但如果最终屏幕高度比指定分辨率更" -#~ "高, 则垂直拉伸 (在viewport中按比例显示更多垂直分辨率)。这通常是创建可缩放" -#~ "的 GUI 或 HUD 的最佳选项, 因此某些控件就可以锚定到底部了 (见文章:ref:" -#~ "`doc_size_and_anchors`)。" - -#~ msgid "" -#~ "**Keep Height**: Keep aspect ratio when stretching the screen, but if the " -#~ "resulting screen is wider than the specified resolution, it will be " -#~ "stretched horizontally (and more horizontal resolution will be reported " -#~ "in the viewport, proportionally). This is usually the best option for 2D " -#~ "games that scroll horizontally (like runners or platformers)." -#~ msgstr "" -#~ "** Keep Height **: 拉伸屏幕时保持纵横比, 但如果最终屏幕宽度比指定分辨率更" -#~ "宽, 则将水平拉伸 (按比例显示更多水平分辨率)。对于2D横板滚轴游戏来说, 这通" -#~ "常是最好的选择 (如跑酷类和平台跳跃类游戏)。" - -#~ msgid "" -#~ "It is a free, open source IDE (Integrated Development Environment) for " -#~ "Linux, Solaris, FreeBSD, Mac OS X and other Unix flavors." -#~ msgstr "" -#~ "这是一款免费并开源的IDE (Integrated Development Environment), 你可以" -#~ "在 Linux, Solaris, FreeBSD, Mac OS X 和其他类 Unix 平台上使用它。" - -#~ msgid "Type ``scons`` in the *Command* field." -#~ msgstr "在 *命令(Command)* 栏键入 ``scons``。" - -#, fuzzy -#~ msgid "Adding AI" -#~ msgstr "填充" - -#, fuzzy -#~ msgid "Adding Input support" -#~ msgstr "添加脚本" - -#~ msgid "" -#~ "Godot has a small but useful feature called viewports. Viewports are, as " -#~ "the name implies, rectangles where the world is drawn. They have three " -#~ "main uses, but can flexibly adapted to a lot more. All this is done via " -#~ "the :ref:`Viewport ` node." -#~ msgstr "" -#~ "Godot有一个很小但有用的功能称为视区。顾名思义, 视区是绘制世界的长方形。他" -#~ "们有三主要用途, 但能灵活地适应更多目的。所有这一切都是通过:ref:`Viewport " -#~ "` 节点完成的。" - -#~ msgid "" -#~ "**Scene Root**: The root of the active scene is always a Viewport. This " -#~ "is what displays the scenes created by the user. (You should know this by " -#~ "having read previous tutorials!)" -#~ msgstr "" -#~ "** 场景的根 **: 场景的根节点始终是视区。这用来显示用户创建的场景的内容。" -#~ "(通过阅读以前的教程您应该知晓这一点!)" - -#~ msgid "" -#~ "**Sub-Viewports**: These can be created when a Viewport is a child of a :" -#~ "ref:`Control `." -#~ msgstr "" -#~ "** 子视区 **: 当视区为 :ref:`Control ` 的子节点时, 子视区就" -#~ "会被创建出来。" - -#~ msgid "" -#~ "**Render Targets**: Viewports can be set to \"RenderTarget\" mode. This " -#~ "means that the viewport is not directly visible, but its contents can be " -#~ "accessed via a :ref:`Texture `." -#~ msgstr "" -#~ "** 渲染目标 **: 视区可以设置为 \"RenderTarget\" (渲染目标)模式。这意味着" -#~ "视区不是直接可见的, 但它的内容可以通过:ref:`Texture `来访" -#~ "问。" - -#~ msgid "" -#~ "Camera will display on the parent viewport, but in the following one:" -#~ msgstr "摄像机将显示其父视区, 但在下面的层次结构中:" - -#~ msgid "" -#~ "It will not (or may display in the root viewport if this is a subscene)." -#~ msgstr "它不会 (或者显示其根视区如果这是一个子场景的话)。" - -#~ msgid "" -#~ "Viewports have a \"rect\" property. X and Y are often not used (only the " -#~ "root viewport uses them), while WIDTH AND HEIGHT represent the size of " -#~ "the viewport in pixels. For Sub-Viewports, these values are overridden by " -#~ "the ones from the parent control, but for render targets this sets their " -#~ "resolution." -#~ msgstr "" -#~ "视区有一个 \"rect\" 属性。通常不使用 X 和 Y (只有根视区使用它们), 而是" -#~ "用“宽度”和“高度”表示视区的大小 (以像素为单位)。对于“子视区”而言, 这些值是" -#~ "由其某个父控件的对应属性所覆写的, 但对于“渲染目标”而言, 这两个属性会确定它" -#~ "的分辨率。" - -#~ msgid "" -#~ "The root viewport uses this for the stretch options in the project " -#~ "settings." -#~ msgstr "“根视区”用这些语句设定项目设置中的拉伸选项。" - -#~ msgid "" -#~ "If the returned image is empty, capture still didn't happen, wait a " -#~ "little more, as this API is asynchronous." -#~ msgstr "" -#~ "如果你发现返回的图像为空, 则说明捕获截图的行为仍未发生, 请稍微多等一会, 因" -#~ "为这个 API 是异步的。" - -#~ msgid "Sub-viewport" -#~ msgstr "子视区" - -#~ msgid "``TODO: Review the doc, change outdated and add more images.``" -#~ msgstr "``TODO: 审阅文档, 更改过期内容并添加更多图片。``" - -#~ msgid "That alone makes for an empty Godot project." -#~ msgstr "这仅仅创建了一个空的 Godot 项目。" - -#~ msgid "" -#~ "As you see, it's really easy to develop Godot in C++. Just write your " -#~ "stuff normally and remember to:" -#~ msgstr "" -#~ "如你所见, 使用 C++ 进行Godot开发如此简单。只需要按照你往常那样编写你的模" -#~ "块代码, 同时需要记住这几点就可以了:" - -#~ msgid "**Never!**" -#~ msgstr "**绝对不要这样做**" diff --git a/weblate/docs/zh_TW.po b/weblate/docs/zh_TW.po index 660c50456f..81ceea09df 100644 --- a/weblate/docs/zh_TW.po +++ b/weblate/docs/zh_TW.po @@ -106552,1360 +106552,3 @@ msgid "" msgstr "" "\\ `Zeef Godot Engine: A curated directory of resources by Andre Schmitz " "`_" - -#, fuzzy -#~ msgid "``python -m pip3 install scons``" -#~ msgstr "``python -m pip install scons``" - -#~ msgid "Formats" -#~ msgstr "格式" - -#, fuzzy -#~ msgid "" -#~ "|partial| Only critical, security and platform support fixes (last " -#~ "update: 3.1.2)." -#~ msgstr "|partial| 僅提供重大、安全性與平台支援修正。" - -#, fuzzy -#~ msgid "" -#~ "|partial| Only critical, security and platform support fixes (last " -#~ "update: 2.1.6)." -#~ msgstr "|partial| 僅提供重大、安全性與平台支援修正。" - -#~ msgid "" -#~ "If this is your first time encountering GDScript, please read :ref:" -#~ "`doc_scripting` before continuing." -#~ msgstr "若是第一次接觸 GDScript,建議在繼續前先閱讀 :ref:`doc_scripting` 。" - -#~ msgid "" -#~ "Ignoring a folder will also automatically hide it from the FileSystem " -#~ "dock, which can be useful to reduce clutter." -#~ msgstr "" -#~ "忽略資料夾也會自動將該資料夾從檔案系統 Dock 中隱藏起來,可減少雜亂。" - -#~ msgid "WebP (``.webp``)" -#~ msgstr "\\ WebP (``.webp``)" - -#~ msgid "Stored as PNG" -#~ msgstr "保存為 PNG" - -#~ msgid "SRGB" -#~ msgstr "\\ SRGB" - -#~ msgid "" -#~ "Godot does not support loading PCK files larger than 2 GB yet. If your " -#~ "exported project data is larger than 2 GB, you will need to split it into " -#~ "several PCK files by :ref:`exporting additional PCKs " -#~ "` and loading them at run-time." -#~ msgstr "" -#~ "God目前尚未支援超國兩GB的PCK檔案。若匯出的專案資料大於2GB,將會需要將其分" -#~ "開匯出到多個PCK檔案。" - -#~ msgid "``_input()`` : NOTIFICATION_INPUT" -#~ msgstr "\\ ``_input()`` : NOTIFICATION_INPUT" - -#~ msgid "``_unhandled_input()`` : NOTIFICATION_UNHANDLED_INPUT" -#~ msgstr "\\ ``_unhandled_input()`` : NOTIFICATION_UNHANDLED_INPUT" - -#, fuzzy -#~ msgid "EditorInspectorPlugin" -#~ msgstr "Android" - -#, fuzzy -#~ msgid "EditorProperty" -#~ msgstr "開發" - -#~ msgid "" -#~ "*Optional* - `yasm `_ (for WebM SIMD " -#~ "optimizations)" -#~ msgstr "" -#~ "**可選** - `yasm `_ (用於最佳化 WebM SIMD)" - -#~ msgid "JDK 9 or later are not currently supported." -#~ msgstr "JDK 9 或更新版本目前尚不支援。" - -#~ msgid "#7: Solutions must be local" -#~ msgstr "#7: 解決方案必須位於相同層級" - -#~ msgid "WebGL 2" -#~ msgstr "\\ WebGL 2" - -#~ msgid "" -#~ "Until the *OpenGL ES 3* renderer is removed from Godot in favor of " -#~ "*Vulkan*, HTML5 export uses *WebGL 2* when the *GLES3* option is selected." -#~ msgstr "" -#~ "直到 Godot 將 **OpenGL ES 3** 算繪引擎刪除並改用 **Vulkan** 之前,HTML5 匯" -#~ "出都在選擇 **GLES3** 時使用 **WebGL 2** 。" - -#~ msgid "" -#~ "Using WebGL 2 is not recommended due to its expected removal from Godot " -#~ "without replacement." -#~ msgstr "" -#~ "由於未來 Godot 會將 WebGL 2 移除,且不會有替換方案,所以不建議使用。" - -#~ msgid "" -#~ "WebGL 2 is not supported in all browsers. **Firefox** and **Chromium** " -#~ "(Chrome, Opera) are the most popular supported browsers, **Safari** and " -#~ "**Edge** do not work. On **iOS**, all browsers are based on WebKit (i.e. " -#~ "Safari), so they will also not work." -#~ msgstr "" -#~ "並非所有瀏覽器都支援 WebGL 2。 **Firefox** 與 **Chromium** (Chrome, " -#~ "Opera) 為支援的瀏覽器中最受歡迎的,而 **Safari** 與 **Edge** 則不支援。 " -#~ "**iOS** 上所有的瀏覽器都是基於 WebKit 的 (即 Safari),所以全部都不支援。" - -#~ msgid "" -#~ "Godot's WebGL 2 renderer has issues with 3D and is no longer maintained." -#~ msgstr "Godot 的 WebGL 2 算繪引擎有一些 3D 問題,而且已停止維護。" - -#~ msgid "**xbuild_fallback**\\ =yes | **no**" -#~ msgstr "\\ **xbuild_fallback**\\ =yes | **no**" - -#~ msgid "Whether to fallback to xbuild if MSBuild is not available." -#~ msgstr "當 MSBuild 無法使用時是否要以 xbuild 來遞補。" - -#~ msgid ":kbd:`Shift + F1`" -#~ msgstr "\\ :kbd:`Shift + F1`" - -#~ msgid "Sounds good, what is it?" -#~ msgstr "聽起來不錯,那是什麼?" - -#~ msgid "Configure target platform." -#~ msgstr "設定目標平台。" - -#~ msgid "" -#~ "Configure device (make sure it's in developer mode, likes the computer, " -#~ "USB cable is plugged, USB is recognized, etc.)." -#~ msgstr "" -#~ "設定裝置 (請確定裝置有在開發者模式中,電腦也一樣,要插入 USB 線、有偵測到 " -#~ "USB…等)。" - -#~ msgid "Connect the device..." -#~ msgstr "連接裝置..." - -#~ msgid "And voilà!" -#~ msgstr "水哦!" - -#~ msgid "Click once... and deploy!" -#~ msgstr "點一下... 然後就部署了!" - -#, fuzzy -#~ msgid "" -#~ "2D batching is currently only supported when using the GLES2 renderer." -#~ msgstr "ETC1 (使用 GLES2 算繪引擎時建議使用)。" - -#~ msgid "" -#~ "The example module will be called \"summator\", and is placed inside the " -#~ "Godot source tree (``C:\\godot`` refers to wherever the Godot sources are " -#~ "located):" -#~ msgstr "" -#~ "這裡的範例模組叫「summator」,我們將這個模組放在 Godot 原始碼內 (``C:" -#~ "\\godot`` 代表 Godot 原始碼放置的位置):" - -#~ msgid "Inside we will create a simple summator class:" -#~ msgstr "在這個模組內,我們要建立一個簡易的 summator 類別:" - -#~ msgid "" -#~ "`Jeremy Bullock `_ (2D and 3D, GDScript, VisualScript and C#)." -#~ msgstr "" -#~ "`Jeremy Bullock `_ (2D 與 3D, GDScript, VisualScript 與 C#)。" - -#~ msgid "Audio input to record microphones." -#~ msgstr "可通過錄製麥克風來進行音訊輸入。" - -#, fuzzy -#~ msgid "" -#~ "|partial| Only critical, security and platform support fixes (last " -#~ "update: 3.2.3)." -#~ msgstr "|partial| 僅提供重大、安全性與平台支援修正。" - -#~ msgid ":kbd:`F2`" -#~ msgstr "\\ :kbd:`F2`" - -#, fuzzy -#~ msgid "" -#~ "Install the `godot-tools `__ extension." -#~ msgstr "" -#~ "安裝 `VSMonoDebugger 擴充套件 `_ 。" - -#, fuzzy -#~ msgid "" -#~ "Next, follow the instructions found in the :ref:" -#~ "`doc_c_sharp_configuring_vs_code_for_debugging` section below." -#~ msgstr "" -#~ "若使用 Visual Studio 2019,請確保有按照下方 `:ref:" -#~ "doc_c_sharp_configuring_vs_2019_for_debugging` 段落中的介紹。" - -#, fuzzy -#~ msgid "" -#~ "Next, follow the instructions found in the :ref:" -#~ "`doc_c_sharp_configuring_vs_2019_for_debugging` section below." -#~ msgstr "" -#~ "若使用 Visual Studio 2019,請確保有按照下方 `:ref:" -#~ "doc_c_sharp_configuring_vs_2019_for_debugging` 段落中的介紹。" - -#~ msgid "" -#~ "By default, tools like NuGet put ``Version`` as an attribute of the " -#~ "```PackageReference``` Node. **You must manually create a Version node as " -#~ "shown above.** This is because the version of MSBuild used requires " -#~ "this. (This will be fixed in Godot 4.0.)" -#~ msgstr "" -#~ "預設情況下,如 NuGet 之類的工具會將 ``Version`` 放在 " -#~ "```PackageReference``` 節點的屬性中。 **必須手動如上所示建立 Version 節" -#~ "點。** 需要這麼做是因為目前的 MSBuild 版本所需。 (該問題將於 Godot 4.0 版" -#~ "修正。)" - -#~ msgid "" -#~ "Whenever packages are added or modified, run ``nuget restore`` (*not* " -#~ "``dotnet restore``) in the root of the project directory. To ensure that " -#~ "NuGet packages will be available for msbuild to use, run:" -#~ msgstr "" -#~ "每當套件新增或修改後,請在專案根目錄執行 ``nuget restore`` (**不是** " -#~ "``dotnet restore``)。要確保 msbuild 能使用 NuGet 套件,請執行:" - -#~ msgid "Configuring VS 2019 for debugging" -#~ msgstr "設定 VS 2019 以進行除錯" - -#~ msgid "" -#~ "Godot has built-in support for workflows involving several popular C# " -#~ "IDEs. Built-in support for Visual Studio will be including in future " -#~ "versions, but in the meantime, the steps below can let you configure VS " -#~ "2019 for use with Godot C# projects." -#~ msgstr "" -#~ "Godot 中內建支援在工作流程中整合數種流行的 C# IDE。對於 Visual Studio 的內" -#~ "建支援將於未來的版本提供,但目前,可以通過下列步驟來設定 VS 2019 給 Godot " -#~ "C# 專案使用。" - -#~ msgid "" -#~ "Install VS 2019 with ``.NET desktop development`` and ``Desktop " -#~ "development with C++`` workloads selected." -#~ msgstr "" -#~ "安裝 VS 2019 時請選擇 ``.NET 桌面開發`` 與 ``以 C++ 進行桌面開發`` 工作負" -#~ "載。" - -#~ msgid "" -#~ "**Ensure that you do not have Xamarin installed.** Do not choose the " -#~ "``Mobile development with .NET`` workload. Xamarin changes the DLLs used " -#~ "by MonoDebugger, which breaks debugging." -#~ msgstr "" -#~ "**確保沒有安裝 Xamarin。** 不要選擇 ``以 .NET 進行行動開發`` 工作負載。" -#~ "Xamarin 會更改 MonoDebugger 使用的 DLL,會導致無法除錯。" - -#~ msgid "" -#~ "Install the `VSMonoDebugger extension `_." -#~ msgstr "" -#~ "安裝 `VSMonoDebugger 擴充套件 `_ 。" - -#~ msgid "In VS 2019 --> Extensions --> Mono --> Settings:" -#~ msgstr "在 VS 2019 中 --> [擴充套件] -> [Mono] --> [設定]:" - -#~ msgid "Select ``Debug/Deploy to local Windows``." -#~ msgstr "選擇 ``除錯/部署至 Windows`` 。" - -#~ msgid "Leave ``Local Deploy Path`` blank." -#~ msgstr "將 ``本機部署路徑`` 留空。" - -#~ msgid "" -#~ "Set the ``Mono Debug Port`` to the port in Godot --> Project --> Project " -#~ "Settings --> Mono --> Debugger Agent." -#~ msgstr "" -#~ "將 ``Mono 除錯連接埠`` 設為 Godot 中 --> [專案] -> [專案設定] -> [Mono] -" -#~ "> [Debugger Agent] 中的連接埠。" - -#~ msgid "" -#~ "Also select ``Wait for Debugger`` in the Godot Mono options. `This Godot " -#~ "Addon `_ may be helpful." -#~ msgstr "" -#~ "也在 Godot Mono 選項中選擇 ``Wait for Debugger`` 。`這個 Godot 擴充功能 " -#~ "`_ 也許有幫助。" - -#~ msgid "" -#~ "Run the game in Godot. It should hang at the Godot splash screen while it " -#~ "waits for your debugger to attach." -#~ msgstr "" -#~ "在 Godot 中執行遊戲。這時應該會停止在 Godot 啟動畫面,並等待除錯工具附加到" -#~ "遊戲上。" - -#~ msgid "" -#~ "In VS 2019, open your project and choose Extensions --> Mono --> Attach " -#~ "to Mono Debugger." -#~ msgstr "" -#~ "在 VS 2019 中打開專案並選擇 [擴充套件] --> [Mono] -> [附加到 Mono 除錯工" -#~ "具]。" - -#~ msgid "Configuring Visual Studio Code for debugging" -#~ msgstr "設定 Visual Studio Code 以進行除錯" - -#~ msgid "" -#~ "Configuring the custom build is a more or less straightforward process, " -#~ "but it may take a while to get used to how the Android SDK works." -#~ msgstr "" -#~ "設定自定建置不一定是個簡單的過程,可能需要花點時間才能習慣 Android SDK 的" -#~ "使用方法。" - -#~ msgid "" -#~ "Instructions will be provided as detailed as possible to do this process." -#~ msgstr "我們儘量提供該過程的詳細說明。" - -#~ msgid "Install the Android SDK (command-line version)" -#~ msgstr "安裝 Android SDK (命令行版本)" - -#~ msgid "" -#~ "These are the steps for installing the Android SDK using command line. " -#~ "The advantage of this approach is the simplicity and small download/" -#~ "install size. It can be more challenging though. The Android Studio " -#~ "approach is easier, but it requires downloading and installing Android " -#~ "Studio (which may require more than 1 GB of storage)." -#~ msgstr "" -#~ "下面為使用命令行安裝 Android SDK 的步驟。這種做法的好處是比較簡單,而且下" -#~ "載/安裝的檔案也比較小。雖然可能比較有挑戰性。用 Android Studio 的方法比較" -#~ "簡單,但會需要下載並安裝 Android Studio (然後可能會需要至少 1 GB 的儲存空" -#~ "間)。" - -#~ msgid "Install a JDK" -#~ msgstr "安裝 JDK" - -#~ msgid "" -#~ "The Android SDK doesn't come with Java, so it needs to be installed " -#~ "manually. You need to install a Java SDK (**not** just the runtime or " -#~ "JRE). `OpenJDK 8 `__ is required, " -#~ "newer versions won't work." -#~ msgstr "" -#~ "Android SDK 沒有附帶 Java,所以會需要手動安裝。需要安裝 Java SDK (**不只是" -#~ "** 執行環境或 JRE)。需要使用 `OpenJDK 8 `__ ,不支援更新的版本。" - -#~ msgid "" -#~ "On Windows, make sure that you enable \"Set ``JAVA_HOME`` variable\" in " -#~ "the *Custom Setup* view of the installer. You have to restart Godot after " -#~ "this, otherwise Godot can't find the ``JAVA_HOME`` variable." -#~ msgstr "" -#~ "在 Windows 上請確保有在安裝程式的 **自定安裝 (Custom Setup)** 畫面中勾選" -#~ "「設定 ``JAVA_HOME`` 變數 (Set ``JavaHome`` Variable)」。設定好該選項後會" -#~ "需要重新啟動 Godot,否則 Godot 會找不到 ``JAVA_HOME`` 變數。" - -#~ msgid "Download the command-line tools" -#~ msgstr "下載命令行工具" - -#~ msgid "" -#~ "Go to the `Android Studio download page `_. To save disk space, you don't want the full " -#~ "IDE, so don't download it." -#~ msgstr "" -#~ "前往 `Android Studio 下載頁面 `_ 。為了節省空間,我們不想下載完整 IDE,所以不要下載。" - -#~ msgid "" -#~ "If you do want Android Studio, read further down for instructions for " -#~ "doing the same using Android Studio." -#~ msgstr "" -#~ "如果真的想用 Android Studio 的話,請往下閱讀以瞭解如何用 Android Studio 來" -#~ "達成相同目的。" - -#~ msgid "" -#~ "Look on that page for the *Command line tools only* section. Currently, " -#~ "they are listed under *Download Options*. Scroll down a bit until you see " -#~ "them and download the ZIP file for your platform." -#~ msgstr "" -#~ "找到該頁面中的 **Command line tools only** (僅命令行工具) 段落。目前,這個" -#~ "段落列在 **Download Options** (下載選項) 中。稍微向下滾動一點即可看到該選" -#~ "項,然後請下載適用於你平台的 ZIP 檔案。" - -#~ msgid "" -#~ "This may appear a little confusing, but be sure to follow these " -#~ "instructions carefully:" -#~ msgstr "接著看起來可能有點容易搞混,但請確實小心遵守下列步驟:" - -#~ msgid "" -#~ "Create a new folder anywhere you want named ``android-sdk`` (it **must** " -#~ "be an empty directory). On Windows, the following path is usually good " -#~ "enough:" -#~ msgstr "" -#~ "在任意地方建立一個新資料夾,並命名為 ``android-sdk`` (這個資料夾 **必須** " -#~ "為空資料夾)。在 Windows 上,通常使用下列路徑就夠了:" - -#~ msgid "" -#~ "Create an empty folder named ``cmdline-tools`` inside of the ``android-" -#~ "sdk`` folder. Then unzip the Android SDK ZIP file into the ``android-sdk/" -#~ "cmdline-tools`` folder." -#~ msgstr "" -#~ "在 ``android-sdk`` 資料夾中建立一個命名為 ``cmdline-tools`` 的空資料夾。接" -#~ "著將 Android SDK 的 ZIP 壓縮檔解壓到 ``android-sdk/cmdline-tools`` 資料夾" -#~ "中。" - -#~ msgid "" -#~ "If you're on Windows, you must not extract the ZIP archive with the " -#~ "default Windows extractor (e.g. Windows Explorer). You have to use " -#~ "another tool like 7zip, WinRAR or the Powershell ``Expand-Archive`` " -#~ "command. If you extract the archive with the default Windows extractor, " -#~ "the files are not extracted correctly and you will run into errors later " -#~ "on!" -#~ msgstr "" -#~ "若使用 Windows,則不可以使用預設的 Windows 解壓縮工具來解壓縮 (如檔案總" -#~ "管)。必須要使用如 7zip, WinRAR 或 Powershell 的 ``Expand-Archive`` 指令。" -#~ "若通過預設的 Windows 解壓工具來解壓縮的話,將無法正確解壓縮檔案,而之後執" -#~ "行的時候會發生錯誤!" - -#~ msgid "" -#~ "The ``cmdline-tools`` folder should now contain the unzipped folder " -#~ "called ``tools``. Finally, rename the ``tools`` folder to ``latest``." -#~ msgstr "" -#~ "``cmdline-tools`` 資料夾現在應該要包含解壓出來的 ``tools`` 資料夾。接著," -#~ "請將 ``tools`` 資料夾更名為 ``latest`` 。" - -#~ msgid "Your final directory structure should look like this :" -#~ msgstr "最後,資料夾結構應該會長這樣:" - -#~ msgid "" -#~ "We need to setup the directory structure this way for the sdkmanager " -#~ "(inside the bin folder) to work." -#~ msgstr "" -#~ "需要像這樣建立資料夾結構,這樣 sdkmanager (在 bin 資料夾內) 才能正常使用。" - -#~ msgid "" -#~ "To be able to use the Android SDK tools, Google requires you to accept " -#~ "its licenses." -#~ msgstr "Google 要求要同意授權條款才能使用 Android SDK。" - -#~ msgid "" -#~ "To do this, the ``sdkmanager`` must be executed from the command line " -#~ "with a special argument. Navigate to the ``tools/bin`` directory inside " -#~ "the SDK folder (instructions provided for Windows users, as Linux and " -#~ "macOS users are expected to understand how command line navigation works):" -#~ msgstr "" -#~ "要同意授權條款,必須先從命令行中使用特別的引數來執行 ``sdkmanager`` 。前" -#~ "往 SDK 資料夾中的 ``tools/bin`` 資料夾 (下列解釋了 Windows 中的步驟,我們" -#~ "假設 Linux 與 macOS 使用者已經瞭解如何在命令行中移動目錄):" - -#~ msgid "Then open a command line window:" -#~ msgstr "接著打開命令行視窗:" - -#~ msgid "In there, run ``sdkmanager --licenses``:" -#~ msgstr "在此處執行 ``sdkmanager --licenses`` :" - -#~ msgid "" -#~ "This will ask you to accept several licenses, just write ``y`` and press :" -#~ "kbd:`Enter` on every of them until it's done." -#~ msgstr "" -#~ "接著會要求你同意數個授權條款,請在每次授權條款出現後按 ``y`` 然後點擊 :" -#~ "kbd:`Enter` 直到完成。" - -#~ msgid "" -#~ "Afterwards, install the platform tools (this is required to install " -#~ "``adb``):" -#~ msgstr "接著,安裝平台工具 (在安裝 ``adb`` 前必要的步驟):" - -#~ msgid "" -#~ "If you get an error saying ``Warning: Could not create settings``, try " -#~ "``./sdkmanager --sdk_root=../../ --licenses`` or ``./sdkmanager --" -#~ "sdk_root=../../ platform-tools``. These must be executed inside the ``/" -#~ "tools/bin/`` folder because the path for ``--sdk_root`` is relative." -#~ msgstr "" -#~ "如果遇到 ``Warning: Could not create settings`` 錯誤,請試試 ``./" -#~ "sdkmanager --sdk_root=../../ --licenses`` 或 ``./sdkmanager --" -#~ "sdk_root=../../ platform-tools`` 。這兩個指令必須在 ``/tools/bin/`` 資料夾" -#~ "中執行,因為 ``--sdk_root`` 的路徑是相對路徑。" - -#~ msgid "" -#~ "Once the *platform tools* are installed, the last step is to generate a " -#~ "debug keystore (this is needed to build). Go up two folders by writing:" -#~ msgstr "" -#~ "**平台工具** 安裝完成後,最後一個步驟就是產生除錯用金鑰儲存區了 (需要有這" -#~ "個才能建置)。通過下列指令來前往上兩層資料夾:" - -#~ msgid "(or open a new shell in the ``android-sdk`` folder)." -#~ msgstr "(或是在 ``android-sdk`` 資料夾中開啟新 Shell)。" - -#~ msgid "" -#~ "And you need to input the following line (This should work out of the " -#~ "box. However, if you haven't set the ``JAVA_HOME`` variable on Windows, " -#~ "there are further instructions below):" -#~ msgstr "" -#~ "接著需要輸入下列這行指令 (Linux 與 macOS 中該指令應該可以直接執行,而如果" -#~ "在 Windows 上沒設定 ``JAVA_HOME`` 變數,請參考本頁稍後的說明):" - -#~ msgid "" -#~ "On Windows, if you did not install the ``JAVA_HOME`` variable, the full " -#~ "path to Java should be provided. You need to add ``&`` at the beginning " -#~ "of the line if you use PowerShell; it's not needed for the regular ``cmd." -#~ "exe`` console." -#~ msgstr "" -#~ "在 Windows 上,如果在安裝時沒設定 ``JAVA_HOME`` 變數,則必須要提供完整的 " -#~ "Java 路徑。如果使用 PowerShell 的話則必須在這行開頭加上 ``&`` ,而普通的 " -#~ "``cmd.exe`` 主控台則不需要。" - -#~ msgid "" -#~ "To make it clearer, here is an capture of a line that works on PowerShell " -#~ "(by adding ``&`` and the full Java path before ``keytool.exe``). Again, " -#~ "keep in mind that you need Java installed:" -#~ msgstr "" -#~ "再講得清除一點,下列為該如何在 PowerShell 中執行該指令的截圖 (即有加上 " -#~ "``&`` 以及在 ``keytool.exe`` 前面加上完整的 Java 路徑)。再強調一次,必須要" -#~ "先安裝 Java:" - -#~ msgid "" -#~ "(right-click and open the image in a new tab if this appears too small)" -#~ msgstr "(如果圖片太小的話,可以右鍵點擊圖片並選擇在 [新分頁中開啟圖片])" - -#~ msgid "" -#~ "Go to the **Editor Settings** and set up a few fields in **Export > " -#~ "Android**. Make sure they look like the following:" -#~ msgstr "" -#~ "前往 **[編輯器設定]** 並在 **[Export] > [Android]** 中設定一些欄位。請確保" -#~ "要像下圖這樣設定:" - -#~ msgid "" -#~ "As it can be seen, most paths are inside either the ``android-sdk`` " -#~ "folder you originally created, or inside the Java install. For Linux and " -#~ "macOS users, ``jarsigner`` is often located in ``/usr/bin``." -#~ msgstr "" -#~ "就像上圖看到的這樣,大多數的路徑不是在剛才建立的 ``android-sdk`` 資料夾中" -#~ "就是在 Java 的安裝路徑中。而 Linux 與 macOS 使用者的話,``jarsigner`` 通常" -#~ "會放在 ``/usr/bin`` 中。" - -#~ msgid "With this, you should be all set." -#~ msgstr "這樣一來,應該就準備完畢了。" - -#~ msgid "Install the Android SDK (Android Studio)" -#~ msgstr "安裝 Android SDK (Android Studio)" - -#~ msgid "" -#~ "If you just finished installing the SDK via the command-line tools, feel " -#~ "free to skip this section entirely. The Android Studio path is easier, " -#~ "but it takes up more disk space. It's also useful if you plan to develop " -#~ "Godot for Android (modify the Java source code) or if you plan to develop " -#~ "add-ons." -#~ msgstr "" -#~ "如果已經通過命令行來完成安裝,則可以直接跳過本段。用 Android Studio 的方法" -#~ "比較簡單,但會花比較多硬碟空間。這種方法也比較適合有需要為 Android 開發 " -#~ "Godot 的情況 (修改 Java 原始碼) 或有計劃要開發增益集。" - -#~ msgid "Download and install Android Studio" -#~ msgstr "下載與安裝 Android Studio" - -#~ msgid "" -#~ "Download the latest version of Android Studio. When installing, pay " -#~ "attention to where the *android-sdk* directory is created." -#~ msgstr "" -#~ "下載最新版本的 Android Studio。安裝是,請注意 **android-sdk`` 資料夾是建立" -#~ "在哪裡。" - -#~ msgid "" -#~ "This is funny, the path it proposes by default contains whitespace (and " -#~ "complains about it). It must be changed." -#~ msgstr "" -#~ "很有趣的部分是,Android 預設建議的安裝路徑包含了空格 (而且不會報錯)。必須" -#~ "修改該路徑。" - -#~ msgid "" -#~ "In any case, it's better to select a different path inside your user " -#~ "folders. The recommended one is usually:" -#~ msgstr "無論如何,最好要選擇使用者資料夾內的其他路徑。建議的路徑通常是:" - -#~ msgid "" -#~ "Replace *yourusername* by your actual user name. Once it's correct, " -#~ "select from the list above in the same screen:" -#~ msgstr "" -#~ "將 **yourname** 取代為實際的使用者名稱。設定好了之後,在同一個畫面中勾選下" -#~ "表中的項目:" - -#~ msgid "Android SDK" -#~ msgstr "\\ Android SDK" - -#~ msgid "Android SDK Platform" -#~ msgstr "\\ Android SDK Platform" - -#~ msgid "" -#~ "The rest are not needed, because the build system will fetch them itself. " -#~ "After selecting them, go on with the installation." -#~ msgstr "" -#~ "剩下的都不需要,因為建置系統會自動取得所需要的東西。選擇好了之後,繼續安" -#~ "裝。" - -#~ msgid "" -#~ "Go to the folder where you installed ``android-sdk`` in the previous " -#~ "step, use File Explorer and open a command line tool there:" -#~ msgstr "" -#~ "前往上一部安裝 ``android-sdk`` 的資料夾。打開檔案總管,並在此處開啟命令" -#~ "行:" - -#~ msgid "" -#~ "The actual command line to type is the following. On Linux and macOS, it " -#~ "should work out of the box, but on Windows, it needs additional details " -#~ "(keep reading afterwards)." -#~ msgstr "" -#~ "實際要使用的指令列如下。在 Linux 與 macOS 中,應該可以直接使用,但 " -#~ "Windows 則有細節需注意 (請繼續閱讀)。" - -#~ msgid "" -#~ "On Windows, the full path to Java should be provided (and ``&`` needs to " -#~ "be added at the beginning on the line if you use PowerShell, it's not " -#~ "needed for the regular ``cmd.exe`` console). Don't worry, at least by " -#~ "using Android Studio on Windows, Java comes bundled with it." -#~ msgstr "" -#~ "在 Windows 上必須提供完整的 Java 路徑 (而如果是用 PowerShell,則必須在開頭" -#~ "加上 ``&`` ,一般的 ``cmd.exe`` 主控台則不需要) 。別擔心,如果是用 " -#~ "Windows 上的 SDK 的話,有附帶 Java。" - -#~ msgid "" -#~ "To make it clearer, here is a screen capture of a line that works on " -#~ "PowerShell (by adding ``&`` and the full Java Path to ``keytool.exe``; " -#~ "remove ``&`` if you use ``cmd.exe``). It uses a path to the Java version " -#~ "that comes with Android Studio:" -#~ msgstr "" -#~ "講得更清楚一點,下圖為在 PowerShell 中使用該指令的截圖 (在前面加上了 " -#~ "``&`` 並在 ``keytool.exe`` 前面使用了完整的 Java 路徑。若使用 ``cmd.exe`` " -#~ "則不要加上 ``&``)。下圖中使用了 Android Studio 附帶的 Java 路徑:" - -#~ msgid "" -#~ "Many browsers, including Firefox and Chromium-based browsers, will not " -#~ "load exported projects when **opened locally** per ``file://`` protocol. " -#~ "To get around this, use a local server." -#~ msgstr "" -#~ "包含 Firefox 與基於 Chromium 的瀏覽器在內,都無法以 ``file:`` 協定在 **本" -#~ "機** 開啟匯出的專案。要解決這個問題,請使用本機伺服器。" - -#~ msgid "" -#~ "Python offers an easy method to start a local server. Use ``python -m " -#~ "http.server 8000 --bind 127.0.0.1`` with Python 3 to serve the current " -#~ "working directory at ``http://localhost:8000``. `Refer to MDN for " -#~ "additional information `__." -#~ msgstr "" -#~ "Python 中有可以輕鬆執行本機伺服器的方法。可以在 Python3 上使用 ``python -" -#~ "m http.server 8000 --bind 127.0.0.1`` 來將目前的工作目錄放在 ``http://" -#~ "localhost:8000`` 。`更多資訊請參考 MDN 上的說明 (英語) `__ 。" - -#~ msgid "Audio autoplay" -#~ msgstr "音訊自動播放" - -#~ msgid "Exported ``.html`` file must not be reused" -#~ msgstr "匯出的 ``.html`` 檔案無法重複使用" - -#~ msgid "Unimplemented functionality" -#~ msgstr "未實作的功能" - -#~ msgid "" -#~ "The following functionality is currently unavailable on the HTML5 " -#~ "platform:" -#~ msgstr "下列功能目前不在 HTML5 上支援:" - -#~ msgid "Clipboard synchronization between engine and operating system" -#~ msgstr "在引擎與作業系統間的剪貼簿同步" - -#~ msgid "" -#~ "Networking other than :ref:`class_HTTPClient` and :ref:" -#~ "`class_WebSocketClient`" -#~ msgstr "" -#~ "除了 :ref:`class_HTTPClient` 與 :ref:`class_WebSocketClient` 之外的網路" - -#~ msgid "" -#~ "Before starting, confirm that the Emscripten configuration file exists " -#~ "and specifies all settings correctly. This file is available as ``~/." -#~ "emscripten`` on UNIX-like systems and ``%USERPROFILE%\\.emscripten`` on " -#~ "Windows. It's usually written by the Emscripten SDK, e.g. when invoking " -#~ "``emsdk activate latest``, or by your package manager. It's also created " -#~ "when starting Emscripten's ``emcc`` program if the file doesn't exist." -#~ msgstr "" -#~ "在開始前,請確保有 Emscripten 組態設定檔,並確定所有設定都正確。該檔案在" -#~ "類 UNIX 系統上位於 ``~/.emscripten`` ,Windows 上則為 ``%USERPROFILE%\\." -#~ "emscripten``。該檔案通常會由 Emscripten SDK 寫入,如呼叫 ``emsdk activate " -#~ "latest`` 時,或是由套件管理員寫入。另外,在開啟 Emscripten 的 ``emcc`` 程" -#~ "式時若該檔案不存在也會建立。" - -#~ msgid "" -#~ "On Windows, make sure to escape backslashes of paths within the " -#~ "Emscripten configuration file as double backslashes ``\\\\`` or use Unix-" -#~ "style paths with a single forward slash ``/``." -#~ msgstr "" -#~ "在 Windows 上請確保在 Emscripten 設定檔中有轉譯反斜線,即寫成兩個反斜線 ``" -#~ "\\\\`` 。或者也可以使用 Unix 風格的單一斜線 ``/`` 。" - -#~ msgid "Building per asm.js translation or LLVM backend" -#~ msgstr "以 asm.js 轉譯或 LLVM 後端進行建置" - -#~ msgid "" -#~ "WebAssembly can be compiled in two ways: The default is to first compile " -#~ "to asm.js, a highly optimizable subset of JavaScript, using Emscripten's " -#~ "*fastcomp* fork of LLVM. This code is then translated to WebAssembly " -#~ "using a tool called ``asm2wasm``. Emscripten automatically takes care of " -#~ "both processes, we simply run SCons." -#~ msgstr "" -#~ "WebAssembly 可以通過兩種方式來編譯:預設的方法是通過 Emscripten 的 " -#~ "**fastcomp** LLVM 分支來先編譯為 asm.js —— 一種高度最佳化的 JavaScript 子" -#~ "集。這個程式碼會再使用 ``asm2wasm`` 工具程式來轉譯為 WebAssembly。" -#~ "Emscripten 會自動處理這兩個過程,我們只要執行 SCons 就好了。" - -#~ msgid "" -#~ "The other method uses LLVM's WebAssembly backend. This backend is " -#~ "available starting with LLVM 8 or in development builds. Emscripten " -#~ "manages this process as well, so we just invoke SCons." -#~ msgstr "" -#~ "另一個方法是使用 LLVM 的 WebAssembly 後端。這個後端可以在 LLVM 8 之後的版" -#~ "本或開發分支中使用。Emscripten 一樣會處理這個過程,因此我們只需要呼叫 " -#~ "SCons。" - -#~ msgid "" -#~ "In order to choose one of the two methods, the ``LLVM_ROOT`` variable in " -#~ "the Emscripten configuration file is used. If it points to a directory " -#~ "containing binaries of Emscripten's *fastcomp* fork of clang, " -#~ "``asm2wasm`` is used. This is the default in a normal Emscripten " -#~ "installation. Otherwise, LLVM binaries built with the WebAssembly backend " -#~ "will be expected and the LLVM's WebAssembly backend is used." -#~ msgstr "" -#~ "若要從這兩種方法中選擇,可以使用 Emscripten 設定檔中的 ``LLVM_ROOT`` 變" -#~ "數。若該變數指向了包含 Emscripten **fastcomp** 分支 clang 二進位檔的資料" -#~ "夾,則會使用 ``asm2wasm`` 。在一般的 Emscripten 安裝中,此選項為預設。否" -#~ "則,Emscripten 會在該資料夾中尋找包含 WebAssembly 後端的 LLVM 二進位檔,然" -#~ "後使用 LLVM 的 WebAssembly 後端。" - -#~ msgid "" -#~ "Godot uses ``major.minor.patch`` version numbering. However, it does not " -#~ "strictly follow `Semantic Versioning `__. This means " -#~ "that releases considered \"semver-minor\" by that standard (such as 3.1 -" -#~ "> 3.2) will most likely introduce breaking changes. Still, there won't be " -#~ "as many breaking changes as a \"semver-major\" version bump such as 3.2 -" -#~ "> 4.0." -#~ msgstr "" -#~ "Godot 使用 ``主版號.次版號.修訂號`` (major.minor.patch) 版本編號,但並非嚴" -#~ "格遵守 `語義化版本 `__ ,更新「語義化版本—" -#~ "次版號」時,通常會包含非向下相容的更改 (如 3.1 版 -> 3.2 版),但更新「語義" -#~ "化版本—主版號」時則會包含更多的非向下相容更改,如 3.2 版 -> 4.0 版。" - -#~ msgid "" -#~ "In the interest of stability and usability, patch releases may " -#~ "occasionally introduce small breaking changes as well. When repackaging " -#~ "Godot projects (e.g. in a Flatpak), make sure to always use the same " -#~ "patch version as the one used to initially export the project." -#~ msgstr "" -#~ "為了保證穩定性與可用性,修訂號更新通常也會包含一些小的非向下相容更改。重新" -#~ "打包 Godot 專案時 (如使用 Flatpak),請確保使用與當初匯出專案時相容的修訂版" -#~ "本。" - -#~ msgid "" -#~ "The first release in a major/minor release series doesn't end with a " -#~ "trailing zero. For example, the first release in the 3.2 series is " -#~ "``3.2``, not ``3.2.0``." -#~ msgstr "" -#~ "主版號、次版號的首個釋出不會以 0 結尾。如:3.2 系列的首個釋出為 ``3.2`` 而" -#~ "非 ``3.2.0`` 。" - -#~ msgid "" -#~ "Godot versions are supported for a certain amount of time. While these " -#~ "durations are not set in stone, here's a table with the expected level of " -#~ "support for each Godot version:" -#~ msgstr "" -#~ "Godot 的版本會在一定時間內提供支援。但時間並非固定不變,下表列出了各個 " -#~ "Godot 版本預計提供的支援程度:" - -#~ msgid "" -#~ "|supported| Backwards-compatible new features (backported from the " -#~ "``master`` branch) as well as bug, security, and platform support fixes." -#~ msgstr "" -#~ "|supported| 向下相容的新功能 (自 ``master`` 分支移植) 與 Bug、安全性以及平" -#~ "台支援修正。" - -#~ msgid "" -#~ "Patch releases are made available more frequently, typically every 2-6 " -#~ "months while a release is fully supported. Partially supported releases " -#~ "will only have new patch releases once an important security or platform " -#~ "support fix has been merged." -#~ msgstr "" -#~ "修訂版的更新比較頻繁,通常完整支援的版本每 2 至 6 個月就會出新的修訂版。部" -#~ "分支援的版本則只會在有重大安全性更新或平台支援修正時才會更新。" - -#~ msgid "" -#~ "If you upgrade Godot, you must download templates that match the new " -#~ "version or your exported projects may not work correctly." -#~ msgstr "" -#~ "如果升級了 Godot,則必須要重新下載相符版本的樣板,否則匯出的專案可能會無法" -#~ "正常使用。" - -#~ msgid "" -#~ "You have many container nodes at your disposal that scale and place UI " -#~ "elements for you. They take control over their children." -#~ msgstr "" -#~ "使用多個 Container 節點來縮放與排列 UI 元素。這些 Container 節點會負責控制" -#~ "其子節點。" - -#~ msgid "" -#~ "The platform names recognized by the ``--export`` switch are the same as " -#~ "displayed in the export wizard of the editor. To get a list of supported " -#~ "platforms from the command line, try exporting to a non-recognized " -#~ "platform and the full listing of platforms your configuration supports " -#~ "will be shown." -#~ msgstr "" -#~ "``--export`` 開關可識別的平台名稱與編輯器內匯出精靈上顯示的相同。欲自命令" -#~ "行取得支援平台的列表,可匯出至隨便一個不可識別的平台,便會列出所有該組態設" -#~ "定所支援的平台。" - -#~ msgid "::" -#~ msgstr "::" - -#~ msgid "var health := 0 # The compiler will use the int type." -#~ msgstr "var health := 0 # 編譯器會使用 int 型別。" - -#~ msgid "Windows (Visual Studio)" -#~ msgstr "\\ Windows (Visual Studio)" - -#~ msgid "" -#~ "Download and install the latest version of `Visual Studio `_ (*not* Visual Studio Code), " -#~ "which contains utilities required to use C# in Godot. If you don't plan " -#~ "on using the Visual Studio IDE, you can download just the `Visual Studio " -#~ "Build Tools `_ instead. Make sure you at least " -#~ "have the .NET Framework 4.5 targeting pack installed, you can get it " -#~ "using any of the installers mentioned above inside the \"Individual " -#~ "components\" tab." -#~ msgstr "" -#~ "下載並安裝最新版本的 `Visual Studio `_ (**不是** Visual Studio Code),Visual Studio 包含了要在 " -#~ "Godot 中使用 C# 所需要的工具。若沒有要用 Visual Studio IDE,可以只下載 " -#~ "`Visual Studio 建置工具 `_ 。請確保至少安裝了 ." -#~ "NET Framework 4.5 目標套件,可以從上述任何安裝檔中的 [個別元件] 分頁中安" -#~ "裝。" - -#~ msgid "Windows (JetBrains Rider)" -#~ msgstr "\\ Windows (JetBrains Rider)" - -#~ msgid "" -#~ "JetBrains Rider comes with bundled MSBuild, so nothing extra is required. " -#~ "Make sure to set the following preferences:" -#~ msgstr "" -#~ "JetBrains Rider 包含了配套的 MSBuild,所以不需要其他額外軟體。請確保設定下" -#~ "列偏好設定:" - -#~ msgid "macOS and Linux" -#~ msgstr "macOS 與 Linux" - -#~ msgid "" -#~ "Download and install the latest version of the `Mono SDK `_. As of Godot 3.1 beta 3, the version number " -#~ "doesn't matter since Godot bundles its own Mono 5.18 installation. We " -#~ "only need the Mono installation for NuGet and MSBuild which are required " -#~ "to use C# in Godot." -#~ msgstr "" -#~ "下載並安裝最新的 `Mono SDK `_ 。自 " -#~ "Godot 3.1 Beta 3 版起,不需在意安裝哪個版本,因為 Godot 包含了配套的 Mono " -#~ "5.18 安裝。安裝 Mono 只是因為在 Godot 中使用 C# 需要 NuGet 與 MSBuild。" - -#~ msgid "" -#~ "To download Mono on macOS, use the \"Stable Channel\" link from the `Mono " -#~ "Downloads Page `_. The Visual " -#~ "Studio channel is an earlier version of Mono and will not work." -#~ msgstr "" -#~ "要在 macOS 上下載 Mono,請使用 `Mono 下載頁面 `_ 中的 [Stable Channel] 連接。 Visual Studio 頻道為早期版本" -#~ "的 Mono,將無法使用。" - -#~ msgid "" -#~ "If you are using Visual Studio Code, ensure you download and install the " -#~ "`C# extension `_ to enable features like syntax highlighting and " -#~ "IntelliSense." -#~ msgstr "" -#~ "若使用 Visual Studio Code,請確保有下載並安裝 `C# 擴充套件 `_ 來開啟如語" -#~ "法醒目提示或 IntelliSense 等功能。" - -#~ msgid "Why import?" -#~ msgstr "為何要匯入?" - -#~ msgid "Services for iOS" -#~ msgstr "iOS 服務" - -#, fuzzy -#~ msgid "Creating Android plugins (Godot 3.2.2+)" -#~ msgstr "創建內容" - -#~ msgid "" -#~ "`Android NDK `_ r17 or " -#~ "later." -#~ msgstr "" -#~ "`Android NDK`Android NDK `_ " -#~ "r17 或更新版本。" - -#~ msgid "" -#~ "Set the environment variable ``ANDROID_HOME`` to point to the Android " -#~ "SDK. If you downloaded the Android command-line tools, this would be the " -#~ "folder where you extracted the contents of the ZIP archive. Later on, " -#~ "``gradlew`` will install necessary SDK components in this folder. " -#~ "However, you need to accept the SDK component licenses before they can be " -#~ "downloaded by Gradle. This can be done by running the following command " -#~ "from the root of the SDK directory, then answering all the prompts with " -#~ "``y``:" -#~ msgstr "" -#~ "將環境變數 ``ANDROID_HOME`` 指向 Android SDK。若下載 Android 命令行工具," -#~ "則該路徑為解壓縮 ZIP 檔的位置。之後,``gradlew`` 會自動安裝所需的元件至該" -#~ "資料夾中。但,在使用 Gradle 下載前必須先同意 SDK 元件許可協議。可以通過在 " -#~ "SDK 資料夾的根目錄執行下列指令來同意,並在所有出現的提示回答 ``y`` :" - -#~ msgid "" -#~ "Set the environment variable ``ANDROID_NDK_ROOT`` to point to the Android " -#~ "NDK. You also might need to set the variable ``ANDROID_NDK_HOME`` to the " -#~ "same path, especially if you are using custom Android modules, since some " -#~ "Gradle plugins rely on the NDK and use this variable to determine its " -#~ "location." -#~ msgstr "" -#~ "將 ``ANDROID_NDK_ROOT`` 環境變數指向 Android NDK。另外還必須將 " -#~ "``ANDROID_NDK_HOME`` 指向相同路徑,特別是使用自定 Android 模組時,因為某些" -#~ "依賴 NDK 的 Gradle 外掛會使用該變數來判斷其路徑。" - -#~ msgid "" -#~ "Brazilian Portuguese: `Godot Brasil (Discord) `_" -#~ msgstr "" -#~ "巴西葡萄牙語: `Godot Brasil (Discord) `_" - -#~ msgid "" -#~ "French: `Godot Francophone Officiel (Discord) `_" -#~ msgstr "" -#~ "法語: `Godot Francophone Officiel (Discord) `_" - -#~ msgid "French: `SoloCode Godot (Discord) `_" -#~ msgstr "法語: `SoloCode Godot (Discord) `_" - -#~ msgid "" -#~ "German: `Deutsche Godot Community (Discord) `_" -#~ msgstr "" -#~ "德語: `Deutsche Godot Community (Discord) `_" - -#~ msgid "" -#~ "Swedish: `Swedish Godot Community (Discord) `_" -#~ msgstr "" -#~ "瑞典語: `Swedish Godot Community (Discord) `_" - -#~ msgid "" -#~ "If you install Android Studio, you need to run it once to complete the " -#~ "SDK setup." -#~ msgstr "" -#~ "若安裝的是 Android Studio,則必須至少先執行過一次 Android Studio 以完成設" -#~ "定 SDK。" - -#~ msgid "Make sure you have adb" -#~ msgstr "確認是否有 adb" - -#~ msgid "" -#~ "Android Debug Bridge (``adb``) is the command line tool used to " -#~ "communicate with Android devices. It's installed with the SDK, but you " -#~ "may need to install one (any) of the Android API levels for it to be " -#~ "installed in the SDK directory." -#~ msgstr "" -#~ "Android 偵錯橋接器 (``adb``) 是一個用來與 Android 裝置溝通的命令行工具。該" -#~ "工具會與 SDK 一起安裝,但可能會需要先安裝一種 Android API 等級,adb 才會被" -#~ "安裝到 SDK 目錄中。" - -#~ msgid "" -#~ "The ``adb`` executable (``adb.exe`` on Windows) - It can usually be found " -#~ "at ``%LOCALAPPDATA%\\Android\\Sdk\\platform-tools\\adb.exe``." -#~ msgstr "" -#~ "``adb`` 執行檔 (Windows 上為 ``adb.exe``) - 通常可以在 ``%LOCALAPPDATA%" -#~ "\\Android\\Sdk\\platform-tools\\adb.exe`` 中找到。" - -#~ msgid "" -#~ "The ``jarsigner`` executable (from JDK 6 or 8) - On Windows, OpenJDK " -#~ "installs to a directory like ``%PROGRAMFILES%\\AdoptOpenJDK" -#~ "\\jdk-8.0.252.09-hotspot\\bin``. On Linux, it typically installs to a " -#~ "directory like ``/usr/bin/jarsigner``. The exact path may vary depending " -#~ "on the OpenJDK update you've installed and your machine's operating " -#~ "system." -#~ msgstr "" -#~ "(JDK 6 或 8 中的) ``jarsigner`` 執行檔 - Windows 上 OpenJDK 的安裝位置可能" -#~ "會是 ``%PROGRAMFILES%\\AdoptOpenJDK\\jdk-8.0.252.09-hotspot\\bin`` 之類" -#~ "的。Linux 上則通常會安裝到如 ``/usr/bin/jarsigner`` 指令的位置。正確的路徑" -#~ "會依據所安裝的 OpenJDK 版本與作業系統而有所不同。" - -#~ msgid "" -#~ "Constants are similar to variables, but must be constants or constant " -#~ "expressions and must be assigned on initialization." -#~ msgstr "常數與變數很像,但必須為常數或常數運算式,且必須於初始化時賦值。" - -#~ msgid "Type hints" -#~ msgstr "型別提示" - -#~ msgid "" -#~ "Place the colon right after the variable's name, without a space, and let " -#~ "the GDScript compiler infer the variable's type when possible." -#~ msgstr "" -#~ "將冒號放在變數名稱後,不加上空格,並儘量讓 GDScript 編譯器來推斷型別。" - -#~ msgid "" -#~ "Add a space on either sides of the return type arrow when defining " -#~ "functions." -#~ msgstr "定義函式時,請在回傳型別的箭頭周圍各加上一個空格。" - -#~ msgid "" -#~ "Download the ZIP file for your platform, there will be a single ``tools`` " -#~ "folder inside:" -#~ msgstr "下載使用平台的 ZIP 檔案。該 ZIP 中包含了單一 ``tools`` 資料夾:" - -#~ msgid "" -#~ "If you already have an android-sdk folder, normally located in ``" -#~ "%LOCALAPPDATA%\\Android\\Sdk``, then use this folder instead of creating " -#~ "an empty ``android-sdk`` folder." -#~ msgstr "" -#~ "若已經有 android-sdk 資料夾的 (通常在 ``%LOCALAPPDATA%\\Android\\Sdk`` )," -#~ "那就用這個資料夾就好,不用建立空 ``android-sdk`` 資料夾。" - -#~ msgid "" -#~ "Unzip the Android SDK ZIP file into the ``android-sdk`` folder. This " -#~ "folder should now contain the unzipped folder called ``tools``. Rename " -#~ "``tools`` to ``latest``. Finally, create an empty folder named ``cmdline-" -#~ "tools`` and place ``latest`` into it. Your final directory structure " -#~ "should look like this :" -#~ msgstr "" -#~ "將 Android SDK ZIP 檔解壓縮到 ``android-sdk`` 資料夾中。該資料夾目前應該包" -#~ "含解壓縮後的資料夾, ``tools`` 。將 ``tools`` 重命名為 ``latest`` 。最後," -#~ "建立一個名為 ``cmdline-tools`` 的資料夾,並將 ``latest`` 放到裡面。最終的" -#~ "資料夾架構應該看起來像這樣:" - -#, fuzzy -#~ msgid "Render order" -#~ msgstr "樹順序" - -#, fuzzy -#~ msgid "Try changing parameters" -#~ msgstr "更改匯入參數" - -#, fuzzy -#~ msgid "Dozens of effects included." -#~ msgstr "這樣的例子包含..." - -#~ msgid "This allows changing all the import parameters transparently." -#~ msgstr "這麼做就能透明地更改所有匯入參數。" - -#~ msgid "Why import them?" -#~ msgstr "為何要匯入圖片?" - -#~ msgid "" -#~ "In Godot 3+, image files are no longer native resources and they must be " -#~ "imported. The reason behind this is the large amount of configuration " -#~ "parameters that image files can be imported with." -#~ msgstr "" -#~ "Godot 3+ 版以後,圖片檔案不再是原生資源,因此必須匯入。這是因為匯入圖片可" -#~ "以使用大量的設定參數。" - -#~ msgid "" -#~ "This small tutorial will explain what these parameters are and how to " -#~ "best make use of them." -#~ msgstr "這篇小教學會解釋這些參數以及如何用最好的方式使用這些參數。" - -#~ msgid "This is also the icon that gets displayed in the Godot project list." -#~ msgstr "該圖示也是用來顯示在 Godot 專案列表的圖示。" - -#~ msgid "" -#~ "You can use software such as GIMP to export an ICO image. For more " -#~ "information, please refer to `this tutorial `_." -#~ msgstr "" -#~ "也可以使用如 GIMP 之類的軟體來匯出 ICO 圖片。更多資訊請參考 `這篇教學 (英" -#~ "文) `_ 。" - -#~ msgid "ICO file requirements" -#~ msgstr "ICO 檔案需求" - -#~ msgid "" -#~ "Regardless of which program you use to create your `ICO file `_, there are some requirements to " -#~ "ensure the icon (and your executable) works on Windows." -#~ msgstr "" -#~ "無論是使用哪個程式來建立 `ICO 檔案 `_ ,都需要確保有符合一些需求,才能讓圖示 (與執行檔) 能在 Windows 上使" -#~ "用。" - -#~ msgid "" -#~ "This is a bit tricky, as can be seen in the following Stack Overflow " -#~ "threads: `one `_, `two `_." -#~ msgstr "" -#~ "就像下列的 Stack Overflow 討論串中說的一樣,搞這個有點麻煩:`討論串一 (英" -#~ "文) `_ 、 `討論串二 (英文) `_ 。" - -#~ msgid "" -#~ "Your ICO file should at least contain icons in the following resolutions: " -#~ "16×16, 48×48 and 256×256." -#~ msgstr "ICO 當應至少包含下列解析圖的圖示:16×16, 48×48 與 256×256。" - -#~ msgid "" -#~ "If you want to fully support high-DPI screens, this is the full list of " -#~ "supported icon sizes on Windows 10: 16, 20, 24, 28, 30, 31, 32, 40, 42, " -#~ "47, 48, 56, 60, 63, 84 and one larger than 255 pixels (such as 256, 512 " -#~ "or 1024)." -#~ msgstr "" -#~ "若要完全支援高 DPI 螢幕,則下列大小為要在 Windows 10 上支援的完整列表:" -#~ "10: 16, 20, 24, 28, 30, 31, 32, 40, 42, 47, 48, 56, 60, 63, 84 以及一個大" -#~ "於 255 像素的圖示 (如 256, 512 或 1024)。" - -#~ msgid "Godot scenes and scripts are classes" -#~ msgstr "Godot 中的場景與物件都是類別" - -#~ msgid "" -#~ "In Godot, scripts and scenes can both be the equivalent of classes in an " -#~ "Object-Oriented programming language. The main difference is that scenes " -#~ "are `declarative code `_, while scripts can contain `imperative code " -#~ "`_." -#~ msgstr "" -#~ "在 Godot 中,腳本與場景都可以等同於物件導向程式設計語言中的類別。主要的不" -#~ "同是,場景是 `宣告型程式碼 `_ ,而腳本可以包含 `指令式程式碼 " -#~ "`_ 。" - -#~ msgid "" -#~ "As a result, many best practices in Godot boil down to applying Object-" -#~ "Oriented design principles to the scenes, nodes, or scripts that make up " -#~ "your game." -#~ msgstr "" -#~ "因此,在 Godot 中的許多最佳實踐都就只是將物件導向設計原則套用在構成遊戲的" -#~ "場景、節點與腳本上而已。" - -#~ msgid "Making sense of classes in Godot" -#~ msgstr "瞭解 Godot 中的類別" - -#~ msgid "constants" -#~ msgstr "常數" - -#~ msgid "signals" -#~ msgstr "訊號" - -#~ msgid "" -#~ "On the engine's side, every class defines a static ``_bind_methods()`` " -#~ "function that describes what C++ content it registers to the database and " -#~ "how. When you use the engine, you can extend the methods, properties, and " -#~ "signals available from the ``ClassDB`` by attaching a :ref:`Script " -#~ "` to your node." -#~ msgstr "" -#~ "在引擎方面,所有類別都定義了一個靜態 ``_bind_methods()`` 函式,用來描述該" -#~ "類別要將什麼 C++ 內容註冊到資料庫裡,以及該如何向資料庫註冊。當在使用引擎" -#~ "時,可以通過附加 :ref:`Script ` 到節點上來擴充 ``ClassDB`` " -#~ "內可用的方法、屬性與訊號。" - -#~ msgid "" -#~ "Objects check their attached script before the database. This is why " -#~ "scripts can override built-in methods. If a script defines a " -#~ "``_get_property_list()`` method, Godot appends that data to the list of " -#~ "properties the Object fetches from the ClassDB. The same is true for " -#~ "other declarative code." -#~ msgstr "" -#~ "物件會先檢查附加在自己身上的腳本然後再檢查資料庫。因此腳本可以覆寫內建函" -#~ "式。若腳本有定義 ``_get_property_list()`` 方法,則 Godot 會將該方法回傳的" -#~ "列表附加到該物件從 ClassDB 取得的列表後面。其他宣告型程式碼也一樣。" - -#~ msgid "" -#~ "As a result, you can instance scripts without the ``extends`` keyword " -#~ "from code, but you cannot attach them to a :ref:`Node `" -#~ msgstr "" -#~ "因此,可以在程式碼中實體化沒有 ``extends`` 關鍵字的腳本,但無法將這個腳本" -#~ "附加到 :ref:`節點 ` 上" - -#~ msgid "Scenes and scripts are objects" -#~ msgstr "場景與腳本是物件" - -#~ msgid "" -#~ "Many Object-Oriented principles which apply to written code *also* apply " -#~ "to scenes." -#~ msgstr "許多用於撰寫程式碼的物件導向原則 **也** 適用於場景中。" - -#~ msgid "In Godot:" -#~ msgstr "Godot 中:" - -#~ msgid "" -#~ "Option \"-col\" will work only for Mesh nodes. If it is detected, a child " -#~ "static collision node will be added, using the same geometry as the mesh." -#~ msgstr "" -#~ "「-col」後置詞只可用於 Mesh 節點。若有偵測到 -col,則會新增一個子靜態碰撞" -#~ "節點,並使用與網格相同的幾何圖形。" - -#, fuzzy -#~ msgid "" -#~ "Option \"-convcol\" will create a :ref:`class_convexpolygonshape` instead " -#~ "of a :ref:`class_concavepolygonshape`." -#~ msgstr "" -#~ "「-convcolonly」會建立 :ref:`class_convexpolygonshape` 而非 :ref:" -#~ "`class_concavepolygonshape` 。" - -#~ msgid "Creates a rigid body from this mesh." -#~ msgstr "以該網格建立剛體。" - -#, fuzzy -#~ msgid "Measuring Performance" -#~ msgstr "效能" - -#~ msgid "" -#~ "Restricting the flags to a certain number of named flags is also " -#~ "possible. The syntax is similar to the enumeration syntax::" -#~ msgstr "亦可限制旗標為特定數量的帶名稱旗標。其語法與列舉語法類似:" - -#~ msgid "" -#~ "Exporting arrays works, but with an important caveat: while regular " -#~ "arrays are created local to every class instance, exported arrays are " -#~ "*shared* between all instances. This means that editing them in one " -#~ "instance will cause them to change in all other instances. Exported " -#~ "arrays can have initializers, but they must be constant expressions." -#~ msgstr "" -#~ "也可以匯出陣列,但有一點很重要:一般的陣列對於每個類別實體來說是局部定義" -#~ "的,匯出陣列則會在所有實體間 **共用** 。這表示在一個實體上編輯匯出陣列會影" -#~ "響到其他所有實體。匯出陣列也可以有初始化器,但必須使用常數運算式。" - -#~ msgid "" -#~ "To configure Visual Studio Code for debugging open up a project in Godot. " -#~ "Click on Project and open the project settings. Scroll down and click on " -#~ "Debugger Agent under the Mono category. Then turn on the setting \"wait " -#~ "for debugger.\" Next, copy the port number and open up Visual Studio Code." -#~ msgstr "" -#~ "若要設定 Visual Studio Code 來進行除錯,請先在 Godot 中開啟專案。點擊 [專" -#~ "案] 並打開專案設定。下拉並點擊 Mono 分類中的 Debugger Agent。接著打開" -#~ "「Wait for Debugger」設定。接著,將連接埠號碼複製並打開 Visual Studio " -#~ "Code。" - -#~ msgid "" -#~ "You need to download the Mono Debug extension from Microsoft. Then open " -#~ "the Godot project folder. Go to the run tab and click on create a launch." -#~ "json file. Select C# Mono from the dropdown menu. When the launch.json " -#~ "file is automatically opened, change the port number to the number you " -#~ "copied previously and save the file. On the run tab, switch the run " -#~ "setting from launch to attach. Whenever you want to debug, make sure Wait " -#~ "for Debugger is turned on in Godot, run the project, and run the debugger " -#~ "in Visual Studio Code." -#~ msgstr "" -#~ "需要從 Microsoft 下載 Mono Debug 擴充套件。接著打開 Godot 專案資料夾。前往" -#~ "執行分頁後點擊並建立 launch.json 檔案。從下拉選單中選擇 C# Mono。launch." -#~ "json 檔案自動開啟後,將連接埠號碼更改為剛才複製的數字,並保存檔案。前往執" -#~ "行分頁,將執行設定從 launch 切換為 attach。之後進行除錯時,請確保 Godot 中" -#~ "有開啟 Wait for Debugger,執行專案,然後在 Visual Studio Code 中執行除錯工" -#~ "具。" - -#~ msgid "" -#~ "The **Export With Debug** checkbox in the file dialog has no bearing on " -#~ "the final PCK file, so you can leave it as-is." -#~ msgstr "" -#~ "檔案對話框中的 **[以偵錯模式匯出]** 勾選框不會影響最終的 PCK 檔,所以可以" -#~ "保留不動。" - -#~ msgid "" -#~ "Open the ``Ball`` scene and add a ``PhysicsMaterial`` by opening the " -#~ "\"Physics Material Override\" dropdown in the Inspector dock and " -#~ "selecting \"New PhysicsMaterial\"." -#~ msgstr "" -#~ "打開 ``Ball`` 場景然後從屬性面板裡的 [Physics Material Override] (物理材料" -#~ "複寫) 下拉選單裡新增一個 ``PhysicsMaterial`` ,接著選擇 [新 " -#~ "PhysicsMaterial]。" - -#~ msgid "We can put this purchase logic on a product's buy button." -#~ msgstr "我們可以把這個購買邏輯放在產品的購買按鈕上。" - -#~ msgid "" -#~ "We can also implement other signals for the purchase flow and improve the " -#~ "user experience as you needed." -#~ msgstr "我們還可以為購買流程實現其他訊號,並根據需要改進用戶體驗。" - -#, fuzzy -#~ msgid "There are two types of products - consumables and non-consumables:" -#~ msgstr "Godot 沒有使用限制" - -#~ msgid "Testing" -#~ msgstr "測試" - -#, fuzzy -#~ msgid "Scheme setup" -#~ msgstr "資源路徑" - -#, fuzzy -#~ msgid "``CPUParticles2D``" -#~ msgstr "粒子" - -#~ msgid "Future" -#~ msgstr "未來" - -#~ msgid "" -#~ "FBX SDK has a `restrictive license `_, that is incompatible with the `open license " -#~ "`_ provided by Godot. That being " -#~ "said, FBX support could still be provided by third parties as a plugin. " -#~ "(See Plugins question below.)" -#~ msgstr "" -#~ "FBX SDK具有 `限制性授權`_,這和Godot提供的 `開放授權 `_ " -#~ "不相容。儘管如此,仍然可以由第3方外掛提供對FBX的支援。(參見下方有關插件的" -#~ "問題)" - -#, fuzzy -#~ msgid "" -#~ "To create a new project, click the \"New Project\" option. Choose and " -#~ "create a path for the project and specify the project name." -#~ msgstr "" -#~ "要創建新的專案,點擊右邊的 ``新專案(New Project)`` 按鈕。命名之後選擇一個" -#~ "空資料夾來儲存它。" - -#, fuzzy -#~ msgid "There is a few things to note here." -#~ msgstr "Godot 沒有使用限制" - -#~ msgid "Mac OS X" -#~ msgstr "Mac OS X" - -#~ msgid "" -#~ "This means it is free as in \"free speech\" as well as in \"free beer\"." -#~ msgstr "自由開源的同時,它也是免費的。" - -#~ msgid "There are no usage restrictions on Godot" -#~ msgstr "Godot 沒有使用限制" - -#~ msgid "" -#~ "This means you can use it for any game or application, commercially or " -#~ "non-commercially, in any industry" -#~ msgstr "這代表你可以把它用在任何遊戲或應用程式,不論商業與否,不論任何產業" - -#~ msgid "" -#~ "For more, see `here `_ or ask " -#~ "your lawyer of choice." -#~ msgstr "" -#~ "更多使用 MIT 條款的意義請見 `這裡 `_ 或向律師詢問。" - -#, fuzzy -#~ msgid "" -#~ "Note that C# and Visual Scripting support is comparatively young and " -#~ "GDScript still has some advantages as outlined below." -#~ msgstr "" -#~ "注意 C# 和 Visual Scripting 的支援還很新,而 GDScript 還是有一些好處的,如" -#~ "下述。" - -#, fuzzy -#~ msgid "" -#~ "Support for new languages can be added by third parties using the " -#~ "GDNative / NativeScript / PluginScript facilities. (See question about " -#~ "plugins below.)" -#~ msgstr "" -#~ "第三方能利用 GDNative / NativeScript / PluginScript 的工具來加入新語言的支" -#~ "援。(見下述關於插件的問題。)" - -#~ msgid "" -#~ "GDScript? Why use a custom scripting language instead of my language of " -#~ "choice?" -#~ msgstr "GDScript? 為什麼要採用一個特製的語言,而不是選擇其他語言呢?" - -#, fuzzy -#~ msgid "" -#~ "GDScript is designed to integrate from the ground to the way Godot works, " -#~ "more than any other language, and is simple and easy to learn. Takes at " -#~ "most a day or two to get comfortable and it's easy to see the benefits " -#~ "once you do. Please make the effort to learn GDScript, you will not " -#~ "regret it." -#~ msgstr "" -#~ "GDScript 設計的初衷就在與 Godot 的工作方式深度整合,整合程度超過任何其他语" -#~ "言,而且 GDScript 非常簡單易學。最多花一兩天你就能上手,而且很輕易就能看見" -#~ "好處。請付出一些努力學習 GDScript,你不會後悔。"