Sync translations with Weblate

This commit is contained in:
Rémi Verschelde
2021-07-13 13:57:27 +02:00
parent b064581f38
commit baf685eebc
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@@ -10,6 +10,7 @@
# Bellachia Mohamed Bahaa Eddine <bellachiamohamedbahaa@gmail.com>, 2019.
# Codes Otaku <ilyas.gamerz@gmail.com>, 2018.
# Games Toon <xxtvgoodxx@gmail.com>, 2021.
# HASSAN GAMER - حسن جيمر <gamerhassan55@gmail.com>, 2021.
# Hatim Jamal <hatimjamal8@gmail.com>, 2021.
# Ibraheem Tawfik <tawfikibraheem@gmail.com>, 2019.
# ILG - Game <moegypt277@gmail.com>, 2021.
@@ -36,8 +37,8 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: 2021-05-31 03:39+0000\n"
"Last-Translator: Deleted User <noreply+32227@weblate.org>\n"
"PO-Revision-Date: 2021-07-13 06:14+0000\n"
"Last-Translator: HASSAN GAMER - حسن جيمر <gamerhassan55@gmail.com>\n"
"Language-Team: Arabic <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/ar/>\n"
"Language: ar\n"
@@ -46,7 +47,7 @@ msgstr ""
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=6; plural=n==0 ? 0 : n==1 ? 1 : n==2 ? 2 : n%100>=3 "
"&& n%100<=10 ? 3 : n%100>=11 ? 4 : 5;\n"
"X-Generator: Weblate 4.7-dev\n"
"X-Generator: Weblate 4.7.2-dev\n"
#: ../../docs/index.rst:65
msgid "General"
@@ -12120,7 +12121,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:288
#: ../../docs/tutorials/optimization/cpu_optimization.rst:224
msgid "SceneTree"
msgstr ""
msgstr "شجرة المشاهد"
#: ../../docs/getting_started/step_by_step/scene_tree.rst:35
msgid ""

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@@ -10,7 +10,7 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: 2021-01-27 22:28+0000\n"
"PO-Revision-Date: 2021-06-05 08:31+0000\n"
"Last-Translator: Mokarrom Hossain <mhb2016.bzs@gmail.com>\n"
"Language-Team: Bengali <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/bn/>\n"
@@ -19,7 +19,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n > 1;\n"
"X-Generator: Weblate 4.5-dev\n"
"X-Generator: Weblate 4.7-dev\n"
#: ../../docs/index.rst:65
msgid "General"
@@ -2385,7 +2385,7 @@ msgstr ""
#: ../../docs/about/list_of_features.rst:366
msgid "Import"
msgstr ""
msgstr "আমদানি"
#: ../../docs/about/list_of_features.rst:368
msgid "Support for :ref:`custom import plugins <doc_import_plugins>`."
@@ -80241,7 +80241,7 @@ msgstr ""
#: ../../docs/tutorials/misc/binary_serialization_api.rst:59
msgid "color"
msgstr ""
msgstr "রঙ"
#: ../../docs/tutorials/misc/binary_serialization_api.rst:61
msgid "15"

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@@ -15,6 +15,7 @@
# Michael Maridakis <michael.marid@gmail.com>, 2018.
# Michalis <michalisntovas@yahoo.gr>, 2021.
# Overloaded <manoschool@yahoo.gr>, 2019-2020.
# Shadofer <shadowrlrs@gmail.com>, 2021.
# THANOS SIOURDAKIS <siourdakisthanos@gmail.com>, 2019.
#
msgid ""
@@ -22,8 +23,8 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: 2021-05-19 20:17+0000\n"
"Last-Translator: George Tsiamasiotis <gtsiam@windowslive.com>\n"
"PO-Revision-Date: 2021-07-13 06:14+0000\n"
"Last-Translator: Shadofer <shadowrlrs@gmail.com>\n"
"Language-Team: Greek <https://hosted.weblate.org/projects/godot-engine/godot-"
"docs/el/>\n"
"Language: el\n"
@@ -31,7 +32,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 4.7-dev\n"
"X-Generator: Weblate 4.7.2-dev\n"
#: ../../docs/index.rst:65
msgid "General"
@@ -11558,7 +11559,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:288
#: ../../docs/tutorials/optimization/cpu_optimization.rst:224
msgid "SceneTree"
msgstr ""
msgstr "ΔέντροΣκηνικού"
#: ../../docs/getting_started/step_by_step/scene_tree.rst:35
msgid ""

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@@ -8,6 +8,7 @@
# Amir Hossein Mafi <theotheramir@gmail.com>, 2018.
# Aryan Shamsinejad <aryan.shamsinejad@gmail.com>, 2020.
# Dante Marshal <Marshal.Devilhunter@gmail.com>, 2018, 2020.
# duniyal ras <duniyalr@gmail.com>, 2021.
# Farshad Faemiyi <ffaemiyi@gmail.com>, 2020.
# Focus <saeeddashticlash@gmail.com>, 2019-2020.
# hdteav <hdteav@gmail.com>, 2019.
@@ -32,8 +33,8 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: 2020-11-24 16:44+0000\n"
"Last-Translator: MSKF <walkingdeadstudio@outlook.com>\n"
"PO-Revision-Date: 2021-07-13 06:14+0000\n"
"Last-Translator: duniyal ras <duniyalr@gmail.com>\n"
"Language-Team: Persian <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/fa/>\n"
"Language: fa\n"
@@ -41,7 +42,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n > 1;\n"
"X-Generator: Weblate 4.4-dev\n"
"X-Generator: Weblate 4.7.2-dev\n"
#: ../../docs/index.rst:65
msgid "General"
@@ -70,9 +71,8 @@ msgid "Class reference"
msgstr "مرجع کلاس"
#: ../../docs/index.rst:2
#, fuzzy
msgid "Godot Docs *3.3* branch"
msgstr "مستندات گودوت - شاخه *3.2*"
msgstr "مستندات گودوت - شاخه *3.3*"
#: ../../docs/index.rst:6
msgid ""
@@ -83,7 +83,6 @@ msgstr ""
"لیست، دکمه «Read the Docs» در قسمت پایینی نوار کناری را بفشارید."
#: ../../docs/index.rst:10
#, fuzzy
msgid ""
"This is the documentation for the stable 3.3 branch. Looking for the "
"documentation of the current **development** branch? `Have a look here "
@@ -91,9 +90,9 @@ msgid ""
"documentation for the previous stable `3.2 <https://docs.godotengine.org/"
"en/3.2>`_ branch."
msgstr ""
"این مستندات مربوط به شاخه پایدار 3.2 است. دنبال مستندات شاخه **در حال "
"این مستندات مربوط به شاخه پایدار 3.3 است. دنبال مستندات شاخه **در حال "
"توسعه** هستید؟ `نگاهی به این بیندازید <https://docs.godotengine.org/en/"
"latest>`_. شما می‌توانید شاخه پایدار قبلی `3.1 <https://docs.godotengine.org/"
"latest>`_. شما می‌توانید شاخه پایدار قبلی `3.2 <https://docs.godotengine.org/"
"en/3.1>`_ را مرور کنید."
#: ../../docs/index.rst:18
@@ -158,6 +157,11 @@ msgid ""
"offline reading (updated every Monday). Extract the ZIP archive then open "
"the top-level ``index.html`` in a web browser."
msgstr ""
"شما همچنین می توانید `نسخه HTML <https://nightly.link/godotengine/godot-docs/"
"workflows/build_offline_docs/master/godot-docs-html-stable.zip>`__ برای "
"مطالعه آفلاین دانلود کنید(این نسخه هر دوشنبه بروز می شود). پس از دانلود فایل "
"ZIP را از حالت فشرده خارج کنید و درمسیر اصلی فایل ``index.html`` را در "
"مرورگر خود باز کنید."
#: ../../docs/index.rst:45
msgid ""
@@ -174,7 +178,6 @@ msgstr ""
"در این امر یاری کنید!"
#: ../../docs/index.rst:52
#, fuzzy
msgid ""
"Submit an issue or pull request on the `GitHub repository <https://github."
"com/godotengine/godot-docs/issues>`_, help us `translate the documentation "
@@ -183,12 +186,11 @@ msgid ""
"discord.gg/zH7NUgz>`_, or the ``#documentation`` channel on the `Godot "
"Contributors Chat <https://chat.godotengine.org/>`_!"
msgstr ""
"در `مخزن گیت هاب <https://github.com/godotengine/godot-docs/issues>`_ یک "
"issue ایجاد کنید یا یک pull request ثبت کنید. به ما کمک کنید تا مستندات را "
"به زبان شما ترجمه کنیم، یا با ما در کانال `دیسکورد <https://discord.gg/"
"zH7NUgz>`_ با برچسب ``#documentation`` یا در کانال `irc.freenode.net <http://"
"webchat.freenode.net/?channels=#godotengine-doc>`_ با برچسب ``#godotengine-"
"doc`` به بحث و گفتگو بپردازید!"
"یک issue یا pull request را در `مخزن گیت هاب <https://github.com/godotengine/"
"godot-docs/issues>`_ ثبت کنید، به ما در `بازگردانی مستندات به زبان فارسی "
"<https://hosted.weblate.org/engage/godot-engine/>`_ کمک کنید، یا با هشتگ "
"``documentation#`` در`کانال دیسکورد <https://discord.gg/zH7NUgz>`_ یا `چت "
"همکاران گودوت <https://chat.godotengine.org/>`_ با ما سخن بگویید!"
#: ../../docs/index.rst:62
msgid "weblate_widget"
@@ -929,13 +931,12 @@ msgstr ""
"JavaScript, ActionScript, etc.)."
#: ../../docs/about/faq.rst:149
#, fuzzy
msgid ""
"Difficulty to integrate with the code editor for providing code completion, "
"live editing, etc. (all of them). This is well-supported by GDScript."
msgstr ""
"مشکل در ادغام با ویرایشگر کد برای تهیه تکمیل کد ، ویرایش زنده و غیره (همه "
"آنها). این به خوبی توسط GDScript پشتیبانی می شود."
"دشواری در ادغام ویرایشگر برای کامل کردن کد، ویرایش همزمان و غیره. همه ی "
"اینها به خوبی توسط جی دی اسکریپت پشتیبانی می شود."
#: ../../docs/about/faq.rst:153
msgid "GDScript was designed to curtail the issues above, and more."
@@ -1059,7 +1060,7 @@ msgstr ""
#: ../../docs/about/faq.rst:205
msgid "Why does Godot aim to keep its core feature set small?"
msgstr ""
msgstr "چرا گودوت مجموعه امکانات هسته خود را کوچک نگه می دارد؟"
#: ../../docs/about/faq.rst:207
msgid ""
@@ -1067,10 +1068,13 @@ msgid ""
"ons unless they are used very often. One example of this would be advanced "
"artificial intelligence functionality."
msgstr ""
"گودوت از قصد امکاناتی را که می توانند به وسیله add-on ها پیاده سازی شوند را "
"شامل نمی شود مگر اینکه بسیار استفاده شوند. به عنوان مثال عملکرد هوش مصنوعی "
"پیشرفته."
#: ../../docs/about/faq.rst:211
msgid "There are several reasons for this:"
msgstr ""
msgstr "چندین دلیل برای اینکار وجود دارد:"
#: ../../docs/about/faq.rst:213
msgid ""
@@ -1082,6 +1086,12 @@ msgid ""
"never fixed. On top of that, the \"API surface\" that needs to be tested and "
"checked for regressions keeps increasing over time."
msgstr ""
"**نگهداری کد و شناسایی باگ ها.**هر وقت که ما کد جدیدی را در مخزن گودوت می "
"پذیریم، اغلب، همکاران موجود مسئولیت نگهداری از آن را برعهده می گیرند. بعضی "
"از همکاران بعد از ادغام کدشان همکاری خود را ادامه نمی دهند که این می تواند "
"نگهداری کد را برای ما دشوار کند. این می تواند به ویژگی هایی با پشتیبانی ضعیف "
"و هم چنین باگ هایی منجر شود که هیچگاه درست نمی شوند. علاوه براین، api عمومی "
"که نیاز به بررسی دارند در طی زمان افزایش می یابد."
#: ../../docs/about/faq.rst:221
msgid ""
@@ -1090,6 +1100,10 @@ msgid ""
"contributors to get started with Godot, without requiring them to purchase "
"high-end hardware."
msgstr ""
"**آسان بودن همکاری.**با کوچک و مرتب نگه داشتن کدها، برنامه می تواند سریع "
"باقی بمانند و کامپایل کردن آن آسان باشد. این، کار همکاران جدید را برای شروع "
"با گودوت را آسان تر می کند بدون اینکه نیاز داشته باشند سخت افزار قدرتمند "
"داشته باشند."
#: ../../docs/about/faq.rst:226
msgid ""
@@ -1098,6 +1112,10 @@ msgid ""
"extract it and run it in less than 5 minutes makes Godot more accessible to "
"developers in all countries."
msgstr ""
"**کوچک نگه داشتن حجم نهایی برای ویرایشگر.**همه که اینترنت پرسرعت ندارند. "
"اطمینان از اینکه همه می توانند ویرایشگر گودوت رو در کمتر از 5 دقیقه دانلود "
"کنند، آن را از حالت فشرده خارج و اجرا کنند باعث میشه که گودوت برای توسعه "
"دهندگان در همه کشور ها در دسترس باشد."
#: ../../docs/about/faq.rst:231
msgid ""
@@ -1108,6 +1126,11 @@ msgid ""
"high-speed Internet is not readily available. To add to this, strict data "
"usage caps are often in effect in those countries."
msgstr ""
"**کوچک نگه داشتن حجم نهایی برای قالب های خروجی.**این مورد به طور مستقیم در "
"حجم پروژه هایی که با گودوت منتشر می شوند تاثیر می گذارد. در گوشی و وب، پایین "
"نگه داشتن حجم مهم است تا از نصب سریع و بارگذاری در دستگاه های ضعیف مطمئن شد."
"باز هم تاکید میکنیم، کشور های بسیاری هستند که اینترنت با سرعت بالا موجود "
"نیست. علاوه براینکه اغلب حجم مصرف داده در آن کشور ها تاثیرگذار است."
#: ../../docs/about/faq.rst:238
msgid ""
@@ -1120,6 +1143,13 @@ msgid ""
"<doc_optimizing_for_size>` to optimize the distribution size of your "
"project.)"
msgstr ""
"با درنظر گرفتن دلایل بالا، ما باید آنچه که را که میخواهیم به عملکرد هسته در "
"گودوت اضافه کنیم را گلچین کنیم. به این خاطر ما می خواهیم برخی از ویژگی های "
"هسته اصلی را به افزودنی های رسمی در نسخه های آینده گودوت منتقل کنیم. در مورد "
"حجم نهایی، این مزیت را دارد که شما به آنچه که واقعا در پروژه خود استفاده می "
"کنید می پردازید.(در حال حاضر، می توانید از :ref:`compile custom export "
"templates with unused features disabled <doc_optimizing_for_size>` برای "
"بهینه سازی حجم توزیع پروژه استفاده کنید.)"
#: ../../docs/about/faq.rst:247
msgid ""
@@ -1309,7 +1339,6 @@ msgid "I have a great idea for Godot. How can I share it?"
msgstr "من ایده خوبی برای Godot دارم. چگونه می توانم آن را به اشتراک بگذارم؟"
#: ../../docs/about/faq.rst:325
#, fuzzy
msgid ""
"It might be tempting to want to bring ideas to Godot, like ones that result "
"in massive core changes, some sort of mimicry of what another game engine "
@@ -1321,14 +1350,15 @@ msgid ""
"github.com/godotengine/godot/issues>`_, and conversations between Godot "
"community members."
msgstr ""
"این ممکن است وسوسه انگیز باشد که بخواهیم ایده هایی را به Godot بیاوریم ، "
"این ممکن است وسوسه انگیز باشد که بخواهیم ایده هایی را به گودوت بیاوریم ، "
"مانند مواردی که منجر به تغییرات اساسی در هسته می شوند ، نوعی تقلید از کاری "
"که موتور بازی دیگری انجام می دهد یا جریان کاری جایگزین که می خواهید در "
"ویرایشگر ایجاد کنید. اینها عالی هستند و ما از اینکه چنین افرادی با انگیزه می "
"خواهند مشارکت داشته باشند ، سپاسگزاریم ، اما تمرکز گودوت همیشه عملکرد اصلی "
"است همانطور که در نقشه راه شرح داده شده است. master / ROADMAP.md> `_ ،` رفع "
"اشکالات و پرداختن به مشکلات <https://github.com/godotengine/godot/issues> `_ "
"و گفتگوهای بین اعضای جامعه گودوت."
"است همانطور که در `نقشه راه<https://github.com/godotengine/godot-roadmap/"
"blob/master/ROADMAP.md>`_ شرح داده شده است.`رفع اشکالات و پرداختن به مشکلات "
"<https://github.com/godotengine/godot/issues>`_ و گفتگوهای بین اعضای جامعه "
"گودوت."
#: ../../docs/about/faq.rst:334
msgid ""
@@ -1403,9 +1433,10 @@ msgstr ""
"پروژه های مثال (در صورت وجود)."
#: ../../docs/about/faq.rst:361
#, fuzzy
msgid "Is it possible to use Godot to create non-game applications?"
msgstr "آیا استفاده از گودو به عنوان کتابخانه امکان پذیر است؟"
msgstr ""
"آیا امکان دارد که از گودوت برای ایجاد انواع دیگر نرم افزار (که بازی نیستند) "
"هم استفاده کنیم؟"
#: ../../docs/about/faq.rst:363
msgid ""
@@ -1413,6 +1444,8 @@ msgid ""
"distribution size can make it a suitable alternative to frameworks like "
"Electron or Qt."
msgstr ""
"بله! گودوت یک سیستم رابط کاربری گسترده داخلی را ارائه می دهد، که با حجم کوچک "
"توزیع، آن را به جایگزین مناسب فریم ورک هایی مثل Electron یا Qt تبدیل می کند."
#: ../../docs/about/faq.rst:366
msgid ""
@@ -1420,12 +1453,17 @@ msgid ""
"processor mode <class_ProjectSettings_property_application/run/"
"low_processor_mode>` in the Project Settings to decrease CPU and GPU usage."
msgstr ""
"وقتی در حال ایجاد نرم افزار هایی که بازی نیستند هستید، مطمئن شوید که :ref:"
"`low-processor mode <class_ProjectSettings_property_application/run/"
"low_processor_mode>` را در تنظیمات پروژه برای کاهش مصرف CPU و GPU فعال کنید."
#: ../../docs/about/faq.rst:370
msgid ""
"That said, we wouldn't recommend using Godot to create a *mobile* "
"application since low-processor mode isn't supported on mobile platforms yet."
msgstr ""
"البته ما توصیه نمی کنیم که از گودوت برای ایجاد یک برنامه موبایل استفاده کنید "
"چرا که حالت low-processor هنوز در پلتفرم های موبایل پشتیبانی نمی شود."
#: ../../docs/about/faq.rst:373
msgid ""
@@ -1433,6 +1471,9 @@ msgid ""
"and `Pixelorama <https://github.com/Orama-Interactive/Pixelorama>`__ for "
"examples of open source applications made with Godot."
msgstr ""
"سری به `Material Maker <https://github.com/RodZill4/material-maker>`__ "
"و`Pixelorama <https://github.com/Orama-Interactive/Pixelorama>`__ بزنید تا "
"نمونه برنامه های متن بازی را که با گودوت ساخته شده را ببینید."
#: ../../docs/about/faq.rst:380
msgid "Is it possible to use Godot as a library?"
@@ -1463,7 +1504,7 @@ msgstr ""
#: ../../docs/about/faq.rst:393
msgid "What user interface toolkit does Godot use?"
msgstr ""
msgstr "گودوت از کدام ابزار رابط کاربری استفاده می کند؟"
#: ../../docs/about/faq.rst:395
msgid ""
@@ -1474,6 +1515,12 @@ msgid ""
"in C++). These Control nodes can also be used in projects from any scripting "
"language supported by Godot."
msgstr ""
"گودوت از یک :abbr:`GUI (رابط کاربری گرافیکی)` استاندارد مثل GTK یا Qt یا "
"wxWidgets استفاده نمی کند.در عوض، گودوت از ابزار رابط کاربری خودش استفاده می "
"کند که به وسیله OpenGL ES یا Vulkan رندر می شود. این ابزار به صورت گره های "
"کنترل(Control nodes) نمایان میشود که برای رندر ویرایشگر (که توسط ++c نوشته "
"شده) استفاده می شود. این گره های کنترل می توانند در پروژه های گودوت که از "
"زبان های اسکریپتی پشتیبانی شده استفاده می کنند هم به کار گرفته شود."
#: ../../docs/about/faq.rst:402
msgid ""
@@ -1483,6 +1530,11 @@ msgid ""
"Qt. Lastly, this means Godot is \"eating its own dog food\" since the editor "
"itself is one of the most complex users of Godot's UI system."
msgstr ""
"این ابزار سفارشی امکان سود بردن از سرعت سخت افزار و همچنین داشتن ظاهر یکسان "
"در تمامی پلتفرم ها را ممکن می کند. علاوه براین، ما را مجبور نمی کند که با "
"هشدارهای مجوز LGPL که با GTK یا Qt می آیند سروکار داشته باشیم، این یعنی "
"گودوت از حاصل دست رنج خود استفاده می کند چرا که ویرایشگر، یکی از پیچیده ترین "
"استفاده کننده ها از سیستم رابط کاربری گودوت است."
#: ../../docs/about/faq.rst:408
msgid ""
@@ -1490,6 +1542,10 @@ msgid ""
"<doc_faq_use_godot_as_library>`, but you can still :ref:`use Godot to create "
"non-game applications by using the editor <doc_faq_non_game_applications>`."
msgstr ""
"این ابزار رابط کاربری سفارشی :ref:`نمی تواند به عنوان یک کتابخانه استفاده "
"شود<doc_faq_use_godot_as_library>`، اما همچنان می توانید از :ref:`گودوت برای "
"ایجاد برنامه هایی به جز بازی ها هم استفاده کنید. by using the editor "
"<doc_faq_non_game_applications>`."
#: ../../docs/about/faq.rst:413
msgid "Why does Godot not use STL (Standard Template Library)"
@@ -1592,15 +1648,14 @@ msgid "Why does Godot not force users to implement DoD (Data oriented Design)?"
msgstr "چرا گودو کاربران را وادار به نصب طراحی داده‌گرا نمی‌کند؟"
#: ../../docs/about/faq.rst:446
#, fuzzy
msgid ""
"While Godot internally for a lot of the heavy performance tasks attempts to "
"use cache coherency as well as possible, we believe most users don't really "
"need to be forced to use DoD practices."
msgstr ""
"در حالی که گودوت در داخل برای بسیاری از کارهای سنگین عملکردی سعی در استفاده "
"از انسجام حافظه پنهانی در حد امکان دارد ، ما معتقدیم که اکثر کاربران نیازی "
"به مجبور به استفاده از شیوه های وزارت دفاع ندارند."
"درست است که گودوت برای بسیاری از کارها با عملکرد سنگین تا آنجا که ممکن است "
"از تکنیک انسجام حافظه پنهان استفاده می کند، ولی معتقدیم که بیشتر کاربران "
"نیازی ندارند که مجبور به استفاده از تمرین های DoD استفاده کنند."
#: ../../docs/about/faq.rst:450
msgid ""
@@ -1676,6 +1731,8 @@ msgid ""
"See :ref:`doc_using_the_web_editor` for caveats specific to the HTML5 "
"version of the Godot editor."
msgstr ""
":ref:`doc_using_the_web_editor` را برای هشدار های مربوط به نسخه HTML5 "
"ویرایشگر گودوت ببینید."
#: ../../docs/about/troubleshooting.rst:14
msgid ""
@@ -1788,24 +1845,33 @@ msgid ""
"Some text such as \"NO DC\" appears in the top-left corner of the project "
"manager and editor window."
msgstr ""
"بعضی نوشته ها مثل \"NO DC\" در گوشه ی بالا چپ پنجره های مدیریت پروژه(project "
"manager) و ویرایشگر ظاهر می شوند."
#: ../../docs/about/troubleshooting.rst:60
msgid ""
"This is caused by the NVIDIA graphics driver injecting an overlay to display "
"information."
msgstr ""
"این به دلیل درایور گرافیکی NVIDIA است که یک لایه را به اطلاعات نمایش اضافه "
"می کند."
#: ../../docs/about/troubleshooting.rst:62
msgid ""
"To disable this overlay on Windows, restore your graphics driver settings to "
"the default values in the NVIDIA Control Panel."
msgstr ""
"برای غیرفعال کردن این همپوشانی در ویندوز، تنظیمات درایور گرافیکی را در پنل "
"کنترل NVIDIA به حالت پیشفرض برگردانید."
#: ../../docs/about/troubleshooting.rst:65
msgid ""
"To disable this overlay on Linux, open ``nvidia-settings``, go to **X Screen "
"0 > OpenGL Settings** then uncheck **Enable Graphics API Visual Indicator**."
msgstr ""
"برای غیرفعال کردن این همپوشانی در لینوکس، ``nvidia-settings`` را باز کنید، "
"به **X Screen 0 > OpenGL Settings** بروید سپس تیک گزینه **Enable Graphics "
"API Visual Indicator** را بردارید."
#: ../../docs/about/troubleshooting.rst:69
msgid "The project window appears blurry, unlike the editor."
@@ -1899,14 +1965,13 @@ msgid "This page aims to list all features currently supported by Godot."
msgstr "این صفحه با هدف لیست کردن تمام ویژگی های پشتیبانی شده توسط Godot است."
#: ../../docs/about/list_of_features.rst:10
#, fuzzy
msgid ""
"This page lists features supported by the current stable version of Godot "
"(3.3). `More features <https://docs.godotengine.org/en/latest/about/"
"list_of_features.html>`__ are available in the latest development version "
"(4.0)."
msgstr ""
"این صفحه ویژگی های پشتیبانی شده توسط نسخه پایدار فعلی Godot (3.2) را لیست می "
"این صفحه ویژگی های پشتیبانی شده توسط نسخه پایدار فعلی Godot (3.3) را لیست می "
"کند. `ویژگی های بیشتر <https://docs.godotengine.org/en/latest/about/"
"list_of_features.html>\" __ در آخرین نسخه توسعه (4.0) موجود است."
@@ -1971,6 +2036,8 @@ msgid ""
":ref:`Headless Linux and macOS servers "
"<doc_exporting_for_dedicated_servers>`."
msgstr ""
":ref:`سرور های بدون رابط کاربری گرافیکی لینوکس و مک "
"<doc_exporting_for_dedicated_servers>`."
#: ../../docs/about/list_of_features.rst:39
msgid ""
@@ -2055,11 +2122,10 @@ msgstr ""
"دوربین داخل ویرایشگر را جا به جا کنید و نتیجه را در پروژه در حال اجرا ببینید."
#: ../../docs/about/list_of_features.rst:68
#, fuzzy
msgid "Use the editor in dozens of languages contributed by the community."
msgstr ""
"می‌توانید ویراشگر را به زبان‌های فراوانی که توسط جامعه گودو در دسترس قرار "
"گرفته‌اند، مشاهده نمائید."
"می‌توانید ویراشگر را به زبان‌های فراوانی که توسط جامعه گودوت در دسترس قرار "
"گرفته‌اند، استفاده کنید."
#: ../../docs/about/list_of_features.rst:70
msgid "**Plugins:**"
@@ -2151,13 +2217,12 @@ msgid "Hard or soft shadows."
msgstr "سایه‌های نرم یا سخت."
#: ../../docs/about/list_of_features.rst:102
#, fuzzy
msgid ""
"Font rendering using bitmaps (BitmapFont) or rasterization using FreeType "
"(DynamicFont)."
msgstr ""
"رندر کردن فونت با استفاده از بیت‌مپ‌ها (BitmapFont) یا استفاده از FreeType "
"(DynamicFont)."
"رندر کردن فونت با استفاده از بیت‌مپ‌ها (BitmapFont) یا انجام rasterization با "
"استفاده از FreeType (DynamicFont)."
#: ../../docs/about/list_of_features.rst:104
msgid "Bitmap fonts can be exported using tools like BMFont."
@@ -2176,14 +2241,15 @@ msgstr ""
msgid ""
"DynamicFont supports optional font outlines with adjustable width and color."
msgstr ""
"DynamicFont از گزینه اختیاری خطوط بیرونی با ضخامت و رنگ قابل تعیین پشتیبانی "
"می کند."
#: ../../docs/about/list_of_features.rst:108
#, fuzzy
msgid ""
"Support for font oversampling to keep fonts sharp at higher resolutions."
msgstr ""
"پشتیبانی از نمونه برداری بیش از حد از فونت برای تیز نگه داشتن آنها در "
"بالاترین رزولیشن."
"پشتیبانی از font oversampling برای تیز نگه داشتن فونت ها در رزولوشن های "
"بالاتر."
#: ../../docs/about/list_of_features.rst:110
msgid "GPU-based particles with support for custom particle shaders."
@@ -2200,28 +2266,29 @@ msgstr "ابزارهای دو بعدی"
#: ../../docs/about/list_of_features.rst:116
msgid "2D camera with built-in smoothing and drag margins."
msgstr ""
msgstr "دوربین دوبعدی با قابلیت لرزه گیری و کشیدن حاشیه ها."
#: ../../docs/about/list_of_features.rst:117
msgid "Path2D node to represent a path in 2D space."
msgstr ""
msgstr "گره Path2D برای نشان دادن یک مسیر در فضای دوبعدی."
#: ../../docs/about/list_of_features.rst:119
#: ../../docs/about/list_of_features.rst:258
msgid "Can be drawn in the editor or generated procedurally."
msgstr ""
"که می تواند در ویرایشگر کشیده شود یا توسط روش های مرسوم دیگر ایجاد شود."
#: ../../docs/about/list_of_features.rst:120
msgid "PathFollow2D node to make nodes follow a Path2D."
msgstr ""
msgstr "گره PathFollow2D برای دنبال کردن Path2D توسط سایر گره ها."
#: ../../docs/about/list_of_features.rst:122
msgid "2D geometry helper class."
msgstr ""
msgstr "کلاس کمک کننده هندسی دوبعدی."
#: ../../docs/about/list_of_features.rst:123
msgid "Line2D node to draw textured 2D lines."
msgstr ""
msgstr "گره Line2D برای کشیده خط های دوبعدی طرح دار."
#: ../../docs/about/list_of_features.rst:126
msgid "2D physics"
@@ -2230,32 +2297,32 @@ msgstr "فیزیک دو بعدی"
#: ../../docs/about/list_of_features.rst:128
#: ../../docs/about/list_of_features.rst:266
msgid "**Physics bodies:**"
msgstr ""
msgstr "**اجسام فیزیکی:**"
#: ../../docs/about/list_of_features.rst:130
#: ../../docs/about/list_of_features.rst:268
msgid "Static bodies."
msgstr ""
msgstr "اجسام ایستا و بدون حرکت(Static bodies)."
#: ../../docs/about/list_of_features.rst:131
#: ../../docs/about/list_of_features.rst:269
msgid "Rigid bodies."
msgstr ""
msgstr "اجسام سخت (Rigid bodies)."
#: ../../docs/about/list_of_features.rst:132
#: ../../docs/about/list_of_features.rst:270
msgid "Kinematic bodies."
msgstr ""
msgstr "اجسام متحرک (Kinematic bodies)."
#: ../../docs/about/list_of_features.rst:133
#: ../../docs/about/list_of_features.rst:272
msgid "Joints."
msgstr ""
msgstr "مفصل ها (Joints)."
#: ../../docs/about/list_of_features.rst:134
#: ../../docs/about/list_of_features.rst:275
msgid "Areas to detect bodies entering or leaving it."
msgstr ""
msgstr "محیط هایی که تشخیص می دهند اجسام به آن ها وارد یا خارج می شوند."
#: ../../docs/about/list_of_features.rst:136
#: ../../docs/about/list_of_features.rst:277
@@ -11462,7 +11529,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:288
#: ../../docs/tutorials/optimization/cpu_optimization.rst:224
msgid "SceneTree"
msgstr ""
msgstr "SceneTree"
#: ../../docs/getting_started/step_by_step/scene_tree.rst:35
msgid ""
@@ -15735,7 +15802,7 @@ msgstr "یونیتی"
#: ../../docs/getting_started/editor/unity_to_godot.rst:21
msgid "Godot"
msgstr "گودو"
msgstr "گودوت"
#: ../../docs/getting_started/editor/unity_to_godot.rst:23
#: ../../docs/community/contributing/documentation_guidelines.rst:133
@@ -81156,7 +81223,7 @@ msgstr ""
#: ../../docs/tutorials/misc/binary_serialization_api.rst:59
msgid "color"
msgstr ""
msgstr "رنگ"
#: ../../docs/tutorials/misc/binary_serialization_api.rst:61
msgid "15"

View File

@@ -8,14 +8,15 @@
# Joshua Dela Cruz <onihaegaming@gmail.com>, 2019.
# Marco Santos <enum.scima@gmail.com>, 2019.
# Prince Merluza <zero.bash@gmail.com>, 2018.
# Sven Sorupia <stsorupia@gmail.com>, 2021.
#
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: 2020-10-31 23:15+0000\n"
"Last-Translator: Pierre Stempin <pierre.stempin@gmail.com>\n"
"PO-Revision-Date: 2021-06-07 23:43+0000\n"
"Last-Translator: Sven Sorupia <stsorupia@gmail.com>\n"
"Language-Team: Filipino <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/fil/>\n"
"Language: fil\n"
@@ -24,7 +25,7 @@ msgstr ""
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n != 1 && n != 2 && n != 3 && (n % 10 == 4 "
"|| n % 10 == 6 || n % 10 == 9);\n"
"X-Generator: Weblate 4.3.2-dev\n"
"X-Generator: Weblate 4.7-dev\n"
#: ../../docs/index.rst:65
msgid "General"
@@ -170,7 +171,7 @@ msgstr ""
#: ../../docs/index.rst:62
msgid "weblate_widget"
msgstr ""
msgstr "weblate_widget"
#: ../../docs/index.rst:63
msgid ""
@@ -301,6 +302,9 @@ msgid ""
"video tutorials contributed by the community. If you prefer video to text, "
"those may be worth a look."
msgstr ""
"Ang :ref:`Tutorials and resources <doc_community_tutorials>` page ay "
"nakalista ng mga video tutorial na ibinahagi ng komunidad. Kung mas gusto mo "
"ang video kaysa sa text, maaaring sulit tingnan ang mga iyon."
#: ../../docs/about/introduction.rst:27
msgid ""
@@ -332,6 +336,13 @@ msgid ""
"including the major desktop platforms (Linux, macOS, Windows) as well as "
"mobile (Android, iOS) and web-based (HTML5) platforms."
msgstr ""
"Ang Godot Engine ay isang feature-packed, cross-platform na game engine para "
"sa paglikha ng 2D at 3D games galing sa pinag-isang interface. Nagbibigay "
"ito ng komprehensibong grupo ng mga common tool, upang makapagpokus ang mga "
"user sa paglikha ng mga game ng hindi na binabago ang wheel. Ang mga laro ay "
"maaaring i-export sa isang click para sa iilang mga platform, kabilang ang "
"mga pangunahing desktop platform (Linux, macOS, Windows) pati na rin ang mga "
"mobile (Android, iOS) at web-based (HTML5) platform."
#: ../../docs/about/introduction.rst:45
msgid ""
@@ -13685,7 +13696,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:235
msgid "Replace"
msgstr ""
msgstr "Palitan"
#: ../../docs/getting_started/editor/default_key_mapping.rst:235
#: ../../docs/getting_started/editor/default_key_mapping.rst:361
@@ -80255,7 +80266,7 @@ msgstr ""
#: ../../docs/tutorials/misc/binary_serialization_api.rst:59
msgid "color"
msgstr ""
msgstr "kulay"
#: ../../docs/tutorials/misc/binary_serialization_api.rst:61
msgid "15"

File diff suppressed because it is too large Load Diff

View File

@@ -28,6 +28,7 @@
# Sandityas Noormina <bleedingfaceless@gmail.com>, 2019.
# Sofyan Sugianto <sofyanartem@gmail.com>, 2019-2021.
# triarts <agung.triarta.h@gmail.com>, 2019.
# undisputedgoose <diablodvorak@gmail.com>, 2021.
# yusuf afandi <afandi.yusuf.04@gmail.com>, 2020.
#
msgid ""
@@ -35,8 +36,8 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: 2021-05-26 05:32+0000\n"
"Last-Translator: fikrirozan <fikrirozanimadudin@gmail.com>\n"
"PO-Revision-Date: 2021-07-05 18:38+0000\n"
"Last-Translator: undisputedgoose <diablodvorak@gmail.com>\n"
"Language-Team: Indonesian <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/id/>\n"
"Language: id\n"
@@ -44,7 +45,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
"X-Generator: Weblate 4.7-dev\n"
"X-Generator: Weblate 4.8-dev\n"
#: ../../docs/index.rst:65
msgid "General"
@@ -1086,8 +1087,8 @@ msgid ""
msgstr ""
"Sejak Godot hanya memilki beberapa orang yang mengerjakan renderer, kami "
"lebih memilih sedikit backend renderer untuk di rawat. Di atas itu, "
"menggunakan satu API di semua platform membolehkan untuk menjaga "
"konsistensi dengan sedikit masalah tentang platform-specific."
"menggunakan satu API di semua platform membolehkan untuk menjaga konsistensi "
"dengan sedikit masalah tentang platform-specific."
#: ../../docs/about/faq.rst:200
msgid ""
@@ -1095,9 +1096,9 @@ msgid ""
"for the Xbox's purposes), but Vulkan and OpenGL will remain the default "
"rendering backends on all platforms, including Windows."
msgstr ""
"Dijangka panjang, kami mungkin mengembangkan sebuah Direct3D renderer untuk "
"Godot(khusuya untuk Xbox), tapi Vulkan dan OpenGL tetap bertahan sebagai "
"backend rendering utama disemua platform, termasuk Windows."
"Dalam jangka panjang, kami mungkin mengembangkan sebuah renderer Direct3D 12 "
"untuk Godot(khususnya untuk Xbox), tapi Vulkan dan OpenGL tetap menjadi "
"rendering backend utama disemua platform, termasuk Windows."
#: ../../docs/about/faq.rst:205
msgid "Why does Godot aim to keep its core feature set small?"
@@ -14275,7 +14276,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:129
msgid "Insert Key"
msgstr ""
msgstr "Masukkan Kunci"
#: ../../docs/getting_started/editor/default_key_mapping.rst:129
msgid ":kbd:`Ins`"
@@ -14338,7 +14339,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:144
msgid "Toggle Freelook"
msgstr ""
msgstr "Aktifkan Mode Tampilan Bebas"
#: ../../docs/getting_started/editor/default_key_mapping.rst:144
msgid "``spatial_editor/freelook_toggle``"
@@ -14346,7 +14347,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:146
msgid "Freelook Left"
msgstr ""
msgstr "Tampilan Bebas Kiri"
#: ../../docs/getting_started/editor/default_key_mapping.rst:146
#: ../../docs/getting_started/editor/default_key_mapping.rst:494
@@ -14359,7 +14360,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:148
msgid "Freelook Right"
msgstr ""
msgstr "Tampilan Bebas Kanan"
#: ../../docs/getting_started/editor/default_key_mapping.rst:148
msgid ":kbd:`D`"
@@ -14371,7 +14372,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:150
msgid "Freelook Forward"
msgstr ""
msgstr "Tampilan Bebas Maju"
#: ../../docs/getting_started/editor/default_key_mapping.rst:150
msgid "``spatial_editor/freelook_forward``"
@@ -14379,7 +14380,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:152
msgid "Freelook Backwards"
msgstr ""
msgstr "Tampilan Bebas Mundur"
#: ../../docs/getting_started/editor/default_key_mapping.rst:152
msgid "``spatial_editor/freelook_backwards``"
@@ -14387,7 +14388,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:154
msgid "Freelook Up"
msgstr ""
msgstr "Tampilan Bebas Atas"
#: ../../docs/getting_started/editor/default_key_mapping.rst:154
msgid "``spatial_editor/freelook_up``"
@@ -14395,7 +14396,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:156
msgid "Freelook Down"
msgstr ""
msgstr "Tampilan Bebas Bawah"
#: ../../docs/getting_started/editor/default_key_mapping.rst:156
msgid "``spatial_editor/freelook_down``"
@@ -14403,7 +14404,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:158
msgid "Freelook Speed Modifier"
msgstr ""
msgstr "Pengubah Kecepatan Tampilan Bebas"
#: ../../docs/getting_started/editor/default_key_mapping.rst:158
msgid ":kbd:`Shift`"
@@ -14415,7 +14416,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:160
msgid "Freelook Slow Modifier"
msgstr ""
msgstr "Pengubah Lambat Tampilan Bebas"
#: ../../docs/getting_started/editor/default_key_mapping.rst:160
msgid ":kbd:`Alt`"
@@ -14464,7 +14465,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:174
msgid "Snap Object to Floor"
msgstr ""
msgstr "Tempelkan Objek ke Lantai"
#: ../../docs/getting_started/editor/default_key_mapping.rst:174
#: ../../docs/getting_started/editor/default_key_mapping.rst:515
@@ -14477,7 +14478,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:176
msgid "Top View"
msgstr ""
msgstr "Tampilan Atas"
#: ../../docs/getting_started/editor/default_key_mapping.rst:176
msgid ":kbd:`Num 7`"
@@ -14489,7 +14490,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:178
msgid "Bottom View"
msgstr ""
msgstr "Tampilan Bawah"
#: ../../docs/getting_started/editor/default_key_mapping.rst:178
msgid ":kbd:`Alt + Num 7`"
@@ -14501,7 +14502,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:180
msgid "Front View"
msgstr ""
msgstr "Tampilan Depan"
#: ../../docs/getting_started/editor/default_key_mapping.rst:180
msgid ":kbd:`Num 1`"
@@ -14513,7 +14514,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:182
msgid "Rear View"
msgstr ""
msgstr "Tampilan Belakang"
#: ../../docs/getting_started/editor/default_key_mapping.rst:182
msgid ":kbd:`Alt + Num 1`"
@@ -14525,7 +14526,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:184
msgid "Right View"
msgstr ""
msgstr "Tampilan Kanan"
#: ../../docs/getting_started/editor/default_key_mapping.rst:184
msgid ":kbd:`Num 3`"
@@ -14537,7 +14538,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:186
msgid "Left View"
msgstr ""
msgstr "Tampilan Kiri"
#: ../../docs/getting_started/editor/default_key_mapping.rst:186
msgid ":kbd:`Alt + Num 3`"
@@ -14549,7 +14550,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:188
msgid "Switch Perspective/Orthogonal View"
msgstr ""
msgstr "Beralih Tampilan Ortogonal/Perspektif"
#: ../../docs/getting_started/editor/default_key_mapping.rst:188
msgid ":kbd:`Num 5`"
@@ -14560,9 +14561,8 @@ msgid "``spatial_editor/switch_perspective_orthogonal``"
msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:190
#, fuzzy
msgid "Insert Animation Key"
msgstr "Animasi"
msgstr "Masukkan Kunci Animasi"
#: ../../docs/getting_started/editor/default_key_mapping.rst:190
msgid ":kbd:`K`"
@@ -14574,7 +14574,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:192
msgid "Focus Origin"
msgstr ""
msgstr "Fokus asal"
#: ../../docs/getting_started/editor/default_key_mapping.rst:192
msgid ":kbd:`O`"
@@ -14586,7 +14586,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:194
msgid "Focus Selection"
msgstr ""
msgstr "Pemilihan Fokus"
#: ../../docs/getting_started/editor/default_key_mapping.rst:194
msgid "``spatial_editor/focus_selection``"
@@ -14643,9 +14643,8 @@ msgid "``spatial_editor/1_viewport``"
msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:202
#, fuzzy
msgid "2 Viewports"
msgstr "Viewports"
msgstr "2 Tampilan"
#: ../../docs/getting_started/editor/default_key_mapping.rst:202
msgid ":kbd:`Ctrl + 2`"
@@ -14660,9 +14659,8 @@ msgid "``spatial_editor/2_viewports``"
msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:204
#, fuzzy
msgid "2 Viewports (Alt)"
msgstr "Viewports"
msgstr "2 Tampilan (Alt)"
#: ../../docs/getting_started/editor/default_key_mapping.rst:204
msgid ":kbd:`Ctrl + Alt + 2`"
@@ -14677,9 +14675,8 @@ msgid "``spatial_editor/2_viewports_alt``"
msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:206
#, fuzzy
msgid "3 Viewports"
msgstr "Viewports"
msgstr "3 Tampilan"
#: ../../docs/getting_started/editor/default_key_mapping.rst:206
msgid ":kbd:`Ctrl + 3`"
@@ -14754,7 +14751,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:221
msgid "Copy"
msgstr ""
msgstr "Salin"
#: ../../docs/getting_started/editor/default_key_mapping.rst:221
#: ../../docs/getting_started/editor/default_key_mapping.rst:349
@@ -15498,7 +15495,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:338
msgid "Reset Zoom"
msgstr ""
msgstr "Kembalikan Semula Pandangan"
#: ../../docs/getting_started/editor/default_key_mapping.rst:338
msgid "``script_editor/reset_zoom``"
@@ -15839,7 +15836,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:429
#: ../../docs/getting_started/editor/default_key_mapping.rst:450
msgid "Duplicate"
msgstr ""
msgstr "Gandakan"
#: ../../docs/getting_started/editor/default_key_mapping.rst:429
msgid "``filesystem_dock/duplicate``"
@@ -15916,7 +15913,7 @@ msgstr "AnimationTree(Daftar animasi)"
#: ../../docs/getting_started/editor/default_key_mapping.rst:463
msgid "Duplicate Selection"
msgstr ""
msgstr "Duplikat Pilihan"
#: ../../docs/getting_started/editor/default_key_mapping.rst:463
msgid "``animation_editor/duplicate_selection``"
@@ -15940,7 +15937,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:467
msgid "Delete Selection"
msgstr ""
msgstr "Hapus Pilihan"
#: ../../docs/getting_started/editor/default_key_mapping.rst:467
msgid "``animation_editor/delete_selection``"

File diff suppressed because it is too large Load Diff

View File

@@ -20,6 +20,7 @@
# nitenook <admin@alterbaum.net>, 2018, 2020.
# no <closdgaqw@gmail.com>, 2021.
# nyanode <akaruooyagi@yahoo.co.jp>, 2018.
# Oha_Tak <oha.tak@aol.com>, 2021.
# Sodium11 <Sodium11.for.gitserver@gmail.com>, 2019.
# sugusan <sugusan.development@gmail.com>, 2020-2021.
# Takuya Watanabe <watanabe@zblog.sakura.ne.jp>, 2019.
@@ -38,8 +39,8 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: 2021-05-29 11:26+0000\n"
"Last-Translator: 都築 本成 <motonari728@gmail.com>\n"
"PO-Revision-Date: 2021-06-20 18:34+0000\n"
"Last-Translator: Oha_Tak <oha.tak@aol.com>\n"
"Language-Team: Japanese <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/ja/>\n"
"Language: ja\n"
@@ -47,7 +48,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
"X-Generator: Weblate 4.7-dev\n"
"X-Generator: Weblate 4.7\n"
#: ../../docs/index.rst:65
msgid "General"
@@ -153,7 +154,6 @@ msgstr ""
"す。また、左上の検索機能を利用することも出来ます。"
#: ../../docs/index.rst:41
#, fuzzy
msgid ""
"You can also `download an HTML copy <https://nightly.link/godotengine/godot-"
"docs/workflows/build_offline_docs/master/godot-docs-html-stable.zip>`__ for "
@@ -162,8 +162,8 @@ msgid ""
msgstr ""
"オフラインで読むために `HTMLのコピーをダウンロード <https://nightly.link/"
"godotengine/godot-docs/workflows/build_offline_docs/3.3/godot-docs-html."
"zip>`__ することもできます (毎週月曜日にアップデート)。ZIPアーカイブを展開し"
"ブラウザで最上位の ``index.html`` を開いてください。"
"zip>`__ することもできます (毎週月曜日にアップデートされます)。ZIPアーカイブ"
"を展開しブラウザで最上位の ``index.html`` を開いてください。"
#: ../../docs/index.rst:45
msgid ""
@@ -1441,14 +1441,13 @@ msgid "Is it possible to use Godot to create non-game applications?"
msgstr "ライブラリとしてGodotを使用できますか"
#: ../../docs/about/faq.rst:363
#, fuzzy
msgid ""
"Yes! Godot features an extensive built-in UI system, and its small "
"distribution size can make it a suitable alternative to frameworks like "
"Electron or Qt."
msgstr ""
"Godotはディストリビューションサイズが小さいため、ElectronやQtのようなフレーム"
"ワークの代替としても適しています。"
"Godotには豊富なUIシステムが組み込まれており、ディストリビューションサイズが小"
"さいため、ElectronやQtのようなフレームワークの代替としても適しています。"
#: ../../docs/about/faq.rst:366
msgid ""

View File

@@ -18,6 +18,7 @@
# H-S Kim <heennavi@gmail.com>, 2021.
# Hyun Cho (C.H) <uncaose@gmail.com>, 2018.
# icecream28 <asdff2828@naver.com>, 2020.
# Jaemin Park <ppparkje@naver.com>, 2021.
# Jesse Y. Cho <jesse.cho@protonmail.ch>, 2018.
# Jiyoon Kim <kimjiy@dickinson.edu>, 2019.
# Jonghee Choi <choipaper.develop@gmail.com>, 2021.
@@ -31,11 +32,12 @@
# lptprjh <lptprjh@gmail.com>, 2018.
# minjong Yoo <mjyoo2@g.skku.edu>, 2021.
# MJ Kim <mjnkim@protonmail.com>, 2018.
# moolow <copyhyeon@gmail.com>, 2019.
# moolow <copyhyeon@gmail.com>, 2019, 2021.
# Myeongjin Lee <aranet100@gmail.com>, 2021.
# Octopus ET <sjmoon2001@gmail.com>, 2019.
# pgyage3263 <pgyage3263@naver.com>, 2018.
# pjh37 <jjjj1352@naver.com>, 2018.
# Postive_ Cloud <postive12@gmail.com>, 2021.
# Sun Kim <perplexingsun@gmail.com>, 2018.
# Taehun Yun <yooontehoon@naver.com>, 2018.
# Tilto_ <tilto0822@develable.xyz>, 2020.
@@ -46,6 +48,7 @@
# 이용현 <dldydgus1995@naver.com>, 2020.
# 한상철 <hanburn@naver.com>, 2018.
# 이용재 <lyj7339@gmail.com>, 2018.
# 김주연 <proceane1@gmail.com>, 2021.
# 박한얼 <volzhs@gmail.com>, 2018.
# 송태섭 <xotjq237@gmail.com>, 2018-2020.
#
@@ -54,8 +57,8 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: 2021-05-30 04:15+0000\n"
"Last-Translator: H-S Kim <heennavi@gmail.com>\n"
"PO-Revision-Date: 2021-07-13 06:13+0000\n"
"Last-Translator: 김주연 <proceane1@gmail.com>\n"
"Language-Team: Korean <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/ko/>\n"
"Language: ko\n"
@@ -63,7 +66,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
"X-Generator: Weblate 4.7-dev\n"
"X-Generator: Weblate 4.7.2-dev\n"
#: ../../docs/index.rst:65
msgid "General"
@@ -1067,14 +1070,13 @@ msgid "Why does Godot aim to keep its core feature set small?"
msgstr "왜 Godot은 주요 특징을 작게 유지하려고 하나요?"
#: ../../docs/about/faq.rst:207
#, fuzzy
msgid ""
"Godot intentionally does not include features that can be implemented by add-"
"ons unless they are used very often. One example of this would be advanced "
"artificial intelligence functionality."
msgstr ""
"Godot는 add-on으로 구현할 수 있는 기능들은, 아주 자주 쓰의지 않는 한, 의도적"
"으로 포함하지 않습니다. 고급 인공 지능 같은 것이 좋은 예가 되겠지요."
"Godot은 매우 자주 쓰이지 않는 이상 의도적으로 add-on으로 구현할 수 있는 기능"
"들은 포함하지 않습니다. 고급 인공 지능 같은 것이 좋은 예입니다."
#: ../../docs/about/faq.rst:211
msgid "There are several reasons for this:"
@@ -1419,9 +1421,8 @@ msgstr ""
"추가 점수가 될 것입니다."
#: ../../docs/about/faq.rst:361
#, fuzzy
msgid "Is it possible to use Godot to create non-game applications?"
msgstr "Godot는 라이브러리로서 사용 수 있을까요?"
msgstr "Godot을 게임이 아닌 응용프로그램 제작에 사용 수 있을까요?"
#: ../../docs/about/faq.rst:363
msgid ""
@@ -1429,6 +1430,8 @@ msgid ""
"distribution size can make it a suitable alternative to frameworks like "
"Electron or Qt."
msgstr ""
"예! Godot는 광범위한 내장 UI 시스템을 특징으로하며 작은 배포 크기로 인해 "
"Electron 또는 Qt와 같은 프레임 워크에 적합한 대안이 될 수 있습니다."
#: ../../docs/about/faq.rst:366
msgid ""
@@ -1436,12 +1439,18 @@ msgid ""
"processor mode <class_ProjectSettings_property_application/run/"
"low_processor_mode>` in the Project Settings to decrease CPU and GPU usage."
msgstr ""
"게임이 아닌 응용 프로그램을 제작할 때는 CPU와 GPU 사용율을 줄이기 위해 반드"
"시 프로젝트 설정에서 :ref:`low-processor mode "
"<class_ProjectSettings_property_application/run/low_processor_mode>`를 활성화"
"해주세요."
#: ../../docs/about/faq.rst:370
msgid ""
"That said, we wouldn't recommend using Godot to create a *mobile* "
"application since low-processor mode isn't supported on mobile platforms yet."
msgstr ""
"그렇긴 하지만 *모바일* 응용 프로그램 제작에는 Godot을 사용하지 말아 주세요. "
"아직 저사양모드가 모바일 플랫폼에서는 지원되지 않습니다."
#: ../../docs/about/faq.rst:373
msgid ""
@@ -1449,6 +1458,9 @@ msgid ""
"and `Pixelorama <https://github.com/Orama-Interactive/Pixelorama>`__ for "
"examples of open source applications made with Godot."
msgstr ""
"Godot으로 만든 오픈소스 예제 어플리케이션으로 `Material Maker <https://"
"github.com/RodZill4/material-maker>`__ 와 `Pixelorama <https://github.com/"
"Orama-Interactive/Pixelorama>`__ 를 참고하세요."
#: ../../docs/about/faq.rst:380
msgid "Is it possible to use Godot as a library?"
@@ -1479,7 +1491,7 @@ msgstr ""
#: ../../docs/about/faq.rst:393
msgid "What user interface toolkit does Godot use?"
msgstr ""
msgstr "Godot는 어떤 사용자 인터페이스 툴킷을 사용합니까?"
#: ../../docs/about/faq.rst:395
msgid ""
@@ -1490,6 +1502,11 @@ msgid ""
"in C++). These Control nodes can also be used in projects from any scripting "
"language supported by Godot."
msgstr ""
"Godot은 GTK나 Qt, wxWidgets와 같은 표준 :abbr:`GUI (Graphical User "
"Interface)` 툴킷을 사용하지 않는 대신 OpenGL ES나 Vulcan으로 렌더링하는 자체 "
"유저 인터페이스 툴킷을 사용합니다. 이 툴킷은 (C++로 작성된) 에디터를 렌더링"
"할 때 사용되는 컨트롤 노드의 형태로 노출되어 있습니다. 물론 이 컨트롤 노드들"
"은 Godot이 지원하는 어느 스크립트 언어로든지 사용할 수 있습니다."
#: ../../docs/about/faq.rst:402
msgid ""
@@ -1499,6 +1516,11 @@ msgid ""
"Qt. Lastly, this means Godot is \"eating its own dog food\" since the editor "
"itself is one of the most complex users of Godot's UI system."
msgstr ""
"이 자체 툴킷 덕분에 하드웨어 가속으로부터 혜택을 받고 모든 플랫폼을 아울러 일"
"정한 외관을 가질 수 있습니다. 그에 더해 GTK나 Qt에 붙어있는 LGPL 라이센스과 "
"고투를 벌일 필요도 없읍니다. 마지막으로 편집기 자체가 Godot UI 시스템의 가장 "
"복잡한 구현 중 하나이기 때문에 Godot은 \"개밥 먹이기(eating its own dog "
"food)\"를 하는 것이기도 합니다."
#: ../../docs/about/faq.rst:408
msgid ""
@@ -1506,6 +1528,9 @@ msgid ""
"<doc_faq_use_godot_as_library>`, but you can still :ref:`use Godot to create "
"non-game applications by using the editor <doc_faq_non_game_applications>`."
msgstr ""
"이 자체 UI 툴킷은 :ref:`라이브러리로 사용할 수 없지만 "
"<doc_faq_use_godot_as_library>`, 여전히 :ref:`편집기를 이용하여 Godot으로 비"
"게임 어플리케이션을 만들 수는 있습니다 <doc_faq_non_game_applications>`."
#: ../../docs/about/faq.rst:413
msgid "Why does Godot not use STL (Standard Template Library)"
@@ -1596,9 +1621,9 @@ msgid ""
"internally. Disabling RTTI in Godot means considerably smaller binary sizes "
"can be achieved, at a little performance cost."
msgstr ""
"Godot은 자체 유형 캐스팅 시스템을 제공하는데, 내부적으로 런타임 유형 정보를 "
"사용할 수 있습니다. Godot에서 런타임 유형 정보를 끄게 되면 약간의 성능 가격으"
"로 상당히 작은 이진 크기를 얻을 수 있습니다."
"Godot은 선택적으로 런타임 유형 정보를 사용하는 자체 유형 캐스팅 시스템을 제공"
"니다. Godot에서 런타임 유형 정보를 끄게 되면 약간의 성능을 더 소모하지만 상"
"당히 작은 바이너리 크기를 얻을 수 있습니다."
#: ../../docs/about/faq.rst:444
msgid "Why does Godot not force users to implement DoD (Data oriented Design)?"
@@ -1992,6 +2017,7 @@ msgid ""
":ref:`Headless Linux and macOS servers "
"<doc_exporting_for_dedicated_servers>`."
msgstr ""
":ref:`헤드리스 Linux 및 macOS 서버 <doc_exporting_for_dedicated_servers>`."
#: ../../docs/about/list_of_features.rst:39
msgid ""
@@ -2011,77 +2037,75 @@ msgstr "편집기"
#: ../../docs/about/list_of_features.rst:45
#: ../../docs/about/list_of_features.rst:87
#: ../../docs/about/list_of_features.rst:344
#, fuzzy
msgid "**Features:**"
msgstr "**기능 태그**"
msgstr "**기능들:**"
#: ../../docs/about/list_of_features.rst:47
#, fuzzy
msgid "Scene tree editor."
msgstr "씬 트리"
msgstr "씬 트리 편집기"
#: ../../docs/about/list_of_features.rst:48
#, fuzzy
msgid "Script editor."
msgstr "GDScript"
msgstr "스크립트 편집기"
#: ../../docs/about/list_of_features.rst:49
msgid ""
"Support for :ref:`external script editors <doc_external_editor>` such as "
"Visual Studio Code or Vim."
msgstr ""
"Visual Studio Code나 Vim과 같은 :ref:`외부 스크립트 편집기 "
"<doc_external_editor>` 지원."
#: ../../docs/about/list_of_features.rst:51
msgid "GDScript :ref:`debugger <doc_debugger_panel>`."
msgstr ""
msgstr "GDScript :ref:`디버거 <doc_debugger_panel>`."
#: ../../docs/about/list_of_features.rst:53
msgid "No support for debugging in threads yet."
msgstr ""
msgstr "스레드 디버그는 아직 지원하지 않습니다."
#: ../../docs/about/list_of_features.rst:54
#, fuzzy
msgid "Performance monitoring tools."
msgstr "Godot에서 C#의 퍼포먼스"
msgstr "성능 측정 툴."
#: ../../docs/about/list_of_features.rst:55
#, fuzzy
msgid "Live script reloading."
msgstr "씬 불러오기"
msgstr "실시간 스크립트 리로딩"
#: ../../docs/about/list_of_features.rst:56
#, fuzzy
msgid "Live scene editing."
msgstr "씬 상속 사용하기"
msgstr "실시간 씬 편집"
#: ../../docs/about/list_of_features.rst:58
msgid ""
"Changes will reflect in the editor and will be kept after closing the "
"running project."
msgstr ""
"변경사항들은 편집기에 반영되며 프로젝트 실행을 중지한 이후에도 유지됩니다."
#: ../../docs/about/list_of_features.rst:60
msgid "Remote inspector."
msgstr ""
msgstr "원격 인스펙터."
#: ../../docs/about/list_of_features.rst:62
msgid ""
"Changes won't reflect in the editor and won't be kept after closing the "
"running project."
msgstr ""
"변경사항들은 편집기에 반영되지 않으며 프로젝트 실행을 멈춘 이후에 유지되지 않"
"습니다."
#: ../../docs/about/list_of_features.rst:64
#, fuzzy
msgid "Live camera replication."
msgstr "카메라 애니메이션"
msgstr "실시간 카메라 복제"
#: ../../docs/about/list_of_features.rst:66
msgid "Move the in-editor camera and see the result in the running project."
msgstr ""
msgstr "편집기 내 카메라를 움직여 프로젝트 실행중에 결과를 볼 수 있습니다."
#: ../../docs/about/list_of_features.rst:68
msgid "Use the editor in dozens of languages contributed by the community."
msgstr ""
msgstr "커뮤니티 참여로 지원되는 수십 가지 언어로 편집기를 사용할 수 있습니다."
#: ../../docs/about/list_of_features.rst:70
#, fuzzy
@@ -2093,60 +2117,68 @@ msgid ""
"Editor plugins can be downloaded from the :ref:`asset library "
"<doc_what_is_assetlib>` to extend editor functionality."
msgstr ""
"편집기 기능 확장을 위한 플러그인들은 :ref:`애셋 라이브러리 "
"<doc_what_is_assetlib>` 에서 다운로드받을 수 있습니다."
#: ../../docs/about/list_of_features.rst:74
msgid ""
"Create your own plugins using GDScript to add new features or speed up your "
"workflow."
msgstr ""
"GDScript로 여러분만의 플러그인을 만들어 새로운 기능을 더하거나 워크플로를 더 "
"빠르게 할 수 있습니다."
#: ../../docs/about/list_of_features.rst:75
msgid ""
"Download projects from the asset library in the project manager and import "
"them directly."
msgstr ""
"프로젝트 매니저의 애셋 라이브러리에서 프로젝트를 다운로드받거나 직접 불러올 "
"수 있습니다."
#: ../../docs/about/list_of_features.rst:78
msgid "2D graphics"
msgstr ""
msgstr "2D 그래픽"
#: ../../docs/about/list_of_features.rst:80
#: ../../docs/about/list_of_features.rst:144
msgid "**Two renderers available:**"
msgstr ""
msgstr "**두 가지 렌더러가 사용 가능합니다:**"
#: ../../docs/about/list_of_features.rst:82
#: ../../docs/about/list_of_features.rst:147
msgid "OpenGL ES 3.0 renderer (uses OpenGL 3.3 on desktop platforms)."
msgstr ""
msgstr "OpenGL ES 3.0 렌더러 (데스크톱은 OpenGL 3.3을 사용합니다)."
#: ../../docs/about/list_of_features.rst:83
#: ../../docs/about/list_of_features.rst:147
msgid "High-end visuals. Recommended on desktop platforms."
msgstr ""
msgstr "하이엔드 비주얼. 데스크톱 플랫폼에 권장합니다."
#: ../../docs/about/list_of_features.rst:85
#: ../../docs/about/list_of_features.rst:153
msgid "OpenGL ES 2.0 renderer (uses OpenGL 2.1 on desktop platforms)."
msgstr ""
msgstr "OpenGL ES 2.0 렌더러 (데스크톱에서는 OpenGL 2.1을 사용합니다)."
#: ../../docs/about/list_of_features.rst:85
#: ../../docs/about/list_of_features.rst:150
msgid "Recommended on mobile and Web platforms."
msgstr ""
msgstr "모바일 또는 웹 플랫폼에 권장합니다."
#: ../../docs/about/list_of_features.rst:89
msgid "Sprite, polygon and line rendering."
msgstr ""
msgstr "스프라이트, 폴리곤 및 직선 렌더링."
#: ../../docs/about/list_of_features.rst:91
msgid ""
"High-level tools to draw lines and polygons such as Polygon2D and Line2D."
msgstr ""
"Polygon2D나 Line2D 같이 직선이나 다각형을 그리기 위해 사용하는 고수준 도구들"
"입니다."
#: ../../docs/about/list_of_features.rst:93
msgid "AnimatedSprite as a helper for creating animated sprites."
msgstr ""
msgstr "애니메이션 스프라이트 제작 도우미로 AnimatedSprite가 있습니다."
#: ../../docs/about/list_of_features.rst:94
msgid "Parallax layers."
@@ -3070,6 +3102,8 @@ msgid ""
"Use localized strings in your project automatically in GUI elements or by "
"using the ``tr()`` function."
msgstr ""
"여러분의 프로젝트의 현지화된 문자열들을 자동화된 GUI 요소로 사용하거나 "
"``tr()`` 함수로 사용할 수 있습니다."
#: ../../docs/about/list_of_features.rst:446
msgid ""
@@ -3172,15 +3206,17 @@ msgid ""
msgstr ""
#: ../../docs/about/list_of_features.rst:482
#, fuzzy
msgid "GUI system"
msgstr "파일 시스템(File system)"
msgstr "GUI 시스템"
#: ../../docs/about/list_of_features.rst:484
msgid ""
"Godot's GUI is built using the same Control nodes used to make games in "
"Godot. The editor UI can easily be extended in many ways using add-ons."
msgstr ""
"Godot의 GUI는 Godot으로 게임을 만들 때 사용하는 것과 같은 동일한 컨트롤 노드"
"를 이용하여 만들어졌습니다. 편집기 UI는 add-on을 사용하여 다양한 방법으로 확"
"장하기 쉽습니다."
#: ../../docs/about/list_of_features.rst:487
#, fuzzy
@@ -3240,11 +3276,11 @@ msgstr ""
#: ../../docs/about/list_of_features.rst:502
msgid "Anchors to keep GUI elements in a specific corner, edge or centered."
msgstr ""
"앵커를 사용하여 GUI요소들을 특정 코너 또는 모서리, 중앙에 고정시킵니다."
#: ../../docs/about/list_of_features.rst:503
#, fuzzy
msgid "Containers to place GUI elements automatically following certain rules."
msgstr "컨테이너를 추가하여 UI 요소들을 자동으로 놓기"
msgstr "컨테이너를 추가하여 규칙에 따라 UI 요소들을 자동으로 놓기"
#: ../../docs/about/list_of_features.rst:505
#, fuzzy
@@ -3415,11 +3451,12 @@ msgid "Export and deploy projects using continuous integration platforms."
msgstr ""
#: ../../docs/about/list_of_features.rst:569
#, fuzzy
msgid ""
"`Completion scripts <https://github.com/godotengine/godot/tree/master/misc/"
"dist/shell>`__ are available for Bash, zsh and fish."
msgstr "https://github.com/godotengine/godot-demo-projects"
msgstr ""
"`완성된 스크립트<https://github.com/godotengine/godot/tree/master/misc/dist/"
"shell>`__는 Bash, zsh 그리고 fish에서 사용할 수 있습니다."
#: ../../docs/about/list_of_features.rst:572
msgid ""
@@ -3449,11 +3486,11 @@ msgstr ""
#: ../../docs/about/list_of_features.rst:581
msgid "Godot 4.0 will be written in C++17."
msgstr ""
msgstr "Godot 4.0은 C++17로 작성될 것 입니다."
#: ../../docs/about/list_of_features.rst:583
msgid "Licensed under the permissive MIT license."
msgstr ""
msgstr "라이선스는 MIT 라이선스입니다."
#: ../../docs/about/list_of_features.rst:585
msgid ""
@@ -3473,26 +3510,25 @@ msgid "Documentation changelog"
msgstr "문서 변경 내역"
#: ../../docs/about/docs_changelog.rst:6
#, fuzzy
msgid ""
"The documentation is continually being improved. The release of version 3.2 "
"includes many new tutorials, many fixes and updates for old tutorials, and "
"many updates to the :ref:`class reference <toc-class-ref>`. Below is a list "
"of new tutorials added since version 3.1."
msgstr ""
"문서는 지속적으로 개선되고 있습니다. 3.1 버전 출시에는 많은 새로운 튜토리얼, "
"문서는 지속적으로 개선되고 있습니다. 3.2 버전 출시에는 많은 새로운 튜토리얼, "
"과거 튜토리얼에서 개선된 사항들, 그리고 많은 클래스 참조에 대한 업데이트가 있"
"습니다. 다음은 3.0 버전에서 추가된 새 튜토리얼 목록입니다."
"습니다. 다음은 3.1 버전 이후 추가된 새 튜토리얼 목록입니다."
#: ../../docs/about/docs_changelog.rst:11
#, fuzzy
msgid ""
"This document only contains new tutorials so not all changes are reflected, "
"many tutorials have been substantially updated but are not reflected in this "
"document."
msgstr ""
"이 문서에는 새로운 튜토리얼만 포함되어 있기 때문에 변경사항이 반영되지 않습니"
"다, 많은 튜토리얼이 업데이트되지만 이 문서에는 반영되지 않습니다."
"이 문서에는 새로운 튜토리얼만 포함되어 있기 때문에 모든 변경사항이 반영되"
"있지는 않습니다, 많은 튜토리얼이 상당 부분 업데이트되지만, 이 문서에는 반영되"
"지 않습니다."
#: ../../docs/about/docs_changelog.rst:15
msgid "New tutorials since version 3.1"
@@ -3519,9 +3555,8 @@ msgid ":ref:`doc_2d_sprite_animation`"
msgstr ":ref:`doc_2d_sprite_animation`"
#: ../../docs/about/docs_changelog.rst:30
#, fuzzy
msgid ":ref:`doc_recording_with_microphone`"
msgstr ":ref:`doc_complying_with_licenses`"
msgstr ":ref:`doc_recording_with_microphone`"
#: ../../docs/about/docs_changelog.rst:31
msgid ":ref:`doc_sync_with_audio`"
@@ -3532,7 +3567,6 @@ msgid "Math"
msgstr "수학"
#: ../../docs/about/docs_changelog.rst:36
#, fuzzy
msgid ":ref:`doc_beziers_and_curves`"
msgstr ":ref:`doc_beziers_and_curves`"
@@ -3580,9 +3614,8 @@ msgid ":ref:`doc_your_second_spatial_shader`"
msgstr ":ref:`doc_your_second_spatial_shader`"
#: ../../docs/about/docs_changelog.rst:57
#, fuzzy
msgid ":ref:`doc_visual_shaders`"
msgstr ":ref:`doc_visual_shader_plugins`"
msgstr ":ref:`doc_visual_shaders`"
#: ../../docs/about/docs_changelog.rst:62
msgid ":ref:`doc_webrtc`"
@@ -3921,7 +3954,6 @@ msgid ":ref:`doc_binding_to_external_libraries`"
msgstr ":ref:`doc_binding_to_external_libraries`"
#: ../../docs/about/release_policy.rst:4
#, fuzzy
msgid "Godot release policy"
msgstr "Godot 출시 정책"
@@ -4042,40 +4074,36 @@ msgid ""
msgstr ""
#: ../../docs/about/release_policy.rst:84
#, fuzzy
msgid "**Version**"
msgstr "**설명**"
msgstr "**버전**"
#: ../../docs/about/release_policy.rst:84
#, fuzzy
msgid "**Release date**"
msgstr "**release**"
msgstr "**출시 일자**"
#: ../../docs/about/release_policy.rst:84
msgid "**Support level**"
msgstr ""
msgstr "**지원 수준**"
#: ../../docs/about/release_policy.rst:86
#, fuzzy
msgid "Godot 4.0"
msgstr "Godot"
msgstr "Godot 4.0"
#: ../../docs/about/release_policy.rst:86
msgid "~2021 (see below)"
msgstr ""
msgstr "~2021년(이하 참조)"
#: ../../docs/about/release_policy.rst:86
msgid "|unstable| *Current focus of development (unstable).*"
msgstr ""
msgstr "|unstable| *현재 개발 중 (unstable).*"
#: ../../docs/about/release_policy.rst:88
#, fuzzy
msgid "Godot 3.4"
msgstr "Godot 3.2"
msgstr "Godot 3.4"
#: ../../docs/about/release_policy.rst:88
msgid "Q2 or Q3 2021"
msgstr ""
msgstr "2021년 2분기 혹은 3분기"
#: ../../docs/about/release_policy.rst:88
msgid ""
@@ -4084,14 +4112,12 @@ msgid ""
msgstr ""
#: ../../docs/about/release_policy.rst:91
#, fuzzy
msgid "Godot 3.3"
msgstr "Godot 3.2"
msgstr "Godot 3.3"
#: ../../docs/about/release_policy.rst:91
#, fuzzy
msgid "April 2021"
msgstr "20193월"
msgstr "2021년 4월"
#: ../../docs/about/release_policy.rst:91
msgid ""
@@ -4108,11 +4134,11 @@ msgid "January 2020"
msgstr "2020년 1월"
#: ../../docs/about/release_policy.rst:94
#, fuzzy
msgid ""
"|eol| No longer supported as fully superseded by the compatible 3.3 release "
"(last update: 3.2.3)."
msgstr "|eol| 지원 종료."
msgstr ""
"|eol| 호환되는 3.3버전으로 완전히 대체되어 지원 종료(마지막 업데이트 3.2.3)."
#: ../../docs/about/release_policy.rst:97
msgid "Godot 3.1"
@@ -4127,6 +4153,8 @@ 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)."
#: ../../docs/about/release_policy.rst:100
msgid "Godot 3.0"
@@ -4134,12 +4162,11 @@ msgstr "Godot 3.0"
#: ../../docs/about/release_policy.rst:100
msgid "January 2018"
msgstr ""
msgstr "2018년 1월"
#: ../../docs/about/release_policy.rst:100
#, fuzzy
msgid "|eol| No longer supported (last update: 3.0.6)."
msgstr "|eol| 지원 종료."
msgstr "|eol| 지원 종료(마지막 업데이트 : 3.0.6)."
#: ../../docs/about/release_policy.rst:102
msgid "Godot 2.1"
@@ -4154,6 +4181,8 @@ 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)."
#: ../../docs/about/release_policy.rst:105
msgid "Godot 2.0"
@@ -4164,9 +4193,8 @@ msgid "February 2016"
msgstr "2016년 2월"
#: ../../docs/about/release_policy.rst:105
#, fuzzy
msgid "|eol| No longer supported (last update: 2.0.4.1)."
msgstr "|eol| 지원 종료."
msgstr "|eol| 지원 종료(마지막 업데이트 : 2.0.4.1)."
#: ../../docs/about/release_policy.rst:107
msgid "Godot 1.1"
@@ -4190,22 +4218,20 @@ msgid "December 2014"
msgstr "2014년 12월"
#: ../../docs/about/release_policy.rst:117
#, fuzzy
msgid ""
"**Legend:** |supported| Full support |partial| Partial support |eol| No "
"support (end of life) |unstable| Development version"
msgstr ""
"**범례:** |supported| 지원 - |partial| 부분지원 - |eol| 지원없음(종료) - |"
"unstable| 개발버전"
"**범례:** |supported| 지원 - |partial| 부분 지원 - |eol| 지원 없음(종료) - |"
"unstable| 개발 버전"
#: ../../docs/about/release_policy.rst:123
#, fuzzy
msgid ""
"Pre-release Godot versions aren't intended to be used in production and are "
"provided for testing purposes only."
msgstr ""
"Godot의 사전배포판은 제작에 사용되는 것을 염두한 것이 아니며 최선의 노력을 기"
"조로 제공고 있습니다."
"Godot의 사전 배포판은 제작에 사용되는 것을 염두한 것이 아니며 테스팅 목적으로"
" 제공고 있습니다."
#: ../../docs/about/release_policy.rst:129
msgid "When is the next release out?"
@@ -4217,12 +4243,18 @@ msgid ""
"historically had one major or minor release per year, with several "
"maintenance updates between each."
msgstr ""
"Godot 기여자들이 마감 기한을 정해두고 일하는 것은 아니지만 지금까지 매년 1회 "
"메이저 또는 마이너 버전을 출시했고 그 사이에도 몇 차례 유지 보수 업데이트를 "
"실시했습니다."
#: ../../docs/about/release_policy.rst:135
msgid ""
"Starting with Godot 3.3, we aim to accelerate our development cycles for "
"minor releases, so you can expect a new minor release every 3 to 6 months."
msgstr ""
"Godot 3.3부터는 마이너 릴리즈의 개발 사이클을 앞당기는 것을 목표로 하고 있습"
"니다. 그래서 3개월에서 6개월마다 새로운 마이너 버전 출시를 기대할 수 있습니"
"다."
#: ../../docs/about/release_policy.rst:138
msgid ""
@@ -4257,23 +4289,23 @@ msgstr ""
msgid ""
"You can `download Godot Engine here <https://godotengine.org/download/>`_."
msgstr ""
"`여기<https://godotengine.org/download>`에서 Godot 엔진을 다운로드 할 수 있"
"니다_."
"`여기<https://godotengine.org/download>`_에서 Godot 엔진을 다운로드 할 수 있"
"니다."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:13
msgid "Project manager"
msgstr "프로젝트 매니저(Project Manager)"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:15
#, fuzzy
msgid ""
"When you launch Godot, the first window you'll see is the Project Manager. "
"Since you have no projects there will be a popup asking if you want to open "
"the asset library, just click cancel, we'll look at it later."
msgstr ""
"Godot를 실행하면, 처음으로 나오는 창이 프로젝트 매니저(Project Manager)입니"
"다. 아직 프로젝트가 하나도 없기 때문에 애셋 라이브러리(Asset Library)를 여는 "
"팝업 창이 나올 것입니다. 취소를 누르세요. 애셋 라이브러리는 다음에 알아보죠."
"다. 아직 프로젝트가 하나도 없기 때문에 애셋 라이브러리(Asset Library)를 열지 "
"물어보는 팝업 창이 나올 것입니다. 취소를 누르세요. 애셋 라이브러리는 다음에 "
"알아보죠."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:21
msgid ""
@@ -4284,7 +4316,6 @@ msgstr ""
"제하고, 가져오고, 실행할 수 있습니다."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:26
#, fuzzy
msgid ""
"In the top-right corner you'll find a drop-down menu to change the editor's "
"language."
@@ -6641,14 +6672,13 @@ msgstr ""
"적을 피해야 합니다. 다음은 앞으로 보게 될 최종 결과물입니다:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:24
#, fuzzy
msgid ""
"**Why 2D?** 3D games are much more complex than 2D ones. You should stick to "
"2D until you have a good understanding of the game development process and "
"how to use Godot."
msgstr ""
"**왜 2D인가요?** 3D 게임은 2D 게임보다 훨씬 더 복잡합니다. 게임 개발 과정 "
"잘 알 때까지는 2D 게임을 개발하는 것이 좋습니다."
"**왜 2D인가요?** 3D 게임은 2D 게임보다 훨씬 더 복잡합니다. 게임 개발 과정 "
"Godot을 잘 알기 전까지는 2D 게임을 개발하는 것이 좋습니다."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:29
#: ../../docs/getting_started/workflow/project_setup/index.rst:2
@@ -11713,7 +11743,6 @@ msgstr ""
"download:`ui_gui_design.zip <files/ui_gui_design.zip>`."
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:625
#, fuzzy
msgid ""
"**A final note about Responsive Design**. If you resize the GUI, you'll see "
"the nodes move, but the textures and text won't scale. The GUI also has a "
@@ -11725,12 +11754,12 @@ msgid ""
"elements to only move horizontally when we change the window size."
msgstr ""
"**반응형 디자인의 마지막 주석**. GUI의 크기를 조정하면 노드가 움직이는 것을 "
"볼 수 있지만, 텍스처와 문자는 크기가 조절되지 않습니다. GUI 또한 최소 크기가 "
"있습니다. 들어있는 텍스에 따라 다르죠. 게임은 꼭 웹페이지처럼 유연한 인터페"
"이스를 가질 필요는 없습니다. 보통 가로 화면과 세로 화면 모두를 지원하고 싶지"
"는 않을 것입니다. 둘 중 하나만 지원하겠죠. 가로 화면이라면 가장 일반적인 비율"
"은 4:3에서 16:9 사이입니다. 이들은 서로 비슷합니다. 이것이 창 크기를 바꿀 때 "
"GUI 요소가 수평으로만 이동하는 것이 충분한 이유입니다."
"볼 수 있지만, 텍스처와 문자는 크기가 조절되지 않습니다. 또한 GUI는 들어있는 "
"텍스에 따라 최소 크기가 있습니다. 게임 웹페이지처럼 유연한 인터페이스를 "
"가질 필요는 없습니다. 보통 가로 화면과 세로 화면 모두를 지원하고 싶지는 않을 "
"것입니다. 둘 중 하나만 지원하겠죠. 가로 화면이라면 가장 일반적인 비율은 4:3에"
"서 16:9 사이입니다. 이들은 서로 비슷합니다. 이것이 창 크기를 바꿀 때 GUI 요소"
"가 수평으로만 이동하는 것이 충분한 이유입니다."
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:4
msgid "Control the game's UI with code"
@@ -13687,7 +13716,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:288
#: ../../docs/tutorials/optimization/cpu_optimization.rst:224
msgid "SceneTree"
msgstr "SceneTree(씬 트리)"
msgstr "트리"
#: ../../docs/getting_started/step_by_step/scene_tree.rst:35
msgid ""
@@ -59512,7 +59541,7 @@ msgstr ""
#: ../../docs/tutorials/inputs/inputevent.rst:4
msgid "Using InputEvent"
msgstr ""
msgstr "InputEvent 사용하기"
#: ../../docs/tutorials/inputs/inputevent.rst:9
msgid ""
@@ -59522,6 +59551,11 @@ msgid ""
"types of input events. Input events travel through the engine and can be "
"received in multiple locations, depending on the purpose."
msgstr ""
"입력을 관리하는 것은 보통 OS나 플랫폼과 상관없이 복잡합니다. 이것을 조금이나"
"마 쉽게 하기 위해 특수 내장 유형 :ref:`InputEvent <class_InputEvent>`이 제공"
"됩니다. 이 데이터 형식은 여러 유형의 입력 이벤트를 포함하도록 구성할 수 있습"
"니다. 입력 이벤트는 엔진을 통해 이동하고 목적에 따라 여러 위치에서 수신될 수 "
"있습니다."
#: ../../docs/tutorials/inputs/inputevent.rst:15
msgid "Here is a quick example, closing your game if the escape key is hit:"
@@ -93838,11 +93872,15 @@ msgid "Possible Errors"
msgstr ""
#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:68
#, fuzzy
msgid ""
"If you get an error like below, it means the key wasn't properly included in "
"your Godot build. Godot is encrypting the scripts during export, but can't "
"read them at runtime."
msgstr ""
"아래와 같이 오류가 발생하면, 여러분의 Godot 빌드에 키가 제대로 포함되지 있지 "
"않은 것입니다. Godot은 내보내는 동안 스크립트를 암호화하지만 런타임에는 읽을 "
"수 없습니다."
#: ../../docs/development/cpp/introduction_to_godot_development.rst:4
msgid "Introduction to Godot development"

View File

@@ -12,6 +12,7 @@
# Artur Maciąg <arturmaciag@gmail.com>, 2020.
# Bartosz Stasiak <bs97086@amu.edu.pl>, 2019-2021.
# beetbeet <hellobeetbeet@gmail.com>, 2019.
# cerkiewny <mstarzycki@gmail.com>, 2021.
# Daniel Kulas <danielkulas27@gmail.com>, 2019, 2021.
# Dariusz Król <rexioweb@gmail.com>, 2018-2019.
# Dariusz Siek <dariuszynski@gmail.com>, 2018, 2020.
@@ -31,6 +32,7 @@
# KolegaLiterat <jawor34@gmail.com>, 2018.
# Kolunio <kolunio15wie@gmail.com>, 2020.
# Letero <jkurzynski93@gmail.com>, 2020.
# LockOnTARGET <lockontargt@gmail.com>, 2021.
# ludrol <jot.s.gam@gmail.com>, 2021.
# luluu9 <maxmax89_89@o2.pl>, 2018.
# Maciej Cywiński <cyvvilek@gmail.com>, 2020.
@@ -75,8 +77,8 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: 2021-05-19 20:16+0000\n"
"Last-Translator: Tomek <kobewi4e@gmail.com>\n"
"PO-Revision-Date: 2021-07-05 18:38+0000\n"
"Last-Translator: cerkiewny <mstarzycki@gmail.com>\n"
"Language-Team: Polish <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/pl/>\n"
"Language: pl\n"
@@ -85,7 +87,7 @@ msgstr ""
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=3; plural=n==1 ? 0 : n%10>=2 && n%10<=4 && (n%100<10 "
"|| n%100>=20) ? 1 : 2;\n"
"X-Generator: Weblate 4.7-dev\n"
"X-Generator: Weblate 4.8-dev\n"
#: ../../docs/index.rst:65
msgid "General"
@@ -193,7 +195,6 @@ msgstr ""
"wyszukiwania w lewym górnym rogu."
#: ../../docs/index.rst:41
#, fuzzy
msgid ""
"You can also `download an HTML copy <https://nightly.link/godotengine/godot-"
"docs/workflows/build_offline_docs/master/godot-docs-html-stable.zip>`__ for "
@@ -1138,7 +1139,6 @@ msgstr ""
"Dlaczego Godot dąży do tego ,aby jego podstawowe funkcje były niewielkie?"
#: ../../docs/about/faq.rst:207
#, fuzzy
msgid ""
"Godot intentionally does not include features that can be implemented by add-"
"ons unless they are used very often. One example of this would be advanced "
@@ -1162,6 +1162,14 @@ msgid ""
"never fixed. On top of that, the \"API surface\" that needs to be tested and "
"checked for regressions keeps increasing over time."
msgstr ""
"**Utrzymanie kodu oraz przestrzeń dla bugów.** Przy każdorazowej akceptacji "
"kodu do repozytorium silnika Godot, istniejący kontrybutor bierze na siebie "
"obowiązek utrzymania kodu. Niektórzy kontrybutorzy, niestety, nie biorą na "
"siebie tego obowiązku, co może prowadzić do problemów z utrzymaniem dodanego "
"kodu. To z kolei prowadzić może do słabo utrzymanych obszarów z błędami "
"które nigdy nie zostają naprawione. Dodatkowo, \"szerokość interfejsu\" "
"biblioteki poszerza się z czasem, powodując powiększenie ilości funkcji "
"potrzebujących testowania i utrzymania."
#: ../../docs/about/faq.rst:221
msgid ""
@@ -1170,6 +1178,10 @@ msgid ""
"contributors to get started with Godot, without requiring them to purchase "
"high-end hardware."
msgstr ""
"**Łatwość kontrybucji.** Trzymając bazę kodu małą i czystą, może ona być "
"łatwiejsza i szybsza w kompilacji. To z kolei przedkłada się na łatwość "
"rozpoczęcia pracy w Godot dla nowych kontrybutorów, bez wymogu kupna "
"szybkiego i drogiego sprzętu."
#: ../../docs/about/faq.rst:226
msgid ""
@@ -1496,9 +1508,9 @@ msgstr ""
"liczb, sposobów testowania lub przykładowych projektów (o ile to możliwe)."
#: ../../docs/about/faq.rst:361
#, fuzzy
msgid "Is it possible to use Godot to create non-game applications?"
msgstr "Czy jest możliwe używać Godota jako biblioteki?"
msgstr ""
"Czy jest możliwe używać Godota do tworzenia aplikacji nie będących grami?"
#: ../../docs/about/faq.rst:363
msgid ""
@@ -1506,6 +1518,9 @@ msgid ""
"distribution size can make it a suitable alternative to frameworks like "
"Electron or Qt."
msgstr ""
"Tak! Godot oferuje rozbudowany system UI, a jego niewielki rozmiar "
"dystrybucji może uczynić go odpowiednią alternatywą dla frameworków takich "
"jak Electron lub Qt."
#: ../../docs/about/faq.rst:366
msgid ""
@@ -1557,7 +1572,7 @@ msgstr ""
#: ../../docs/about/faq.rst:393
msgid "What user interface toolkit does Godot use?"
msgstr ""
msgstr "Jakiego zestawu narzędzi do obsługi interfejsu używa Godot?"
#: ../../docs/about/faq.rst:395
msgid ""
@@ -1901,6 +1916,8 @@ msgid ""
"To disable this overlay on Windows, restore your graphics driver settings to "
"the default values in the NVIDIA Control Panel."
msgstr ""
"Aby wyłączyć tę nakładkę w systemie Windows, przywróć ustawienia sterownika "
"graficznego do wartości domyślnych w Panelu sterowania NVIDIA."
#: ../../docs/about/troubleshooting.rst:65
msgid ""
@@ -2515,7 +2532,7 @@ msgstr "**Odbicia:**"
#: ../../docs/about/list_of_features.rst:195
msgid "*GLES3:* Voxel-based reflections (when using GI probes)."
msgstr ""
msgstr "*GLES3:* Odbicia oparte na wokselach (gdy używane są sondy GI)."
#: ../../docs/about/list_of_features.rst:196
msgid ""
@@ -2562,6 +2579,8 @@ msgid ""
"Support for automatic depth fog color depending on the camera direction (to "
"match the sun color)."
msgstr ""
"Wsparcie dla automatycznego koloru głębi mgły w zależności od kierunku "
"kamery (aby dopasować się do koloru słońca)."
#: ../../docs/about/list_of_features.rst:212
msgid "Optional transmittance to make lights more visible in the fog."
@@ -2574,6 +2593,8 @@ msgstr "**Cząsteczki:**"
#: ../../docs/about/list_of_features.rst:216
msgid "*GLES3:* GPU-based particles with support for custom particle shaders."
msgstr ""
"*GLES3:* Cząsteczki oparte na GPU z obsługą niestandardowych shaderów "
"cząsteczek."
#: ../../docs/about/list_of_features.rst:219
msgid "**Post-processing:**"
@@ -2656,9 +2677,8 @@ msgid "Multi-sample antialiasing (MSAA)."
msgstr "Wielopróbkowe wygładzanie krawędzi (MSAA)."
#: ../../docs/about/list_of_features.rst:245
#, fuzzy
msgid "Fast approximate antialiasing (FXAA)."
msgstr "Wielopróbkowe wygładzanie krawędzi (MSAA)."
msgstr "Szybki aproksymacyjny antyaliasing (FXAA)."
#: ../../docs/about/list_of_features.rst:247
msgid ""
@@ -2722,9 +2742,8 @@ msgid "Ragdolls."
msgstr "Szmaciane lalki."
#: ../../docs/about/list_of_features.rst:279
#, fuzzy
msgid "Built-in shapes: cuboid, sphere, capsule, cylinder."
msgstr "Wbudowane kształty: linia, prostokąt, koło, kapsuła."
msgstr "Wbudowane kształty: prostopadłościan, kula, kapsułka, walec."
#: ../../docs/about/list_of_features.rst:280
msgid "Generate triangle collision shapes for any mesh from the editor."
@@ -2768,7 +2787,7 @@ msgstr "Wsparcie dla wizualnego tworzenia wtyczek."
#: ../../docs/getting_started/scripting/index.rst:2
#: ../../docs/tutorials/networking/http_request_class.rst:22
msgid "Scripting"
msgstr "Skrypty"
msgstr "Skryptowanie"
#: ../../docs/about/list_of_features.rst:296
msgid "**General:**"
@@ -4155,9 +4174,8 @@ msgid "|unstable| *Current focus of development (unstable).*"
msgstr "|niestabilne| *Aktualne skupienie się na rozwoju (niestabilne).*"
#: ../../docs/about/release_policy.rst:88
#, fuzzy
msgid "Godot 3.4"
msgstr "W Godot 3.3"
msgstr "Godot 3.4"
#: ../../docs/about/release_policy.rst:88
msgid "Q2 or Q3 2021"
@@ -4174,9 +4192,8 @@ msgid "Godot 3.3"
msgstr "W Godot 3.3"
#: ../../docs/about/release_policy.rst:91
#, fuzzy
msgid "April 2021"
msgstr "Marzec/Kwiecień 2021"
msgstr "Kwiecień 2021"
#: ../../docs/about/release_policy.rst:91
msgid ""
@@ -4957,8 +4974,8 @@ msgid ""
"Scenes need to be saved to be run, so save the scene to something like Hello."
"tscn in Scene -> Save:"
msgstr ""
"Żeby uruchomić scenę, musisz ją najpierw zapisać (Scena -> Zapisz). Możesz "
"użyć dowolnej nazwy, np. Witaj.tscn."
"Żeby uruchomić scenę, musisz ją najpierw zapisać, zapisz scenę jako np. "
"Witaj.tscn w (Scena -> Zapisz):"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:155
msgid ""
@@ -5486,18 +5503,18 @@ msgid ""
"`GDScript<doc_gdscript>`. Nowadays, Godot has four (yes, four!) official "
"languages and the ability to add extra scripting languages dynamically!"
msgstr ""
"Przed wersją 3.0 Godota, :ref:`doc_gdscript` był jedynym językiem, którego "
"można było użyć do oskryptowania gry. Obecnie Godot wspiera cztery (tak, "
"cztery!) języki, a także możliwość dynamicznego dodawania innych języków "
"skryptowych!"
"Przed wersją 3.0 Godota, `GDScript<doc_gdscript>` był jedynym językiem, "
"którego można było użyć do pisania skryptów gry. Obecnie Godot wspiera "
"cztery (tak, cztery!) oficjalne języki, a także możliwość dynamicznego "
"dodawania innych języków skryptowych!"
#: ../../docs/getting_started/step_by_step/scripting.rst:13
msgid ""
"This is great, mostly due to the large amount of flexibility provided, but "
"it also makes our work supporting languages more difficult."
msgstr ""
"To wspaniałe, głównie ze względu na dużą elastyczność, jednak im więcej "
"języków, tym więcej pracy trzeba włożyć w ich utrzymanie."
"To świetne, głównie ze względu na dużą elastyczność jaką to daje, jednak to "
"czyni naszą pracę dla wsparcia języków trudniejszą."
#: ../../docs/getting_started/step_by_step/scripting.rst:16
msgid ""
@@ -5507,10 +5524,11 @@ msgid ""
"and C++ need to be edited in a separate IDE. If you are a big fan of "
"statically typed languages, go with C# and C++ instead."
msgstr ""
"\"Domyślnymi\" językami dla Godota są GDScript i VisualScript - są "
"funkcjonalne, wydajne i oferują dobrą integrację z edytorem. Jeśli jesteś "
"wielkim fanem statycznie typowanych języków, możesz użyć C++ lub C#, jednak "
"konieczne jest użycie zewnętrznego IDE."
"\"Głównymi\" językami w Godocie są GDScript i VisualScript. Głównym powodem, "
"by je wybrać jest ich poziom integracji z Godotem, gdyż czyni to "
"doświadczenie płynniejszym; oba mają zgrabną integrację z edytorem, podczas "
"gdy C# i C++ muszą być edytowane w oddzielnym IDE. Jeśli jesteś wielkim "
"fanem statycznie typowanych języków, użyj zamiast tego C# i C++."
#: ../../docs/getting_started/step_by_step/scripting.rst:22
#: ../../docs/getting_started/scripting/gdscript/index.rst:2
@@ -5535,31 +5553,29 @@ msgid ""
"in Godot. Using it has some positive points compared to other languages due "
"to its high integration with Godot:"
msgstr ""
":ref:`GDScript<doc_gdscript>` jest, jak wspomniano powyżej, domyślnym "
"językiem dla Godota, głównie ze względu na wysoki stopień integracji z "
"programem. Ma kilka zalet nad innymi językami:"
":ref:`GDScript<doc_gdscript>` jest, jak wspomniane powyżej, głównym językiem "
"używanym w Godocie. Ma kilka zalet nad innymi językami, dzięki swojej silnej "
"integracji z Godotem:"
#: ../../docs/getting_started/step_by_step/scripting.rst:28
msgid ""
"It's simple, elegant, and designed to be familiar for users of other "
"languages such as Lua, Python, Squirrel, etc."
msgstr ""
"Jest prosta, elegancka i zaprojektowana tak, aby być przypominała, "
"konstrukcję innych języków, użytkownikom, takich jak Lua, Python, Squirrel, "
"itp."
"Jest prosty, elegancki i zaprojektowany tak, aby był znajomy dla "
"użytkowników innych języków, takich jak Lua, Python, Squirrel itp."
#: ../../docs/getting_started/step_by_step/scripting.rst:29
msgid "Loads and compiles blazingly fast."
msgstr "Szybko się ładuje i kompiluje."
msgstr "Wczytuje się i kompiluje niesamowicie szybko."
#: ../../docs/getting_started/step_by_step/scripting.rst:30
msgid ""
"The editor integration is a pleasure to work with, with code completion for "
"nodes, signals, and many other items pertaining to the scene being edited."
msgstr ""
"Integracja edytora, pokazuje przyjemność z jaką można z nim pracować, z "
"uzupełnianiem kodu dla węzłów, sygnałów i wielu innych elementów związanych "
"z edytowaną sceną."
"Integracja edytora daje przyjemność pracy, oferując podpowiadanie kody dla "
"węzłów, sygnałów i wielu innych rzeczy odnoszących się do edytowanej sceny."
#: ../../docs/getting_started/step_by_step/scripting.rst:31
msgid ""
@@ -5574,17 +5590,17 @@ msgid ""
"Supports multiple threads as efficiently as statically typed languages - one "
"of the limitations that made us avoid VMs such as Lua, Squirrel, etc."
msgstr ""
"Wspiera wielowątkowość równie wydajnie jak języki silnie typowalne - jedno z "
"ograniczeń, które sprawiło, że unikamy maszyn wirtualnych takich jak Lua, "
"Squirrel, itd."
"Wspiera wielowątkowość równie wydajnie jak języki statycznie typowane - "
"jedno z ograniczeń, które sprawiło, że unikamy maszyn wirtualnych takich jak "
"Lua, Squirrel itp."
#: ../../docs/getting_started/step_by_step/scripting.rst:33
msgid ""
"Uses no garbage collector, so it trades a small bit of automation (most "
"objects are reference counted anyway), by determinism."
msgstr ""
"Nie używa kolektora śmieci, więc jest jedynie lekko zautomatyzowany "
"(większość obiektów i tak jest liczona jako odniesienie), przez determinizm."
"Nie używa odśmiecacza pamięci, więc poświęca trochę automatyzacji (większość "
"obiektów i tak ma zliczane odwołania) na rzecz determinizmu."
#: ../../docs/getting_started/step_by_step/scripting.rst:34
msgid ""
@@ -5615,9 +5631,9 @@ msgid ""
"Scripting<doc_what_is_visual_script>`. This is a typical implementation of a "
"\"blocks and connections\" language, but adapted to how Godot works."
msgstr ""
"Począwszy od wersji 3.0, Godot oferuje :ref:`Wizualne programowanie "
"<doc_what_is_visual_scriptum>`. Jest to typowa implementacja języka \"bloków "
"i połączeń\", ale zaadaptowana do tego, jak działa Godot."
"Począwszy od wersji 3.0, Godot oferuje :ref:`wizualne "
"programowanie<doc_what_is_visual_script>`. Jest to typowa implementacja "
"języka \"bloków i połączeń\", ale zaadaptowana do tego, jak działa Godot."
#: ../../docs/getting_started/step_by_step/scripting.rst:46
msgid ""
@@ -5625,7 +5641,7 @@ msgid ""
"experienced developers who want to make parts of the code more accessible to "
"others, like game designers or artists."
msgstr ""
"Wizualne programowanie jest doskonałym narzędziem dla nie programistów, a "
"Wizualne programowanie jest doskonałym narzędziem dla nie-programistów, a "
"nawet dla doświadczonych programistów, którzy chcą uczynić części kodu "
"bardziej dostępnymi dla innych, takich jak projektanci gier czy artyści."
@@ -5635,7 +5651,8 @@ msgid ""
"node workflows - for example, a dialogue system."
msgstr ""
"Może być również używany przez programistów do budowania maszyn stanu lub "
"niestandardowych wizualnych węzłów - na przykład systemu dialogowego."
"niestandardowych systemów opartych na wizualnych węzłach - na przykład "
"systemu dialogowego."
#: ../../docs/getting_started/step_by_step/scripting.rst:55
msgid ".NET / C#"
@@ -57964,9 +57981,8 @@ msgid ""
msgstr ""
#: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:237
#, fuzzy
msgid "Linux"
msgstr "Na Linuksie:"
msgstr "Linuks"
#: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:239
msgid ""
@@ -90811,9 +90827,8 @@ msgid ""
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:88
#, fuzzy
msgid "Building the Editor"
msgstr "Wbudowany edytor motywów."
msgstr "Wbudowany edytor motywów"
#: ../../docs/development/compiling/compiling_for_web.rst:90
msgid ""
@@ -94914,13 +94929,12 @@ msgid "Some important files in the editor are:"
msgstr ""
#: ../../docs/development/editor/introduction_to_editor_development.rst:47
#, fuzzy
msgid ""
"`editor/editor_node.cpp <https://github.com/godotengine/godot/blob/3.x/"
"editor/editor_node.cpp>`__: Main editor initialization file."
msgstr ""
"`core/io/resource_loader.cpp <https://github.com/godotengine/godot/blob/"
"master/core/io/resource_loader.cpp#L258>`__"
"`editor/editor_node.cpp <https://github.com/godotengine/godot/blob/3.x/"
"editor/editor_node.cpp>`__: Główny plik inicjalizacji edytora."
#: ../../docs/development/editor/introduction_to_editor_development.rst:48
msgid ""

View File

@@ -2,6 +2,7 @@
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
#
# André Silva <andre.olivais@gmail.com>, 2021.
# DeeJayLSP <djlsplays@gmail.com>, 2020-2021.
# João Lopes <linux-man@hotmail.com>, 2020-2021.
# ssantos <ssantos@web.de>, 2021.
@@ -11,8 +12,8 @@ msgstr ""
"Project-Id-Version: Godot Engine 3.2\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: 2021-05-10 15:32+0000\n"
"Last-Translator: ssantos <ssantos@web.de>\n"
"PO-Revision-Date: 2021-07-03 10:33+0000\n"
"Last-Translator: André Silva <andre.olivais@gmail.com>\n"
"Language-Team: Portuguese <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/pt/>\n"
"Language: pt\n"
@@ -20,7 +21,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n > 1;\n"
"X-Generator: Weblate 4.7-dev\n"
"X-Generator: Weblate 4.8-dev\n"
#: ../../docs/index.rst:65
msgid "General"
@@ -131,7 +132,6 @@ msgstr ""
"função de busca no canto superior esquerdo."
#: ../../docs/index.rst:41
#, fuzzy
msgid ""
"You can also `download an HTML copy <https://nightly.link/godotengine/godot-"
"docs/workflows/build_offline_docs/master/godot-docs-html-stable.zip>`__ for "
@@ -140,7 +140,7 @@ msgid ""
msgstr ""
"Também pode `descarregar uma cópia em HTML <https://nightly.link/godotengine/"
"godot-docs/workflows/build_offline_docs/3.3/godot-docs-html.zip>`__ para ler "
"offline (atualizada toda Segunda-feira). Extraia o arquivo ZIP e abra "
"offline (atualizada todas as segundas-feiras). Extraia o arquivo ZIP e abra "
"``index.html`` na raiz num navegador da web."
#: ../../docs/index.rst:45
@@ -1077,16 +1077,14 @@ msgstr ""
"baixa?"
#: ../../docs/about/faq.rst:207
#, fuzzy
msgid ""
"Godot intentionally does not include features that can be implemented by add-"
"ons unless they are used very often. One example of this would be advanced "
"artificial intelligence functionality."
msgstr ""
"Godot intencionalmente não inclui funcionalidades que podem ser "
"implementadas por [i]add-ons[/i] a não ser que sejam usadas muito "
"frequentemente. Um exemplo disso seria o recurso de inteligência artifical "
"avançada."
"Godot não inclui funcionalidades que podem ser implementadas por [i]add-ons[/"
"i] intencionalmente, a não ser que sejam usadas muito frequentemente. Um "
"exemplo disso seria uma função de inteligência artifical avançada."
#: ../../docs/about/faq.rst:211
msgid "There are several reasons for this:"
@@ -1458,19 +1456,18 @@ msgstr ""
"teste ou projetos de exemplo (se aplicável)."
#: ../../docs/about/faq.rst:361
#, fuzzy
msgid "Is it possible to use Godot to create non-game applications?"
msgstr "É possível utilizar a Godot como uma biblioteca?"
msgstr "É possível utilizar a Godot para criar aplicações que não sejam jogos?"
#: ../../docs/about/faq.rst:363
#, fuzzy
msgid ""
"Yes! Godot features an extensive built-in UI system, and its small "
"distribution size can make it a suitable alternative to frameworks like "
"Electron or Qt."
msgstr ""
"O tamanho de distribuição pequeno do Godot pode fazê-lo de uma alternativa "
"para plataformas como Electron ou Qt."
"Sim! O tamanho de distribuição pequeno do Godot, juntamente com o seu "
"sistema de UI built-in, pode fazê-lo de uma alternativa para plataformas "
"como Electron ou Qt."
#: ../../docs/about/faq.rst:366
msgid ""

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@@ -9,6 +9,7 @@
# Joakim Lundberg <joakim@joakimlundberg.com>, 2020.
# Jonas Robertsson <jonas.robertsson@posteo.net>, 2020.
# Kristoffer Grundström <swedishsailfishosuser@tutanota.com>, 2020-2021.
# Leon <joel.lundborg@gmail.com>, 2021.
# Mattias Münster <mattiasmun@gmail.com>, 2019.
# Molntussen <frida@molntussen.com>, 2019.
# Tim Stahel <timstahel@gmail.com>, 2018.
@@ -21,8 +22,8 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: 2021-05-26 05:32+0000\n"
"Last-Translator: Kristoffer Grundström <swedishsailfishosuser@tutanota.com>\n"
"PO-Revision-Date: 2021-07-13 06:14+0000\n"
"Last-Translator: Leon <joel.lundborg@gmail.com>\n"
"Language-Team: Swedish <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/sv/>\n"
"Language: sv\n"
@@ -30,7 +31,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 4.7-dev\n"
"X-Generator: Weblate 4.7.2-dev\n"
#: ../../docs/index.rst:65
msgid "General"
@@ -14316,7 +14317,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:295
msgid "Script Editor"
msgstr ""
msgstr "Öppna Skript-Redigeraren"
#: ../../docs/getting_started/editor/default_key_mapping.rst:300
msgid "``script_editor/find``"

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@@ -30,6 +30,7 @@
# Kağan Akpınar <kaganakpinar30@gmail.com>, 2020.
# Mehmet Akif Duba <dubamehmetakif@gmail.com>, 2019.
# Mertcan Duman <mertcan.dmn16@gmail.com>, 2019.
# M.Haytham Karamuk <a_developer_2002@outlook.com>, 2021.
# monolifed <monolifed@gmail.com>, 2018.
# Muhammet Mustafa Tozlu <m.mustafatozlu@gmail.com>, 2019.
# Mustafa Turhan <odunluzikkim@gmail.com>, 2019.
@@ -59,8 +60,8 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: 2021-05-26 05:32+0000\n"
"Last-Translator: ali aydın <alimxaydin@gmail.com>\n"
"PO-Revision-Date: 2021-06-20 18:34+0000\n"
"Last-Translator: M.Haytham Karamuk <a_developer_2002@outlook.com>\n"
"Language-Team: Turkish <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/tr/>\n"
"Language: tr\n"
@@ -68,7 +69,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 4.7-dev\n"
"X-Generator: Weblate 4.7\n"
#: ../../docs/index.rst:65
msgid "General"
@@ -1508,12 +1509,20 @@ msgid ""
"processor mode <class_ProjectSettings_property_application/run/"
"low_processor_mode>` in the Project Settings to decrease CPU and GPU usage."
msgstr ""
"Oyun olmayan bir uygulama geliştirirken, :ref:`low-processor mode "
"<class_ProjectSettings_property_application/run/low_processor_mode>`(düşük "
"işlemci modu) seçeneğinin etkinleştirildiğinden emin olun. Proje "
"Ayarlarından etkinleştirilen bu özellik sayesinde CPU ve GPU kullanımı "
"azalacaktır."
#: ../../docs/about/faq.rst:370
msgid ""
"That said, we wouldn't recommend using Godot to create a *mobile* "
"application since low-processor mode isn't supported on mobile platforms yet."
msgstr ""
"Dediğimiz gibi, Godot'u *mobil* bir uygulama yapmak için kullanmanızı "
"tavsiye etmiyoruz. Çünkü düşük işlemci modu henüz mobil cihazlarda "
"desteklenmiyor."
#: ../../docs/about/faq.rst:373
msgid ""
@@ -1521,6 +1530,9 @@ msgid ""
"and `Pixelorama <https://github.com/Orama-Interactive/Pixelorama>`__ for "
"examples of open source applications made with Godot."
msgstr ""
"Godot ile yapılmış açık kaynaklı örnek uygulamaları incelemek için şunlara "
"göz atabilirsiniz: `Material Maker <https://github.com/RodZill4/material-"
"maker>`__ `Pixelorama <https://github.com/Orama-Interactive/Pixelorama>."
#: ../../docs/about/faq.rst:380
msgid "Is it possible to use Godot as a library?"
@@ -1553,9 +1565,10 @@ msgstr ""
#: ../../docs/about/faq.rst:393
msgid "What user interface toolkit does Godot use?"
msgstr ""
msgstr "Godot'un kullandığı kullanıcı arayüzü kiti nedir?"
#: ../../docs/about/faq.rst:395
#, fuzzy
msgid ""
"Godot does not use a standard :abbr:`GUI (Graphical User Interface)` toolkit "
"like GTK, Qt or wxWidgets. Instead, Godot uses its own user interface "
@@ -1564,6 +1577,9 @@ msgid ""
"in C++). These Control nodes can also be used in projects from any scripting "
"language supported by Godot."
msgstr ""
"Godot, GTKİ Qt veya wxWidgets gibi bir standart grafiksel kullanıcı arayüzü "
"(GUI) kullanmaz. Bunun yerine kullanıcı OpenGL ES veya Vulkan ile "
"oluşturulan kendi kullanıcı arayüzü kitini kullanır."
#: ../../docs/about/faq.rst:402
msgid ""

94335
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@@ -22,14 +22,15 @@
# ray90514 <ray90514@hotmail.com>, 2020-2021.
# Y CHAN <yktmobile0040@gmail.com>, 2020.
# 鄭惟中 <biglionlion06@gmail.com>, 2020.
# 黃家信 <peterhuang1kimo@gmail.com>, 2021.
#
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: 2021-03-25 21:57+0000\n"
"Last-Translator: ray90514 <ray90514@hotmail.com>\n"
"PO-Revision-Date: 2021-06-15 14:03+0000\n"
"Last-Translator: 黃家信 <peterhuang1kimo@gmail.com>\n"
"Language-Team: Chinese (Traditional) <https://hosted.weblate.org/projects/"
"godot-engine/godot-docs/zh_Hant/>\n"
"Language: zh_TW\n"
@@ -37,7 +38,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
"X-Generator: Weblate 4.5.2-dev\n"
"X-Generator: Weblate 4.7-dev\n"
#: ../../docs/index.rst:65
msgid "General"
@@ -29465,6 +29466,8 @@ msgid ""
"several PCK files by :ref:`exporting additional PCKs <doc_exporting_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。"
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:45
msgid "On mobile"