Update Weblate template from Sphinx templates

This commit is contained in:
Rémi Verschelde
2018-05-28 10:52:45 +02:00
parent 31a449c85f
commit b45a9b05f4

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2018-05-18 14:12+0200\n"
"POT-Creation-Date: 2018-05-28 10:49+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -425,7 +425,7 @@ msgstr ""
#: ../../docs/about/faq.rst:53
msgid ""
"Some users also report building and using Godot successfully on ARM-based "
"system with Linux, like the Raspberry Pi. There is also some unofficial "
"systems with Linux, like the Raspberry Pi. There is also some unofficial "
"thirdparty work being done on building for some consoles. None of this is "
"included in the default build scripts or export templates, however."
msgstr ""
@@ -2497,7 +2497,7 @@ msgid ""
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:28
#: ../../docs/development/cpp/configuring_an_ide.rst:106
#: ../../docs/development/cpp/configuring_an_ide.rst:147
msgid "Project Setup"
msgstr ""
@@ -3289,23 +3289,23 @@ msgid "MessageLabel"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:875
msgid "``Layout``: \"Center Bottom\""
msgid "``Layout``: \"Center\""
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:878
msgid "Left: ``-100``"
msgid "Left: ``-200``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:879
msgid "Top: ``-200``"
msgid "Top: ``-150``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:880
msgid "Right: ``100``"
msgid "Right: ``200``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:881
msgid "Bottom: ``-100``"
msgid "Bottom: ``0``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:883
@@ -3317,23 +3317,23 @@ msgid "StartButton"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:888
msgid "``Layout``: \"Center\""
msgid "``Layout``: \"Center Bottom\""
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:891
msgid "Left: ``-60``"
msgid "Left: ``-100``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:892
msgid "Top: ``70``"
msgid "Top: ``-200``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:893
msgid "Right: ``60``"
msgid "Right: ``100``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:894
msgid "Bottom: ``150``"
msgid "Bottom: ``-100``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:896
@@ -7716,7 +7716,7 @@ msgid "Godot"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:18
#: ../../docs/community/contributing/documentation_guidelines.rst:104
#: ../../docs/community/contributing/documentation_guidelines.rst:102
msgid "License"
msgstr ""
@@ -10187,11 +10187,22 @@ msgid ""
"is received, execution will recommence. Here are some examples:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1392
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1391
msgid ""
"Coroutines themselves use the ``completed`` signal when they transition into "
"an invalid state, for example:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1404
msgid ""
"``my_func`` will only continue execution once both the buttons are pressed."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1407
msgid "Onready keyword"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1394
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1409
msgid ""
"When using nodes, it's common to desire to keep references to parts of the "
"scene in a variable. As scenes are only warranted to be configured when "
@@ -10199,7 +10210,7 @@ msgid ""
"call to Node._ready() is made."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1406
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1421
msgid ""
"This can get a little cumbersome, especially when nodes and external "
"references pile up. For this, GDScript has the ``onready`` keyword, that "
@@ -10207,11 +10218,11 @@ msgid ""
"replace the above code with a single line:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1416
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1431
msgid "Assert keyword"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1418
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1433
msgid ""
"The ``assert`` keyword can be used to check conditions in debug builds. "
"These assertions are ignored in non-debug builds."
@@ -12411,6 +12422,23 @@ msgid ""
"marshalling when talking to Godot."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:147
msgid "Using Nuget Packages in Godot"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:149
msgid ""
"`Nuget <https://www.nuget.org/>`_ Packages can be installed and used with "
"Godot, as with any project. Many IDEs (such as vs code) can add packages "
"directly. They can also be added manually by adding the package reference in "
"the .csproj file located in the project root:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:164
msgid ""
"Then using the dotnet command line to restore package, in the project root::"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:4
msgid "Features"
msgstr ""
@@ -29057,8 +29085,8 @@ msgstr ""
msgid ""
"In ``_process`` we set the text of the ``FPS_Label`` to ``Engine."
"get_frames_per_second``, but because ``get_frames_per_second`` returns a "
"int, we have to cast it to a string using ``str`` before we can add it to "
"our label."
"integer, we have to cast it to a string using ``str`` before we can add it "
"to our label."
msgstr ""
#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:280
@@ -29204,9 +29232,9 @@ msgstr ""
msgid ""
"Now that we've looked at how ``Pause_Popup.tscn`` is set up, lets write the "
"code to make it work. Normally we'd attach a script to the root node of the "
"scene, ``Pause_Popup`` in this case, but since we'll be needed to receive a "
"couple signals in ``Globals.gd``, we'll write all of the code for the pop up "
"there."
"scene, ``Pause_Popup`` in this case, but since we'll need to receive a "
"couple of signals in ``Globals.gd``, we'll write all of the code for the pop "
"up there."
msgstr ""
#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:394
@@ -29627,7 +29655,7 @@ msgid ""
"Now when a node with ``Respawn_Point_Setter.gd`` has it's ``_ready`` "
"function called, all of the children nodes of the node with "
"``Respawn_Point_Setter.gd``, ``Spawn_Points`` in the case of ``Ruins_Level."
"tscn``, we be added to ``respawn_points`` in ``Globals.gd``."
"tscn``, will be added to ``respawn_points`` in ``Globals.gd``."
msgstr ""
#: ../../docs/tutorials/3d/fps_tutorial/part_six.rst:775
@@ -50783,7 +50811,7 @@ msgid "That's it! Now you should be good to go :)"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:71
msgid "QtCreator"
msgid "Qt Creator"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:74
@@ -50794,11 +50822,11 @@ msgstr ""
msgid "Choose *New Project* -> *Import Project* -> *Import Existing Project*."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:77
#: ../../docs/development/cpp/configuring_an_ide.rst:80
msgid "Set the path to your Godot root directory and enter the project name."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:78
#: ../../docs/development/cpp/configuring_an_ide.rst:84
msgid ""
"Here you can choose which folders and files will be visible to the project. "
"C/C++ files are added automatically. Potentially useful additions: \\*.py "
@@ -50806,253 +50834,278 @@ msgid ""
"Click \"Next\"."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:81
#: ../../docs/development/cpp/configuring_an_ide.rst:90
msgid "Click *Finish*."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:82
#: ../../docs/development/cpp/configuring_an_ide.rst:91
msgid ""
"Add a line containing ``.`` to *project_name.includes* to get working code "
"completion."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:85
#: ../../docs/development/cpp/configuring_an_ide.rst:96
msgid "Build and run"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:87
#: ../../docs/development/cpp/configuring_an_ide.rst:98
msgid "Build configuration:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:89
#: ../../docs/development/cpp/configuring_an_ide.rst:100
msgid "Click on *Projects* and open the *Build* tab."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:90
#: ../../docs/development/cpp/configuring_an_ide.rst:101
msgid "Delete the pre-defined ``make`` build step."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:91
#: ../../docs/development/cpp/configuring_an_ide.rst:105
msgid "Click *Add Build Step* -> *Custom Process Step*."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:92
#: ../../docs/development/cpp/configuring_an_ide.rst:109
msgid "Type ``scons`` in the *Command* field."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:93
#: ../../docs/development/cpp/configuring_an_ide.rst:110
msgid ""
"Fill the *Arguments* field with your compilation options. (e.g.: ``p=x11 "
"target=debug -j 4``)"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:95
#: ../../docs/development/cpp/configuring_an_ide.rst:114
msgid "Run configuration:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:97
#: ../../docs/development/cpp/configuring_an_ide.rst:116
msgid "Open the *Run* tab."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:98
#: ../../docs/development/cpp/configuring_an_ide.rst:117
msgid ""
"Point the *Executable* to your compiled Godot binary (e.g: ``%{buildDir}\\bin"
"\\godot.windows.tools.64.exe``)"
"Point the *Executable* to your compiled Godot binary (e.g: ``%{buildDir}/bin/"
"godot.x11.opt.tools.64``)"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:99
#: ../../docs/development/cpp/configuring_an_ide.rst:118
msgid ""
"If you want to run a specific game or project, point *Working directory* to "
"the game directory."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:100
#: ../../docs/development/cpp/configuring_an_ide.rst:119
msgid ""
"If you want to run the editor, add ``-e`` to the *Command line arguments* "
"field."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:103
#: ../../docs/development/cpp/configuring_an_ide.rst:124
msgid "Updating Sources after pulling latest commits"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:126
msgid ""
"As a developer you usually want to frequently pull the latest commits from "
"the upstream git repository or a specific fork etc. However this brings a "
"little problem with it: as the development continues, source files (and "
"folders) are added or removed. These changes needs to be reflected in your "
"project files for Qt Creator too, so you continue to have a nice experience "
"coding in it. A simple way to check these things, is to right click at your "
"root folder in the \"Projects View\" and click on \"Edit files...\""
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:136
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. Here now you can "
"check whether you want to add/remove specific files and/or folders. You can "
"chose by clicking with your mouse or just simply by clicking the \"Apply "
"Filter\" button. A simple click on \"Ok\" and you're ready to continue your "
"work."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:144
msgid "Xcode"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:108
#: ../../docs/development/cpp/configuring_an_ide.rst:149
msgid "Create an Xcode external build project anywhere"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:112
#: ../../docs/development/cpp/configuring_an_ide.rst:153
msgid "Set the *Build tool* to the path to scons"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:114
#: ../../docs/development/cpp/configuring_an_ide.rst:155
msgid "Modify Build Target's Xcode Info Tab:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:116
#: ../../docs/development/cpp/configuring_an_ide.rst:157
msgid ""
"Set *Arguments* to something like: platform=osx tools=yes bits=64 "
"target=debug"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:117
#: ../../docs/development/cpp/configuring_an_ide.rst:158
msgid ""
"Set *Directory* to the path to Godot's source folder. Keep it blank if "
"project is already there."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:118
#: ../../docs/development/cpp/configuring_an_ide.rst:159
msgid "You may uncheck *Pass build settings in environment*"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:122
#: ../../docs/development/cpp/configuring_an_ide.rst:163
msgid "Add a Command Line Target:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:124
#: ../../docs/development/cpp/configuring_an_ide.rst:165
msgid ""
"Go to Xcode File > New > Target... and add a new Xcode command line target"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:130
#: ../../docs/development/cpp/configuring_an_ide.rst:171
msgid "Name it something so you know not to compile with this target"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:131
#: ../../docs/development/cpp/configuring_an_ide.rst:172
msgid "e.g. ``GodotXcodeIndex``"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:132
#: ../../docs/development/cpp/configuring_an_ide.rst:173
msgid ""
"Goto the newly created target's *Build Settings* tab and search for *Header "
"Search Paths*"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:133
#: ../../docs/development/cpp/configuring_an_ide.rst:174
msgid "Set *Header Search Paths* to an absolute path to Godot's source folder"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:134
#: ../../docs/development/cpp/configuring_an_ide.rst:175
msgid "Make it recursive by adding two \\*'s to the end of the path"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:135
#: ../../docs/development/cpp/configuring_an_ide.rst:176
msgid "e.g. ``/Users/me/repos/godot-source/\\**``"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:137
#: ../../docs/development/cpp/configuring_an_ide.rst:178
msgid "Add Godot Source to the Project:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:139
#: ../../docs/development/cpp/configuring_an_ide.rst:180
msgid "Drag and drop godot source into project file browser."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:140
#: ../../docs/development/cpp/configuring_an_ide.rst:181
msgid "Uncheck *Create External Build System*"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:144
#: ../../docs/development/cpp/configuring_an_ide.rst:185
msgid "Click Next"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:145
#: ../../docs/development/cpp/configuring_an_ide.rst:186
msgid "Select *create groups*"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:149
#: ../../docs/development/cpp/configuring_an_ide.rst:190
msgid "Check off only your command line target in the *Add to targets* section"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:150
#: ../../docs/development/cpp/configuring_an_ide.rst:191
msgid "Click finish. Xcode will now index the files."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:151
#: ../../docs/development/cpp/configuring_an_ide.rst:192
msgid "Grab a cup of coffee... Maybe make something to eat, too"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:152
#: ../../docs/development/cpp/configuring_an_ide.rst:193
msgid ""
"You should have jump to definition, auto completion, and full syntax "
"highlighting when it is done."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:155
#: ../../docs/development/cpp/configuring_an_ide.rst:196
msgid "Scheme Setup"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:157
#: ../../docs/development/cpp/configuring_an_ide.rst:198
msgid "Edit Build Scheme of External Build Target:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:159
#: ../../docs/development/cpp/configuring_an_ide.rst:200
msgid "Open scheme editor of external build target"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:160
#: ../../docs/development/cpp/configuring_an_ide.rst:201
msgid "Expand the *Build* menu"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:161
#: ../../docs/development/cpp/configuring_an_ide.rst:202
msgid "Goto *Post Actions*"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:162
#: ../../docs/development/cpp/configuring_an_ide.rst:203
msgid ""
"Add a new script run action, select your project in ``Provide build settings "
"from`` as this allows you to use ``${PROJECT_DIR}`` variable."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:166
#: ../../docs/development/cpp/configuring_an_ide.rst:207
msgid "Write a script that gives the binary a name that Xcode will recognize"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:167
#: ../../docs/development/cpp/configuring_an_ide.rst:208
msgid ""
"e.g. ``ln -f ${PROJECT_DIR}/godot/bin/godot.osx.tools.64 ${PROJECT_DIR}/"
"godot/bin/godot``"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:168
#: ../../docs/development/cpp/configuring_an_ide.rst:209
msgid "Build the external build target"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:170
#: ../../docs/development/cpp/configuring_an_ide.rst:211
msgid "Edit Run Scheme of External Build Target:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:172
#: ../../docs/development/cpp/configuring_an_ide.rst:213
msgid "Open the scheme editor again"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:173
#: ../../docs/development/cpp/configuring_an_ide.rst:214
msgid "Click Run"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:177
#: ../../docs/development/cpp/configuring_an_ide.rst:218
msgid ""
"Set the *Executable* to the file you linked in your post build action script"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:178
#: ../../docs/development/cpp/configuring_an_ide.rst:219
msgid "Check *Debug executable* if it isn't already"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:179
#: ../../docs/development/cpp/configuring_an_ide.rst:220
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 ""
#: ../../docs/development/cpp/configuring_an_ide.rst:182
#: ../../docs/development/cpp/configuring_an_ide.rst:223
msgid "Test it:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:184
#: ../../docs/development/cpp/configuring_an_ide.rst:225
msgid "Set a breakpoint in platform/osx/godot_main_osx.mm"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:185
#: ../../docs/development/cpp/configuring_an_ide.rst:226
msgid "It should break at the point!"
msgstr ""
@@ -53246,38 +53299,38 @@ msgid ""
"code via pull requests, testing the development snapshots or directly the "
"git *master* branch, report bugs or suggest enhancements on the issue "
"tracker, improve the official documentation (both the class reference and "
"tutorials). The following sections will cover each of those \"direct\" ways "
"of contributing to the engine."
"tutorials) and its translations. The following sections will cover each of "
"those \"direct\" ways of contributing to the engine."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:39
#: ../../docs/community/contributing/ways_to_contribute.rst:40
msgid ""
"**Donate.** Godot is a non-profit project, but it can still benefit from "
"user donations for many things. Apart from usual expenses such as hosting "
"costs or promotion material on events, we also use donation money to acquire "
"hardware when necessary (e.g. we used donation money to buy a Macbook Pro to "
"implement Retina/HiDPI support and various other macOS-related features). "
"Most importantly, we also used donation money to hire our lead developer "
"Juan Linietsky, so that he can work full-time on the engine. Even with a low "
"monthly wage, we need a steady donation income to continue doing this, which "
"has been very beneficial to the project so far. So if you want to donate "
"some money to the project, check `our website <http://godotengine.org/"
"donate>`_ for details."
"Most importantly, we also used donation money to hire core developers so "
"they can work full-time on the engine. Even with a low monthly wage, we need "
"a steady donation income to continue doing this, which has been very "
"beneficial to the project so far. So if you want to donate some money to the "
"project, check `our website <http://godotengine.org/donate>`_ for details."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:53
#: ../../docs/community/contributing/ways_to_contribute.rst:54
msgid "Contributing code"
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:55
#: ../../docs/community/contributing/ways_to_contribute.rst:56
msgid ""
"The possibility to study, use, modify and redistribute modifications of the "
"engine's source code are the fundamental rights that Godot's license grant "
"you, making it `free and open source software <https://en.wikipedia.org/wiki/"
"Free_and_open-source_software>`_."
"engine's source code are the fundamental rights that Godot's `MIT <https://"
"tldrlegal.com/license/mit-license>`_ license grants you, making it `free and "
"open source software <https://en.wikipedia.org/wiki/Free_and_open-"
"source_software>`_."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:59
#: ../../docs/community/contributing/ways_to_contribute.rst:61
msgid ""
"As such, everyone is entitled to modify `Godot's source code <https://github."
"com/godotengine/godot>`_, and send those modifications back to the upstream "
@@ -53287,11 +53340,11 @@ msgid ""
"git commits (patches) into the main development branch."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:66
#: ../../docs/community/contributing/ways_to_contribute.rst:68
msgid "Contributing code changes upstream has two big advantages:"
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:68
#: ../../docs/community/contributing/ways_to_contribute.rst:70
msgid ""
"Your own code will be reviewed and improved by other developers, and will be "
"further maintained directly in the upstream project, so you won't have to "
@@ -53302,7 +53355,7 @@ msgid ""
"own project, if they are too specific."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:76
#: ../../docs/community/contributing/ways_to_contribute.rst:78
msgid ""
"The whole community will benefit from your work, and other contributors will "
"behave the same way, contributing code that will be beneficial to you. At "
@@ -53310,7 +53363,7 @@ msgid ""
"changes to the engine!"
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:81
#: ../../docs/community/contributing/ways_to_contribute.rst:83
msgid ""
"To ensure good collaboration and overall quality, the Godot developers "
"enforce some rules for code contributions, for example regarding the style "
@@ -53318,23 +53371,30 @@ msgid ""
"workflow."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:85
#: ../../docs/community/contributing/ways_to_contribute.rst:87
msgid ""
"A nice place to start may be the issue tagged as `junior jobs <https://"
"github.com/godotengine/godot/issues?q=is%3Aissue+is%3Aopen+label%3A%22junior"
"+job%22>`_ on GitHub."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:89
msgid ""
"Technical details about the PR workflow are outlined in a specific section, :"
"ref:`doc_pr_workflow`."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:88
#: ../../docs/community/contributing/ways_to_contribute.rst:92
msgid ""
"Details about the code style guidelines and the ``clang-format`` tool used "
"to enforce them are outlined in :ref:`doc_code_style_guidelines`."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:93
#: ../../docs/community/contributing/ways_to_contribute.rst:97
msgid "Testing and reporting issues"
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:95
#: ../../docs/community/contributing/ways_to_contribute.rst:99
msgid ""
"Another great way of contributing to the engine is to test development "
"releases or the development branch and to report issues. It is also helpful "
@@ -53342,28 +53402,28 @@ msgid ""
"the development branch and in future maintenance releases."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:101
#: ../../docs/community/contributing/ways_to_contribute.rst:105
msgid "Testing development versions"
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:103
#: ../../docs/community/contributing/ways_to_contribute.rst:107
msgid "To help with the testing, you have several possibilities:"
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:105
#: ../../docs/community/contributing/ways_to_contribute.rst:109
msgid ""
"Compile the engine from source yourself, following the instructions of the :"
"ref:`Compiling <toc-devel-compiling>` page for your platform."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:108
#: ../../docs/community/contributing/ways_to_contribute.rst:112
msgid ""
"Test official pre-release binaries when they are announced (usually on the "
"blog and other community platforms), such as alpha, beta and RC (release "
"candidate) builds."
"blog and other community platforms), such as alpha, beta and release "
"candidate (RC) builds."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:112
#: ../../docs/community/contributing/ways_to_contribute.rst:115
msgid ""
"Test \"trusted\" unofficial builds of the development branch; just ask "
"community members for reliable providers. Whenever possible, it's best to "
@@ -53371,7 +53431,7 @@ msgid ""
"provenance of your binaries."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:117
#: ../../docs/community/contributing/ways_to_contribute.rst:120
msgid ""
"As mentioned previously, it is also helpful to keep your eyes peeled for "
"potential bugs that might still be present in the stable releases, "
@@ -53379,11 +53439,11 @@ msgid ""
"testing by the developers."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:123
#: ../../docs/community/contributing/ways_to_contribute.rst:126
msgid "Filing an issue on GitHub"
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:125
#: ../../docs/community/contributing/ways_to_contribute.rst:128
msgid ""
"Godot uses `GitHub's issue tracker <https://github.com/godotengine/godot/"
"issues>`_ for bug reports and enhancement suggestions. You will need a "
@@ -53391,7 +53451,7 @@ msgid ""
"issue\" button."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:129
#: ../../docs/community/contributing/ways_to_contribute.rst:132
msgid ""
"When you report a bug, you should keep in mind that the process is similar "
"to an appointment with your doctor. You noticed *symptoms* that make you "
@@ -53401,7 +53461,7 @@ msgid ""
"actual cause of the bug can be identified and addressed."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:136
#: ../../docs/community/contributing/ways_to_contribute.rst:139
msgid ""
"You should therefore always ask yourself: what is relevant information to "
"give so that other Godot contributors can understand the bug, identify it "
@@ -53409,7 +53469,7 @@ msgid ""
"should always provide:"
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:141
#: ../../docs/community/contributing/ways_to_contribute.rst:144
msgid ""
"**Operating system.** Sometimes bugs are system-specific, i.e. they happen "
"only on Windows, or only on Linux, etc. That's particularly relevant for all "
@@ -53417,14 +53477,14 @@ msgid ""
"management, audio, etc."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:146
#: ../../docs/community/contributing/ways_to_contribute.rst:149
msgid ""
"**Hardware.** Sometimes bugs are hardware-specific, i.e. they happen only on "
"certain processors, graphic cards, etc. If you are able to, it can be "
"helpful to include information on your hardware."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:150
#: ../../docs/community/contributing/ways_to_contribute.rst:153
msgid ""
"**Godot version.** This is a must have. Some issues might be relevant in the "
"current stable release, but fixed in the development branch, or the other "
@@ -53433,7 +53493,7 @@ msgid ""
"the start helps to speed up the diagnosis."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:156
#: ../../docs/community/contributing/ways_to_contribute.rst:159
msgid ""
"**How to reproduce the bug.** In the majority of cases, bugs are "
"reproducible, i.e. it is possible to trigger them reliably by following some "
@@ -53447,23 +53507,23 @@ msgid ""
"each issue."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:167
#: ../../docs/community/contributing/ways_to_contribute.rst:170
msgid ""
"When you click the \"New issue\" button, you should be presented with a text "
"area prefilled with our issue template. Please try to follow it so that all "
"issues are consistent and provide the required information."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:172
#: ../../docs/community/contributing/ways_to_contribute.rst:175
msgid "Contributing to the documentation"
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:174
#: ../../docs/community/contributing/ways_to_contribute.rst:177
msgid ""
"There are two separate resources referred to as \"documentation\" in Godot:"
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:176
#: ../../docs/community/contributing/ways_to_contribute.rst:179
msgid ""
"**The class reference.** This is the documentation for the complete Godot "
"API as exposed to GDScript and the other scripting languages. It can be "
@@ -53473,14 +53533,14 @@ msgid ""
"request. See :ref:`doc_updating_the_class_reference` for more details."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:184
#: ../../docs/community/contributing/ways_to_contribute.rst:187
msgid ""
"**The tutorials and engine documentation.** This is the part you are reading "
"now, which is distributed in the HTML, PDF and EPUB formats. Its contents "
"are generated from plain text files in the reStructured Text (rst) format, "
"to which you can contribute via pull requests on the `godot-docs <https://"
"github.com/godotengine/godot-docs>`_ GitHub repository. See :ref:"
"`doc_documentation_guidelines` for more details."
"**The tutorials and engine documentation and its translations.** This is the "
"part you are reading now, which is distributed in the HTML, PDF and EPUB "
"formats. Its contents are generated from plain text files in the "
"reStructured Text (rst) format, to which you can contribute via pull "
"requests on the `godot-docs <https://github.com/godotengine/godot-docs>`_ "
"GitHub repository. See :ref:`doc_documentation_guidelines` for more details."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:4
@@ -54547,15 +54607,18 @@ msgstr ""
msgid ""
"This page describes the rules to follow if you want to contribute to Godot "
"Engine by writing or reviewing documentation, or by translating existing "
"documentation."
"documentation. Also have a look at README of the `godot-docs GitHub "
"repository <https://github.com/godotengine/godot-docs>`_ and the `docs front "
"page <http://docs.godotengine.org>`_ on what steps to follow and how to "
"contact the docs team."
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:11
#: ../../docs/community/contributing/documentation_guidelines.rst:14
#: ../../docs/community/contributing/updating_the_class_reference.rst:17
msgid "How to contribute"
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:13
#: ../../docs/community/contributing/documentation_guidelines.rst:16
msgid ""
"Creating or modifying documentation pages is mainly done via the `godot-docs "
"GitHub repository <https://github.com/godotengine/godot-docs>`_. The HTML "
@@ -54565,21 +54628,21 @@ msgid ""
"documentation."
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:20
#: ../../docs/community/contributing/documentation_guidelines.rst:23
msgid ""
"For details on Git usage and the pull request workflow, please refer to the :"
"ref:`doc_pr_workflow` page. Most of what it describes regarding the main "
"godotengine/godot repository is also valid for the docs repository."
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:25
#: ../../docs/community/contributing/documentation_guidelines.rst:28
msgid ""
"The README.md file contains all the information you need to get you started, "
"please read it. In particular, it contains some tips and tricks and links to "
"reference documentation about the reStructuredText markup language."
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:29
#: ../../docs/community/contributing/documentation_guidelines.rst:32
msgid ""
"If you want to edit the **API reference**, please note that it should *not* "
"be done in the godot-docs repository. Instead, you should edit the ``doc/"
@@ -54588,24 +54651,24 @@ msgid ""
"the online docs. Read more here: :ref:`doc_updating_the_class_reference`."
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:37
#: ../../docs/community/contributing/documentation_guidelines.rst:40
msgid "What makes good documentation?"
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:39
#: ../../docs/community/contributing/documentation_guidelines.rst:42
msgid ""
"Documentation should be well written in plain English, using well-formed "
"sentences and various levels of sections and subsections. It should be clear "
"and objective."
"and objective. Also have a look at the :ref:`doc_docs_writing_guidelines`."
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:43
#: ../../docs/community/contributing/documentation_guidelines.rst:46
msgid ""
"We differentiate tutorial pages from other documentation pages by these "
"definitions:"
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:46
#: ../../docs/community/contributing/documentation_guidelines.rst:49
msgid ""
"Tutorial: a page aiming at explaining how to use one or more concepts in the "
"editor or scripts in order to achieve a specific goal with a learning "
@@ -54613,20 +54676,17 @@ msgid ""
"object\")."
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:50
#: ../../docs/community/contributing/documentation_guidelines.rst:53
msgid ""
"Documentation: a page describing precisely one and only one concept at a "
"time, if possible exhaustively (e.g. the list of methods of the Sprite "
"class, or an overview of the input management in Godot)."
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:54
#: ../../docs/community/contributing/documentation_guidelines.rst:57
msgid ""
"You are free to write the kind of documentation you wish, as long as you "
"respect the following rules (and the ones on the repo). In particular, you "
"can contribute tutorials in the \"Community\" section of the docs, where "
"they could be merged relatively easily, improved by other contributors and "
"eventually moved to an \"official\" section if relevant."
"respect the following rules (and the ones on the repo)."
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:61
@@ -54675,29 +54735,26 @@ msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:92
msgid ""
"For the moment, only English documentation is provided. We want to propose "
"localized documentation in the future, but this is not a priority for now. "
"Indeed, since the English documentation is still evolving a lot as the "
"community improves it and make it more professional, we prefer that "
"translators do not spend too much time on it, as their translated "
"documentation might quickly grow out of sync with the original."
"You can help to translate the official Godot documentation on our `Hosted "
"Weblate <https://hosted.weblate.org/engage/godot-engine/>`_."
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:99
msgid ""
"When the English documentation is ready for translations, we will provide "
"tools to simplify the work of translators by tracking changes to the English "
"docs that they should translate on their end."
"There also is the official `Godot I18N repository <https://github.com/"
"godotengine/godot-docs-l10n>`_. where you can see when the data was last "
"synced."
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:106
#: ../../docs/community/contributing/documentation_guidelines.rst:104
msgid ""
"This documentation and every page it contains is published under the terms "
"of the Creative Commons Attribution 3.0 license (CC-BY-3.0), with "
"attribution to \"Juan Linietsky, Ariel Manzur and the Godot community\"."
"of the `Creative Commons Attribution 3.0 license (CC-BY-3.0) <https://"
"tldrlegal.com/license/creative-commons-attribution-(cc)>`_, with attribution "
"to \"Juan Linietsky, Ariel Manzur and the Godot community\"."
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:110
#: ../../docs/community/contributing/documentation_guidelines.rst:107
msgid ""
"By contributing to the documentation on the GitHub repository, you agree "
"that your changes are distributed under this license."