From c281744bb72e553f3f74a2705945119c51c88d2b Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Tue, 4 Dec 2018 23:32:50 +0100 Subject: [PATCH] Sync Sphinx templates with current docs --- docs | 2 +- sphinx/templates/about/faq.pot | 2 +- sphinx/templates/about/index.pot | 2 +- sphinx/templates/about/introduction.pot | 4 +- sphinx/templates/community/channels.pot | 2 +- .../contributing/bug_triage_guidelines.pot | 2 +- .../contributing/code_style_guidelines.pot | 2 +- .../contributing/docs_writing_guidelines.pot | 2 +- .../contributing/documentation_guidelines.pot | 2 +- .../community/contributing/index.pot | 2 +- .../community/contributing/pr_workflow.pot | 2 +- .../updating_the_class_reference.pot | 2 +- .../contributing/ways_to_contribute.pot | 2 +- sphinx/templates/community/index.pot | 2 +- sphinx/templates/community/resources.pot | 2 +- sphinx/templates/community/tutorials.pot | 2 +- sphinx/templates/content/3d/index.pot | 2 +- sphinx/templates/content/3d/making_trees.pot | 2 +- .../compiling/compiling_for_android.pot | 122 ++++--- .../compiling/compiling_for_ios.pot | 26 +- .../compiling/compiling_for_osx.pot | 34 +- .../compiling/compiling_for_uwp.pot | 54 +-- .../compiling/compiling_for_web.pot | 28 +- .../compiling/compiling_for_windows.pot | 192 +++++------ .../compiling/compiling_for_x11.pot | 58 ++-- .../compiling/compiling_with_mono.pot | 2 +- .../cross-compiling_for_ios_on_linux.pot | 2 +- .../development/compiling/getting_source.pot | 2 +- .../templates/development/compiling/index.pot | 2 +- .../introduction_to_the_buildsystem.pot | 78 ++--- .../compiling/optimizing_for_size.pot | 2 +- .../development/compiling/packaging_godot.pot | 2 +- .../cpp/binding_to_external_libraries.pot | 2 +- .../development/cpp/configuring_an_ide.pot | 2 +- .../templates/development/cpp/core_types.pot | 2 +- .../cpp/creating_android_modules.pot | 2 +- .../development/cpp/custom_audiostreams.pot | 2 +- .../development/cpp/custom_godot_servers.pot | 2 +- .../development/cpp/custom_modules_in_cpp.pot | 2 +- .../cpp/custom_resource_format_loaders.pot | 2 +- sphinx/templates/development/cpp/index.pot | 2 +- .../cpp/inheritance_class_tree.pot | 2 +- .../cpp/introduction_to_godot_development.pot | 2 +- .../development/cpp/object_class.pot | 2 +- .../development/cpp/variant_class.pot | 2 +- .../development/file_formats/index.pot | 2 +- .../development/file_formats/tscn.pot | 2 +- .../editor/command_line_tutorial.pot | 2 +- .../editor/external_editor.pot | 2 +- .../getting_started/editor/index.pot | 2 +- .../getting_started/editor/unity_to_godot.pot | 10 +- .../scripting/c_sharp/c_sharp_basics.pot | 2 +- .../scripting/c_sharp/c_sharp_differences.pot | 2 +- .../scripting/c_sharp/c_sharp_features.pot | 2 +- .../scripting/c_sharp/c_sharp_style_guide.pot | 2 +- .../scripting/c_sharp/index.pot | 2 +- .../scripting/gdscript/gdscript_advanced.pot | 2 +- .../scripting/gdscript/gdscript_basics.pot | 22 +- .../gdscript/gdscript_format_string.pot | 2 +- .../gdscript/gdscript_styleguide.pot | 2 +- .../scripting/gdscript/index.pot | 2 +- .../scripting/gdscript/static_typing.pot | 2 +- .../getting_started/scripting/index.pot | 2 +- .../visual_script/getting_started.pot | 2 +- .../scripting/visual_script/index.pot | 2 +- .../visual_script/nodes_purposes.pot | 2 +- .../what_is_visual_scripting.pot | 2 +- .../step_by_step/animations.pot | 4 +- .../step_by_step/exporting.pot | 8 +- .../step_by_step/filesystem.pot | 6 +- .../step_by_step/godot_design_philosophy.pot | 10 +- .../getting_started/step_by_step/index.pot | 2 +- .../step_by_step/instancing.pot | 2 +- .../step_by_step/instancing_continued.pot | 4 +- .../intro_to_the_editor_interface.pot | 2 +- .../step_by_step/resources.pot | 20 +- .../step_by_step/scene_tree.pot | 2 +- .../step_by_step/scenes_and_nodes.pot | 4 +- .../step_by_step/scripting.pot | 14 +- .../step_by_step/scripting_continued.pot | 2 +- .../getting_started/step_by_step/signals.pot | 2 +- .../step_by_step/singletons_autoload.pot | 4 +- .../step_by_step/splash_screen.pot | 2 +- .../step_by_step/ui_code_a_life_bar.pot | 30 +- .../step_by_step/ui_game_user_interface.pot | 2 +- .../ui_introduction_to_the_ui_system.pot | 16 +- .../step_by_step/ui_main_menu.pot | 10 +- .../step_by_step/your_first_game.pot | 12 +- .../assets/escn_exporter/animation.pot | 2 +- .../workflow/assets/escn_exporter/index.pot | 2 +- .../workflow/assets/escn_exporter/lights.pot | 2 +- .../assets/escn_exporter/material.pot | 2 +- .../workflow/assets/escn_exporter/mesh.pot | 2 +- .../workflow/assets/escn_exporter/physics.pot | 2 +- .../assets/escn_exporter/skeleton.pot | 2 +- .../workflow/assets/import_process.pot | 2 +- .../assets/importing_audio_samples.pot | 2 +- .../workflow/assets/importing_images.pot | 2 +- .../workflow/assets/importing_scenes.pot | 2 +- .../assets/importing_translations.pot | 2 +- .../getting_started/workflow/assets/index.pot | 2 +- .../changing_application_icon_for_windows.pot | 2 +- .../export/customizing_html5_shell.pot | 2 +- .../workflow/export/exporting_for_android.pot | 2 +- .../workflow/export/exporting_for_ios.pot | 2 +- .../workflow/export/exporting_for_pc.pot | 2 +- .../workflow/export/exporting_for_uwp.pot | 2 +- .../workflow/export/exporting_for_web.pot | 2 +- .../workflow/export/exporting_projects.pot | 2 +- .../workflow/export/feature_tags.pot | 2 +- .../getting_started/workflow/export/index.pot | 2 +- .../workflow/export/one-click_deploy.pot | 2 +- .../getting_started/workflow/index.pot | 2 +- .../workflow/project_setup/index.pot | 2 +- .../project_setup/project_organization.pot | 2 +- sphinx/templates/index.pot | 4 +- .../tutorials/2d/2d_lights_and_shadows.pot | 2 +- sphinx/templates/tutorials/2d/2d_movement.pot | 2 +- .../templates/tutorials/2d/2d_transforms.pot | 2 +- .../templates/tutorials/2d/canvas_layers.pot | 2 +- .../tutorials/2d/custom_drawing_in_2d.pot | 2 +- sphinx/templates/tutorials/2d/index.pot | 2 +- .../tutorials/2d/particle_systems_2d.pot | 2 +- .../templates/tutorials/2d/using_tilemaps.pot | 2 +- .../3d/3d_performance_and_limitations.pot | 2 +- .../tutorials/3d/baked_lightmaps.pot | 2 +- sphinx/templates/tutorials/3d/csg_tools.pot | 4 +- .../3d/environment_and_post_processing.pot | 2 +- .../tutorials/3d/fps_tutorial/index.pot | 2 +- .../tutorials/3d/fps_tutorial/part_five.pot | 2 +- .../tutorials/3d/fps_tutorial/part_four.pot | 2 +- .../tutorials/3d/fps_tutorial/part_one.pot | 2 +- .../tutorials/3d/fps_tutorial/part_six.pot | 2 +- .../tutorials/3d/fps_tutorial/part_three.pot | 2 +- .../tutorials/3d/fps_tutorial/part_two.pot | 6 +- sphinx/templates/tutorials/3d/gi_probes.pot | 2 +- .../tutorials/3d/high_dynamic_range.pot | 2 +- sphinx/templates/tutorials/3d/index.pot | 2 +- .../tutorials/3d/introduction_to_3d.pot | 2 +- .../tutorials/3d/inverse_kinematics.pot | 2 +- .../tutorials/3d/lights_and_shadows.pot | 6 +- .../tutorials/3d/reflection_probes.pot | 2 +- .../tutorials/3d/spatial_material.pot | 2 +- .../templates/tutorials/3d/using_gridmaps.pot | 2 +- .../3d/using_multi_mesh_instance.pot | 2 +- .../tutorials/3d/using_transforms.pot | 2 +- .../3d/working_with_3d_skeletons.pot | 2 +- .../tutorials/animation/cutout_animation.pot | 2 +- .../templates/tutorials/animation/index.pot | 2 +- .../tutorials/animation/introduction_2d.pot | 2 +- sphinx/templates/tutorials/assetlib/index.pot | 2 +- .../assetlib/uploading_to_assetlib.pot | 2 +- .../tutorials/assetlib/using_assetlib.pot | 2 +- .../tutorials/assetlib/what_is_assetlib.pot | 2 +- .../templates/tutorials/audio/audio_buses.pot | 2 +- .../tutorials/audio/audio_streams.pot | 2 +- sphinx/templates/tutorials/audio/index.pot | 2 +- sphinx/templates/tutorials/debug/index.pot | 2 +- .../debug/overview_of_debugging_tools.pot | 2 +- .../tutorials/gui/bbcode_in_richtextlabel.pot | 2 +- .../tutorials/gui/custom_gui_controls.pot | 2 +- .../templates/tutorials/gui/gui_skinning.pot | 2 +- sphinx/templates/tutorials/gui/index.pot | 2 +- .../tutorials/gui/size_and_anchors.pot | 2 +- sphinx/templates/tutorials/i18n/index.pot | 2 +- .../i18n/internationalizing_games.pot | 2 +- sphinx/templates/tutorials/i18n/locales.pot | 2 +- .../tutorials/inputs/custom_mouse_cursor.pot | 2 +- sphinx/templates/tutorials/inputs/index.pot | 2 +- .../templates/tutorials/inputs/inputevent.pot | 2 +- .../inputs/mouse_and_input_coordinates.pot | 2 +- .../tutorials/io/background_loading.pot | 2 +- sphinx/templates/tutorials/io/data_paths.pot | 2 +- .../tutorials/io/encrypting_save_games.pot | 2 +- sphinx/templates/tutorials/io/index.pot | 2 +- .../templates/tutorials/io/saving_games.pot | 2 +- sphinx/templates/tutorials/math/index.pot | 2 +- .../math/matrices_and_transforms.pot | 2 +- .../templates/tutorials/math/vector_math.pot | 2 +- .../tutorials/math/vectors_advanced.pot | 2 +- .../misc/binary_serialization_api.pot | 2 +- .../tutorials/misc/handling_quit_requests.pot | 2 +- sphinx/templates/tutorials/misc/index.pot | 2 +- .../tutorials/misc/pausing_games.pot | 2 +- .../misc/running_code_in_the_editor.pot | 2 +- .../networking/high_level_multiplayer.pot | 2 +- .../networking/http_client_class.pot | 2 +- .../networking/http_request_class.pot | 2 +- .../templates/tutorials/networking/index.pot | 2 +- .../tutorials/networking/ssl_certificates.pot | 2 +- sphinx/templates/tutorials/physics/index.pot | 2 +- .../physics/kinematic_character_2d.pot | 2 +- .../physics/physics_introduction.pot | 2 +- .../tutorials/physics/ragdoll_system.pot | 2 +- .../tutorials/physics/ray-casting.pot | 2 +- .../tutorials/physics/rigid_body.pot | 2 +- .../physics/using_kinematic_body_2d.pot | 2 +- .../platform/android_in_app_purchases.pot | 2 +- .../templates/tutorials/platform/consoles.pot | 2 +- sphinx/templates/tutorials/platform/index.pot | 2 +- .../tutorials/platform/services_for_ios.pot | 2 +- .../plugins/editor/import_plugins.pot | 2 +- .../tutorials/plugins/editor/index.pot | 2 +- .../plugins/editor/making_plugins.pot | 2 +- .../plugins/gdnative/gdnative-c-example.pot | 2 +- .../plugins/gdnative/gdnative-cpp-example.pot | 318 ++++++++++++------ .../tutorials/plugins/gdnative/index.pot | 2 +- sphinx/templates/tutorials/plugins/index.pot | 2 +- sphinx/templates/tutorials/shading/index.pot | 2 +- .../intro_to_shaders_water_workshop.pot | 2 +- .../migrating_to_godot_shader_language.pot | 2 +- .../shading/screen-reading_shaders.pot | 2 +- .../tutorials/shading/shader_materials.pot | 2 +- .../tutorials/shading/shading_language.pot | 2 +- .../vertex_displacement_with_shaders.pot | 138 ++++---- sphinx/templates/tutorials/threads/index.pot | 2 +- .../tutorials/threads/thread_safe_apis.pot | 2 +- .../viewports/custom_postprocessing.pot | 2 +- .../templates/tutorials/viewports/index.pot | 2 +- .../viewports/multiple_resolutions.pot | 2 +- .../viewports/using_viewport_as_texture.pot | 62 ++-- .../tutorials/viewports/viewports.pot | 2 +- sphinx/templates/tutorials/vr/index.pot | 2 +- sphinx/templates/tutorials/vr/vr_primer.pot | 2 +- .../tutorials/vr/vr_starter_tutorial.pot | 2 +- templates_list.txt | 2 +- 226 files changed, 921 insertions(+), 777 deletions(-) rename sphinx/templates/tutorials/{3d => shading}/vertex_displacement_with_shaders.pot (72%) diff --git a/docs b/docs index 3550d1fd7d..0e1dd23cc3 160000 --- a/docs +++ b/docs @@ -1 +1 @@ -Subproject commit 3550d1fd7d3b87e49c52cf6456ea055f8446a310 +Subproject commit 0e1dd23cc3f60d8060b58f763665aa84e3debbbe diff --git a/sphinx/templates/about/faq.pot b/sphinx/templates/about/faq.pot index bbed45fbf1..b23426cd6b 100644 --- a/sphinx/templates/about/faq.pot +++ b/sphinx/templates/about/faq.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/about/index.pot b/sphinx/templates/about/index.pot index 27e889491c..dd10c45a0a 100644 --- a/sphinx/templates/about/index.pot +++ b/sphinx/templates/about/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/about/introduction.pot b/sphinx/templates/about/introduction.pot index 4b1d1d1f69..8e3672b2d5 100644 --- a/sphinx/templates/about/introduction.pot +++ b/sphinx/templates/about/introduction.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -89,7 +89,7 @@ msgid "The :ref:`sec-devel` section is intended for advanced users and contribut msgstr "" #: ../../docs/about/introduction.rst:85 -msgid "The :ref:`sec-community` gives information related to contributing to the engine development and the life of its community, e.g. how to report bugs, help with the documentation, etc. It also points to various community channels like IRC and Discord and contains a list of recommended third-party tutorials outside of this documentation." +msgid "The :ref:`sec-community` section gives information related to contributing to the engine development and the life of its community, e.g. how to report bugs, help with the documentation, etc. It also points to various community channels like IRC and Discord and contains a list of recommended third-party tutorials outside of this documentation." msgstr "" #: ../../docs/about/introduction.rst:90 diff --git a/sphinx/templates/community/channels.pot b/sphinx/templates/community/channels.pot index 4a73827df3..920d335d66 100644 --- a/sphinx/templates/community/channels.pot +++ b/sphinx/templates/community/channels.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/bug_triage_guidelines.pot b/sphinx/templates/community/contributing/bug_triage_guidelines.pot index b73679b055..8a80e5a924 100644 --- a/sphinx/templates/community/contributing/bug_triage_guidelines.pot +++ b/sphinx/templates/community/contributing/bug_triage_guidelines.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/code_style_guidelines.pot b/sphinx/templates/community/contributing/code_style_guidelines.pot index 91ba4cb6a5..912cf97455 100644 --- a/sphinx/templates/community/contributing/code_style_guidelines.pot +++ b/sphinx/templates/community/contributing/code_style_guidelines.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/docs_writing_guidelines.pot b/sphinx/templates/community/contributing/docs_writing_guidelines.pot index 24cd25a4ca..d9b2845571 100644 --- a/sphinx/templates/community/contributing/docs_writing_guidelines.pot +++ b/sphinx/templates/community/contributing/docs_writing_guidelines.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/documentation_guidelines.pot b/sphinx/templates/community/contributing/documentation_guidelines.pot index e6e9d76eb4..89f5517509 100644 --- a/sphinx/templates/community/contributing/documentation_guidelines.pot +++ b/sphinx/templates/community/contributing/documentation_guidelines.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/index.pot b/sphinx/templates/community/contributing/index.pot index 2defc668ab..0a6118352c 100644 --- a/sphinx/templates/community/contributing/index.pot +++ b/sphinx/templates/community/contributing/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/pr_workflow.pot b/sphinx/templates/community/contributing/pr_workflow.pot index 7950c0c708..8c3f2d7d88 100644 --- a/sphinx/templates/community/contributing/pr_workflow.pot +++ b/sphinx/templates/community/contributing/pr_workflow.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/updating_the_class_reference.pot b/sphinx/templates/community/contributing/updating_the_class_reference.pot index 7e31e88740..370ee9dad0 100644 --- a/sphinx/templates/community/contributing/updating_the_class_reference.pot +++ b/sphinx/templates/community/contributing/updating_the_class_reference.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/ways_to_contribute.pot b/sphinx/templates/community/contributing/ways_to_contribute.pot index 910d5c5c58..9af2d546b3 100644 --- a/sphinx/templates/community/contributing/ways_to_contribute.pot +++ b/sphinx/templates/community/contributing/ways_to_contribute.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/index.pot b/sphinx/templates/community/index.pot index 6c96eef312..c49b157d13 100644 --- a/sphinx/templates/community/index.pot +++ b/sphinx/templates/community/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/resources.pot b/sphinx/templates/community/resources.pot index 24d17dee9f..633d00834c 100644 --- a/sphinx/templates/community/resources.pot +++ b/sphinx/templates/community/resources.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/tutorials.pot b/sphinx/templates/community/tutorials.pot index cbb757d557..b4ee301cde 100644 --- a/sphinx/templates/community/tutorials.pot +++ b/sphinx/templates/community/tutorials.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/content/3d/index.pot b/sphinx/templates/content/3d/index.pot index a7888b73fc..be453c2fa8 100644 --- a/sphinx/templates/content/3d/index.pot +++ b/sphinx/templates/content/3d/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/content/3d/making_trees.pot b/sphinx/templates/content/3d/making_trees.pot index 43c7493ee0..fb0b7024a7 100644 --- a/sphinx/templates/content/3d/making_trees.pot +++ b/sphinx/templates/content/3d/making_trees.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_android.pot b/sphinx/templates/development/compiling/compiling_for_android.pot index 6a7f33afcd..183cb4c35d 100644 --- a/sphinx/templates/development/compiling/compiling_for_android.pot +++ b/sphinx/templates/development/compiling/compiling_for_android.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -72,221 +72,217 @@ msgstr "" msgid "JDK 6 or later (either OpenJDK or Oracle JDK) - JDK 9 & 10 do not work with current Gradle." msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:34 +#: ../../docs/development/compiling/compiling_for_android.rst:33 +msgid "For a general overview of SCons usage for Godot, see :ref:`doc_introduction_to_the_buildsystem`." +msgstr "" + +#: ../../docs/development/compiling/compiling_for_android.rst:37 msgid "Setting up the buildsystem" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:36 +#: ../../docs/development/compiling/compiling_for_android.rst:39 msgid "Set the environment variable ANDROID_HOME to point to the Android SDK." msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:39 +#: ../../docs/development/compiling/compiling_for_android.rst:42 msgid "Set the environment variable ANDROID_NDK_ROOT to point to the Android NDK." msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:42 +#: ../../docs/development/compiling/compiling_for_android.rst:45 msgid "To set those environment variables on Windows, press Windows+R, type \"control system\", then click on **Advanced system settings** in the left pane, then click on **Environment variables** on the window that appears." msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:47 +#: ../../docs/development/compiling/compiling_for_android.rst:50 msgid "To set those environment variables on Unix (e.g. Linux, macOS), use ``export ANDROID_HOME=/path/to/android-sdk`` and ``export ANDROID_NDK_ROOT=/path/to/android-ndk``. Where /path/to/android-sdk and /path/to/android-ndk is the path where Android SDK and Android NDK are placed on your PC." msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:54 -msgid "Toolchain" -msgstr "" - -#: ../../docs/development/compiling/compiling_for_android.rst:56 -msgid "We usually try to keep the Godot Android build code up to date, but Google changes their toolchain versions often, so if compilation fails due to wrong toolchain version, go to your NDK directory and check the current number, then set the following environment variable:" -msgstr "" - -#: ../../docs/development/compiling/compiling_for_android.rst:66 +#: ../../docs/development/compiling/compiling_for_android.rst:57 msgid "Building the export templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:68 +#: ../../docs/development/compiling/compiling_for_android.rst:59 msgid "Godot needs two export templates for Android: the optimized \"release\" template (`android_release.apk`) and the debug version (`android_debug.apk`). Compiling the standard export templates is done by calling scons with the following arguments:" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:73 +#: ../../docs/development/compiling/compiling_for_android.rst:64 msgid "Release template (used when exporting with \"Debugging Enabled\" OFF)" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:81 +#: ../../docs/development/compiling/compiling_for_android.rst:72 msgid "(on Linux or macOS, execute the `gradlew` script with `./gradlew build`)" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:83 -#: ../../docs/development/compiling/compiling_for_android.rst:97 +#: ../../docs/development/compiling/compiling_for_android.rst:74 +#: ../../docs/development/compiling/compiling_for_android.rst:88 msgid "The resulting APK is in:" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:89 +#: ../../docs/development/compiling/compiling_for_android.rst:80 msgid "Debug template (used when exporting with \"Debugging Enabled\" ON)" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:104 +#: ../../docs/development/compiling/compiling_for_android.rst:95 msgid "Faster compilation" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:106 +#: ../../docs/development/compiling/compiling_for_android.rst:97 msgid "If you are on Unix or installed PyWin32 on Windows and have multiple CPU cores available, you can speed up the compilation by adding the ``-jX`` argument to the SCons command, where ``X`` is the number of cores that you want to allocate to the compilation, e.g. ``scons -j4``." msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:113 +#: ../../docs/development/compiling/compiling_for_android.rst:104 msgid "Adding support for x86 devices" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:115 +#: ../../docs/development/compiling/compiling_for_android.rst:106 msgid "If you also want to include support for x86 devices, run the scons command a second time with the ``android_arch=x86`` argument before building the APK with Gradle. For example for the release template:" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:127 +#: ../../docs/development/compiling/compiling_for_android.rst:118 msgid "This will create a fat binary that works in both platforms, but will add about 6 megabytes to the APK." msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:131 -#: ../../docs/development/compiling/compiling_for_android.rst:178 +#: ../../docs/development/compiling/compiling_for_android.rst:122 +#: ../../docs/development/compiling/compiling_for_android.rst:169 msgid "Troubleshooting" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:133 +#: ../../docs/development/compiling/compiling_for_android.rst:124 msgid "It might be necessary to clean the build cache between two APK compilations, as some users have reported issues when building the two export templates one after the other." msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:138 +#: ../../docs/development/compiling/compiling_for_android.rst:129 msgid "Using the export templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:140 +#: ../../docs/development/compiling/compiling_for_android.rst:131 msgid "As export templates for Android, Godot needs release and debug APKs that were compiled against the same version/commit as the editor. If you are using official binaries for the editor, make sure to install the matching export templates, or to build your own from the same version." msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:145 +#: ../../docs/development/compiling/compiling_for_android.rst:136 msgid "When exporting your game, Godot opens the APK, changes a few things inside and adds your files." msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:149 +#: ../../docs/development/compiling/compiling_for_android.rst:140 msgid "Installing the templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:151 +#: ../../docs/development/compiling/compiling_for_android.rst:142 msgid "The newly-compiled templates (android_debug.apk and android_release.apk) must be copied to Godot's templates folder with their respective names. The templates folder can be located in:" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:155 +#: ../../docs/development/compiling/compiling_for_android.rst:146 msgid "Windows: ``C:\\Users\\[username]\\AppData\\Roaming\\Godot\\templates\\[version]\\``" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:156 +#: ../../docs/development/compiling/compiling_for_android.rst:147 msgid "Linux: ``/home/[username]/.local/share/godot/templates/[version]/``" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:157 +#: ../../docs/development/compiling/compiling_for_android.rst:148 msgid "macOS: ``/Users/[username]/Library/Application Support/Godot/templates/[version]/``" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:159 +#: ../../docs/development/compiling/compiling_for_android.rst:150 msgid "``[version]`` is of the form ``major.minor[.patch].status`` using values from ``version.py`` in your Godot source repository (e.g. ``3.0.5.stable`` or `3.1.dev``). You also need to write this same version string to a ``version.txt`` file located next to your export templates." msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:166 +#: ../../docs/development/compiling/compiling_for_android.rst:157 msgid "However, if you are writing your custom modules or custom C++ code, you might instead want to configure your APKs as custom export templates here:" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:172 +#: ../../docs/development/compiling/compiling_for_android.rst:163 msgid "You don't even need to copy them, you can just reference the resulting file in the ``bin\\`` directory of your Godot source folder, so that the next time you build you will automatically have the custom templates referenced." msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:181 +#: ../../docs/development/compiling/compiling_for_android.rst:172 msgid "Application not installed" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:183 +#: ../../docs/development/compiling/compiling_for_android.rst:174 msgid "Android might complain the application is not correctly installed. If so, check the following:" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:186 +#: ../../docs/development/compiling/compiling_for_android.rst:177 msgid "Check that the debug keystore is properly generated." msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:187 +#: ../../docs/development/compiling/compiling_for_android.rst:178 msgid "Check that jarsigner is from JDK 6, 7 or 8." msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:189 +#: ../../docs/development/compiling/compiling_for_android.rst:180 msgid "If it still fails, open a command line and run logcat:" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:195 +#: ../../docs/development/compiling/compiling_for_android.rst:186 msgid "And check the output while the application is installed. Reason for failure should be presented there." msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:198 +#: ../../docs/development/compiling/compiling_for_android.rst:189 msgid "Seek assistance if you can't figure it out." msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:201 +#: ../../docs/development/compiling/compiling_for_android.rst:192 msgid "Application exits immediately" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:203 +#: ../../docs/development/compiling/compiling_for_android.rst:194 msgid "If the application runs but exits immediately, there might be one of the following reasons:" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:206 +#: ../../docs/development/compiling/compiling_for_android.rst:197 msgid "Make sure to use export templates that match your editor version; if you use a new Godot version, you *have* to update the templates too." msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:208 +#: ../../docs/development/compiling/compiling_for_android.rst:199 msgid "libgodot_android.so is not in ``lib/armeabi-v7a`` or ``lib/armeabi``" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:209 +#: ../../docs/development/compiling/compiling_for_android.rst:200 msgid "Device does not support armv7 (try compiling yourself for armv6)" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:210 +#: ../../docs/development/compiling/compiling_for_android.rst:201 msgid "Device is Intel, and apk is compiled for ARM." msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:212 +#: ../../docs/development/compiling/compiling_for_android.rst:203 msgid "In any case, ``adb logcat`` should also show the cause of the error." msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:215 +#: ../../docs/development/compiling/compiling_for_android.rst:206 msgid "Compilation fails" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:217 +#: ../../docs/development/compiling/compiling_for_android.rst:208 msgid "On Linux systems with Kernel version 4.3 or newer, compilation may fail with the error \"pthread_create failed: Resource temporarily unavailable.\"" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:220 +#: ../../docs/development/compiling/compiling_for_android.rst:211 msgid "This is because of a change in the way Linux limits thread creation. But you can change those limits through the command line. Please read this section thoroughly before beginning." msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:224 +#: ../../docs/development/compiling/compiling_for_android.rst:215 msgid "First open a terminal, then begin compilation as usual (it may be a good idea to run a --clean first). While compiling enter the following in your terminal:" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:232 +#: ../../docs/development/compiling/compiling_for_android.rst:223 msgid "The output should list a scons process, with its PID as the first number in the output. For example the PID 1077 in the output shown below:" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:240 +#: ../../docs/development/compiling/compiling_for_android.rst:231 msgid "Now you can use another command to increase the number of processes that scons is allowed to spawn. You can check its current limits with:" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:247 +#: ../../docs/development/compiling/compiling_for_android.rst:238 msgid "You can increase those limits with the command:" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:253 +#: ../../docs/development/compiling/compiling_for_android.rst:244 msgid "Obviously you should substitute the scons PID output by top and a limits that you think suitable. These are in the form --nproc=soft:hard where soft must be lesser than or equal to hard. See the man page for more information." msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:258 +#: ../../docs/development/compiling/compiling_for_android.rst:249 msgid "If all went well, and you entered the prlimit command while scons was running, then your compilation should continue without the error." msgstr "" diff --git a/sphinx/templates/development/compiling/compiling_for_ios.pot b/sphinx/templates/development/compiling/compiling_for_ios.pot index 5da0018297..c66e9c9687 100644 --- a/sphinx/templates/development/compiling/compiling_for_ios.pot +++ b/sphinx/templates/development/compiling/compiling_for_ios.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -32,43 +32,47 @@ msgstr "" msgid "Xcode with the iOS SDK and the command line tools." msgstr "" -#: ../../docs/development/compiling/compiling_for_ios.rst:16 +#: ../../docs/development/compiling/compiling_for_ios.rst:15 +msgid "For a general overview of SCons usage for Godot, see :ref:`doc_introduction_to_the_buildsystem`." +msgstr "" + +#: ../../docs/development/compiling/compiling_for_ios.rst:19 msgid "Compiling" msgstr "" -#: ../../docs/development/compiling/compiling_for_ios.rst:18 +#: ../../docs/development/compiling/compiling_for_ios.rst:21 msgid "Open a Terminal, go to the root dir of the engine source code and type:" msgstr "" -#: ../../docs/development/compiling/compiling_for_ios.rst:24 +#: ../../docs/development/compiling/compiling_for_ios.rst:27 msgid "for a debug build, or:" msgstr "" -#: ../../docs/development/compiling/compiling_for_ios.rst:30 +#: ../../docs/development/compiling/compiling_for_ios.rst:33 msgid "for a release build (check ``platform/iphone/detect.py`` for the compiler flags used for each configuration)." msgstr "" -#: ../../docs/development/compiling/compiling_for_ios.rst:33 +#: ../../docs/development/compiling/compiling_for_ios.rst:36 msgid "Alternatively, you can run" msgstr "" -#: ../../docs/development/compiling/compiling_for_ios.rst:39 +#: ../../docs/development/compiling/compiling_for_ios.rst:42 msgid "for a Simulator executable." msgstr "" -#: ../../docs/development/compiling/compiling_for_ios.rst:41 +#: ../../docs/development/compiling/compiling_for_ios.rst:44 msgid "Additionally since some time Apple requires 64 bit version of application binary when you are uploading to iStore. The best way to provide these is to create a bundle in which there are both 32bit and 64 binaries, so every device will be able to run the game. It can be done in three steps, first compile 32 bit version, then compile 64 bit version and then use ``lipo`` to bundle them into one fat binary, all those steps can be performed with following commands:" msgstr "" -#: ../../docs/development/compiling/compiling_for_ios.rst:53 +#: ../../docs/development/compiling/compiling_for_ios.rst:56 msgid "Run" msgstr "" -#: ../../docs/development/compiling/compiling_for_ios.rst:55 +#: ../../docs/development/compiling/compiling_for_ios.rst:58 msgid "To run on a device or simulator, follow these instructions: :ref:`doc_exporting_for_ios`." msgstr "" -#: ../../docs/development/compiling/compiling_for_ios.rst:58 +#: ../../docs/development/compiling/compiling_for_ios.rst:61 msgid "Replace or add your executable to the Xcode project, and change the \"executable name\" property on Info.plist accordingly if you use an alternative build." msgstr "" diff --git a/sphinx/templates/development/compiling/compiling_for_osx.pot b/sphinx/templates/development/compiling/compiling_for_osx.pot index 5f0ba49c7d..754682826a 100644 --- a/sphinx/templates/development/compiling/compiling_for_osx.pot +++ b/sphinx/templates/development/compiling/compiling_for_osx.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -40,59 +40,63 @@ msgstr "" msgid "Xcode (or the more lightweight Command Line Tools for Xcode)" msgstr "" -#: ../../docs/development/compiling/compiling_for_osx.rst:19 +#: ../../docs/development/compiling/compiling_for_osx.rst:18 +msgid "For a general overview of SCons usage for Godot, see :ref:`doc_introduction_to_the_buildsystem`." +msgstr "" + +#: ../../docs/development/compiling/compiling_for_osx.rst:22 msgid "Compiling" msgstr "" -#: ../../docs/development/compiling/compiling_for_osx.rst:21 +#: ../../docs/development/compiling/compiling_for_osx.rst:24 msgid "Start a terminal, go to the root dir of the engine source code and type:" msgstr "" -#: ../../docs/development/compiling/compiling_for_osx.rst:27 +#: ../../docs/development/compiling/compiling_for_osx.rst:30 msgid "If all goes well, the resulting binary executable will be placed in the \"bin\" subdirectory. This executable file contains the whole engine and runs without any dependencies. Executing it will bring up the project manager." msgstr "" -#: ../../docs/development/compiling/compiling_for_osx.rst:32 +#: ../../docs/development/compiling/compiling_for_osx.rst:35 msgid "To create an .app like in the official builds, you need to use the template located in ``misc/dist/osx_tools.app``. Typically, for a \".64\" optimised binary built with `scons p=osx target=release_debug`:" msgstr "" -#: ../../docs/development/compiling/compiling_for_osx.rst:44 +#: ../../docs/development/compiling/compiling_for_osx.rst:47 msgid "Compiling for 32 and 64-bit" msgstr "" -#: ../../docs/development/compiling/compiling_for_osx.rst:46 +#: ../../docs/development/compiling/compiling_for_osx.rst:49 msgid "All macOS versions after 10.6 are 64-bit exclusive, so the executable will be a \".64\" file by default for most users. If you would like to compile a \".fat\" executable which contains both 32 and 64-bit code, you can do so by specifying the bits in the scons command like so:" msgstr "" -#: ../../docs/development/compiling/compiling_for_osx.rst:56 +#: ../../docs/development/compiling/compiling_for_osx.rst:59 msgid "Cross-compiling" msgstr "" -#: ../../docs/development/compiling/compiling_for_osx.rst:58 +#: ../../docs/development/compiling/compiling_for_osx.rst:61 msgid "It is possible to compile for macOS in a Linux environment (and maybe also in Windows with Cygwin). For that you will need `OSXCross `__ to be able to use macOS as target. First, follow the instructions to install it:" msgstr "" -#: ../../docs/development/compiling/compiling_for_osx.rst:63 +#: ../../docs/development/compiling/compiling_for_osx.rst:66 msgid "Clone the `OSXCross repository ` somewhere on your machine (or download a zip file and extract it somewhere), e.g.:" msgstr "" -#: ../../docs/development/compiling/compiling_for_osx.rst:71 +#: ../../docs/development/compiling/compiling_for_osx.rst:74 msgid "Follow the instructions to package the SDK: https://github.com/tpoechtrager/osxcross#packaging-the-sdk" msgstr "" -#: ../../docs/development/compiling/compiling_for_osx.rst:73 +#: ../../docs/development/compiling/compiling_for_osx.rst:76 msgid "Follow the instructions to install OSXCross: https://github.com/tpoechtrager/osxcross#installation" msgstr "" -#: ../../docs/development/compiling/compiling_for_osx.rst:76 +#: ../../docs/development/compiling/compiling_for_osx.rst:79 msgid "After that, you will need to define the ``OSXCROSS_ROOT`` as the path to the OSXCross installation (the same place where you cloned the repository/extracted the zip), e.g.:" msgstr "" -#: ../../docs/development/compiling/compiling_for_osx.rst:84 +#: ../../docs/development/compiling/compiling_for_osx.rst:87 msgid "Now you can compile with SCons like you normally would:" msgstr "" -#: ../../docs/development/compiling/compiling_for_osx.rst:90 +#: ../../docs/development/compiling/compiling_for_osx.rst:93 msgid "If you have an OSXCross SDK version different from the one expected by the SCons buildsystem, you can specify a custom one with the ``osxcross_sdk`` argument:" msgstr "" diff --git a/sphinx/templates/development/compiling/compiling_for_uwp.pot b/sphinx/templates/development/compiling/compiling_for_uwp.pot index bfe60ecc2d..a215c44262 100644 --- a/sphinx/templates/development/compiling/compiling_for_uwp.pot +++ b/sphinx/templates/development/compiling/compiling_for_uwp.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -40,99 +40,103 @@ msgstr "" msgid "`ANGLE source `__. Use the ``ms_master`` (default) branch. Keep it in a path without spaces to avoid problems." msgstr "" -#: ../../docs/development/compiling/compiling_for_uwp.rst:21 +#: ../../docs/development/compiling/compiling_for_uwp.rst:20 +msgid "For a general overview of SCons usage for Godot, see :ref:`doc_introduction_to_the_buildsystem`." +msgstr "" + +#: ../../docs/development/compiling/compiling_for_uwp.rst:24 msgid "Compiling" msgstr "" -#: ../../docs/development/compiling/compiling_for_uwp.rst:23 +#: ../../docs/development/compiling/compiling_for_uwp.rst:26 msgid "You need to open a proper Visual Studio prompt for the target architecture you want to build. Check :ref:`doc_compiling_for_windows` to see how these prompts work." msgstr "" -#: ../../docs/development/compiling/compiling_for_uwp.rst:27 +#: ../../docs/development/compiling/compiling_for_uwp.rst:30 msgid "There are three target architectures for UWP: x86 (32-bits), x64 (64-bits) and ARM (32-bits). For the latter, you can run ``vcvarsall.bat`` with ``x86_arm`` or ``amd64_arm`` as argument to set the environment." msgstr "" -#: ../../docs/development/compiling/compiling_for_uwp.rst:31 +#: ../../docs/development/compiling/compiling_for_uwp.rst:34 msgid "Set the ``ANGLE_SRC_PATH`` to the directory where you downloaded the ANGLE source code. The build process will also build ANGLE to produce the required DLLs for the selected architecture." msgstr "" -#: ../../docs/development/compiling/compiling_for_uwp.rst:35 +#: ../../docs/development/compiling/compiling_for_uwp.rst:38 msgid "Once you're set, run the SCons command similarly to the other platforms::" msgstr "" -#: ../../docs/development/compiling/compiling_for_uwp.rst:40 +#: ../../docs/development/compiling/compiling_for_uwp.rst:43 msgid "Creating UWP export templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_uwp.rst:42 +#: ../../docs/development/compiling/compiling_for_uwp.rst:45 msgid "To export using the editor you need to properly build package the templates. You need all three architectures with ``debug`` and ``release`` templates to be able to export." msgstr "" -#: ../../docs/development/compiling/compiling_for_uwp.rst:46 +#: ../../docs/development/compiling/compiling_for_uwp.rst:49 msgid "Open the command prompt for one architecture and run SCons twice (once for each target)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_uwp.rst:52 +#: ../../docs/development/compiling/compiling_for_uwp.rst:55 msgid "Repeat for the other architectures." msgstr "" -#: ../../docs/development/compiling/compiling_for_uwp.rst:54 +#: ../../docs/development/compiling/compiling_for_uwp.rst:57 msgid "In the end your ``bin`` folder will have the ``.exe`` binaries with a name like ``godot.uwp.opt.debug.32.x86.exe`` (with variations for each target/arch)." msgstr "" -#: ../../docs/development/compiling/compiling_for_uwp.rst:58 +#: ../../docs/development/compiling/compiling_for_uwp.rst:61 msgid "Copy one of these to ``misc/dist/uwp_template`` inside the Godot source folder and rename the binary to ``godot.uwp.exe``. From the ANGLE source, under ``winrt/10/src/Release_%arch%`` (where ``%arch%`` can be ``Win32``, ``x64`` or ``ARM``), get the ``libEGL.dll`` and the ``libGLESv2.dll``, putting them along with the executable." msgstr "" -#: ../../docs/development/compiling/compiling_for_uwp.rst:64 +#: ../../docs/development/compiling/compiling_for_uwp.rst:67 msgid "Add the files in the ``uwp_template`` folder to a ZIP. Rename the resulting Zip according to the target/architecture of the template::" msgstr "" -#: ../../docs/development/compiling/compiling_for_uwp.rst:74 +#: ../../docs/development/compiling/compiling_for_uwp.rst:77 msgid "Move those templates to the ``[versionstring]\\templates`` folder in Godot settings path, where `versionstring` is the version of Godot you have compiled the export templates for - e.g. `3.0.alpha` for the alpha version of Godot 3. If you don't want to replace the templates, you can set the \"Custom Package\" property in the export window." msgstr "" -#: ../../docs/development/compiling/compiling_for_uwp.rst:81 +#: ../../docs/development/compiling/compiling_for_uwp.rst:84 msgid "Running UWP apps with Visual Studio" msgstr "" -#: ../../docs/development/compiling/compiling_for_uwp.rst:83 +#: ../../docs/development/compiling/compiling_for_uwp.rst:86 msgid "If you want to debug the UWP port or simply run your apps without packaging and signing, you can deploy and launch them using Visual Studio. It might be the easiest way if you are testing on a device such as a Windows Phone or an Xbox One." msgstr "" -#: ../../docs/development/compiling/compiling_for_uwp.rst:88 +#: ../../docs/development/compiling/compiling_for_uwp.rst:91 msgid "Within the ANGLE source folder, open ``templates`` and double-click the ``install.bat`` script file. This will install the Visual Studio project templates for ANGLE apps." msgstr "" -#: ../../docs/development/compiling/compiling_for_uwp.rst:92 +#: ../../docs/development/compiling/compiling_for_uwp.rst:95 msgid "If you have not built Godot yet, open the ``winrt/10/src/angle.sln`` solution from the ANGLE source and build it to Release/Win32 target. You may also need to build it for ARM if you plan to run on a device. You can also use MSBuild if you're comfortable with the command line." msgstr "" -#: ../../docs/development/compiling/compiling_for_uwp.rst:97 +#: ../../docs/development/compiling/compiling_for_uwp.rst:100 msgid "Create a new Windows App project using the \"App for OpenGL ES (Windows Universal)\" project template, which can be found under the ``Visual C++/Windows/Universal`` category." msgstr "" -#: ../../docs/development/compiling/compiling_for_uwp.rst:101 +#: ../../docs/development/compiling/compiling_for_uwp.rst:104 msgid "This is a base project with the ANGLE dependencies already set up. However, by default it picks the debug version of the DLLs which usually have poor performance. So in the \"Binaries\" filter, click in each of the DLLs there and in the \"Properties\" window and change the relative path from ``Debug_Win32`` to ``Release_Win32`` (or ``Release_ARM`` for devices)." msgstr "" -#: ../../docs/development/compiling/compiling_for_uwp.rst:107 +#: ../../docs/development/compiling/compiling_for_uwp.rst:110 msgid "In the same \"Binaries\" filter, select \"Add > Existing Item\" and point to the Godot executable for UWP you have. In the \"Properties\" window, set \"Content\" to ``True`` so it's included in the project." msgstr "" -#: ../../docs/development/compiling/compiling_for_uwp.rst:111 +#: ../../docs/development/compiling/compiling_for_uwp.rst:114 msgid "Right-click the ``Package.appxmanifest`` file and select \"Open With... > XML (Text) Editor\". In the ``Package/Applications/Application`` element, replace the ``Executable`` attribute from ``$targetnametoken$.exe`` to ``godot.uwp.exe`` (or whatever your Godot executable is called). Also change the ``EntryPoint`` attribute to ``GodotUWP.App``. This will ensure that the Godot executable is correctly called when the app starts." msgstr "" -#: ../../docs/development/compiling/compiling_for_uwp.rst:118 +#: ../../docs/development/compiling/compiling_for_uwp.rst:121 msgid "Create a folder (*not* a filter) called ``game`` in your Visual Studio project folder and there you can put either a ``data.pck`` file or your Godot project files. After that, make sure to include it all with the \"Add > Existing Item\" command and set their \"Content\" property to ``True`` so they're copied to the app." msgstr "" -#: ../../docs/development/compiling/compiling_for_uwp.rst:124 +#: ../../docs/development/compiling/compiling_for_uwp.rst:127 msgid "To ease the workflow, you can open the \"Solution Properties\" and in the \"Configuration\" section untick the \"Build\" option for the app. You still have to build it at least once to generate some needed files, you can do so by right-clicking the project (*not* the solution) in the \"Solution Explorer\" and selecting \"Build\"." msgstr "" -#: ../../docs/development/compiling/compiling_for_uwp.rst:130 +#: ../../docs/development/compiling/compiling_for_uwp.rst:133 msgid "Now you can just run the project and your app should open. You can use also the \"Start Without Debugging\" from the \"Debug\" menu (Ctrl+F5) to make it launch faster." msgstr "" diff --git a/sphinx/templates/development/compiling/compiling_for_web.pot b/sphinx/templates/development/compiling/compiling_for_web.pot index 37faa55323..df64e96c5a 100644 --- a/sphinx/templates/development/compiling/compiling_for_web.pot +++ b/sphinx/templates/development/compiling/compiling_for_web.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -40,47 +40,51 @@ msgstr "" msgid "`SCons `__ build system" msgstr "" -#: ../../docs/development/compiling/compiling_for_web.rst:20 +#: ../../docs/development/compiling/compiling_for_web.rst:19 +msgid "For a general overview of SCons usage for Godot, see :ref:`doc_introduction_to_the_buildsystem`." +msgstr "" + +#: ../../docs/development/compiling/compiling_for_web.rst:23 msgid "Building export templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_web.rst:22 +#: ../../docs/development/compiling/compiling_for_web.rst:25 msgid "Before starting, confirm that the Emscripten configuration file exists and specifies all settings correctly. This file is available as ``~/.emscripten`` on UNIX-like systems and ``%USERPROFILE%\\.emscripten`` on Windows. It's usually written by the Emscripten SDK, e.g. when invoking ``emsdk activate latest``, or by your package manager. It's also created when starting Emscripten's ``emcc`` program if the file doesn't exist." msgstr "" -#: ../../docs/development/compiling/compiling_for_web.rst:29 +#: ../../docs/development/compiling/compiling_for_web.rst:32 msgid "Open a terminal and navigate to the root directory of the engine source code. Then instruct SCons to build the JavaScript platform. Specify ``target`` as either ``release`` for a release build or ``release_debug`` for a debug build::" msgstr "" -#: ../../docs/development/compiling/compiling_for_web.rst:36 +#: ../../docs/development/compiling/compiling_for_web.rst:39 msgid "By default, the :ref:`JavaScript singleton ` will be built into the engine. Since ``eval()`` calls can be a security concern, the ``javascript_eval`` option can be used to build without the singleton::" msgstr "" -#: ../../docs/development/compiling/compiling_for_web.rst:43 +#: ../../docs/development/compiling/compiling_for_web.rst:46 msgid "The engine will now be compiled to WebAssembly by Emscripten. Once finished, the resulting file will be placed in the ``bin`` subdirectory. Its name is ``godot.javascript.opt.zip`` for release or ``godot.javascript.opt.debug.zip`` for debug." msgstr "" -#: ../../docs/development/compiling/compiling_for_web.rst:48 +#: ../../docs/development/compiling/compiling_for_web.rst:51 msgid "Finally, rename the zip archive to ``webassembly_release.zip`` for the release template::" msgstr "" -#: ../../docs/development/compiling/compiling_for_web.rst:53 +#: ../../docs/development/compiling/compiling_for_web.rst:56 msgid "And ``webassembly_debug.zip`` for the debug template::" msgstr "" -#: ../../docs/development/compiling/compiling_for_web.rst:58 +#: ../../docs/development/compiling/compiling_for_web.rst:61 msgid "Building per asm.js translation or LLVM backend" msgstr "" -#: ../../docs/development/compiling/compiling_for_web.rst:60 +#: ../../docs/development/compiling/compiling_for_web.rst:63 msgid "WebAssembly can be compiled in two ways: The default is to first compile to asm.js, a highly optimizable subset of JavaScript, using Emscripten's *fastcomp* fork of LLVM. This code is then translated to WebAssembly using a tool called ``asm2wasm``. Emscripten automatically takes care of both processes, we simply run SCons." msgstr "" -#: ../../docs/development/compiling/compiling_for_web.rst:66 +#: ../../docs/development/compiling/compiling_for_web.rst:69 msgid "The other method uses LLVM's WebAssembly backend. This backend is not yet available in release versions of LLVM, only in development builds built with ``LLVM_EXPERIMENTAL_TARGETS_TO_BUILD=WebAssembly``. Compiling with this backend outputs files in LLVM's ``.s`` format, which is translated into actual WebAssembly using a tool called ``s2wasm``. Emscripten manages these processes as well, so we just invoke SCons." msgstr "" -#: ../../docs/development/compiling/compiling_for_web.rst:73 +#: ../../docs/development/compiling/compiling_for_web.rst:76 msgid "In order to choose one of the two methods, the ``LLVM_ROOT`` variable in the Emscripten configuration file is used. If it points to a directory containing binaries of Emscripten's *fastcomp* fork of clang, ``asm2wasm`` is used. This is the default in a normal Emscripten installation. Otherwise, LLVM binaries built with the WebAssembly backend will be expected and ``s2wasm`` is used. On Windows, make sure to escape backslashes of paths within this file as double backslashes ``\\\\`` or use Unix-style paths with a single forward slash ``/``." msgstr "" diff --git a/sphinx/templates/development/compiling/compiling_for_windows.pot b/sphinx/templates/development/compiling/compiling_for_windows.pot index da2c0e8e2f..6c5492e272 100644 --- a/sphinx/templates/development/compiling/compiling_for_windows.pot +++ b/sphinx/templates/development/compiling/compiling_for_windows.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -44,375 +44,379 @@ msgstr "" msgid "`SCons `__ build system." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:24 +#: ../../docs/development/compiling/compiling_for_windows.rst:23 +msgid "For a general overview of SCons usage for Godot, see :ref:`doc_introduction_to_the_buildsystem`." +msgstr "" + +#: ../../docs/development/compiling/compiling_for_windows.rst:27 msgid "Setting up SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:26 +#: ../../docs/development/compiling/compiling_for_windows.rst:29 msgid "Python adds the interpreter (python.exe) to the path. It usually installs in ``C:\\Python`` (or ``C:\\Python[Version]``). SCons installs inside the Python install (typically in the ``Scripts`` folder) and provides a batch file called ``scons.bat``. The location of this file can be added to the path or it can simply be copied to ``C:\\Python`` together with the interpreter executable." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:33 +#: ../../docs/development/compiling/compiling_for_windows.rst:36 msgid "To check whether you have installed Python and SCons correctly, you can type ``python --version`` and ``scons --version`` into the Windows Command Prompt (``cmd.exe``)." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:37 +#: ../../docs/development/compiling/compiling_for_windows.rst:40 msgid "If commands above do not work, make sure you add Python to your PATH environment variable after installing it, and check again." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:41 +#: ../../docs/development/compiling/compiling_for_windows.rst:44 msgid "Setting up Pywin32" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:43 +#: ../../docs/development/compiling/compiling_for_windows.rst:46 msgid "Pywin32 is required for parallel builds using multiple CPU cores. If SCons is issuing a warning about Pywin32 after parsing SConstruct build instructions, when beginning to build, you need to install it properly from the correct installer executable for your Python version `located at Github. `__" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:49 +#: ../../docs/development/compiling/compiling_for_windows.rst:52 msgid "For example, if you installed a 32-bit version of Python 2.7, you would want to install the latest version of Pywin32 that is built for the mentioned version of Python. That executable installer would be named ``pywin32-221.win32-py2.7.exe``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:53 +#: ../../docs/development/compiling/compiling_for_windows.rst:56 msgid "The ``amd64`` version of Pywin32 is for a 64-bit version of Python ``pywin32-221.win-amd64-py2.7.exe``. Change the ``py`` number to install for your version of Python (check via ``python --version`` mentioned above)." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:60 +#: ../../docs/development/compiling/compiling_for_windows.rst:63 msgid "Installing Visual Studio caveats" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:62 +#: ../../docs/development/compiling/compiling_for_windows.rst:65 msgid "If installing Visual Studio 2015 or later, make sure to run **Custom** installation, not **Typical** and select C++ as language there (and any other things you might need). The installer does not install C++ by default. C++ was the `only language made optional `__ in Visual Studio 2015." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:68 +#: ../../docs/development/compiling/compiling_for_windows.rst:71 msgid "If you have already made the mistake of installing a **Typical**, installation, rerun the executable installer you downloaded from internet, it will give you a **Modify** Button option. Running the install from Add/Remove programs will only give you the \"Repair\" option, which will do nothing for your problem." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:74 +#: ../../docs/development/compiling/compiling_for_windows.rst:77 msgid "If you're using Express, make sure you get/have a version that can compile for ***C++, Desktop***." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:78 +#: ../../docs/development/compiling/compiling_for_windows.rst:81 msgid "Downloading Godot's source" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:80 +#: ../../docs/development/compiling/compiling_for_windows.rst:83 msgid "`Godot's `__ source is hosted on GitHub. Downloading it (cloning) via `Git `__ is recommended." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:83 +#: ../../docs/development/compiling/compiling_for_windows.rst:86 msgid "The tutorial will presume from now on that you placed the source into ``C:\\godot``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:87 +#: ../../docs/development/compiling/compiling_for_windows.rst:90 msgid "Compiling" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:89 +#: ../../docs/development/compiling/compiling_for_windows.rst:92 msgid "SCons will not be able out of the box to compile from the Windows Command Prompt (``cmd.exe``) because SCons and Visual C++ compiler will not be able to locate environment variables and executables they need for compilation." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:94 +#: ../../docs/development/compiling/compiling_for_windows.rst:97 msgid "Therefore, you need to start a Visual Studio command prompt. It sets up environment variables needed by SCons to locate the compiler. It should be called similar to one of the below names (for your respective version of Visual Studio):" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:99 +#: ../../docs/development/compiling/compiling_for_windows.rst:102 msgid "\"Developer Command Prompt for VS2013\"" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:100 +#: ../../docs/development/compiling/compiling_for_windows.rst:103 msgid "\"VS2013 x64 Native Tools Command Prompt\"" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:101 +#: ../../docs/development/compiling/compiling_for_windows.rst:104 msgid "\"VS2013 x86 Native Tools Command Prompt\"" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:102 +#: ../../docs/development/compiling/compiling_for_windows.rst:105 msgid "\"VS2013 x64 Cross Tools Command Prompt\"" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:103 +#: ../../docs/development/compiling/compiling_for_windows.rst:106 msgid "\"VS2013 x86 Cross Tools Command Prompt\"" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:105 +#: ../../docs/development/compiling/compiling_for_windows.rst:108 msgid "You should be able to find at least the Developer Command Prompt for your version of Visual Studio in your start menu." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:108 +#: ../../docs/development/compiling/compiling_for_windows.rst:111 msgid "However Visual Studio sometimes seems to not install some of the above shortcuts, except the Developer Console at these locations that are automatically searched by the start menu search option:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:118 +#: ../../docs/development/compiling/compiling_for_windows.rst:121 msgid "If you found the Developer Console, it will do for now to create a 32-bit version of Godot, but if you want the 64-bit version, you might need to setup the prompts manually for easy access." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:122 +#: ../../docs/development/compiling/compiling_for_windows.rst:125 msgid "If you don't see some of the shortcuts, \"How the prompts actually work\" section below will explain how to setup these prompts if you need them." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:126 +#: ../../docs/development/compiling/compiling_for_windows.rst:129 msgid "About the Developer/Tools Command Prompts and the Visual C++ compiler" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:128 +#: ../../docs/development/compiling/compiling_for_windows.rst:131 msgid "There is a few things you need to know about these consoles and the Visual C++ compiler." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:131 +#: ../../docs/development/compiling/compiling_for_windows.rst:134 msgid "Your Visual Studio installation will ship with several Visual C++ compilers, them being more or less identical, however each ``cl.exe`` (Visual C++ compiler) will compile Godot for a different architecture (32-bit x86 or 64-bit x86; the ARM compiler is not supported)." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:136 +#: ../../docs/development/compiling/compiling_for_windows.rst:139 msgid "The **Developer Command Prompt** will build a 32-bit version of Godot by using the 32-bit Visual C++ compiler." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:139 +#: ../../docs/development/compiling/compiling_for_windows.rst:142 msgid "**Native Tools** Prompts (mentioned above) are used when you want the 32-bit cl.exe to compile a 32-bit executable (x86 Native Tools Command Prompt). For the 64-bit cl.exe, it will compile a 64-bit executable (x64 Native Tools Command Prompt)." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:144 +#: ../../docs/development/compiling/compiling_for_windows.rst:147 msgid "The **Cross Tools** are used when your Windows is using one architecture (32-bit, for example) and you need to compile to a different architecture (64-bit). As you might be familiar, 32-bit Windows can not run 64-bit executables, but you still might need to compile for them." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:149 +#: ../../docs/development/compiling/compiling_for_windows.rst:152 msgid "For example:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:151 +#: ../../docs/development/compiling/compiling_for_windows.rst:154 msgid "\"VS2013 x64 Cross Tools Command Prompt\" will use a 32-bit cl.exe that will compile a 64 bit application." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:154 +#: ../../docs/development/compiling/compiling_for_windows.rst:157 msgid "\"VS2013 x86 Cross Tools Command Prompt\" will use a 64-bit cl.exe that will compile a 32-bit application. This one is useful if you are running a 32-bit Windows." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:158 +#: ../../docs/development/compiling/compiling_for_windows.rst:161 msgid "On a 64-bit Windows, you can run any of above prompts and compilers (``cl.exe`` executables) because 64-bit Windows can run any 32-bit application. 32-bit Windows cannot run 64-bit executables, so the Visual Studio installer won't even install shortcuts for some of these prompts." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:164 +#: ../../docs/development/compiling/compiling_for_windows.rst:167 msgid "Note that you need to choose the **Developer Console** or the correct **Tools Prompt** to build Godot for the correct architecture. Use only Native Prompts if you are not sure yet what exactly Cross Compile Prompts do." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:170 +#: ../../docs/development/compiling/compiling_for_windows.rst:173 msgid "Running SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:172 +#: ../../docs/development/compiling/compiling_for_windows.rst:175 msgid "Once inside the **Developer Console/Tools Console Prompt**, go to the root directory of the engine source code and type:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:179 +#: ../../docs/development/compiling/compiling_for_windows.rst:182 msgid "Tip: if you installed \"Pywin32 Python Extension\" you can append the -j command to instruct SCons to run parallel builds like this:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:186 +#: ../../docs/development/compiling/compiling_for_windows.rst:189 msgid "In general, it is OK to have at least as many threads compiling Godot as you have cores in your CPU, if not one or two more. Feel free to add the -j option to any SCons command you see below if you setup the \"Pywin32 Python Extension\"." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:191 +#: ../../docs/development/compiling/compiling_for_windows.rst:194 msgid "If all goes well, the resulting binary executable will be placed in ``C:\\godot\\bin\\`` with the name of ``godot.windows.tools.32.exe`` or ``godot.windows.tools.64.exe``. SCons will automatically detect what compiler architecture the environment (the prompt) is setup for and will build a corresponding executable." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:197 +#: ../../docs/development/compiling/compiling_for_windows.rst:200 msgid "This executable file contains the whole engine and runs without any dependencies. Executing it will bring up the Project Manager." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:200 +#: ../../docs/development/compiling/compiling_for_windows.rst:203 msgid "If you are compiling Godot for production use, then you can make the final executable smaller and faster by adding the SCons option ``target=release_debug``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:205 +#: ../../docs/development/compiling/compiling_for_windows.rst:208 msgid "How the prompts actually work" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:207 +#: ../../docs/development/compiling/compiling_for_windows.rst:210 msgid "The Visual Studio command prompts are just shortcuts that call the standard Command Prompt and have it run a batch file before giving you control. The batch file itself is called **vcvarsall.bat** and it sets up environment variables, including the PATH variable, so that the correct version of the compiler can be run. The Developer Command Prompt calls a different file called **VsDevCmd.bat** but none of the other tools that this batch file enables are needed by Godot/SCons." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:215 +#: ../../docs/development/compiling/compiling_for_windows.rst:218 msgid "Since you are probably using Visual Studio 2013 or 2015, if you need to recreate them manually, use the below folders, or place them on the desktop/taskbar:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:224 +#: ../../docs/development/compiling/compiling_for_windows.rst:227 msgid "Start the creation of the shortcut by pressing the ``right mouse button/New/Shortcut`` in an empty place in your desired location." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:227 +#: ../../docs/development/compiling/compiling_for_windows.rst:230 msgid "Then copy one of these commands below for the corresponding tool you need into the \"Path\" and \"Name\" sections of the shortcut creation wizard, and fix the path to the batch file if needed." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:231 +#: ../../docs/development/compiling/compiling_for_windows.rst:234 msgid "Visual Studio 2013 is in the \"Microsoft Visual Studio 12.0\" folder." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:232 +#: ../../docs/development/compiling/compiling_for_windows.rst:235 msgid "Visual Studio 2015 is in the \"Microsoft Visual Studio 14.0\" folder." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:233 +#: ../../docs/development/compiling/compiling_for_windows.rst:236 msgid "etc." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:252 +#: ../../docs/development/compiling/compiling_for_windows.rst:255 msgid "After you create the shortcut, in the shortcut's properties, that you can access by right clicking with your mouse on the shortcut itself, you can choose the starting directory of the command prompt (\"Start in\" field)." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:257 +#: ../../docs/development/compiling/compiling_for_windows.rst:260 msgid "Some of these shortcuts (namely the 64-bit compilers) seem to not be available in the Express edition of Visual Studio or Visual C++. Before recreating the commands, make sure that ``cl.exe`` executables are present in one of these locations, they are the actual compilers for the architecture you want to build from the command prompt." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:278 +#: ../../docs/development/compiling/compiling_for_windows.rst:281 msgid "In case you are wondering what these prompt shortcuts do, they call ``cmd.exe`` with the ``\\k`` option and have it run a Batch file." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:290 +#: ../../docs/development/compiling/compiling_for_windows.rst:293 msgid "How to run an automated build of Godot" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:292 +#: ../../docs/development/compiling/compiling_for_windows.rst:295 msgid "If you just need to run the compilation process via a Batch file or directly in the Windows Command Prompt you need to use the following command:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:300 +#: ../../docs/development/compiling/compiling_for_windows.rst:303 msgid "with one of the following parameters:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:302 +#: ../../docs/development/compiling/compiling_for_windows.rst:305 msgid "x86 (32-bit cl.exe to compile for the 32-bit architecture)" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:303 +#: ../../docs/development/compiling/compiling_for_windows.rst:306 msgid "amd64 (64-bit cl.exe to compile for the 64-bit architecture)" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:304 +#: ../../docs/development/compiling/compiling_for_windows.rst:307 msgid "x86_amd64 (32-bit cl.exe to compile for the 64-bit architecture)" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:305 +#: ../../docs/development/compiling/compiling_for_windows.rst:308 msgid "amd64_x86 (64-bit cl.exe to compile for the 32-bit architecture)" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:307 +#: ../../docs/development/compiling/compiling_for_windows.rst:310 msgid "and after that one, you can run SCons:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:313 +#: ../../docs/development/compiling/compiling_for_windows.rst:316 msgid "or you can run them together:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:324 +#: ../../docs/development/compiling/compiling_for_windows.rst:327 msgid "Development in Visual Studio or other IDEs" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:326 +#: ../../docs/development/compiling/compiling_for_windows.rst:329 msgid "For most projects, using only scripting is enough but when development in C++ is needed, for creating modules or extending the engine, working with an IDE is usually desirable." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:330 +#: ../../docs/development/compiling/compiling_for_windows.rst:333 msgid "You can create a Visual Studio solution via SCons by running SCons with the ``vsproj=yes`` parameter, like this:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:337 +#: ../../docs/development/compiling/compiling_for_windows.rst:340 msgid "You will be able to open Godot's source in a Visual Studio solution now, and able to build Godot via the Visual Studio **Build** button. However, make sure that you have installed Pywin32 so that parallel (-j) builds work properly." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:342 +#: ../../docs/development/compiling/compiling_for_windows.rst:345 msgid "If you need to edit the compilation commands, they are located in \"Godot\" project settings, NMAKE sheet. SCons is called at the end of the commands. If you make a mistake, copy the command from one of the other build configurations (debug, release_debug, release) or architectures (Win32/x64). They are equivalent." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:349 +#: ../../docs/development/compiling/compiling_for_windows.rst:352 msgid "Cross-compiling for Windows from other operating systems" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:351 +#: ../../docs/development/compiling/compiling_for_windows.rst:354 msgid "If you are a Linux or macOS user, you need to install `MinGW-w64 `_, which typically comes in 32-bit and 64-bit variants. The package names may differ based on your distro, here are some known ones:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:356 +#: ../../docs/development/compiling/compiling_for_windows.rst:359 msgid "**Arch**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:360 +#: ../../docs/development/compiling/compiling_for_windows.rst:363 msgid "**Debian** / **Ubuntu**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:364 +#: ../../docs/development/compiling/compiling_for_windows.rst:367 msgid "**Fedora**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:368 +#: ../../docs/development/compiling/compiling_for_windows.rst:371 msgid "**macOS**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:372 +#: ../../docs/development/compiling/compiling_for_windows.rst:375 msgid "**Mageia**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:377 +#: ../../docs/development/compiling/compiling_for_windows.rst:380 msgid "Before allowing you to attempt the compilation, SCons will check for the following binaries in your ``$PATH``:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:385 +#: ../../docs/development/compiling/compiling_for_windows.rst:388 msgid "If the binaries are not located in the ``$PATH`` (e.g. ``/usr/bin``), you can define the following environment variables to give a hint to the build system:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:394 +#: ../../docs/development/compiling/compiling_for_windows.rst:397 msgid "To make sure you are doing things correctly, executing the following in the shell should result in a working compiler (the version output may differ based on your system):" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:404 +#: ../../docs/development/compiling/compiling_for_windows.rst:407 msgid "Troubleshooting" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:406 +#: ../../docs/development/compiling/compiling_for_windows.rst:409 msgid "Cross-compiling from some versions of Ubuntu may lead to `this bug `_, due to a default configuration lacking support for POSIX threading." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:409 +#: ../../docs/development/compiling/compiling_for_windows.rst:412 msgid "You can change that configuration following those instructions, for 32-bit:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:419 +#: ../../docs/development/compiling/compiling_for_windows.rst:422 msgid "And for 64-bit:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:429 +#: ../../docs/development/compiling/compiling_for_windows.rst:432 msgid "Creating Windows export templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:431 +#: ../../docs/development/compiling/compiling_for_windows.rst:434 msgid "Windows export templates are created by compiling Godot as release, with the following flags:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:434 +#: ../../docs/development/compiling/compiling_for_windows.rst:437 msgid "(using Mingw32 command prompt, using the bits parameter)" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:441 +#: ../../docs/development/compiling/compiling_for_windows.rst:444 msgid "(using Mingw-w64 command prompt, using the bits parameter)" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:448 +#: ../../docs/development/compiling/compiling_for_windows.rst:451 msgid "(using the Visual Studio command prompts for the correct architecture, notice the lack of bits parameter)" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:456 +#: ../../docs/development/compiling/compiling_for_windows.rst:459 msgid "If you plan on replacing the standard templates, copy these to:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:462 +#: ../../docs/development/compiling/compiling_for_windows.rst:465 msgid "With the following names:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:471 +#: ../../docs/development/compiling/compiling_for_windows.rst:474 msgid "However, if you are writing your custom modules or custom C++ code, you might instead want to configure your binaries as custom export templates here:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:477 +#: ../../docs/development/compiling/compiling_for_windows.rst:480 msgid "You don't even need to copy them, you can just reference the resulting files in the ``bin\\`` directory of your Godot source folder, so the next time you build you automatically have the custom templates referenced." msgstr "" diff --git a/sphinx/templates/development/compiling/compiling_for_x11.pot b/sphinx/templates/development/compiling/compiling_for_x11.pot index fa39aa0163..638d6ebfe0 100644 --- a/sphinx/templates/development/compiling/compiling_for_x11.pot +++ b/sphinx/templates/development/compiling/compiling_for_x11.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -76,107 +76,111 @@ msgstr "" msgid "*Optional* - yasm (for WebM SIMD optimizations)" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:28 +#: ../../docs/development/compiling/compiling_for_x11.rst:27 +msgid "For a general overview of SCons usage for Godot, see :ref:`doc_introduction_to_the_buildsystem`." +msgstr "" + +#: ../../docs/development/compiling/compiling_for_x11.rst:31 msgid "Distro-specific oneliners" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:30 +#: ../../docs/development/compiling/compiling_for_x11.rst:33 msgid "**Arch**" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:34 +#: ../../docs/development/compiling/compiling_for_x11.rst:37 msgid "**Debian** / **Ubuntu**" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:40 +#: ../../docs/development/compiling/compiling_for_x11.rst:43 msgid "**Fedora**" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:46 +#: ../../docs/development/compiling/compiling_for_x11.rst:49 msgid "**FreeBSD**" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:51 +#: ../../docs/development/compiling/compiling_for_x11.rst:54 msgid "**Gentoo**" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:57 +#: ../../docs/development/compiling/compiling_for_x11.rst:60 msgid "**Mageia**" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:63 +#: ../../docs/development/compiling/compiling_for_x11.rst:66 msgid "**OpenBSD**" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:67 +#: ../../docs/development/compiling/compiling_for_x11.rst:70 msgid "**openSUSE**" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:73 +#: ../../docs/development/compiling/compiling_for_x11.rst:76 msgid "**Solus**" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:80 +#: ../../docs/development/compiling/compiling_for_x11.rst:83 msgid "Compiling" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:82 +#: ../../docs/development/compiling/compiling_for_x11.rst:85 msgid "Start a terminal, go to the root dir of the engine source code and type:" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:88 +#: ../../docs/development/compiling/compiling_for_x11.rst:91 msgid "A good rule of thumb for the ``-j`` (*jobs*) flag, is to have at least as many threads compiling Godot as you have cores in your CPU, if not one or two more. Feel free to add the ``-j`` option to any SCons command you see below." msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:92 +#: ../../docs/development/compiling/compiling_for_x11.rst:95 msgid "If all goes well, the resulting binary executable will be placed in the \"bin\" subdirectory. This executable file contains the whole engine and runs without any dependencies. Executing it will bring up the project manager." msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:99 +#: ../../docs/development/compiling/compiling_for_x11.rst:102 msgid "If you wish to compile using Clang rather than GCC, use this command:" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:105 +#: ../../docs/development/compiling/compiling_for_x11.rst:108 msgid "Using Clang appears to be a requirement for OpenBSD, otherwise fonts would not build." msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:108 +#: ../../docs/development/compiling/compiling_for_x11.rst:111 msgid "If you are compiling Godot for production use, then you can make the final executable smaller and faster by adding the SCons option ``target=release_debug``." msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:113 +#: ../../docs/development/compiling/compiling_for_x11.rst:116 msgid "Building export templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:115 +#: ../../docs/development/compiling/compiling_for_x11.rst:118 msgid "To build X11 (Linux, \\*BSD) export templates, run the build system with the following parameters:" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:118 +#: ../../docs/development/compiling/compiling_for_x11.rst:121 msgid "(32 bits)" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:125 +#: ../../docs/development/compiling/compiling_for_x11.rst:128 msgid "(64 bits)" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:132 +#: ../../docs/development/compiling/compiling_for_x11.rst:135 msgid "Note that cross compiling for the opposite bits (64/32) as your host platform is not always straight-forward and might need a chroot environment." msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:135 +#: ../../docs/development/compiling/compiling_for_x11.rst:138 msgid "To create standard export templates, the resulting files must be copied to:" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:141 +#: ../../docs/development/compiling/compiling_for_x11.rst:144 msgid "and named like this (even for \\*BSD which is seen as \"Linux X11\" by Godot):" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:150 +#: ../../docs/development/compiling/compiling_for_x11.rst:153 msgid "However, if you are writing your custom modules or custom C++ code, you might instead want to configure your binaries as custom export templates here:" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:156 +#: ../../docs/development/compiling/compiling_for_x11.rst:159 msgid "You don't even need to copy them, you can just reference the resulting files in the bin/ directory of your Godot source folder, so the next time you build you automatically have the custom templates referenced." msgstr "" diff --git a/sphinx/templates/development/compiling/compiling_with_mono.pot b/sphinx/templates/development/compiling/compiling_with_mono.pot index ba2e294fd3..6471cf4aca 100644 --- a/sphinx/templates/development/compiling/compiling_with_mono.pot +++ b/sphinx/templates/development/compiling/compiling_with_mono.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/cross-compiling_for_ios_on_linux.pot b/sphinx/templates/development/compiling/cross-compiling_for_ios_on_linux.pot index 1e4e8d7c5e..49c3867679 100644 --- a/sphinx/templates/development/compiling/cross-compiling_for_ios_on_linux.pot +++ b/sphinx/templates/development/compiling/cross-compiling_for_ios_on_linux.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/getting_source.pot b/sphinx/templates/development/compiling/getting_source.pot index 14cf04d621..5082cb8ed6 100644 --- a/sphinx/templates/development/compiling/getting_source.pot +++ b/sphinx/templates/development/compiling/getting_source.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/index.pot b/sphinx/templates/development/compiling/index.pot index e0f1901bc5..017fcac513 100644 --- a/sphinx/templates/development/compiling/index.pot +++ b/sphinx/templates/development/compiling/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/introduction_to_the_buildsystem.pot b/sphinx/templates/development/compiling/introduction_to_the_buildsystem.pot index 41fec76f61..246ba584c5 100644 --- a/sphinx/templates/development/compiling/introduction_to_the_buildsystem.pot +++ b/sphinx/templates/development/compiling/introduction_to_the_buildsystem.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -56,155 +56,155 @@ msgstr "" msgid "Setup" msgstr "" -#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:42 +#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:43 msgid "Please refer to the documentation for :ref:`doc_compiling_for_android`, :ref:`doc_compiling_for_ios`, :ref:`doc_compiling_for_osx`, :ref:`doc_compiling_for_uwp`, :ref:`doc_compiling_for_web`, :ref:`doc_compiling_for_windows` and :ref:`doc_compiling_for_x11`." msgstr "" -#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:44 +#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:45 msgid "Note that for **Windows/Visual Studio**, you need to use ``x86_x64 Cross Tools Command Prompt for VS 2017`` or similar, depending on your install, instead of the standard Windows command prompt to enter the commands below." msgstr "" -#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:47 +#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:48 msgid "Platform selection" msgstr "" -#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:49 +#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:50 msgid "Godot's build system will begin by detecting the platforms it can build for. If not detected, the platform will simply not appear on the list of available platforms. The build requirements for each platform are described in the rest of this tutorial section." msgstr "" -#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:54 +#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:55 msgid "SCons is invoked by just calling ``scons``." msgstr "" -#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:56 +#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:57 msgid "However, this will do nothing except list the available platforms, for example:" msgstr "" -#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:77 +#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:78 msgid "To build for a platform (for example, x11), run with the ``platform=`` (or just ``p=`` to make it short) argument:" msgstr "" -#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:84 +#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:85 msgid "This will start the build process, which will take a while. If you want scons to build faster, use the ``-j `` parameter to specify how many cores will be used for the build. Or just leave it using one core, so you can use your computer for something else :)" msgstr "" -#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:89 +#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:90 msgid "Example for using 4 cores:" msgstr "" -#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:96 +#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:97 msgid "Resulting binary" msgstr "" -#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:98 +#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:99 msgid "The resulting binaries will be placed in the bin/ subdirectory, generally with this naming convention:" msgstr "" -#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:105 +#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:106 msgid "For the previous build attempt the result would look like this:" msgstr "" -#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:112 +#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:113 msgid "This means that the binary is for X11, is not optimized, has tools (the whole editor) compiled in, and is meant for 64 bits." msgstr "" -#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:115 +#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:116 msgid "A Windows binary with the same configuration will look like this." msgstr "" -#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:122 +#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:123 msgid "Just copy that binary to wherever you like, as it contains the project manager, editor and all means to execute the game. However, it lacks the data to export it to the different platforms. For that the export templates are needed (which can be either downloaded from `godotengine.org `__, or you can build them yourself)." msgstr "" -#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:128 +#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:129 msgid "Aside from that, there are a few standard options that can be set in all build targets, and which will be explained below." msgstr "" -#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:132 +#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:133 msgid "Tools" msgstr "" -#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:134 +#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:135 msgid "Tools are enabled by default in all PC targets (Linux, Windows, macOS), disabled for everything else. Disabling tools produces a binary that can run projects but that does not include the editor or the project manager." msgstr "" -#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:144 +#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:145 msgid "Target" msgstr "" -#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:146 +#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:147 msgid "Target controls optimization and debug flags. Each mode means:" msgstr "" -#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:148 +#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:149 msgid "**debug**: Build with C++ debugging symbols, runtime checks (performs checks and reports error) and none to little optimization." msgstr "" -#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:150 +#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:151 msgid "**release_debug**: Build without C++ debugging symbols and optimization, but keep the runtime checks (performs checks and reports errors). Official binaries use this configuration." msgstr "" -#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:153 +#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:154 msgid "**release**: Build without symbols, with optimization and with little to no runtime checks. This target can't be used together with tools=yes, as the tools require some debug functionality and run-time checks to run." msgstr "" -#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:162 +#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:163 msgid "This flag appends the \".debug\" suffix (for debug), or \".tools\" (for debug with tools enabled). When optimization is enabled (release) it appends the \".opt\" suffix." msgstr "" -#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:167 +#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:168 msgid "Bits" msgstr "" -#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:169 +#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:170 msgid "Bits is meant to control the CPU or OS version intended to run the binaries. It is focused mostly on desktop platforms and ignored everywhere else." msgstr "" -#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:173 +#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:174 msgid "**32**: Build binaries for 32 bits platform." msgstr "" -#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:174 +#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:175 msgid "**64**: Build binaries for 64 bits platform." msgstr "" -#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:175 +#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:176 msgid "**default**: Build whatever the build system feels is best. On Linux this depends on the host platform (if not cross compiling), on Mac it defaults to 64 bits and on Windows it defaults to 32 bits." msgstr "" -#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:183 +#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:184 msgid "This flag appends \".32\" or \".64\" suffixes to resulting binaries when relevant." msgstr "" -#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:187 +#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:188 msgid "Other build options" msgstr "" -#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:189 +#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:190 msgid "There are several other build options that you can use to configure the way Godot should be built (compiler, debug options, etc.) as well as the features to include/disable." msgstr "" -#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:193 +#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:194 msgid "Check the output of ``scons --help`` for details about each option for the version you are willing to compile." msgstr "" -#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:197 +#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:198 msgid "Export templates" msgstr "" -#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:199 +#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:200 msgid "Official export templates are downloaded from the Godot Engine site: `godotengine.org `__. However, you might want to build them yourself (in case you want newer ones, you are using custom modules, or simply don't trust your own shadow)." msgstr "" -#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:204 +#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:205 msgid "If you download the official export templates package and unzip it, you will notice that most are just optimized binaries or packages for each platform:" msgstr "" -#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:227 +#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:228 msgid "To create those yourself, just follow the instructions detailed for each platform in this same tutorial section. Each platform explains how to create its own template." msgstr "" -#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:231 +#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:232 msgid "If you are developing for multiple platforms, macOS is definitely the most convenient host platform for cross compilation, since you can cross-compile for almost every target (except for UWP). Linux and Windows come in second place, but Linux has the advantage of being the easier platform to set this up." msgstr "" diff --git a/sphinx/templates/development/compiling/optimizing_for_size.pot b/sphinx/templates/development/compiling/optimizing_for_size.pot index 1291599e9c..35f63d3c95 100644 --- a/sphinx/templates/development/compiling/optimizing_for_size.pot +++ b/sphinx/templates/development/compiling/optimizing_for_size.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/packaging_godot.pot b/sphinx/templates/development/compiling/packaging_godot.pot index b07b6fb9db..a91416c4d8 100644 --- a/sphinx/templates/development/compiling/packaging_godot.pot +++ b/sphinx/templates/development/compiling/packaging_godot.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/binding_to_external_libraries.pot b/sphinx/templates/development/cpp/binding_to_external_libraries.pot index c31d95ca09..122f34fbb5 100644 --- a/sphinx/templates/development/cpp/binding_to_external_libraries.pot +++ b/sphinx/templates/development/cpp/binding_to_external_libraries.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/configuring_an_ide.pot b/sphinx/templates/development/cpp/configuring_an_ide.pot index 5411f2617b..f9d0f2f95d 100644 --- a/sphinx/templates/development/cpp/configuring_an_ide.pot +++ b/sphinx/templates/development/cpp/configuring_an_ide.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/core_types.pot b/sphinx/templates/development/cpp/core_types.pot index 17de6c110d..c2be554a37 100644 --- a/sphinx/templates/development/cpp/core_types.pot +++ b/sphinx/templates/development/cpp/core_types.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/creating_android_modules.pot b/sphinx/templates/development/cpp/creating_android_modules.pot index f7f466970b..111e261ffd 100644 --- a/sphinx/templates/development/cpp/creating_android_modules.pot +++ b/sphinx/templates/development/cpp/creating_android_modules.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/custom_audiostreams.pot b/sphinx/templates/development/cpp/custom_audiostreams.pot index f1134bff22..e9bb367cb6 100644 --- a/sphinx/templates/development/cpp/custom_audiostreams.pot +++ b/sphinx/templates/development/cpp/custom_audiostreams.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/custom_godot_servers.pot b/sphinx/templates/development/cpp/custom_godot_servers.pot index bce4d7d97f..0c27e8106b 100644 --- a/sphinx/templates/development/cpp/custom_godot_servers.pot +++ b/sphinx/templates/development/cpp/custom_godot_servers.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/custom_modules_in_cpp.pot b/sphinx/templates/development/cpp/custom_modules_in_cpp.pot index 98891ecf7d..63fe75ddc5 100644 --- a/sphinx/templates/development/cpp/custom_modules_in_cpp.pot +++ b/sphinx/templates/development/cpp/custom_modules_in_cpp.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/custom_resource_format_loaders.pot b/sphinx/templates/development/cpp/custom_resource_format_loaders.pot index 24e0f3ad62..01310e53c7 100644 --- a/sphinx/templates/development/cpp/custom_resource_format_loaders.pot +++ b/sphinx/templates/development/cpp/custom_resource_format_loaders.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/index.pot b/sphinx/templates/development/cpp/index.pot index 3bd0e25ed8..da7087b792 100644 --- a/sphinx/templates/development/cpp/index.pot +++ b/sphinx/templates/development/cpp/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/inheritance_class_tree.pot b/sphinx/templates/development/cpp/inheritance_class_tree.pot index 54defbfc43..f53cc5a0da 100644 --- a/sphinx/templates/development/cpp/inheritance_class_tree.pot +++ b/sphinx/templates/development/cpp/inheritance_class_tree.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/introduction_to_godot_development.pot b/sphinx/templates/development/cpp/introduction_to_godot_development.pot index 584b286ebe..e5383ca672 100644 --- a/sphinx/templates/development/cpp/introduction_to_godot_development.pot +++ b/sphinx/templates/development/cpp/introduction_to_godot_development.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/object_class.pot b/sphinx/templates/development/cpp/object_class.pot index 85290f29a5..42737a9539 100644 --- a/sphinx/templates/development/cpp/object_class.pot +++ b/sphinx/templates/development/cpp/object_class.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/variant_class.pot b/sphinx/templates/development/cpp/variant_class.pot index 36e433aabd..931716659a 100644 --- a/sphinx/templates/development/cpp/variant_class.pot +++ b/sphinx/templates/development/cpp/variant_class.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/file_formats/index.pot b/sphinx/templates/development/file_formats/index.pot index e8d0c1c348..2399d085d7 100644 --- a/sphinx/templates/development/file_formats/index.pot +++ b/sphinx/templates/development/file_formats/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/file_formats/tscn.pot b/sphinx/templates/development/file_formats/tscn.pot index 5068c21b11..62f01ce6e8 100644 --- a/sphinx/templates/development/file_formats/tscn.pot +++ b/sphinx/templates/development/file_formats/tscn.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/editor/command_line_tutorial.pot b/sphinx/templates/getting_started/editor/command_line_tutorial.pot index f47a60ef5d..304b8989ec 100644 --- a/sphinx/templates/getting_started/editor/command_line_tutorial.pot +++ b/sphinx/templates/getting_started/editor/command_line_tutorial.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/editor/external_editor.pot b/sphinx/templates/getting_started/editor/external_editor.pot index f425b7e26b..90bb755431 100644 --- a/sphinx/templates/getting_started/editor/external_editor.pot +++ b/sphinx/templates/getting_started/editor/external_editor.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/editor/index.pot b/sphinx/templates/getting_started/editor/index.pot index 46745ef394..3671d4ce62 100644 --- a/sphinx/templates/getting_started/editor/index.pot +++ b/sphinx/templates/getting_started/editor/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/editor/unity_to_godot.pot b/sphinx/templates/getting_started/editor/unity_to_godot.pot index 1a3600627c..5d51c5468f 100644 --- a/sphinx/templates/getting_started/editor/unity_to_godot.pot +++ b/sphinx/templates/getting_started/editor/unity_to_godot.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -181,7 +181,7 @@ msgid "Note that Godot editor allows you to dock each panel at the side of the s msgstr "" #: ../../docs/getting_started/editor/unity_to_godot.rst:57 -msgid "While both editors may seem similar, there are many differences below the surface. Both let you organize the project using the filesystem, but Godot's approach is simpler with a single configuration file, minimalist text format, and no metadata. All this contributes to Godot being much friendlier to VCS systems such as Git, Subversion, or Mercurial." +msgid "While both editors may seem similar, there are many differences below the surface. Both let you organize the project using the filesystem, but Godot's approach is simpler with a single configuration file, minimalist text format, and no metadata. All this contributes to Godot being much friendlier to VCS systems, such as Git, Subversion, or Mercurial." msgstr "" #: ../../docs/getting_started/editor/unity_to_godot.rst:62 @@ -229,7 +229,7 @@ msgid "Unity's scene system consists of embedding all the required assets in a s msgstr "" #: ../../docs/getting_started/editor/unity_to_godot.rst:95 -msgid "Godot's scene system is different: it actually consists in a tree made of nodes. Each node serves a purpose: Sprite, Mesh, Light, etc. Basically, this is similar to the Unity scene system. However, each node can have multiple children, which makes each a subscene of the main scene. This means you can compose a whole scene with different scenes stored in different files." +msgid "Godot's scene system is different: it actually consists of a tree made of nodes. Each node serves a purpose: Sprite, Mesh, Light, etc. Basically, this is similar to the Unity scene system. However, each node can have multiple children, which makes each a subscene of the main scene. This means you can compose a whole scene with different scenes stored in different files." msgstr "" #: ../../docs/getting_started/editor/unity_to_godot.rst:100 @@ -301,7 +301,7 @@ msgid "First, this system is closer to the well-known object-oriented paradigm: msgstr "" #: ../../docs/getting_started/editor/unity_to_godot.rst:148 -msgid "Second, it allows the extraction a subtree of the scene to make it a scene of its own, which answers the second and third questions: even if a scene tree gets too deep, it can be split into smaller subtrees. This also allows a better solution for reusability, as you can include any subtree as a child of any node. Putting multiple nodes in an empty GameObject in Unity does not provide the same possibility, apart from a visual organization." +msgid "Second, it allows the extraction of a subtree of the scene to make it a scene of its own, which answers the second and third questions: even if a scene tree gets too deep, it can be split into smaller subtrees. This also allows a better solution for reusability, as you can include any subtree as a child of any node. Putting multiple nodes in an empty GameObject in Unity does not provide the same possibility, apart from a visual organization." msgstr "" #: ../../docs/getting_started/editor/unity_to_godot.rst:151 @@ -333,7 +333,7 @@ msgid "The concept of prefabs as provided by Unity is a 'template' element of th msgstr "" #: ../../docs/getting_started/editor/unity_to_godot.rst:177 -msgid "Godot does not provide prefabs as such, but this functionality is here, again, filled thanks to its scene system: As we saw the scene system is organized as a tree. Godot allows you to save a subtree of a scene as its own scene, thus saved into its own file. This new scene can then be instanced as many times as you want. Any change you make to this new, separate scene will be applied to its instances. However, any change you make to the instance will not have any impact on the 'template' scene." +msgid "Godot does not provide prefabs as such, but this functionality is here, again, filled thanks to its scene system: As we saw, the scene system is organized as a tree. Godot allows you to save a subtree of a scene as its own scene, thus saved into its own file. This new scene can then be instanced as many times as you want. Any change you make to this new, separate scene will be applied to its instances. However, any change you make to the instance will not have any impact on the 'template' scene." msgstr "" #: ../../docs/getting_started/editor/unity_to_godot.rst:185 diff --git a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_basics.pot b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_basics.pot index a48ee0123e..f52f23fd67 100644 --- a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_basics.pot +++ b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_basics.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_differences.pot b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_differences.pot index 9937a179bd..ffe6811906 100644 --- a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_differences.pot +++ b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_differences.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_features.pot b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_features.pot index a3c4ace04e..9504a7da32 100644 --- a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_features.pot +++ b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_features.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_style_guide.pot b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_style_guide.pot index afa4370898..3b9482ce7f 100644 --- a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_style_guide.pot +++ b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_style_guide.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/c_sharp/index.pot b/sphinx/templates/getting_started/scripting/c_sharp/index.pot index 95a0e17ed2..be4a2db2a1 100644 --- a/sphinx/templates/getting_started/scripting/c_sharp/index.pot +++ b/sphinx/templates/getting_started/scripting/c_sharp/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/gdscript_advanced.pot b/sphinx/templates/getting_started/scripting/gdscript/gdscript_advanced.pot index 833ba262c8..e8e698a259 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/gdscript_advanced.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/gdscript_advanced.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/gdscript_basics.pot b/sphinx/templates/getting_started/scripting/gdscript/gdscript_basics.pot index fc7515bd57..87b9285efa 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/gdscript_basics.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/gdscript_basics.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -860,7 +860,7 @@ msgid "Generic sequence of arbitrary object types, including other arrays or dic msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:489 -msgid "GDScript arrays are allocated linearly in memory for speed. Large arrays (more than tens of thousands of elements) may however cause memory fragmentation. If this is a concern special types of arrays are available. These only accept a single data type. They avoid memory fragmentation and also use less memory but are atomic and tend to run slower than generic arrays. They are therefore only recommended to use for large data sets:" +msgid "GDScript arrays are allocated linearly in memory for speed. Large arrays (more than tens of thousands of elements) may however cause memory fragmentation. If this is a concern, special types of arrays are available. These only accept a single data type. They avoid memory fragmentation and also use less memory but are atomic and tend to run slower than generic arrays. They are therefore only recommended to use for large data sets:" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:496 @@ -1120,7 +1120,7 @@ msgid "Remove ``case``" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:869 -msgid "Remove any ``break``'s. If you don't want to ``break`` by default you can use ``continue`` for a fallthrough." +msgid "Remove any ``break``s. If you don't want to ``break`` by default, you can use ``continue`` for a fallthrough." msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:870 @@ -1184,7 +1184,7 @@ msgid "matches an array. Every single element of the array pattern is a pattern msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:935 -msgid "The length of the array is tested first, it has to be the same size as the pattern, otherwise the pattern don't match." +msgid "The length of the array is tested first, it has to be the same size as the pattern, otherwise the pattern doesn't match." msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:937 @@ -1204,7 +1204,7 @@ msgid "Works in the same way as the array pattern. Every key has to be a constan msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:954 -msgid "The size of the dictionary is tested first, it has to be the same size as the pattern, otherwise the pattern don't match." +msgid "The size of the dictionary is tested first, it has to be the same size as the pattern, otherwise the pattern doesn't match." msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:956 @@ -1356,7 +1356,7 @@ msgid "An exported variable must be initialized to a constant expression or have msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1212 -msgid "One of the fundamental benefits of exporting member variables is to have them visible and editable in the editor. This way artists and game designers can modify values that later influence how the program runs. For this, a special export syntax is provided." +msgid "One of the fundamental benefits of exporting member variables is to have them visible and editable in the editor. This way, artists and game designers can modify values that later influence how the program runs. For this, a special export syntax is provided." msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1298 @@ -1388,7 +1388,7 @@ msgid "Exporting arrays" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1333 -msgid "Exporting arrays works but with an important caveat: While regular arrays are created local to every class instance, exported arrays are *shared* between all instances. This means that editing them in one instance will cause them to change in all other instances. Exported arrays can have initializers, but they must be constant expressions." +msgid "Exporting arrays works, but with an important caveat: While regular arrays are created local to every class instance, exported arrays are *shared* between all instances. This means that editing them in one instance will cause them to change in all other instances. Exported arrays can have initializers, but they must be constant expressions." msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1370 @@ -1416,7 +1416,7 @@ msgid "Get/Setters are especially useful when exporting variables to editor in t msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1411 -msgid "As said *local* access will *not* trigger the setter and getter. Here is an illustration of this:" +msgid "As said, *local* access will *not* trigger the setter and getter. Here is an illustration of this:" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1426 @@ -1424,7 +1424,7 @@ msgid "Tool mode" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1428 -msgid "Scripts, by default, don't run inside the editor and only the exported properties can be changed. In some cases it is desired that they do run inside the editor (as long as they don't execute game code or manually avoid doing so). For this, the ``tool`` keyword exists and must be placed at the top of the file:" +msgid "Scripts, by default, don't run inside the editor and only the exported properties can be changed. In some cases, it is desired that they do run inside the editor (as long as they don't execute game code or manually avoid doing so). For this, the ``tool`` keyword exists and must be placed at the top of the file:" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1443 @@ -1468,7 +1468,7 @@ msgid "Coroutines with yield" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1520 -msgid "GDScript offers support for `coroutines `_ via the ``yield`` built-in function. Calling ``yield()`` will immediately return from the current function, with the current frozen state of the same function as the return value. Calling ``resume`` on this resulting object will continue execution and return whatever the function returns. Once resumed the state object becomes invalid. Here is an example:" +msgid "GDScript offers support for `coroutines `_ via the ``yield`` built-in function. Calling ``yield()`` will immediately return from the current function, with the current frozen state of the same function as the return value. Calling ``resume`` on this resulting object will continue execution and return whatever the function returns. Once resumed, the state object becomes invalid. Here is an example:" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1542 @@ -1485,7 +1485,7 @@ msgid "Coroutines & signals" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1577 -msgid "The real strength of using ``yield`` is when combined with signals. ``yield`` can accept two parameters, an object and a signal. When the signal is received, execution will recommence. Here are some examples:" +msgid "The real strength of using ``yield`` is when combined with signals. ``yield`` can accept two arguments, an object and a signal. When the signal is received, execution will recommence. Here are some examples:" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1592 diff --git a/sphinx/templates/getting_started/scripting/gdscript/gdscript_format_string.pot b/sphinx/templates/getting_started/scripting/gdscript/gdscript_format_string.pot index e456f02128..4c0f79ace1 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/gdscript_format_string.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/gdscript_format_string.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/gdscript_styleguide.pot b/sphinx/templates/getting_started/scripting/gdscript/gdscript_styleguide.pot index 91de241db3..65d982d63d 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/gdscript_styleguide.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/gdscript_styleguide.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/index.pot b/sphinx/templates/getting_started/scripting/gdscript/index.pot index 1cbb6ec7ea..e7ab58efd2 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/index.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/static_typing.pot b/sphinx/templates/getting_started/scripting/gdscript/static_typing.pot index ac3ebbd0ee..f9082a53dd 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/static_typing.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/static_typing.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/index.pot b/sphinx/templates/getting_started/scripting/index.pot index 903b276994..7758efc915 100644 --- a/sphinx/templates/getting_started/scripting/index.pot +++ b/sphinx/templates/getting_started/scripting/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/visual_script/getting_started.pot b/sphinx/templates/getting_started/scripting/visual_script/getting_started.pot index a25ee6326e..e58c1a0d49 100644 --- a/sphinx/templates/getting_started/scripting/visual_script/getting_started.pot +++ b/sphinx/templates/getting_started/scripting/visual_script/getting_started.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/visual_script/index.pot b/sphinx/templates/getting_started/scripting/visual_script/index.pot index f233124fc3..e29075ffc6 100644 --- a/sphinx/templates/getting_started/scripting/visual_script/index.pot +++ b/sphinx/templates/getting_started/scripting/visual_script/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/visual_script/nodes_purposes.pot b/sphinx/templates/getting_started/scripting/visual_script/nodes_purposes.pot index 5c3c731e4f..5971fc2e24 100644 --- a/sphinx/templates/getting_started/scripting/visual_script/nodes_purposes.pot +++ b/sphinx/templates/getting_started/scripting/visual_script/nodes_purposes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/visual_script/what_is_visual_scripting.pot b/sphinx/templates/getting_started/scripting/visual_script/what_is_visual_scripting.pot index 7ff412b72e..f32d159622 100644 --- a/sphinx/templates/getting_started/scripting/visual_script/what_is_visual_scripting.pot +++ b/sphinx/templates/getting_started/scripting/visual_script/what_is_visual_scripting.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/animations.pot b/sphinx/templates/getting_started/step_by_step/animations.pot index 6e6f5d3eb7..0aceef0483 100644 --- a/sphinx/templates/getting_started/step_by_step/animations.pot +++ b/sphinx/templates/getting_started/step_by_step/animations.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -57,7 +57,7 @@ msgid "It's time to create a new animation! Press the new animation button and n msgstr "" #: ../../docs/getting_started/step_by_step/animations.rst:38 -msgid "Now that we have an animation the property editor enters \"animation editing\" mode. In this mode, a key icon appears next to every property of the property editor. In Godot any property of an object can be animated:" +msgid "Now that we have an animation, the property editor enters \"animation editing\" mode. In this mode, a key icon appears next to every property of the property editor. In Godot, any property of an object can be animated:" msgstr "" #: ../../docs/getting_started/step_by_step/animations.rst:46 diff --git a/sphinx/templates/getting_started/step_by_step/exporting.pot b/sphinx/templates/getting_started/step_by_step/exporting.pot index 45171a2743..32ac43cc76 100644 --- a/sphinx/templates/getting_started/step_by_step/exporting.pot +++ b/sphinx/templates/getting_started/step_by_step/exporting.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -97,7 +97,7 @@ msgid "The second button, \"Export Project\", creates a complete executable vers msgstr "" #: ../../docs/getting_started/step_by_step/exporting.rst:156 -msgid "In the \"Resources\" and \"Features\" tabs you can customize how the game is exported for each platform. We can leave those settings alone for now." +msgid "In the \"Resources\" and \"Features\" tabs, you can customize how the game is exported for each platform. We can leave those settings alone for now." msgstr "" #: ../../docs/getting_started/step_by_step/exporting.rst:160 @@ -153,7 +153,7 @@ msgid "When you run Android Studio for the first time, click on *Configure -> SD msgstr "" #: ../../docs/getting_started/step_by_step/exporting.rst:203 -msgid "Next, create a debug keystore with by running the following command on your system's command line:" +msgid "Next, create a debug keystore by running the following command on your system's command line:" msgstr "" #: ../../docs/getting_started/step_by_step/exporting.rst:210 @@ -221,7 +221,7 @@ msgid "When the export is complete, you'll have a folder containing the followin msgstr "" #: ../../docs/getting_started/step_by_step/exporting.rst:273 -msgid "Viewing the `.html` file in your browser lets you play the game. However, you can't open the file directly, it neds to be served by a web server. If you don't have one set up on your computer, you can use Google to find suggestions for your specific OS." +msgid "Viewing the `.html` file in your browser lets you play the game. However, you can't open the file directly, it needs to be served by a web server. If you don't have one set up on your computer, you can use Google to find suggestions for your specific OS." msgstr "" #: ../../docs/getting_started/step_by_step/exporting.rst:278 diff --git a/sphinx/templates/getting_started/step_by_step/filesystem.pot b/sphinx/templates/getting_started/step_by_step/filesystem.pot index d47a36a331..ef0b742939 100644 --- a/sphinx/templates/getting_started/step_by_step/filesystem.pot +++ b/sphinx/templates/getting_started/step_by_step/filesystem.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -25,7 +25,7 @@ msgid "Introduction" msgstr "" #: ../../docs/getting_started/step_by_step/filesystem.rst:9 -msgid "File systems are yet another hot topic in engine development. The file system manages how the assets are stored and how they are accessed. A well-designed file system also allows multiple developers to edit the same source files and assets while collaborating together." +msgid "File systems are yet another hot topic in engine development. The file system manages how the assets are stored and how they are accessed. A well-designed file system also allows multiple developers to edit the same source files and assets while collaborating." msgstr "" #: ../../docs/getting_started/step_by_step/filesystem.rst:14 @@ -41,7 +41,7 @@ msgid "The file system stores resources on disk. Anything, from a script, to a s msgstr "" #: ../../docs/getting_started/step_by_step/filesystem.rst:30 -msgid "In general, the Godot file system avoids using metadata files. The reason for this is simple, existing asset managers and VCSs are simply much better than anything we can implement, so Godot tries the best to play along with SVN, Git, Mercurial, Perforce, etc." +msgid "In general, the Godot file system avoids using metadata files. The reason for this is simple, existing asset managers and VCSs are simply much better than anything we can implement, so Godot tries its best to play along with SVN, Git, Mercurial, Perforce, etc." msgstr "" #: ../../docs/getting_started/step_by_step/filesystem.rst:35 diff --git a/sphinx/templates/getting_started/step_by_step/godot_design_philosophy.pot b/sphinx/templates/getting_started/step_by_step/godot_design_philosophy.pot index ac1d3f7210..8a83870800 100644 --- a/sphinx/templates/getting_started/step_by_step/godot_design_philosophy.pot +++ b/sphinx/templates/getting_started/step_by_step/godot_design_philosophy.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -53,11 +53,11 @@ msgid "On top of that, you can **inherit** from any scene." msgstr "" #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:38 -msgid "A Godot scene could be a Weapon, a Character, an Item, a Door, a Level, part of a level… anything you’d like. It works like a class in pure code except you’re free to design it by using the editor, using only the code, or mixing and matching the two." +msgid "A Godot scene could be a Weapon, a Character, an Item, a Door, a Level, part of a level… anything you’d like. It works like a class in pure code, except you’re free to design it by using the editor, using only the code, or mixing and matching the two." msgstr "" #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:43 -msgid "It’s different from prefabs you find in several 3D engines as you can then inherit from and extend those scenes. You may create a Magician that extends your Character. Modify the Character in the editor and the Magician will update as well. It helps you build your projects so that their structure matches the game’s design." +msgid "It’s different from prefabs you find in several 3D engines, as you can then inherit from and extend those scenes. You may create a Magician that extends your Character. Modify the Character in the editor and the Magician will update as well. It helps you build your projects so that their structure matches the game’s design." msgstr "" #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:49 @@ -137,7 +137,7 @@ msgid "Anyone can plug in proprietary tools for the needs of their projects — msgstr "" #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:120 -msgid "On the other hand, an open codebase means you can **learn from and extend the engine** to your heart’s content. You can also debug games easily as Godot will print errors with a stack trace, even if they come from the engine itself." +msgid "On the other hand, an open codebase means you can **learn from and extend the engine** to your heart’s content. You can also debug games easily, as Godot will print errors with a stack trace, even if they come from the engine itself." msgstr "" #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:126 @@ -165,7 +165,7 @@ msgid "The Godot editor runs on the game engine. It uses the engine’s own UI s msgstr "" #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:151 -msgid "This leads to a reliable and flexible UI system as it powers the editor itself. With the ``tool`` keyword, you can run any game code in the editor." +msgid "This leads to a reliable and flexible UI system, as it powers the editor itself. With the ``tool`` keyword, you can run any game code in the editor." msgstr "" #: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:154 diff --git a/sphinx/templates/getting_started/step_by_step/index.pot b/sphinx/templates/getting_started/step_by_step/index.pot index 9e208bd07d..e5dccabf44 100644 --- a/sphinx/templates/getting_started/step_by_step/index.pot +++ b/sphinx/templates/getting_started/step_by_step/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/instancing.pot b/sphinx/templates/getting_started/step_by_step/instancing.pot index 31489347d1..e233e8c931 100644 --- a/sphinx/templates/getting_started/step_by_step/instancing.pot +++ b/sphinx/templates/getting_started/step_by_step/instancing.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/instancing_continued.pot b/sphinx/templates/getting_started/step_by_step/instancing_continued.pot index f695eb5451..7602465620 100644 --- a/sphinx/templates/getting_started/step_by_step/instancing_continued.pot +++ b/sphinx/templates/getting_started/step_by_step/instancing_continued.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -65,7 +65,7 @@ msgid "Once you have a diagram like this, the recommended process for making a g msgstr "" #: ../../docs/getting_started/step_by_step/instancing_continued.rst:43 -msgid "A lot of time spent in programming games (or software in general) is on designing an architecture and fitting game components to that architecture. Designing based on scenes replaces that approach and makes development much faster and more straightforward, allowing you to concentrate on the game logic itself. Because most game components map directly to a scene, using a design-based on scene instantiation means little other architectural code is needed." +msgid "A lot of time spent in programming games (or software in general) is on designing an architecture and fitting game components to that architecture. Designing based on scenes replaces that approach and makes development much faster and more straightforward, allowing you to concentrate on the game logic itself. Because most game components map directly to a scene, using a design based on scene instantiation means little other architectural code is needed." msgstr "" #: ../../docs/getting_started/step_by_step/instancing_continued.rst:49 diff --git a/sphinx/templates/getting_started/step_by_step/intro_to_the_editor_interface.pot b/sphinx/templates/getting_started/step_by_step/intro_to_the_editor_interface.pot index b742f52efb..1dfc113578 100644 --- a/sphinx/templates/getting_started/step_by_step/intro_to_the_editor_interface.pot +++ b/sphinx/templates/getting_started/step_by_step/intro_to_the_editor_interface.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/resources.pot b/sphinx/templates/getting_started/step_by_step/resources.pot index 4dc7ecf095..7091f5d88c 100644 --- a/sphinx/templates/getting_started/step_by_step/resources.pot +++ b/sphinx/templates/getting_started/step_by_step/resources.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -25,11 +25,11 @@ msgid "Nodes and resources" msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:9 -msgid "Up to this tutorial, we focused on the :ref:`Node ` class in Godot as that's the one you use to code behavior and most of the engine's features rely on them. There is another datatype that is just as important: :ref:`Resource `." +msgid "Up to this tutorial, we focused on the :ref:`Node ` class in Godot as that's the one you use to code behavior and most of the engine's features rely on it. There is another datatype that is just as important: :ref:`Resource `." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:15 -msgid "*Nodes* give you functionality: they draw sprites, 3D models, simulate physics, arrange user interface, etc. **Resources** are **data containers**. They don't do anything on their own: instead nodes use the data contained in resources." +msgid "*Nodes* give you functionality: they draw sprites, 3D models, simulate physics, arrange user interfaces, etc. **Resources** are **data containers**. They don't do anything on their own: instead, nodes use the data contained in resources." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:19 @@ -37,11 +37,11 @@ msgid "Anything Godot saves or loads from disk is a resource. Be it a scene (a . msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:26 -msgid "When the engine loads a resource from disk, **it only loads it once**. If a copy of that resource is already in memory, trying to load the resource again will return the same copy every time. As resources only contain data there is no need to duplicate them." +msgid "When the engine loads a resource from disk, **it only loads it once**. If a copy of that resource is already in memory, trying to load the resource again will return the same copy every time. As resources only contain data, there is no need to duplicate them." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:31 -msgid "Every object, be it a Node or a Resource, can export properties. There are many types of Properties like String, integer, Vector2, etc., and any of these types can become a resource. This means that both nodes and resources can contain resources as properties:" +msgid "Every object, be it a Node or a Resource, can export properties. There are many types of Properties, like String, integer, Vector2, etc., and any of these types can become a resource. This means that both nodes and resources can contain resources as properties:" msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:39 @@ -65,11 +65,11 @@ msgid "To be more specific, here's a :ref:`Texture ` in a :ref:`S msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:51 -msgid "Clicking the resource preview allows us to view and edit the resources properties." +msgid "Clicking the resource preview allows us to view and edit the resource's properties." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:55 -msgid "The path property tells us where the resource comes from. In this case it comes from a PNG image called ``robi.png``. When the resource comes from a file like this, it is an external resource. If you erase the path or this path is empty, it becomes built-in resource." +msgid "The path property tells us where the resource comes from. In this case, it comes from a PNG image called ``robi.png``. When the resource comes from a file like this, it is an external resource. If you erase the path or this path is empty, it becomes a built-in resource." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:60 @@ -109,7 +109,7 @@ msgid "This method creates the nodes in the scene's hierarchy, configures them, msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:137 -msgid "The approach has several advantages. As the :ref:`PackedScene.instance() ` function is pretty fast, you can create new enemies, bullets, effects, etc. without having to load them again from disk each time. Remember that as always, images, meshes, etc. are all shared between the scene instances." +msgid "The approach has several advantages. As the :ref:`PackedScene.instance() ` function is pretty fast, you can create new enemies, bullets, effects, etc. without having to load them again from disk each time. Remember that, as always, images, meshes, etc. are all shared between the scene instances." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:144 @@ -129,7 +129,7 @@ msgid "Like any Object in Godot, users can also script Resources. Resource scrip msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:158 -msgid "This comes with many distinct advantages over alternative data structures such as JSON, CSV, or custom TXT files. Users can only import these assets as a :ref:`Dictionary ` (JSON) or as a :ref:`File ` to parse. What sets Resources apart is their inheritance of :ref:`Object `, :ref:`Reference `, and :ref:`Resource ` features:" +msgid "This comes with many distinct advantages over alternative data structures, such as JSON, CSV, or custom TXT files. Users can only import these assets as a :ref:`Dictionary ` (JSON) or as a :ref:`File ` to parse. What sets Resources apart is their inheritance of :ref:`Object `, :ref:`Reference `, and :ref:`Resource ` features:" msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:165 @@ -217,7 +217,7 @@ msgid "Design a visualization within the editor and create a simple plugin that msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:352 -msgid "CurveTables are the same thing except mapped to an Array of float values or a :ref:`Curve `/:ref:`Curve2D ` resource object." +msgid "CurveTables are the same thing, except mapped to an Array of float values or a :ref:`Curve `/:ref:`Curve2D ` resource object." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:357 diff --git a/sphinx/templates/getting_started/step_by_step/scene_tree.pot b/sphinx/templates/getting_started/step_by_step/scene_tree.pot index bd22bfcdab..3e12b18c44 100644 --- a/sphinx/templates/getting_started/step_by_step/scene_tree.pot +++ b/sphinx/templates/getting_started/step_by_step/scene_tree.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/scenes_and_nodes.pot b/sphinx/templates/getting_started/step_by_step/scenes_and_nodes.pot index f34feda86d..ed1d6f408f 100644 --- a/sphinx/templates/getting_started/step_by_step/scenes_and_nodes.pot +++ b/sphinx/templates/getting_started/step_by_step/scenes_and_nodes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -65,7 +65,7 @@ msgid "It can be extended (to have more functions)." msgstr "" #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:39 -msgid "It can be added to other nodes as a child." +msgid "It can be added to another node as a child." msgstr "" #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:43 diff --git a/sphinx/templates/getting_started/step_by_step/scripting.pot b/sphinx/templates/getting_started/step_by_step/scripting.pot index 92029eb63c..f642460530 100644 --- a/sphinx/templates/getting_started/step_by_step/scripting.pot +++ b/sphinx/templates/getting_started/step_by_step/scripting.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -29,11 +29,11 @@ msgid "Before Godot 3.0, the only choice for scripting a game was to use :ref:`d msgstr "" #: ../../docs/getting_started/step_by_step/scripting.rst:13 -msgid "This is great, mostly due the large amount of flexibility provided, but it also makes our work supporting languages more difficult." +msgid "This is great, mostly due to the large amount of flexibility provided, but it also makes our work supporting languages more difficult." msgstr "" #: ../../docs/getting_started/step_by_step/scripting.rst:16 -msgid "The \"Main\" languages in Godot, though, are GDScript and VisualScript. The main reason to choose them is their level of integration with Godot, as this makes the experience smoother; both have slick editor integration, while C# 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." +msgid "The \"main\" languages in Godot, though, are GDScript and VisualScript. The main reason to choose them is their level of integration with Godot, as this makes the experience smoother; both have slick editor integration, while C# 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 "" #: ../../docs/getting_started/step_by_step/scripting.rst:22 @@ -197,7 +197,7 @@ msgid "The script creation dialog will pop up. This dialog allows you to set the msgstr "" #: ../../docs/getting_started/step_by_step/scripting.rst:139 -msgid "In GDScript the file itself represents the class, so the class name field is not editable." +msgid "In GDScript, the file itself represents the class, so the class name field is not editable." msgstr "" #: ../../docs/getting_started/step_by_step/scripting.rst:142 @@ -213,7 +213,7 @@ msgid "The script will then be created and added to the node. You can see this a msgstr "" #: ../../docs/getting_started/step_by_step/scripting.rst:156 -msgid "To edit the script, select either of these buttons, both of which are highlighted in the above image. This will bring you to the script editor where a default template will be included:" +msgid "To edit the script, select either of these buttons, both of which are highlighted in the above image. This will bring you to the script editor, where a default template will be included:" msgstr "" #: ../../docs/getting_started/step_by_step/scripting.rst:161 @@ -257,7 +257,7 @@ msgid "In the bottom-left are the key things you need to create a connection: a msgstr "" #: ../../docs/getting_started/step_by_step/scripting.rst:205 -msgid "The top-left section displays a list of your scene's nodes with the emitting node's name highlighted in red. Select the \"Panel\" node here. When you select a node, the NodePath at the bottom will automatically update to point a relative path from the emitting node to the selected node." +msgid "The top-left section displays a list of your scene's nodes with the emitting node's name highlighted in red. Select the \"Panel\" node here. When you select a node, the NodePath at the bottom will automatically update to point to a relative path from the emitting node to the selected node." msgstr "" #: ../../docs/getting_started/step_by_step/scripting.rst:210 @@ -265,7 +265,7 @@ msgid "By default, the method name will contain the emitting node's name (\"Butt msgstr "" #: ../../docs/getting_started/step_by_step/scripting.rst:215 -msgid "And that concludes the guide on how to use the visual interface. However, this is a scripting tutorial, so for the sake of learning, let's dive in to the manual process!" +msgid "And that concludes the guide on how to use the visual interface. However, this is a scripting tutorial, so for the sake of learning, let's dive into the manual process!" msgstr "" #: ../../docs/getting_started/step_by_step/scripting.rst:219 diff --git a/sphinx/templates/getting_started/step_by_step/scripting_continued.pot b/sphinx/templates/getting_started/step_by_step/scripting_continued.pot index 155f6238b8..dea372f14d 100644 --- a/sphinx/templates/getting_started/step_by_step/scripting_continued.pot +++ b/sphinx/templates/getting_started/step_by_step/scripting_continued.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/signals.pot b/sphinx/templates/getting_started/step_by_step/signals.pot index 0edad7c749..328d5c165e 100644 --- a/sphinx/templates/getting_started/step_by_step/signals.pot +++ b/sphinx/templates/getting_started/step_by_step/signals.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/singletons_autoload.pot b/sphinx/templates/getting_started/step_by_step/singletons_autoload.pot index 2dd31ee5ab..c3b1c3bbe2 100644 --- a/sphinx/templates/getting_started/step_by_step/singletons_autoload.pot +++ b/sphinx/templates/getting_started/step_by_step/singletons_autoload.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -81,7 +81,7 @@ msgid "To autoload a scene or script, select ``Project -> Project Settings`` fro msgstr "" #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:53 -msgid "Here you can add any number of scenes or scripts. Each entry in the list requires a name, which assigned as the node's ``name`` property. The order of the entries as they added to the global scene tree can be manipulated using the up/down arrow keys." +msgid "Here you can add any number of scenes or scripts. Each entry in the list requires a name, which is assigned as the node's ``name`` property. The order of the entries as they are added to the global scene tree can be manipulated using the up/down arrow keys." msgstr "" #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:60 diff --git a/sphinx/templates/getting_started/step_by_step/splash_screen.pot b/sphinx/templates/getting_started/step_by_step/splash_screen.pot index 851eb0dcde..9484df1dfb 100644 --- a/sphinx/templates/getting_started/step_by_step/splash_screen.pot +++ b/sphinx/templates/getting_started/step_by_step/splash_screen.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/ui_code_a_life_bar.pot b/sphinx/templates/getting_started/step_by_step/ui_code_a_life_bar.pot index 89b0900db1..9bf5491852 100644 --- a/sphinx/templates/getting_started/step_by_step/ui_code_a_life_bar.pot +++ b/sphinx/templates/getting_started/step_by_step/ui_code_a_life_bar.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -25,7 +25,7 @@ msgid "Intro" msgstr "" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:9 -msgid "In this tutorial you will connect a character to a life bar and animate the health loss." +msgid "In this tutorial, you will connect a character to a life bar and animate the health loss." msgstr "" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:14 @@ -73,7 +73,7 @@ msgid "To do this, we will use **signals**." msgstr "" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:49 -msgid "Signals are Godot's version of the Observer pattern. They allow us to send out some message. Other nodes can connect to the object that **emits** the signal and receive the information. It's a powerful tool we use a lot for User Interface and achievement systems. You don't want to use them everywhere though. Connecting two nodes adds some coupling between them. When there's a lot of connections, they become hard to manage. For more information on check out the `signals video tutorial `_ on GDquest." +msgid "Signals are Godot's version of the Observer pattern. They allow us to send out some message. Other nodes can connect to the object that **emits** the signal and receive the information. It's a powerful tool we use a lot for User Interface and achievement systems. You don't want to use them everywhere, though. Connecting two nodes adds some coupling between them. When there's a lot of connections, they become hard to manage. For more information, check out the `signals video tutorial `_ on GDquest." msgstr "" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:53 @@ -85,7 +85,7 @@ msgid "Download the Godot project: :download:`ui_code_life_bar.zip `_" +msgid "The engine does not convert PascalCase to snake_case, for C# examples we'll be using PascalCase for method names & camelCase for method parameters, which follows the official `C# naming conventions. `_" msgstr "" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:299 @@ -261,7 +261,7 @@ msgid "In Player.gd, when the Player emits the health\\_changed signal, it also msgstr "" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:302 -msgid "Inside ``_on_Player_health_changed`` let's call a second function called ``update_health`` and pass it the ``player_health`` variable." +msgid "Inside ``_on_Player_health_changed``, let's call a second function called ``update_health`` and pass it the ``player_health`` variable." msgstr "" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:307 @@ -293,7 +293,7 @@ msgid "set the ``TextureProgress``'s ``value`` to ``new_value``" msgstr "" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:350 -msgid "``str`` is a built-in function that converts about any value to text. ``Number``'s ``text`` property requires a string so we can't assign it to ``new_value`` directly" +msgid "``str`` is a built-in function that converts about any value to text. ``Number``'s ``text`` property requires a string, so we can't assign it to ``new_value`` directly" msgstr "" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:354 @@ -309,7 +309,7 @@ msgid "Animate the loss of life with the Tween node" msgstr "" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:367 -msgid "Our interface is functional, but it could use some animation. That's a good opportunity to introduce the ``Tween`` node, an essential tool to animate properties. ``Tween`` animates anything you'd like from a start to an end state over a certain duration. For example it can animate the health on the ``TextureProgress`` from its current level to the ``Player``'s new ``health`` when the character takes damage." +msgid "Our interface is functional, but it could use some animation. That's a good opportunity to introduce the ``Tween`` node, an essential tool to animate properties. ``Tween`` animates anything you'd like from a start to an end state over a certain duration. For example, it can animate the health on the ``TextureProgress`` from its current level to the ``Player``'s new ``health`` when the character takes damage." msgstr "" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:374 @@ -409,7 +409,7 @@ msgid "Play the game to see the bar animate smoothly. But the text displays deci msgstr "" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:531 -msgid "The animation is smooth but the number is broken" +msgid "The animation is smooth, but the number is broken" msgstr "" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:533 @@ -421,7 +421,7 @@ msgid "Try the game again to see a nice blocky animation." msgstr "" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:559 -msgid "By rounding out animated\\_health we hit two birds with one stone" +msgid "By rounding out animated\\_health, we kill two birds with one stone" msgstr "" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:563 @@ -469,7 +469,7 @@ msgid "`modulate` comes from the `CanvasItem` class, All 2D and UI nodes inherit msgstr "" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:611 -msgid "``modulate`` takes a ``Color`` value with 4 channels: red, green, blue and alpha. If we darken any of the first three channels it darkens the interface. If we lower the alpha channel our interface fades out." +msgid "``modulate`` takes a ``Color`` value with 4 channels: red, green, blue and alpha. If we darken any of the first three channels it darkens the interface. If we lower the alpha channel, our interface fades out." msgstr "" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:615 @@ -485,7 +485,7 @@ msgid "We then have to call the ``interpolate_property`` method of the ``Tween`` msgstr "" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:654 -msgid "This time we change the ``modulate`` property and have it animate from ``start_color`` to the ``end_color``. The duration is of one second, with a linear transition. Here again, because the transition is linear, the easing does not matter. Here's the complete ``_on_Player_died`` method:" +msgid "This time, we change the ``modulate`` property and have it animate from ``start_color`` to the ``end_color``. The duration is of one second, with a linear transition. Here again, because the transition is linear, the easing does not matter. Here's the complete ``_on_Player_died`` method:" msgstr "" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:679 diff --git a/sphinx/templates/getting_started/step_by_step/ui_game_user_interface.pot b/sphinx/templates/getting_started/step_by_step/ui_game_user_interface.pot index 41b7546b74..96ea6c5ea6 100644 --- a/sphinx/templates/getting_started/step_by_step/ui_game_user_interface.pot +++ b/sphinx/templates/getting_started/step_by_step/ui_game_user_interface.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/ui_introduction_to_the_ui_system.pot b/sphinx/templates/getting_started/step_by_step/ui_introduction_to_the_ui_system.pot index 6f9cb91c74..b1b6605989 100644 --- a/sphinx/templates/getting_started/step_by_step/ui_introduction_to_the_ui_system.pot +++ b/sphinx/templates/getting_started/step_by_step/ui_introduction_to_the_ui_system.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -21,7 +21,7 @@ msgid "Design interfaces with the Control nodes" msgstr "" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:6 -msgid "Computer displays, mobile phones, and TV screen come in all shapes and sizes. To ship a game, you'll need to support different screen ratios and resolutions. It can be hard to build responsive interfaces that adapt to all platforms. Thankfully, Godot comes with robust tools to design and manage responsive User Interface. To design your UI, you'll use the Control nodes. These are the nodes with green icons in the editor. There are dozens of them, to create anything from life bars to complex applications. Godot's entire editor and plugins use these nodes." +msgid "Computer displays, mobile phones, and TV screen come in all shapes and sizes. To ship a game, you'll need to support different screen ratios and resolutions. It can be hard to build responsive interfaces that adapt to all platforms. Thankfully, Godot comes with robust tools to design and manage a responsive User Interface. To design your UI, you'll use the Control nodes. These are the nodes with green icons in the editor. There are dozens of them, to create anything from life bars to complex applications. Godot's entire editor and plugins use these nodes." msgstr "" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:17 @@ -53,7 +53,7 @@ msgid "To learn how to control the interface and connect it to other scripts, re msgstr "" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:30 -msgid "Only use Control nodes when you design your interfaces. They have unique properties that allow them to work with one another. Other nodes like Node2D, Sprite, etc. will not work. You can still use some nodes that work with others like the AnimationPlayer, Tween or the StreamPlayer. Control nodes are CanvasItems like Node2D, so you can apply shaders to them." +msgid "Only use Control nodes when you design your interfaces. They have unique properties that allow them to work with one another. Other nodes, like Node2D, Sprite, etc. will not work. You can still use some nodes that work with others, like the AnimationPlayer, Tween or the StreamPlayer. Control nodes are CanvasItems like Node2D, so you can apply shaders to them." msgstr "" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:37 @@ -129,7 +129,7 @@ msgid "TextureRect" msgstr "" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:74 -msgid "**TextureRect** displays a texture or image inside a UI. It seems similar to the Sprite node but it offers multiple scaling modes. Set the Stretch Mode property to change its behavior:" +msgid "**TextureRect** displays a texture or image inside a UI. It seems similar to the Sprite node, but it offers multiple scaling modes. Set the Stretch Mode property to change its behavior:" msgstr "" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:78 @@ -205,7 +205,7 @@ msgid "Label" msgstr "" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:143 -msgid "**Label** prints text to the screen. You'll find all its properties in the Label section, in the Inspector. Write the text in the ``Text`` property, and check Autowrap if you want it to respect the textbox's size. If Autowrap is off, you won't be able to scale the node. You can align the text horizontally and vertically with Align and Valign respectively." +msgid "**Label** prints text to the screen. You'll find all its properties in the Label section, in the Inspector. Write the text in the ``Text`` property, and check Autowrap if you want it to respect the textbox's size. If Autowrap is off, you won't be able to scale the node. You can align the text horizontally and vertically with Align and Valign, respectively." msgstr "" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:152 @@ -241,7 +241,7 @@ msgid "On the other side, you have the layout menu. It helps you to anchor, plac msgstr "" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:174 -msgid "The two approaches are not always compatible. Because a container controls its children, you cannot use the layout menu on them. Each container has a specific effect so you may need to nest several of them to get a working interface. With the layout approach you work from the bottom up, on the children. As you don't insert extra containers in the scene it can make for cleaner hierarchies, but it's harder to arrange items in a row, column, grid, etc." +msgid "The two approaches are not always compatible. Because a container controls its children, you cannot use the layout menu on them. Each container has a specific effect, so you may need to nest several of them to get a working interface. With the layout approach you work from the bottom up, on the children. As you don't insert extra containers in the scene it can make for cleaner hierarchies, but it's harder to arrange items in a row, column, grid, etc." msgstr "" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:176 @@ -329,7 +329,7 @@ msgid "Arrange control nodes automatically with containers" msgstr "" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:275 -msgid "Containers automatically arrange all children Control nodes including other containers in rows, columns, and more. Use them to add padding around your interface or center nodes in their bounding rectangles. All built-in containers update in the editor so you can see the effect instantly." +msgid "Containers automatically arrange all children Control nodes including other containers in rows, columns, and more. Use them to add padding around your interface or center nodes in their bounding rectangles. All built-in containers update in the editor, so you can see the effect instantly." msgstr "" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:281 @@ -397,6 +397,6 @@ msgid "A GridContainer with 2 columns. It sizes each column automatically." msgstr "" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:350 -msgid "Godot's UI system is complex, and has a lot more to offer. To learn how to design more advanced interface, head to the :ref:`GUI section ` of the docs." +msgid "Godot's UI system is complex, and has a lot more to offer. To learn how to design more advanced interfaces, head to the :ref:`GUI section ` of the docs." msgstr "" diff --git a/sphinx/templates/getting_started/step_by_step/ui_main_menu.pot b/sphinx/templates/getting_started/step_by_step/ui_main_menu.pot index e0544839cd..eccda686e6 100644 --- a/sphinx/templates/getting_started/step_by_step/ui_main_menu.pot +++ b/sphinx/templates/getting_started/step_by_step/ui_main_menu.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -33,7 +33,7 @@ msgid "A game UI with a health bar, energy bar, bomb and money counters" msgstr "" #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:12 -msgid "You will learn how to design game UI efficiently, and how to use Godot's Control nodes. This page focuses on the visual part: everything you do from the editor. To learn how to code a life bar, read :doc:`ui_code_a_life_bar`" +msgid "You will learn how to design game UIs efficiently, and how to use Godot's Control nodes. This page focuses on the visual part: everything you do from the editor. To learn how to code a life bar, read :doc:`ui_code_a_life_bar`" msgstr "" #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:20 @@ -258,7 +258,7 @@ msgid "There's no space between the logo and the other UI elements" msgstr "" #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:219 -msgid "To center the characters on the right, we'll use a ``CenterContainer``. Add a ``CenterContainer`` node as a child of the ``HBoxContainer``. Then in the Inspector, scroll down to the ``Size Flags`` category and click on the field to the right of the ``Vertical`` property, and check ``Expand``. Do the same for the ``Horizontal`` property. Finally drag and drop the Characters into the ``CenterContainer``. The Characters element will center automatically." +msgid "To center the characters on the right, we'll use a ``CenterContainer``. Add a ``CenterContainer`` node as a child of the ``HBoxContainer``. Then in the Inspector, scroll down to the ``Size Flags`` category and click on the field to the right of the ``Vertical`` property, and check ``Expand`` in addition to ``Fill``. Do the same for the ``Horizontal`` property. Finally drag and drop the Characters into the ``CenterContainer``. The Characters element will center automatically." msgstr "" #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:228 @@ -274,7 +274,7 @@ msgid "Place the new container between the other two nodes to retain the UI's la msgstr "" #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:244 -msgid "Now we grouped the menu options together, we can tell their container to expand to take as much vertical space as possible. Select the ``MenuOptions`` node. In the Inspector, scroll down to the ``Size Flags`` category. Click on the field to the right of the ``Vertical`` property, and check ``Expand``. The container expands to take all the available vertical space. But it respects its neighbors, the ``Logo`` and ``Version`` elements." +msgid "Now we grouped the menu options together, we can tell their container to expand to take as much vertical space as possible. Select the ``MenuOptions`` node. In the Inspector, scroll down to the ``Size Flags`` category. Click on the field to the right of the ``Vertical`` property, and check ``Expand`` in addition to ``Fill``. The container expands to take all the available vertical space. But it respects its neighbors, the ``Logo`` and ``Version`` elements." msgstr "" #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:252 @@ -302,7 +302,7 @@ msgid "Congratulations for getting there! You can download the `final menu <#>`_ msgstr "" #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:279 -msgid "Responsive User Interface is all about making sure our UIs scale well on all screen types. TV screens and computer displays have different sizes and ratios. In Godot, we use containers to control the position and the size of UI elements." +msgid "A responsive User Interface is all about making sure our UIs scale well on all screen types. TV screens and computer displays have different sizes and ratios. In Godot, we use containers to control the position and the size of UI elements." msgstr "" #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:284 diff --git a/sphinx/templates/getting_started/step_by_step/your_first_game.pot b/sphinx/templates/getting_started/step_by_step/your_first_game.pot index 9c2bcc5ceb..5d9971192d 100644 --- a/sphinx/templates/getting_started/step_by_step/your_first_game.pot +++ b/sphinx/templates/getting_started/step_by_step/your_first_game.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -161,7 +161,7 @@ msgid "The ``_ready()`` function is called when a node enters the scene tree, wh msgstr "" #: ../../docs/getting_started/step_by_step/your_first_game.rst:198 -msgid "Now we can use the ``_process()`` function to define what the player will do. ``_process()`` is called every frame, so we'll use it to update elements of our game which we expect will change often. Here we'll make it:" +msgid "Now we can use the ``_process()`` function to define what the player will do. ``_process()`` is called every frame, so we'll use it to update elements of our game, which we expect will change often. Here we'll make it:" msgstr "" #: ../../docs/getting_started/step_by_step/your_first_game.rst:202 @@ -237,7 +237,7 @@ msgid "The boolean assignments in the code above are a common shorthand for prog msgstr "" #: ../../docs/getting_started/step_by_step/your_first_game.rst:372 -msgid "Play the scene again and check that the animations are correct in each of the directions. When you're sure the movement is working correctly, add this line to ``_ready()`` so the player will be hidden when the game starts:" +msgid "Play the scene again and check that the animations are correct in each of the directions. When you're sure the movement is working correctly, add this line to ``_ready()``, so the player will be hidden when the game starts:" msgstr "" #: ../../docs/getting_started/step_by_step/your_first_game.rst:387 @@ -381,7 +381,7 @@ msgid "See :ref:`doc_instancing` to learn more about instancing." msgstr "" #: ../../docs/getting_started/step_by_step/your_first_game.rst:617 -msgid "Now add the following nodes as children of ``Main``, and name them as shown (values are in seconds):" +msgid "Now, add the following nodes as children of ``Main``, and name them as shown (values are in seconds):" msgstr "" #: ../../docs/getting_started/step_by_step/your_first_game.rst:620 @@ -449,7 +449,7 @@ msgid "Main script" msgstr "" #: ../../docs/getting_started/step_by_step/your_first_game.rst:667 -msgid "Add a script to ``Main``. At the top of the script we use ``export (PackedScene)`` to allow us to choose the Mob scene we want to instance." +msgid "Add a script to ``Main``. At the top of the script, we use ``export (PackedScene)`` to allow us to choose the Mob scene we want to instance." msgstr "" #: ../../docs/getting_started/step_by_step/your_first_game.rst:706 @@ -465,7 +465,7 @@ msgid "Now connect the ``timeout()`` signal of each of the Timer nodes (``StartT msgstr "" #: ../../docs/getting_started/step_by_step/your_first_game.rst:782 -msgid "In ``_on_MobTimer_timeout()`` we will create a mob instance, pick a random starting location along the ``Path2D``, and set the mob in motion. The ``PathFollow2D`` node will automatically rotate as it follows the path, so we will use that to select the mob's direction as well as its position." +msgid "In ``_on_MobTimer_timeout()``, we will create a mob instance, pick a random starting location along the ``Path2D``, and set the mob in motion. The ``PathFollow2D`` node will automatically rotate as it follows the path, so we will use that to select the mob's direction as well as its position." msgstr "" #: ../../docs/getting_started/step_by_step/your_first_game.rst:788 diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/animation.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/animation.pot index 4410cd40ad..0a9e223b63 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/animation.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/animation.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/index.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/index.pot index 0e5249b03f..6e73a4bce6 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/index.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/lights.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/lights.pot index d1b60e32b0..74a140656d 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/lights.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/lights.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/material.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/material.pot index 1c459430b8..ff027238d9 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/material.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/material.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/mesh.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/mesh.pot index 3304d2c006..cee482e339 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/mesh.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/mesh.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/physics.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/physics.pot index 6bd12fe9b4..5c64d0dfb8 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/physics.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/physics.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/skeleton.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/skeleton.pot index b286a95179..8bd85f270c 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/skeleton.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/skeleton.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/import_process.pot b/sphinx/templates/getting_started/workflow/assets/import_process.pot index 2cdabfd7c0..2cb0cf1a38 100644 --- a/sphinx/templates/getting_started/workflow/assets/import_process.pot +++ b/sphinx/templates/getting_started/workflow/assets/import_process.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/importing_audio_samples.pot b/sphinx/templates/getting_started/workflow/assets/importing_audio_samples.pot index d03555029b..d09e646da2 100644 --- a/sphinx/templates/getting_started/workflow/assets/importing_audio_samples.pot +++ b/sphinx/templates/getting_started/workflow/assets/importing_audio_samples.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/importing_images.pot b/sphinx/templates/getting_started/workflow/assets/importing_images.pot index aa89a7784f..f1593dc96c 100644 --- a/sphinx/templates/getting_started/workflow/assets/importing_images.pot +++ b/sphinx/templates/getting_started/workflow/assets/importing_images.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/importing_scenes.pot b/sphinx/templates/getting_started/workflow/assets/importing_scenes.pot index f8cdb249b9..8166e22210 100644 --- a/sphinx/templates/getting_started/workflow/assets/importing_scenes.pot +++ b/sphinx/templates/getting_started/workflow/assets/importing_scenes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/importing_translations.pot b/sphinx/templates/getting_started/workflow/assets/importing_translations.pot index 7239d50de4..e2f085186c 100644 --- a/sphinx/templates/getting_started/workflow/assets/importing_translations.pot +++ b/sphinx/templates/getting_started/workflow/assets/importing_translations.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/index.pot b/sphinx/templates/getting_started/workflow/assets/index.pot index 720d3319fd..dad2dfad27 100644 --- a/sphinx/templates/getting_started/workflow/assets/index.pot +++ b/sphinx/templates/getting_started/workflow/assets/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/changing_application_icon_for_windows.pot b/sphinx/templates/getting_started/workflow/export/changing_application_icon_for_windows.pot index 82de6cc66b..fa1fcb67ab 100644 --- a/sphinx/templates/getting_started/workflow/export/changing_application_icon_for_windows.pot +++ b/sphinx/templates/getting_started/workflow/export/changing_application_icon_for_windows.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/customizing_html5_shell.pot b/sphinx/templates/getting_started/workflow/export/customizing_html5_shell.pot index 504ea659d7..a0c8e8a7f8 100644 --- a/sphinx/templates/getting_started/workflow/export/customizing_html5_shell.pot +++ b/sphinx/templates/getting_started/workflow/export/customizing_html5_shell.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_android.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_android.pot index 5b382cddaa..04f520046e 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_android.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_android.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_ios.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_ios.pot index 0ed31fb429..8e3e035200 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_ios.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_ios.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_pc.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_pc.pot index eb6dad98d8..362422dc63 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_pc.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_pc.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_uwp.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_uwp.pot index bcfcf1ccd5..cda148fe31 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_uwp.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_uwp.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_web.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_web.pot index 5ba48e3d30..b94b9301fb 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_web.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_web.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_projects.pot b/sphinx/templates/getting_started/workflow/export/exporting_projects.pot index bac42aa02d..1b7ab47393 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_projects.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_projects.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/feature_tags.pot b/sphinx/templates/getting_started/workflow/export/feature_tags.pot index 49fcc7f0df..fe600fae5e 100644 --- a/sphinx/templates/getting_started/workflow/export/feature_tags.pot +++ b/sphinx/templates/getting_started/workflow/export/feature_tags.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/index.pot b/sphinx/templates/getting_started/workflow/export/index.pot index 7811bf51d2..32f6e9d831 100644 --- a/sphinx/templates/getting_started/workflow/export/index.pot +++ b/sphinx/templates/getting_started/workflow/export/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/one-click_deploy.pot b/sphinx/templates/getting_started/workflow/export/one-click_deploy.pot index 225b6b9119..2dd59de249 100644 --- a/sphinx/templates/getting_started/workflow/export/one-click_deploy.pot +++ b/sphinx/templates/getting_started/workflow/export/one-click_deploy.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/index.pot b/sphinx/templates/getting_started/workflow/index.pot index d9885367bd..c28a195a07 100644 --- a/sphinx/templates/getting_started/workflow/index.pot +++ b/sphinx/templates/getting_started/workflow/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/project_setup/index.pot b/sphinx/templates/getting_started/workflow/project_setup/index.pot index accba9cd32..7f6e445a54 100644 --- a/sphinx/templates/getting_started/workflow/project_setup/index.pot +++ b/sphinx/templates/getting_started/workflow/project_setup/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/project_setup/project_organization.pot b/sphinx/templates/getting_started/workflow/project_setup/project_organization.pot index 23c847c1de..6f4f4d51ea 100644 --- a/sphinx/templates/getting_started/workflow/project_setup/project_organization.pot +++ b/sphinx/templates/getting_started/workflow/project_setup/project_organization.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/index.pot b/sphinx/templates/index.pot index 9499946d76..ae09501929 100644 --- a/sphinx/templates/index.pot +++ b/sphinx/templates/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -37,7 +37,7 @@ msgid "Godot Engine is an open source project developed by a community of volunt msgstr "" #: ../../docs/index.rst:29 -msgid "Submit an issue or pull request on the `GitHub repository `_, help us `translate the documentation `_ into your language, or discuss with us on either the ``#documentation`` channel on `Discord `_, or the ``#godotengine-doc`` channel on `irc.freenode.net `_!" +msgid "Submit an issue or pull request on the `GitHub repository `_, help us `translate the documentation `_ into your language, or talk to us on either the ``#documentation`` channel on `Discord `_, or the ``#godotengine-doc`` channel on `irc.freenode.net `_!" msgstr "" #: ../../docs/index.rst:43 diff --git a/sphinx/templates/tutorials/2d/2d_lights_and_shadows.pot b/sphinx/templates/tutorials/2d/2d_lights_and_shadows.pot index 2634c898c0..98e73d71ff 100644 --- a/sphinx/templates/tutorials/2d/2d_lights_and_shadows.pot +++ b/sphinx/templates/tutorials/2d/2d_lights_and_shadows.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/2d_movement.pot b/sphinx/templates/tutorials/2d/2d_movement.pot index c33f2eb462..dba71c6a74 100644 --- a/sphinx/templates/tutorials/2d/2d_movement.pot +++ b/sphinx/templates/tutorials/2d/2d_movement.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/2d_transforms.pot b/sphinx/templates/tutorials/2d/2d_transforms.pot index be45b24e09..ea577ef590 100644 --- a/sphinx/templates/tutorials/2d/2d_transforms.pot +++ b/sphinx/templates/tutorials/2d/2d_transforms.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/canvas_layers.pot b/sphinx/templates/tutorials/2d/canvas_layers.pot index e246a6401c..4caedc8a3d 100644 --- a/sphinx/templates/tutorials/2d/canvas_layers.pot +++ b/sphinx/templates/tutorials/2d/canvas_layers.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/custom_drawing_in_2d.pot b/sphinx/templates/tutorials/2d/custom_drawing_in_2d.pot index 4cde61f5ba..1de8a6d3d8 100644 --- a/sphinx/templates/tutorials/2d/custom_drawing_in_2d.pot +++ b/sphinx/templates/tutorials/2d/custom_drawing_in_2d.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/index.pot b/sphinx/templates/tutorials/2d/index.pot index 26505980ee..102bb7ceed 100644 --- a/sphinx/templates/tutorials/2d/index.pot +++ b/sphinx/templates/tutorials/2d/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/particle_systems_2d.pot b/sphinx/templates/tutorials/2d/particle_systems_2d.pot index 56678ab72a..35bbbb216b 100644 --- a/sphinx/templates/tutorials/2d/particle_systems_2d.pot +++ b/sphinx/templates/tutorials/2d/particle_systems_2d.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/using_tilemaps.pot b/sphinx/templates/tutorials/2d/using_tilemaps.pot index 8b94544d01..791c55c89a 100644 --- a/sphinx/templates/tutorials/2d/using_tilemaps.pot +++ b/sphinx/templates/tutorials/2d/using_tilemaps.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/3d_performance_and_limitations.pot b/sphinx/templates/tutorials/3d/3d_performance_and_limitations.pot index f8acb08435..c169629b8c 100644 --- a/sphinx/templates/tutorials/3d/3d_performance_and_limitations.pot +++ b/sphinx/templates/tutorials/3d/3d_performance_and_limitations.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/baked_lightmaps.pot b/sphinx/templates/tutorials/3d/baked_lightmaps.pot index 1c16391c3e..b9d0341f2e 100644 --- a/sphinx/templates/tutorials/3d/baked_lightmaps.pot +++ b/sphinx/templates/tutorials/3d/baked_lightmaps.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/csg_tools.pot b/sphinx/templates/tutorials/3d/csg_tools.pot index 4d6f2c064d..cac59b77bf 100644 --- a/sphinx/templates/tutorials/3d/csg_tools.pot +++ b/sphinx/templates/tutorials/3d/csg_tools.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -61,7 +61,7 @@ msgid ":ref:`CSGMesh `" msgstr "" #: ../../docs/tutorials/3d/csg_tools.rst:23 -msgid ":ref:`CSGCombiner '" +msgid ":ref:`CSGCombiner `" msgstr "" #: ../../docs/tutorials/3d/csg_tools.rst:30 diff --git a/sphinx/templates/tutorials/3d/environment_and_post_processing.pot b/sphinx/templates/tutorials/3d/environment_and_post_processing.pot index b984775cf3..0b56030483 100644 --- a/sphinx/templates/tutorials/3d/environment_and_post_processing.pot +++ b/sphinx/templates/tutorials/3d/environment_and_post_processing.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/fps_tutorial/index.pot b/sphinx/templates/tutorials/3d/fps_tutorial/index.pot index 473972c3b9..5d69b43f8c 100644 --- a/sphinx/templates/tutorials/3d/fps_tutorial/index.pot +++ b/sphinx/templates/tutorials/3d/fps_tutorial/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/fps_tutorial/part_five.pot b/sphinx/templates/tutorials/3d/fps_tutorial/part_five.pot index c204004cca..4d949be56f 100644 --- a/sphinx/templates/tutorials/3d/fps_tutorial/part_five.pot +++ b/sphinx/templates/tutorials/3d/fps_tutorial/part_five.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/fps_tutorial/part_four.pot b/sphinx/templates/tutorials/3d/fps_tutorial/part_four.pot index ed521cdafc..df9ee49bff 100644 --- a/sphinx/templates/tutorials/3d/fps_tutorial/part_four.pot +++ b/sphinx/templates/tutorials/3d/fps_tutorial/part_four.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/fps_tutorial/part_one.pot b/sphinx/templates/tutorials/3d/fps_tutorial/part_one.pot index 78394251f4..7036772f5c 100644 --- a/sphinx/templates/tutorials/3d/fps_tutorial/part_one.pot +++ b/sphinx/templates/tutorials/3d/fps_tutorial/part_one.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/fps_tutorial/part_six.pot b/sphinx/templates/tutorials/3d/fps_tutorial/part_six.pot index 6b58ccda94..fe26b3a69e 100644 --- a/sphinx/templates/tutorials/3d/fps_tutorial/part_six.pot +++ b/sphinx/templates/tutorials/3d/fps_tutorial/part_six.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/fps_tutorial/part_three.pot b/sphinx/templates/tutorials/3d/fps_tutorial/part_three.pot index ec71e6647e..8f1392a2cb 100644 --- a/sphinx/templates/tutorials/3d/fps_tutorial/part_three.pot +++ b/sphinx/templates/tutorials/3d/fps_tutorial/part_three.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/fps_tutorial/part_two.pot b/sphinx/templates/tutorials/3d/fps_tutorial/part_two.pot index 9bfb6b07c0..9dfb28aa45 100644 --- a/sphinx/templates/tutorials/3d/fps_tutorial/part_two.pot +++ b/sphinx/templates/tutorials/3d/fps_tutorial/part_two.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -433,11 +433,11 @@ msgid "We are going to move the entire bullet object at the root (``Bullet``). W msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:451 -msgid "Why are we using a :ref:`Area ` and not a :ref:`RigidBody `? The main reason we're not using a :ref:`RigidBody ` is because we do not want the bullet to interact with other :ref:`RigidBody ` nodes. By using an :ref:`Area ` we are assuring that none of the other :ref:`RigidBody ` nodes, including other bullets, will be effected." +msgid "Why are we using an :ref:`Area ` and not a :ref:`RigidBody `? The main reason we're not using a :ref:`RigidBody ` is because we do not want the bullet to interact with other :ref:`RigidBody ` nodes. By using an :ref:`Area ` we are assuring that none of the other :ref:`RigidBody ` nodes, including other bullets, will be effected." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:455 -msgid "Another reason is simply because it is easier to detect collisions with a :ref:`Area `!" +msgid "Another reason is simply because it is easier to detect collisions with an :ref:`Area `!" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:457 diff --git a/sphinx/templates/tutorials/3d/gi_probes.pot b/sphinx/templates/tutorials/3d/gi_probes.pot index 4ce7fd16bb..0bb4c70fd1 100644 --- a/sphinx/templates/tutorials/3d/gi_probes.pot +++ b/sphinx/templates/tutorials/3d/gi_probes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/high_dynamic_range.pot b/sphinx/templates/tutorials/3d/high_dynamic_range.pot index 1daedea8ad..ebf1ed4b70 100644 --- a/sphinx/templates/tutorials/3d/high_dynamic_range.pot +++ b/sphinx/templates/tutorials/3d/high_dynamic_range.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/index.pot b/sphinx/templates/tutorials/3d/index.pot index 04d4bb40a8..55c0d697ad 100644 --- a/sphinx/templates/tutorials/3d/index.pot +++ b/sphinx/templates/tutorials/3d/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/introduction_to_3d.pot b/sphinx/templates/tutorials/3d/introduction_to_3d.pot index f8d967341c..89e8bbfc88 100644 --- a/sphinx/templates/tutorials/3d/introduction_to_3d.pot +++ b/sphinx/templates/tutorials/3d/introduction_to_3d.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/inverse_kinematics.pot b/sphinx/templates/tutorials/3d/inverse_kinematics.pot index 1d7a4c0199..7591ddb80c 100644 --- a/sphinx/templates/tutorials/3d/inverse_kinematics.pot +++ b/sphinx/templates/tutorials/3d/inverse_kinematics.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/lights_and_shadows.pot b/sphinx/templates/tutorials/3d/lights_and_shadows.pot index 14573c471e..48a4ee41bd 100644 --- a/sphinx/templates/tutorials/3d/lights_and_shadows.pot +++ b/sphinx/templates/tutorials/3d/lights_and_shadows.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -165,7 +165,7 @@ msgid "Each split distance is controlled relative to the camera far (or shadow * msgstr "" #: ../../docs/tutorials/3d/lights_and_shadows.rst:111 -msgid "Always make sure to set a shadow *Max Distance* according to what the scene needs. The closer the max distance, the higher quality they shadows will have." +msgid "Always make sure to set a shadow *Max Distance* according to what the scene needs. A lower maximum distance will result in better-looking shadows." msgstr "" #: ../../docs/tutorials/3d/lights_and_shadows.rst:114 @@ -309,7 +309,7 @@ msgid "If the slots in a quadrant are full, lights are pushed back to smaller sl msgstr "" #: ../../docs/tutorials/3d/lights_and_shadows.rst:228 -msgid "This allocation strategy works for most games, but you may to use a separate one in some cases (as example, a top-down game where all lights are around the same size and quadrands may have all the same subdivision)." +msgid "This allocation strategy works for most games, but you may want to use a separate one in some cases (as example, a top-down game where all lights are around the same size and quadrants may have all the same subdivision)." msgstr "" #: ../../docs/tutorials/3d/lights_and_shadows.rst:232 diff --git a/sphinx/templates/tutorials/3d/reflection_probes.pot b/sphinx/templates/tutorials/3d/reflection_probes.pot index 63dba2636d..8990e4f56d 100644 --- a/sphinx/templates/tutorials/3d/reflection_probes.pot +++ b/sphinx/templates/tutorials/3d/reflection_probes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/spatial_material.pot b/sphinx/templates/tutorials/3d/spatial_material.pot index 4cd0a68e7d..f6a3af116c 100644 --- a/sphinx/templates/tutorials/3d/spatial_material.pot +++ b/sphinx/templates/tutorials/3d/spatial_material.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/using_gridmaps.pot b/sphinx/templates/tutorials/3d/using_gridmaps.pot index b50c20d061..05f4c72c11 100644 --- a/sphinx/templates/tutorials/3d/using_gridmaps.pot +++ b/sphinx/templates/tutorials/3d/using_gridmaps.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/using_multi_mesh_instance.pot b/sphinx/templates/tutorials/3d/using_multi_mesh_instance.pot index 2148202cf3..a439653df6 100644 --- a/sphinx/templates/tutorials/3d/using_multi_mesh_instance.pot +++ b/sphinx/templates/tutorials/3d/using_multi_mesh_instance.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/using_transforms.pot b/sphinx/templates/tutorials/3d/using_transforms.pot index 8dee5da034..92997499c3 100644 --- a/sphinx/templates/tutorials/3d/using_transforms.pot +++ b/sphinx/templates/tutorials/3d/using_transforms.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/working_with_3d_skeletons.pot b/sphinx/templates/tutorials/3d/working_with_3d_skeletons.pot index bee332e082..4ebfdf43f1 100644 --- a/sphinx/templates/tutorials/3d/working_with_3d_skeletons.pot +++ b/sphinx/templates/tutorials/3d/working_with_3d_skeletons.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/animation/cutout_animation.pot b/sphinx/templates/tutorials/animation/cutout_animation.pot index 00e6aba8ce..6e563ba2b4 100644 --- a/sphinx/templates/tutorials/animation/cutout_animation.pot +++ b/sphinx/templates/tutorials/animation/cutout_animation.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/animation/index.pot b/sphinx/templates/tutorials/animation/index.pot index bd23fd3ab1..f59f1ab74f 100644 --- a/sphinx/templates/tutorials/animation/index.pot +++ b/sphinx/templates/tutorials/animation/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/animation/introduction_2d.pot b/sphinx/templates/tutorials/animation/introduction_2d.pot index c55de6ce62..deedfb0bf0 100644 --- a/sphinx/templates/tutorials/animation/introduction_2d.pot +++ b/sphinx/templates/tutorials/animation/introduction_2d.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/assetlib/index.pot b/sphinx/templates/tutorials/assetlib/index.pot index 88b03f9ff3..9c43f76593 100644 --- a/sphinx/templates/tutorials/assetlib/index.pot +++ b/sphinx/templates/tutorials/assetlib/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/assetlib/uploading_to_assetlib.pot b/sphinx/templates/tutorials/assetlib/uploading_to_assetlib.pot index 89edaed54d..44d16ace62 100644 --- a/sphinx/templates/tutorials/assetlib/uploading_to_assetlib.pot +++ b/sphinx/templates/tutorials/assetlib/uploading_to_assetlib.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/assetlib/using_assetlib.pot b/sphinx/templates/tutorials/assetlib/using_assetlib.pot index 61b91d13f5..c277dcd0c6 100644 --- a/sphinx/templates/tutorials/assetlib/using_assetlib.pot +++ b/sphinx/templates/tutorials/assetlib/using_assetlib.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/assetlib/what_is_assetlib.pot b/sphinx/templates/tutorials/assetlib/what_is_assetlib.pot index 226c319f01..bfab1e50e3 100644 --- a/sphinx/templates/tutorials/assetlib/what_is_assetlib.pot +++ b/sphinx/templates/tutorials/assetlib/what_is_assetlib.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/audio/audio_buses.pot b/sphinx/templates/tutorials/audio/audio_buses.pot index f8f0953105..e051b4a320 100644 --- a/sphinx/templates/tutorials/audio/audio_buses.pot +++ b/sphinx/templates/tutorials/audio/audio_buses.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/audio/audio_streams.pot b/sphinx/templates/tutorials/audio/audio_streams.pot index d3c5d2b705..3cb44a5e64 100644 --- a/sphinx/templates/tutorials/audio/audio_streams.pot +++ b/sphinx/templates/tutorials/audio/audio_streams.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/audio/index.pot b/sphinx/templates/tutorials/audio/index.pot index 09fd362dbc..8391ea76e8 100644 --- a/sphinx/templates/tutorials/audio/index.pot +++ b/sphinx/templates/tutorials/audio/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/debug/index.pot b/sphinx/templates/tutorials/debug/index.pot index f791de3f39..0fda618282 100644 --- a/sphinx/templates/tutorials/debug/index.pot +++ b/sphinx/templates/tutorials/debug/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/debug/overview_of_debugging_tools.pot b/sphinx/templates/tutorials/debug/overview_of_debugging_tools.pot index fd465fb67e..7b42fc60d4 100644 --- a/sphinx/templates/tutorials/debug/overview_of_debugging_tools.pot +++ b/sphinx/templates/tutorials/debug/overview_of_debugging_tools.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/gui/bbcode_in_richtextlabel.pot b/sphinx/templates/tutorials/gui/bbcode_in_richtextlabel.pot index 4e4bbc511e..fe79c4765e 100644 --- a/sphinx/templates/tutorials/gui/bbcode_in_richtextlabel.pot +++ b/sphinx/templates/tutorials/gui/bbcode_in_richtextlabel.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/gui/custom_gui_controls.pot b/sphinx/templates/tutorials/gui/custom_gui_controls.pot index 0a70964d8b..2c29583fb0 100644 --- a/sphinx/templates/tutorials/gui/custom_gui_controls.pot +++ b/sphinx/templates/tutorials/gui/custom_gui_controls.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/gui/gui_skinning.pot b/sphinx/templates/tutorials/gui/gui_skinning.pot index 9a9310d319..9dd91fd253 100644 --- a/sphinx/templates/tutorials/gui/gui_skinning.pot +++ b/sphinx/templates/tutorials/gui/gui_skinning.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/gui/index.pot b/sphinx/templates/tutorials/gui/index.pot index 5037dfb603..cbe556d12b 100644 --- a/sphinx/templates/tutorials/gui/index.pot +++ b/sphinx/templates/tutorials/gui/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/gui/size_and_anchors.pot b/sphinx/templates/tutorials/gui/size_and_anchors.pot index 119b319cdb..c468bb2222 100644 --- a/sphinx/templates/tutorials/gui/size_and_anchors.pot +++ b/sphinx/templates/tutorials/gui/size_and_anchors.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/i18n/index.pot b/sphinx/templates/tutorials/i18n/index.pot index 9b379570ea..3ef8a1df88 100644 --- a/sphinx/templates/tutorials/i18n/index.pot +++ b/sphinx/templates/tutorials/i18n/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/i18n/internationalizing_games.pot b/sphinx/templates/tutorials/i18n/internationalizing_games.pot index f1c2b07cde..59e1d8cd44 100644 --- a/sphinx/templates/tutorials/i18n/internationalizing_games.pot +++ b/sphinx/templates/tutorials/i18n/internationalizing_games.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/i18n/locales.pot b/sphinx/templates/tutorials/i18n/locales.pot index e5271ab5a6..36f30b8ceb 100644 --- a/sphinx/templates/tutorials/i18n/locales.pot +++ b/sphinx/templates/tutorials/i18n/locales.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/inputs/custom_mouse_cursor.pot b/sphinx/templates/tutorials/inputs/custom_mouse_cursor.pot index 0d4eee57b5..62c4e51f70 100644 --- a/sphinx/templates/tutorials/inputs/custom_mouse_cursor.pot +++ b/sphinx/templates/tutorials/inputs/custom_mouse_cursor.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/inputs/index.pot b/sphinx/templates/tutorials/inputs/index.pot index 341fbb1abb..72c90f97bb 100644 --- a/sphinx/templates/tutorials/inputs/index.pot +++ b/sphinx/templates/tutorials/inputs/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/inputs/inputevent.pot b/sphinx/templates/tutorials/inputs/inputevent.pot index 26e7b18c9e..231da858bb 100644 --- a/sphinx/templates/tutorials/inputs/inputevent.pot +++ b/sphinx/templates/tutorials/inputs/inputevent.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/inputs/mouse_and_input_coordinates.pot b/sphinx/templates/tutorials/inputs/mouse_and_input_coordinates.pot index 1fb868d470..8819e6b429 100644 --- a/sphinx/templates/tutorials/inputs/mouse_and_input_coordinates.pot +++ b/sphinx/templates/tutorials/inputs/mouse_and_input_coordinates.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/io/background_loading.pot b/sphinx/templates/tutorials/io/background_loading.pot index 3bc27e6a13..3952c73025 100644 --- a/sphinx/templates/tutorials/io/background_loading.pot +++ b/sphinx/templates/tutorials/io/background_loading.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/io/data_paths.pot b/sphinx/templates/tutorials/io/data_paths.pot index cac0b9218b..fed41f19cc 100644 --- a/sphinx/templates/tutorials/io/data_paths.pot +++ b/sphinx/templates/tutorials/io/data_paths.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/io/encrypting_save_games.pot b/sphinx/templates/tutorials/io/encrypting_save_games.pot index 9c8f1a566c..10bb2b3ed4 100644 --- a/sphinx/templates/tutorials/io/encrypting_save_games.pot +++ b/sphinx/templates/tutorials/io/encrypting_save_games.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/io/index.pot b/sphinx/templates/tutorials/io/index.pot index 919ba9a4a7..d5e03f77b9 100644 --- a/sphinx/templates/tutorials/io/index.pot +++ b/sphinx/templates/tutorials/io/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/io/saving_games.pot b/sphinx/templates/tutorials/io/saving_games.pot index 0101ae9839..c23304ac44 100644 --- a/sphinx/templates/tutorials/io/saving_games.pot +++ b/sphinx/templates/tutorials/io/saving_games.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/math/index.pot b/sphinx/templates/tutorials/math/index.pot index 35006e47d6..84130f3c36 100644 --- a/sphinx/templates/tutorials/math/index.pot +++ b/sphinx/templates/tutorials/math/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/math/matrices_and_transforms.pot b/sphinx/templates/tutorials/math/matrices_and_transforms.pot index 669f357c5c..587019ccff 100644 --- a/sphinx/templates/tutorials/math/matrices_and_transforms.pot +++ b/sphinx/templates/tutorials/math/matrices_and_transforms.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/math/vector_math.pot b/sphinx/templates/tutorials/math/vector_math.pot index 2ef9278203..5c64035ff8 100644 --- a/sphinx/templates/tutorials/math/vector_math.pot +++ b/sphinx/templates/tutorials/math/vector_math.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/math/vectors_advanced.pot b/sphinx/templates/tutorials/math/vectors_advanced.pot index 17d721be8d..50adb18511 100644 --- a/sphinx/templates/tutorials/math/vectors_advanced.pot +++ b/sphinx/templates/tutorials/math/vectors_advanced.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/binary_serialization_api.pot b/sphinx/templates/tutorials/misc/binary_serialization_api.pot index 5c427f2350..850be6a45b 100644 --- a/sphinx/templates/tutorials/misc/binary_serialization_api.pot +++ b/sphinx/templates/tutorials/misc/binary_serialization_api.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/handling_quit_requests.pot b/sphinx/templates/tutorials/misc/handling_quit_requests.pot index b9764ac2dc..ca902e493c 100644 --- a/sphinx/templates/tutorials/misc/handling_quit_requests.pot +++ b/sphinx/templates/tutorials/misc/handling_quit_requests.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/index.pot b/sphinx/templates/tutorials/misc/index.pot index d1a6559f70..0b128647bf 100644 --- a/sphinx/templates/tutorials/misc/index.pot +++ b/sphinx/templates/tutorials/misc/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/pausing_games.pot b/sphinx/templates/tutorials/misc/pausing_games.pot index bb3c5bf2ef..0905c3656b 100644 --- a/sphinx/templates/tutorials/misc/pausing_games.pot +++ b/sphinx/templates/tutorials/misc/pausing_games.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/running_code_in_the_editor.pot b/sphinx/templates/tutorials/misc/running_code_in_the_editor.pot index b9d457155f..9b20e75792 100644 --- a/sphinx/templates/tutorials/misc/running_code_in_the_editor.pot +++ b/sphinx/templates/tutorials/misc/running_code_in_the_editor.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/networking/high_level_multiplayer.pot b/sphinx/templates/tutorials/networking/high_level_multiplayer.pot index aebfff2d07..8e2bc3bccc 100644 --- a/sphinx/templates/tutorials/networking/high_level_multiplayer.pot +++ b/sphinx/templates/tutorials/networking/high_level_multiplayer.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/networking/http_client_class.pot b/sphinx/templates/tutorials/networking/http_client_class.pot index b0b8a1128b..0b086f4f1e 100644 --- a/sphinx/templates/tutorials/networking/http_client_class.pot +++ b/sphinx/templates/tutorials/networking/http_client_class.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/networking/http_request_class.pot b/sphinx/templates/tutorials/networking/http_request_class.pot index a75841725a..2e686f5edd 100644 --- a/sphinx/templates/tutorials/networking/http_request_class.pot +++ b/sphinx/templates/tutorials/networking/http_request_class.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/networking/index.pot b/sphinx/templates/tutorials/networking/index.pot index 19913a0636..5e82aaa8e5 100644 --- a/sphinx/templates/tutorials/networking/index.pot +++ b/sphinx/templates/tutorials/networking/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/networking/ssl_certificates.pot b/sphinx/templates/tutorials/networking/ssl_certificates.pot index ccb69a959f..c8915e08c5 100644 --- a/sphinx/templates/tutorials/networking/ssl_certificates.pot +++ b/sphinx/templates/tutorials/networking/ssl_certificates.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/index.pot b/sphinx/templates/tutorials/physics/index.pot index 1810db2776..524c456003 100644 --- a/sphinx/templates/tutorials/physics/index.pot +++ b/sphinx/templates/tutorials/physics/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/kinematic_character_2d.pot b/sphinx/templates/tutorials/physics/kinematic_character_2d.pot index 1cf0539ebc..05301ca366 100644 --- a/sphinx/templates/tutorials/physics/kinematic_character_2d.pot +++ b/sphinx/templates/tutorials/physics/kinematic_character_2d.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/physics_introduction.pot b/sphinx/templates/tutorials/physics/physics_introduction.pot index 56a34b9de2..127f628845 100644 --- a/sphinx/templates/tutorials/physics/physics_introduction.pot +++ b/sphinx/templates/tutorials/physics/physics_introduction.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/ragdoll_system.pot b/sphinx/templates/tutorials/physics/ragdoll_system.pot index 87970dff96..29662e0d28 100644 --- a/sphinx/templates/tutorials/physics/ragdoll_system.pot +++ b/sphinx/templates/tutorials/physics/ragdoll_system.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/ray-casting.pot b/sphinx/templates/tutorials/physics/ray-casting.pot index 12ccd30c89..a85015bb99 100644 --- a/sphinx/templates/tutorials/physics/ray-casting.pot +++ b/sphinx/templates/tutorials/physics/ray-casting.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/rigid_body.pot b/sphinx/templates/tutorials/physics/rigid_body.pot index 14d87a64ab..afa699cbc0 100644 --- a/sphinx/templates/tutorials/physics/rigid_body.pot +++ b/sphinx/templates/tutorials/physics/rigid_body.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/using_kinematic_body_2d.pot b/sphinx/templates/tutorials/physics/using_kinematic_body_2d.pot index aa7de9817e..dc2da19c42 100644 --- a/sphinx/templates/tutorials/physics/using_kinematic_body_2d.pot +++ b/sphinx/templates/tutorials/physics/using_kinematic_body_2d.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/platform/android_in_app_purchases.pot b/sphinx/templates/tutorials/platform/android_in_app_purchases.pot index dd01d94071..9c5a41015a 100644 --- a/sphinx/templates/tutorials/platform/android_in_app_purchases.pot +++ b/sphinx/templates/tutorials/platform/android_in_app_purchases.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/platform/consoles.pot b/sphinx/templates/tutorials/platform/consoles.pot index 21bef90492..c2323ae1ee 100644 --- a/sphinx/templates/tutorials/platform/consoles.pot +++ b/sphinx/templates/tutorials/platform/consoles.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/platform/index.pot b/sphinx/templates/tutorials/platform/index.pot index 0d761c9ece..4cab369c21 100644 --- a/sphinx/templates/tutorials/platform/index.pot +++ b/sphinx/templates/tutorials/platform/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/platform/services_for_ios.pot b/sphinx/templates/tutorials/platform/services_for_ios.pot index 59916697d6..27e1e44056 100644 --- a/sphinx/templates/tutorials/platform/services_for_ios.pot +++ b/sphinx/templates/tutorials/platform/services_for_ios.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/editor/import_plugins.pot b/sphinx/templates/tutorials/plugins/editor/import_plugins.pot index bf2eca1095..09a6a941ab 100644 --- a/sphinx/templates/tutorials/plugins/editor/import_plugins.pot +++ b/sphinx/templates/tutorials/plugins/editor/import_plugins.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/editor/index.pot b/sphinx/templates/tutorials/plugins/editor/index.pot index a95560dba2..38ef11816b 100644 --- a/sphinx/templates/tutorials/plugins/editor/index.pot +++ b/sphinx/templates/tutorials/plugins/editor/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/editor/making_plugins.pot b/sphinx/templates/tutorials/plugins/editor/making_plugins.pot index cdc25d67f9..422bab013b 100644 --- a/sphinx/templates/tutorials/plugins/editor/making_plugins.pot +++ b/sphinx/templates/tutorials/plugins/editor/making_plugins.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/gdnative/gdnative-c-example.pot b/sphinx/templates/tutorials/plugins/gdnative/gdnative-c-example.pot index c94a84f84f..37c5889fa5 100644 --- a/sphinx/templates/tutorials/plugins/gdnative/gdnative-c-example.pot +++ b/sphinx/templates/tutorials/plugins/gdnative/gdnative-c-example.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/gdnative/gdnative-cpp-example.pot b/sphinx/templates/tutorials/plugins/gdnative/gdnative-cpp-example.pot index 0aaa9e9c8d..a1390849bb 100644 --- a/sphinx/templates/tutorials/plugins/gdnative/gdnative-cpp-example.pot +++ b/sphinx/templates/tutorials/plugins/gdnative/gdnative-cpp-example.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -33,266 +33,390 @@ msgid "The C++ bindings for GDNative are built on top of the NativeScript GDNati msgstr "" #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:18 -msgid "We'll be looking at NativeScript 1.0 which is available in Godot 3.0. Godot 3.1 will see the introduction of NativeScript 1.1, which comes with a number of improvements. We'll update this tutorial once it is officially released, but the overall structure remains similar." +msgid "Godot 3.1 saw the introduction of the NativeScript 1.1 additions that enabled the GDNative team to build a nicer C++ bindings library. These changes have now been merged into the master branch and will be the way we go forward. If you want to write a C++ GDNative plugin that also supports Godot 3.0 you will need to use the 3.0 branch and the NativeScript 1.0 syntax. We'll be showing them side by side in this writeup." msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:23 +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:26 msgid "You can download the full example we'll be creating in this tutorial `on GitHub `_." msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:27 +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:30 msgid "Setting up the project" msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:29 +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:32 msgid "There are a few prerequisites you'll need:" msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:31 +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:34 msgid "a Godot 3.x executable," msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:32 +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:35 msgid "a C++ compiler," msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:33 +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:36 msgid "SCons as a build tool," msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:34 -msgid "a copy of the `godot_headers repository `_," -msgstr "" - -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:35 +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:37 msgid "a copy of the `godot-cpp repository `_." msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:37 +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:39 msgid "See also :ref:`Compiling ` as the build tools are identical to the ones you need to compile Godot from source." msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:40 -msgid "You can download these repositories from GitHub or let Git do the work for you. Note that these repositories now have different branches for different versions of Godot. GDNative modules written for an earlier version of Godot will work in newer versions (with the exception of one breaking change in ARVR interfaces between 3.0 and 3.1) but not vise versa so make sure you download the correct branch." +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:42 +msgid "You can download these repositories from GitHub or let Git do the work for you. Note that these repositories now have different branches for different versions of Godot. GDNative modules written for an earlier version of Godot will work in newer versions (with the exception of one breaking change in ARVR interfaces between 3.0 and 3.1) but not vise versa so make sure you download the correct branch. Also note that the version of Godot you use to generate the ``api.json`` with becomes your minimum version." msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:44 +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:52 msgid "If you are versioning your project using Git, it is a good idea to add them as Git submodules:" msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:58 +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:74 msgid "If you decide to just download the repositories or clone them into your project folder, make sure to keep the folder layout identical to the one described here, as much of the code we'll be showcasing here assumes the project follows this layout." msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:63 -msgid "Do make sure you clone recursive to pull in both repositories: .. code-block:: none" +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:79 +msgid "Do make sure you clone recursive to pull in both repositories:" msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:66 -msgid "mkdir gdnative_cpp_example cd gdnative_cpp_example git clone --recursive -b 3.0 https://github.com/GodotNativeTools/godot-cpp" +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:94 +msgid "``godot-cpp`` now includes ``godot_headers`` as a nested submodule, if you've manually downloaded them please make sure to place ``godot_headers`` inside of the ``godot-cpp`` folder." msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:70 -msgid "The ``-b 3.0`` I've added as an example to show how to select a specific branch for a specific version of Godot. Also ``godot-cpp`` now includes ``godot_headers`` as a nested submodule, if you've manually downloaded them please make sure to place ``godot_headers`` inside of the ``godot-cpp`` folder." +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:96 +msgid "You don't have to do it this way but we've found it easiest to manage. If you decide to just download the repositories or just clone them into your folder, make sure to keep the folder layout the same as we've setup here as much of the code we'll be showcasing here assumes the project has this layout." msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:73 -msgid "You don't have to do it this way but I've found it easiest to manage. If you decide to just download the repositories or just clone them into your folder, makes sure to keep the folder layout the same as I've setup here as much of the code we'll be showcasing here assumes the project has this layout." -msgstr "" - -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:75 +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:98 msgid "If you cloned the example from the link specified in the introduction, the submodules are not automatically initialized. You will need to execute the following commands:" msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:84 +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:107 msgid "This will clone these two repositories into your project folder." msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:87 +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:110 msgid "Building the C++ bindings" msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:89 +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:112 msgid "Now that we've downloaded our prerequisites, it is time to build the C++ bindings." msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:92 +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:115 msgid "The repository contains a copy of the metadata for the current Godot release, but if you need to build these bindings for a newer version of Godot, simply call the Godot executable:" msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:100 +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:123 msgid "Place the resulting ``api.json`` file in the project folder and add ``use_custom_api_file=yes custom_api_file=../api.json`` to the scons command below." msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:102 +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:125 msgid "To generate and compile the bindings, use this command (replacing ```` with ``windows``, ``x11`` or ``osx`` depending on your OS):" msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:111 +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:134 msgid "This step will take a while. When it is completed, you should have static libraries that can be compiled into your project stored in ``godot-cpp/bin/``." msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:114 +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:137 msgid "At some point in the future, compiled binaries will be available, making this step optional." msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:118 +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:140 +msgid "You may need to add ``bits=64`` to the command on Windows. We're still working on better auto detection." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:143 msgid "Creating a simple plugin" msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:120 +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:145 msgid "Now it's time to build an actual plugin. We'll start by creating an empty Godot project in which we'll place a few files." msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:123 +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:148 msgid "Open Godot and create a new project. For this example, we will place it in a folder called ``demo`` inside our GDNative module's folder structure." msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:126 +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:151 msgid "In our demo project, we'll create a scene containing a Node called \"Main\" and we'll save it as ``main.tscn``. We'll come back to that later." msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:129 +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:154 msgid "Back in the top-level GDNative module folder, we're also going to create a subfolder called ``src`` in which we'll place our source files." msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:132 +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:157 msgid "You should now have ``demo``, ``godot-cpp``, ``godot_headers``, and ``src`` directories in your GDNative module." msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:135 +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:160 msgid "In the ``src`` folder, we'll start with creating our header file for the GDNative node we'll be creating. We will name it ``gdexample.h``:" msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:167 +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:224 msgid "There are a few things of note to the above. We're including ``Godot.hpp`` which contains all our basic definitions. After that, we include ``Sprite.hpp`` which contains bindings to the Sprite class. We'll be extending this class in our module." msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:172 +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:229 msgid "We're using the namespace ``godot``, since everything in GDNative is defined within this namespace." msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:175 -msgid "Then we have our class definition, which inherits from our Sprite through a container class. We'll see a few side effects of this later on. This is also the main bit that is going to improve in NativeScript 1.1. The ``GODOT_CLASS`` macro sets up a few internal things for us." -msgstr "" - -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:180 -msgid "After that, we declare a single member variable called ``time_passed``." -msgstr "" - -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:182 -msgid "In the next block we're defining our methods, we obviously have our constructor and destructor defined, but there are two other functions that will likely look familiar to some." -msgstr "" - -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:186 -msgid "The first is ``_register_methods``, which is a static function that Godot will call to find out which methods can be called on our NativeScript and which properties it exposes. The second is our ``_process`` function, which will work exactly the same as the ``_process`` function you're used to in GDScript." -msgstr "" - -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:192 -msgid "So, let's implement our functions by creating our ``gdexample.cpp`` file:" -msgstr "" - -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:221 -msgid "This one should be straightforward. We're implementing each method of our class that we defined in our header file. Note that the ``register_method`` call **must** expose the ``_process`` method, otherwise Godot will not be able to use it. However, we do not have to tell Godot about our constructor and destructor." -msgstr "" - -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:227 -msgid "The other method of note is our ``_process`` function, which simply keeps track of how much time has passed and calculates a new position for our sprite using a simple sine and cosine function. What stands out is calling ``owner->set_position`` to call one of the build in methods of our Sprite. This is because our class is a container class; ``owner`` points to the actual Sprite node our script relates to. In the upcoming NativeScript 1.1, ``set_position`` can be called directly on our class." +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:232 +msgid "Then we have our class definition, which inherits from our Sprite through a container class. We'll see a few side effects of this later on. The ``GODOT_CLASS`` macro sets up a few internal things for us." msgstr "" #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:236 -msgid "There is one more C++ file we need; we'll name it ``gdlibrary.cpp``. Our GDNative plugin can contain multiple NativeScripts, each with their own header and source file like we've implemented ``gdexample`` up above. What we need now is a small bit of code that tells Godot about all the NativeScripts in our GDNative plugin." +msgid "After that, we declare a single member variable called ``time_passed``." msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:260 +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:238 +msgid "In the next block we're defining our methods, we obviously have our constructor and destructor defined, but there are two other functions that will likely look familiar to some, and one new method." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:242 +msgid "The first is ``_register_methods``, which is a static function that Godot will call to find out which methods can be called on our NativeScript and which properties it exposes. The second is our ``_process`` function, which will work exactly the same as the ``_process`` function you're used to in GDScript. The third is our ``_init`` function which is called after Godot has properly set up our object. It has to exist even if you don't place any code in it." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:251 +msgid "Let's implement our functions by creating our ``gdexample.cpp`` file:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:311 +msgid "This one should be straightforward. We're implementing each method of our class that we defined in our header file. Note that the ``register_method`` call **must** expose the ``_process`` method, otherwise Godot will not be able to use it. However, we do not have to tell Godot about our constructor, destructor and ``_init`` functions." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:317 +msgid "The other method of note is our ``_process`` function, which simply keeps track of how much time has passed and calculates a new position for our sprite using a simple sine and cosine function. What stands out is calling ``owner->set_position`` to call one of the build in methods of our Sprite. This is because our class is a container class; ``owner`` points to the actual Sprite node our script relates to. In the upcoming NativeScript 1.1, ``set_position`` can be called directly on our class." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:326 +msgid "There is one more C++ file we need; we'll name it ``gdlibrary.cpp``. Our GDNative plugin can contain multiple NativeScripts, each with their own header and source file like we've implemented ``GDExample`` up above. What we need now is a small bit of code that tells Godot about all the NativeScripts in our GDNative plugin." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:350 msgid "Note that we are not using the ``godot`` namespace here, since the three functions implemented here need to be defined without a namespace." msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:263 +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:353 msgid "The ``godot_gdnative_init`` and ``godot_gdnative_terminate`` functions get called respectively when Godot loads our plugin and when it unloads it. All we're doing here is parse through the functions in our bindings module to initialize them, but you might have to set up more things depending on your needs." msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:269 +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:359 msgid "The important function is the third function called ``godot_nativescript_init``. We first call a function in our bindings library that does its usual stuff. After that, we call the function ``register_class`` for each of our classes in our library." msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:275 +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:365 msgid "Compiling the plugin" msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:277 +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:367 msgid "We cannot easily write by hand a ``SConstruct`` file that SCons would use for building. For the purpose of this example, just use :download:`this hardcoded SConstruct file ` we've prepared. We'll cover a more customizable, detailed example on how to use these build files in a subsequent tutorial." msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:283 +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:373 +msgid "This ``SConstruct`` file was written to be used with the latest godot-cpp master, you may need to make small changes using it with older versions or refer to the ``SConstruct`` file in the Godot 3.0 documentation." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:375 msgid "Once you've downloaded the ``SConstruct`` file, place it in your GDNative module folder besides ``godot-cpp``, ``godot_headers`` and ``demo``, then run:" msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:291 +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:383 msgid "You should now be able to find the module in ``demo/bin/``." msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:295 +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:387 msgid "Here, we've compiled both godot-cpp and our gdexample library as debug builds. For optimized builds, you should compile them using the ``target=release`` switch." msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:300 +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:392 msgid "Using the GDNative module" msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:302 +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:394 msgid "Before we jump back into Godot, we need to create two more files in ``demo/bin/``. Both can be created using the Godot editor, but it may be faster to create them directly." msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:306 +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:398 msgid "The first one is a file that lets Godot know what dynamic libraries should be loaded for each platform and is called ``gdexample.gdnlib``." msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:329 +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:422 msgid "This file contains a ``general`` section that controls how the module is loaded. It also contains a prefix section which should be left on ``godot_`` for now. If you change this, you'll need to rename various functions that are used as entry points. This was added for the iPhone platform because it doesn't allow dynamic libraries to be deployed, yet GDNative modules are linked statically." msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:336 +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:429 msgid "The ``entry`` section is the important bit: it tells Godot the location of the dynamic library in the project's filesystem for each supported platform. It will also result in *just* that file being exported when you export the project, which means the data pack won't contain libraries that are incompatible with the target platform." msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:342 +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:435 msgid "Finally, the ``dependencies`` section allows you to name additional dynamic libraries that should be included as well. This is important when your GDNative plugin implements someone else's library and requires you to supply a third-party dynamic library with your project." msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:347 +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:440 msgid "If you double click on the ``gdexample.gdnlib`` file within Godot, you'll see there are far more options to set:" msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:352 +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:445 msgid "The second file we need to create is a file used by each NativeScript we've added to our plugin. We'll name it ``gdexample.gdns`` for our gdexample NativeScript." msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:369 -msgid "This is a standard Godot resource; you could just create it directly in of your scene, but saving it to a file makes it much easier to reuse it in other places. This resource points to our gdnlib file, so that Godot can know which dynamic library contains our NativeScript. It also defines the ``class_name`` which identifies the NativeScript in our plugin we want to use." +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:462 +msgid "This is a standard Godot resource; you could just create it directly in your scene, but saving it to a file makes it much easier to reuse it in other places. This resource points to our gdnlib file, so that Godot can know which dynamic library contains our NativeScript. It also defines the ``class_name`` which identifies the NativeScript in our plugin we want to use." msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:376 +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:469 msgid "Time to jump back into Godot. We load up the main scene we created way back in the beginning and now add a Sprite to our scene:" msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:381 +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:474 msgid "We're going to assign the Godot logo to this sprite as our texture, disable the ``centered`` property and drag our ``gdexample.gdns`` file onto the ``script`` property of the sprite:" msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:387 +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:480 msgid "We're finally ready to run the project:" msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:392 +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:485 +msgid "Adding properties" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:487 +msgid "GDScript allows you to add properties to your script using the ``export`` keyword. In GDNative you have to register the properties and there are two ways of doing this. You can either bind directly to a member or use a setter and getter function." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:493 +msgid "There is a third option, just like in GDScript you can directly implement the ``_get_property_list``, ``_get`` and ``_set`` methods of an object but that goes far beyond the scope of this tutorial." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:497 +msgid "We'll examine both starting with the direct bind. Lets add a property that allows us to control the amplitude of our wave." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:500 +msgid "In our ``gdexample.h`` file we simply need to add a member variable like so:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:510 +msgid "In our ``gdexample.cpp`` file we need to make a number of changes, we will only show the methods we end up changing, don't remove the lines we're omitting:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:562 +msgid "Once you compile the module with these changes in place you will see that a property has been added to our interface. You can now change this property and when you run your project, you will see that our Godot icon travels along a larger figure." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:567 +msgid "Lets do the same but for the speed of our animation and use a setter and getter function. Our ``gdexample.h`` header file again only needs a few more lines of code:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:581 +msgid "This requires a few more changes to our ``gdexample.cpp`` file, again we're only showing the methods that have changed so don't remove anything we're omitting:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:653 +msgid "Now when the project is compiled we'll see another property called speed. Changing its value will make the animation go faster or slower." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:656 +msgid "For this example there is no obvious advantage of using a setter and getter. It is just more code to write. For a simple example as this there may be a good reason for a setter if you want to react on the variable being changed but in many cases just binding the variable will be enough." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:661 +msgid "Getters and setters become far more useful in more complex scenarios where you need to make additional choices based on the state of your object." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:667 +msgid "For simplicity we've left out the optional parameters in the register_property method call. These parameters are ``rpc_mode``, ``usage``, ``hint`` and ``hint_string``. These can be used to further configure how properties are displayed and set on the Godot side." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:673 +msgid "Modern C++ compilers are able to infer the class and variable type and allow you to omit the ```` part of our ``register_property`` method. we've had mixed experiences with this however." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:679 +msgid "Signals" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:681 +msgid "Last but not least, signals fully work in GDNative as well. Having your module react to a signal given out by another object requires you to call ``connect`` on that object. We can't think of a good example for our wobbling Godot icon, we would need to showcase a far more complete example." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:687 +msgid "This however is the required syntax:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:698 +msgid "Note that you can only call ``my_method`` if you've previously registered it in your ``_register_methods`` method." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:701 +msgid "Having your object sending out signals is far more common. For our wobbling Godot icon we'll do something silly just to show how it works. We're going to emit a signal every time a second has passed and pass the new location along." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:706 +msgid "In our ``gdexample.h`` header file we just need to define a new member ``time_emit``:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:716 +msgid "The changes in ``gdexample.cpp`` are a bit more elaborate this time. First you'll need to set ``time_emit = 0.0;`` in either our ``_init`` method or in our constructor. But the other two needed changes we'll look at one by one." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:720 +msgid "In our ``_register_methods`` method we need to declare our signal and we do this as follows:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:747 +msgid "Here we see a nice improvement in the latest version of godot-cpp where our ``register_signal`` method can be a single call first taking the signals name, then having pairs of values specificying the parameter name and type of each parameter we'll send along with this signal." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:752 +msgid "For NativeScript 1.0 we first build a dictionary in which we tell Godot about the types of arguments we will pass to our signal, and then register it." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:755 +msgid "Next we'll need to change our ``_process`` method:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:801 +msgid "After a second has passed we emit our signal and reset our counter. Again in the new version of godot-cpp we can add our parameter values directly to ``emit_signal``. In NativeScript 1.0 We first build an array of values and then call ``emit_signal``." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:807 +msgid "Once compiled we can go into Godot and select our sprite node. On our ``Node`` tab we find our new signal and link it up by pressing connect. We've added a script on our main node and implemented our signal like this:" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:818 +msgid "Every second we simply output our position to the console." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:822 +msgid "NativeScript 1.1 v.s. NativeScript 1.0" +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:824 +msgid "So far in our example above there doesn't seem to be a lot of difference between the old and new syntax. The class is defined slightly differently and we no longer use the ``owner`` member to call methods on the Godot side of our object. A lot of the improvements are hidden under the hood." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:829 +msgid "This example only deals with simple variables and simple methods. Especially once you start passing references to other objects or when you start calling methods that require more complex parameters, NativeScript 1.1 does start to show its benefits." +msgstr "" + +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:835 msgid "Next steps" msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:394 +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:837 msgid "The above is only a simple example, but we hope it shows you the basics. You can build upon this example to create full-fledged scripts to control nodes in Godot using C++." msgstr "" -#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:398 +#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:841 msgid "You should be able to edit and recompile the plugin while the Godot editor remains open; just rerun the project after the library has finished building." msgstr "" diff --git a/sphinx/templates/tutorials/plugins/gdnative/index.pot b/sphinx/templates/tutorials/plugins/gdnative/index.pot index 851aae935e..47007985c4 100644 --- a/sphinx/templates/tutorials/plugins/gdnative/index.pot +++ b/sphinx/templates/tutorials/plugins/gdnative/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/index.pot b/sphinx/templates/tutorials/plugins/index.pot index 9a8aa4c535..3a95719f63 100644 --- a/sphinx/templates/tutorials/plugins/index.pot +++ b/sphinx/templates/tutorials/plugins/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/index.pot b/sphinx/templates/tutorials/shading/index.pot index 6f2368a0f6..a543447e45 100644 --- a/sphinx/templates/tutorials/shading/index.pot +++ b/sphinx/templates/tutorials/shading/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/intro_to_shaders_water_workshop.pot b/sphinx/templates/tutorials/shading/intro_to_shaders_water_workshop.pot index e093bf5d07..a5e58e105e 100644 --- a/sphinx/templates/tutorials/shading/intro_to_shaders_water_workshop.pot +++ b/sphinx/templates/tutorials/shading/intro_to_shaders_water_workshop.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/migrating_to_godot_shader_language.pot b/sphinx/templates/tutorials/shading/migrating_to_godot_shader_language.pot index 71f8b3bd61..e4edfd9f81 100644 --- a/sphinx/templates/tutorials/shading/migrating_to_godot_shader_language.pot +++ b/sphinx/templates/tutorials/shading/migrating_to_godot_shader_language.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/screen-reading_shaders.pot b/sphinx/templates/tutorials/shading/screen-reading_shaders.pot index 2ac2b1e841..cfbf191ed1 100644 --- a/sphinx/templates/tutorials/shading/screen-reading_shaders.pot +++ b/sphinx/templates/tutorials/shading/screen-reading_shaders.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/shader_materials.pot b/sphinx/templates/tutorials/shading/shader_materials.pot index bfc9a23de3..df2e7cb256 100644 --- a/sphinx/templates/tutorials/shading/shader_materials.pot +++ b/sphinx/templates/tutorials/shading/shader_materials.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/shading_language.pot b/sphinx/templates/tutorials/shading/shading_language.pot index 4f8c7e9e76..530d012f2a 100644 --- a/sphinx/templates/tutorials/shading/shading_language.pot +++ b/sphinx/templates/tutorials/shading/shading_language.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/vertex_displacement_with_shaders.pot b/sphinx/templates/tutorials/shading/vertex_displacement_with_shaders.pot similarity index 72% rename from sphinx/templates/tutorials/3d/vertex_displacement_with_shaders.pot rename to sphinx/templates/tutorials/shading/vertex_displacement_with_shaders.pot index ab4bf35d1b..e853fb053d 100644 --- a/sphinx/templates/tutorials/3d/vertex_displacement_with_shaders.pot +++ b/sphinx/templates/tutorials/shading/vertex_displacement_with_shaders.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -16,275 +16,275 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:4 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:4 msgid "Vertex displacement with shaders" msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:7 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:7 msgid "Introduction" msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:9 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:9 msgid "This tutorial will teach you how to displace the vertices of a :ref:`Plane Mesh` inside a shader. Vertex displacement can be used for a wide variety of effects, but most commonly it is used as a quick way to turn a flat plane into a simple terrain. Typically this is done using a heightmap, but in order to keep everything self contained, in this tutorial we will use noise in a shader. At the end of this tutorial we will have a deformed plane that looks like a miniature terrain complete with dynamic lighting." msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:18 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:18 msgid "By reading this tutorial you should gain a basic understanding of:" msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:20 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:20 msgid "How to create and subdivide a :ref:`Plane Mesh`" msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:21 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:21 msgid "How to create and assign a material to a :ref:`Mesh`" msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:22 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:22 msgid "How to write a :ref:`Shader` that displaces the vertices of a :ref:`Mesh`" msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:23 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:23 msgid "How to pass values (Uniforms) into a :ref:`Shader` to update the :ref:`Mesh` in realtime" msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:24 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:24 msgid "How to approximate normals from a height function" msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:25 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:25 msgid "How to use a light with a custom material" msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:28 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:28 msgid "The plane mesh" msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:30 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:30 msgid "First, add a :ref:`Spatial` node to the scene to act as the root. Next, add a :ref:`MeshInstance` as a child." msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:35 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:35 msgid "Select the newly created :ref:`MeshInstance`. Then click on the button that says \"null\" next to the :ref:`Mesh` in the Inspector. This will bring up a list of :ref:`PrimitiveMeshes`. Select \"New PlaneMesh\"." msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:41 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:41 msgid "The button will change into a small image of a plane. Click on it to enter into the Inspector for the :ref:`Plane Mesh`." msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:44 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:44 msgid "Then, in the viewport, click in the upper left corner where it says [Perspective]. A menu will appear. In the middle of the menu are options for how to display the scene. Select 'Display Wireframe'." msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:50 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:50 msgid "This will allow you to see the triangles making up the plane." msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:54 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:54 msgid "Now set the ``Subdivide Width`` and ``Subdivide Height`` to ``32``." msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:58 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:58 msgid "You can see that there are now way more triangles in the :ref:`Mesh`. This will give us more vertices to work with and thus allow us to add more detail." msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:65 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:65 msgid "Shader magic" msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:67 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:67 msgid "Now that we have a :ref:`Plane Mesh` to draw lets setup the material that will deform the :ref:`Mesh`." msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:69 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:69 msgid "Click beside material in the :ref:`Plane Mesh` Menu and create a new :ref:`ShaderMaterial`." msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:73 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:73 msgid "Then click on the created :ref:`ShaderMaterial`." msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:75 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:75 msgid "Then click beside 'shader' and create a new :ref:`Shader`." msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:79 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:79 msgid "Click into the newly created :ref:`Shader`. You should now see Godot's Shader editor." msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:83 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:83 msgid "Notice how it is throwing an error? This is because the shader editor reloads shaders on the fly automatically. The first thing Godot shaders need is a declaration of what type of shader they are. Accordingly, we set the variable ``shader_type`` to ``spatial``. One more thing we will add is the ``render_mode``, we will set it to ``unshaded``. This means that Godot won't run the light shader on this object." msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:94 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:94 msgid "This should remove the errors and your :ref:`Mesh` should turn white. If you were to comment out the ``render_mode`` the plane would appear blue because it would pick up the sky colors." msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:97 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:97 msgid "Next we will define a vertex shader. The vertex shader determines where the vertices of your :ref:`Mesh` appear in the final scene. We will be using it to offset the height of each vertex and make our flat plane appear like a little terrain." msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:101 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:101 msgid "We define the vertex shader like so:" msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:109 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:109 msgid "With nothing in the ``vertex`` function Godot will use its default vertex shader. We can easily start to make changes by adding a single line:" msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:118 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:118 msgid "Adding this line you should get an image like the one below." msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:122 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:122 msgid "Okay, lets unpack this. The ``y`` value of the ``VERTEX`` is being increased. And we are passing the ``x`` and ``z`` components of the ``VERTEX`` as arguments to ``cos`` and ``sin`` this gives us a wave like appearance across the ``x`` and ``z`` axis." msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:126 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:126 msgid "What we want to achieve is the look of little hills, after all ``cos`` and ``sin`` already look kind of like hills. We do so by scaling the inputs to the ``cos`` and ``sin`` functions." msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:137 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:137 msgid "This looks better, but it is still too spiky. This is because ``cos`` and ``sin`` output values between ``-1`` and ``1``, so the range of the output is much too high. We correct this by multiplying the result by ``0.5`` to reduce the size." msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:148 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:148 msgid "Looks much more hilly now. But ``cos`` and ``sin`` are boring. Lets move onto something more interesting." msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:151 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:151 msgid "Noise" msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:153 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:153 msgid "Noise is a very popular tool for procedural generation. Think of it as similar to the cosine function where you have repeating hills except with noise each hill has a different height. Understanding noise is not necessary for this tutorial. There is nothing wrong with simply copying and pasting the code below." msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:158 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:158 msgid "The first function we use to generate the noise is the ``hash`` function. It gives the random height for each of the hill tops." msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:167 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:167 msgid "You will find similar functions to this all over the internet. It is lovingly referred to as the 'one-liner hash function'. It works well for simple noise, but there are many better alternatives floating around as well. For this tutorial it will work fine." msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:171 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:171 msgid "Next we define the ``noise`` function. It smoothly interpolates between the random heights. Again, if this code seems daunting, do not worry, just copy paste and move on with the tutorial." msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:185 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:185 msgid "Lastly, to add detail we combine successive layers of noise using something called fractal brownian motion or FBM. Scary name aside FBM noise just adds together layers of noise with increase frequency and decreasing amplitude. To implement it we run over a for loop where we increase the frequency each level, decrease the amplitude, and calculate a new layer of noise." msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:204 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:204 msgid "We can now use this noise function in place of ``cos`` and ``sin`` in the previous section." msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:213 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:213 msgid "With the noise function in place we already have something that looks kind of cool. There is a lot of detail, it kind of looks hilly or mountainous." msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:217 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:217 msgid "Fragment shader" msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:219 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:219 msgid "The difference between a vertex shader and a fragment shader is that the vertex shader runs per vertex and sets properties such as ``VERTEX`` (position) and ``NORMAL``, while the fragment shader runs per pixel and, most importantly, sets the ``ALBEDO`` color of the :ref:`Mesh`." msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:223 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:223 msgid "Now lets look at the :ref:`Mesh` with a regular shader instead of the wireframe. Set the viewport back to 'Display Normal'." msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:228 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:228 msgid "The :ref:`Mesh` appears completely white because the fragment shader is coloring each pixel white, but if every pixel is white we lose detail on the :ref:`Mesh`. So lets color each pixel based on the height calculated in the vertex shader. We do so by setting the ``COLOR`` variable in the vertex shader. And by setting the ``ALBEDO`` in the fragment shader to the calculated ``COLOR`` variable." msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:245 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:245 msgid "With this change we can see the detail of the :ref:`Mesh`, even without displaying the :ref:`Mesh`'s wireframe." msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:250 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:250 msgid "Uniforms" msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:252 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:252 msgid "Uniform variables allow you to pass data from the game into the shader. They can be very useful for controlling shader effects. Uniforms can be almost any datatype that can be used in the shader. To use a uniform you declare it in your :ref:`Shader` using the keyword ``uniform``." msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:257 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:257 msgid "Lets make a uniform that changes the height of the terrain." msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:264 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:264 msgid "Godot lets you initialize a uniform with a value, here ``height_scale`` is set to ``0.5``. You can set uniforms from gdscript by calling the function ``set_shader_param`` on the material corresponding to the shader. The value passed from gdscript takes precedence over the value used to initialize it in the shader." msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:273 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:273 msgid "Remember that the string passed into ``set_shader_param`` must match the name of the uniform variable in the :ref:`Shader`. You can use the uniform variable anywhere inside your :ref:`Shader`. Here, we will use it to set the height value instead of arbitrarily multiplying by ``0.5``." msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:282 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:282 msgid "The terrain should look exactly the same, but now we have control over the height easily. Here is the same terrain with ``height_scale`` set to ``1``:" msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:287 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:287 msgid "And here it is with ``height_scale`` set to ``0.2``:" msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:291 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:291 msgid "Using uniforms we can even change the value every frame to animate the height of the terrain. Combined with :ref:`Tweens` this can be especially useful for simple animations." msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:295 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:295 msgid "Interacting with light" msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:297 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:297 msgid "As a final part of this tutorial lets try to set up the terrain to interact with light. First, we will add an :ref:`OmniLight` to the scene." msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:303 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:303 msgid "You should notice that nothing changes, this is because we set the ``render_mode`` to ``unshaded`` at the beginning of this tutorial, lets remove that." msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:313 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:313 msgid "It looks slightly better now, you can see the light affecting the terrain, and it has turned blue as a result of the sky. The problem is the light is affecting the terrain as if it were a flat plane. This is because the light shader uses the normals of the :ref:`Mesh` to calculate light. The normals are stored in the :ref:`Mesh`, but we are changing the shape of the :ref:`Mesh` in the shader so the normals are no longer correct. To fix this we need to recalculate the normals in the shader. Godot makes this easy for us, all we have to do is calculate the new normal and set ``NORMAL`` to that value in the vertex shader. With ``NORMAL`` set Godot will do all the difficult lighting calculations for us." msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:322 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:322 msgid "To calculate the normal from noise we are going to use a technique called 'central differences'. This is used a lot, especially in places like shadertoy, to calculate normals in shaders. What we will do is calculate the noise at four points surrounding the vertex in the ``x`` and ``z`` directions and then calculate the slope at the vertex from that. After all a normal is just an indicator of the slope of the noise." msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:328 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:328 msgid "We calculate the normal with one line in the vertex shader." msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:336 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:336 msgid "The variable ``e`` just makes it easier to add and subtract the right value from the ``VERTEX``. Setting ``e`` to a lower number will increase the level of detail of the normal." msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:339 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:339 msgid "With ``NORMAL`` calculated the terrain now looks like:" msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:343 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:343 msgid "This still does not look how we want it to. The issue here is that the noise changes faster than the vertices do. So when we calculate the normal at the point of the ``VERTEX`` it does not align with what we see in the final :ref:`Mesh`. In order to fix this we add more vertices. The below image is made with a :ref:`Mesh` with ``subdivision`` set to ``100``." msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:351 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:351 msgid "Now we can drag the light around and the lighting will update automatically." msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:357 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:357 msgid "If you zoom the camera out you can see that the :ref:`Mesh` now looks like a small terrain." msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:361 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:361 msgid "That is everything for this tutorial. Hopefully you understand the basics of vertex shaders in Godot. As a further exercise try changing the ``height_scale`` from gdscript, try using different :ref:`Primitive Meshes`, and try making your own functions to calculate ``height``." msgstr "" -#: ../../docs/tutorials/3d/vertex_displacement_with_shaders.rst:366 +#: ../../docs/tutorials/shading/vertex_displacement_with_shaders.rst:366 msgid "For further information on how to use shaders in Godot you should check out the :ref:`doc_shading_language` page." msgstr "" diff --git a/sphinx/templates/tutorials/threads/index.pot b/sphinx/templates/tutorials/threads/index.pot index b7bedd38ed..5e74141b6a 100644 --- a/sphinx/templates/tutorials/threads/index.pot +++ b/sphinx/templates/tutorials/threads/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/threads/thread_safe_apis.pot b/sphinx/templates/tutorials/threads/thread_safe_apis.pot index 3c54798a92..dbcb5fa4d6 100644 --- a/sphinx/templates/tutorials/threads/thread_safe_apis.pot +++ b/sphinx/templates/tutorials/threads/thread_safe_apis.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/viewports/custom_postprocessing.pot b/sphinx/templates/tutorials/viewports/custom_postprocessing.pot index da8dddbe34..04509b4cc0 100644 --- a/sphinx/templates/tutorials/viewports/custom_postprocessing.pot +++ b/sphinx/templates/tutorials/viewports/custom_postprocessing.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/viewports/index.pot b/sphinx/templates/tutorials/viewports/index.pot index d98c0d57ea..72eb6bab89 100644 --- a/sphinx/templates/tutorials/viewports/index.pot +++ b/sphinx/templates/tutorials/viewports/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/viewports/multiple_resolutions.pot b/sphinx/templates/tutorials/viewports/multiple_resolutions.pot index a750883daf..c9cc47d608 100644 --- a/sphinx/templates/tutorials/viewports/multiple_resolutions.pot +++ b/sphinx/templates/tutorials/viewports/multiple_resolutions.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/viewports/using_viewport_as_texture.pot b/sphinx/templates/tutorials/viewports/using_viewport_as_texture.pot index 62efeb736a..843084de9f 100644 --- a/sphinx/templates/tutorials/viewports/using_viewport_as_texture.pot +++ b/sphinx/templates/tutorials/viewports/using_viewport_as_texture.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -85,7 +85,7 @@ msgid "Next, we add a :ref:`Shader Material ` to the :ref: msgstr "" #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:55 -msgid "We are assuming you are familiar with the basics of shading for this tutorial. Even if you aren't, all the code will still be provided so you should have no problem following along." +msgid "Basic familiarity with shading is recommended for this tutorial. However, even if you are new to shaders, all the code will be provided so you should have no problem following along." msgstr "" #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:66 @@ -117,7 +117,7 @@ msgid "Your sphere should now be colored in with the colors we rendered to the V msgstr "" #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:94 -msgid "Notice the ugly seam that forms where the texture wraps around? This is because we are picking a color based on UV coordinates and UV coordinates do not wrap around the texture. This is a classic problem in 2D map projection. Gamedevs often have a 2-dimensional map they want to project onto a sphere but when it wraps around it has large seams. There is an elegant work around for this problem that we will illustrate in the next section." +msgid "Notice the ugly seam that forms where the texture wraps around? This is because we are picking a color based on UV coordinates and UV coordinates do not wrap around the texture. This is a classic problem in 2D map projection. Game developers often have a 2-dimensional map they want to project onto a sphere but when it wraps around it has large seams. There is an elegant work around for this problem that we will illustrate in the next section." msgstr "" #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:101 @@ -145,94 +145,94 @@ msgid "And if we use ``unit`` as an output ``COLOR`` value we get." msgstr "" #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:147 -msgid "Now that we can calculate the 3D position of the surface of the sphere we can use 3D noise to make the planet. We will be using this noise function directly from a `Shadertoy `_:" +msgid "Now that we can calculate the 3D position of the surface of the sphere we can use 3D noise to make the planet. We will be using this noise function directly from a `Shadertoy `_:" msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:198 -msgid "All credit goes to the initial author Inigo Quilez. It is published with the ``MIT`` licence." +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:175 +msgid "All credit goes to the author, Inigo Quilez. It is published with the ``MIT`` licence." msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:200 -msgid "Now to use ``noised``, add the following to the ``fragment`` function:" +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:177 +msgid "Now to use ``noise``, add the following to the ``fragment`` function:" msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:209 +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:186 msgid "In order to highlight the texture, we set the material to unshaded." msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:211 +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:188 msgid "You can see now that the noise indeed wraps seamlessly around the sphere. Although this looks nothing like the planet you were promised. So lets move onto something more colorful." msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:215 +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:192 msgid "Coloring the planet" msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:217 -msgid "Now to make the planet colors. There are many ways to do this, if you look on `Shadertoy `_ you will find all kinds of ways of mapping colors to procedural planet terrain. For now we will stick with a simple gradient between water and land." +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:194 +msgid "Now to make the planet colors. While, there are many ways to do this, for now we will stick with a gradient between water and land." msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:221 -msgid "To make a gradient in glsl we use the ``mix`` function. ``mix`` takes two values to interpolate between and a third parameter to choose how much to interpolate between them, in essence it *mixes* the two values together. In other APIs this function is often called ``lerp``. Although, ``lerp`` is typically reserved for mixing two floats together, ``mix`` can take any values whether it be floats or vector types." +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:197 +msgid "To make a gradient in GLSL we use the ``mix`` function. ``mix`` takes two values to interpolate between and a third parameter to choose how much to interpolate between them, in essence it *mixes* the two values together. In other APIs this function is often called ``lerp``. Although, ``lerp`` is typically reserved for mixing two floats together, ``mix`` can take any values whether it be floats or vector types." msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:231 +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:207 msgid "The first color is blue for the ocean. The second color is a kind of reddish color (because all alien planets need red terrain). And finally they are mixed together by ``n.x * 0.5 + 0.5``. ``n.x`` smoothly varies between ``-1`` and ``1``. So we map it into the ``0-1`` range that ``mix`` expects. Now you can see that the colors change between blue and red." msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:238 +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:214 msgid "That is a little more blurry than we want. Planets typically have a relatively clear separation between land and sea. In order to do that we will change the last term to ``smoothstep(-0.1, 0.0, n.x)``. And thus the whole line becomes:" msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:246 +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:222 msgid "What ``smoothstep`` does is return ``0`` if the third parameter is below the first and return 1 if the third parameter is larger than the second and smoothly blends between ``0`` and ``1`` if the third number is between the first and the second. So in this line ``smoothstep`` returns ``0`` whenever ``n.x`` is less than ``-0.1`` and it returns ``1`` whenever ``n.x`` is above ``0``." msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:253 +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:229 msgid "One more thing to make this a little more planet-y. The land shouldn't be so blobby lets make the edges a little rougher. A trick that is often used in shaders to make rough looking terrain with noise is to layer levels of noise over one another at various frequencies. We use one layer to make the overall blobby structure of the continents. Then another layer breaks up the edges a bit, and then another, and so on. What we will do is calculate ``n`` with four lines of shader code instead of just one. ``n`` becomes:" msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:267 +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:243 msgid "And now the planet looks like:" msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:271 +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:247 msgid "And with shading turned back on it looks like:" msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:276 +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:252 msgid "Making an ocean" msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:278 +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:254 msgid "One final thing to make this look more like a planet. The ocean and the land reflect light differently. So we want the ocean to shine a little more than the land. We can do this by passing a fourth value into the ``alpha`` channel of our output ``COLOR`` and using it as a Roughness map." msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:286 +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:262 msgid "This line returns ``0.3`` for water and ``1.0`` for land. This means that the land is going to be quite rough while the water will be quite smooth." msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:289 +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:265 msgid "And then in the material under the \"Metallic\" section make sure ``Metallic`` is set to ``0`` and ``Specular`` is set to ``1``. The reason for this is the water reflects light really well, but isn't metallic. These values are not physically accurate, but they are good enough for this demo." msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:293 +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:269 msgid "Next under the \"Roughness\" section set ``Roughness`` to ``1`` and set the roughness texture to a :ref:`Viewport Texture ` pointing to our planet texture :ref:`Viewport `. Finally set the ``Texture Channel`` to ``Alpha``. This instructs the renderer to use the ``alpha`` channel of our output ``COLOR`` as the ``Roughness`` value." msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:300 +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:276 msgid "You'll notice that very little changes except that the planet is no longer reflecting the sky. This is happening because by default when something is rendered with an alpha value it gets drawn as a transparent object over the background. And since the default background of the :ref:`Viewport ` is opaque, the ``alpha`` channel of the :ref:`Viewport Texture ` is ``1`` resulting in the planet texture being drawn with slightly fainter colors and a ``Roughness`` value of ``1`` everywhere. To correct this we go into the :ref:`Viewport ` and set \"Transparent Bg\" to on. Since we are now rendering one transparent object on top of another we want to enable ``blend_premul_alpha``:" msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:313 +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:289 msgid "This pre-multiplies the colors by the ``alpha`` value and then blends them correctly together. Typically when blending one transparent color on top of another, even if the background has an ``alpha`` of ``0`` (as it does in this case), you end up with weird color bleed issues. Setting ``blend_premul_alpha`` fixes that." msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:317 +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:293 msgid "Now the planet should look like it is reflecting light on the ocean but not the land. If you haven't done so already, add an :ref:`OmniLight ` to the scene so you can move it around and see the effect of the reflections on the ocean." msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:323 -msgid "And there you have it. A simple procedural planet generated using a :ref:`Viewport `." +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:299 +msgid "And there you have it. A procedural planet generated using a :ref:`Viewport `." msgstr "" diff --git a/sphinx/templates/tutorials/viewports/viewports.pot b/sphinx/templates/tutorials/viewports/viewports.pot index 99936cdc97..abbade05c2 100644 --- a/sphinx/templates/tutorials/viewports/viewports.pot +++ b/sphinx/templates/tutorials/viewports/viewports.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/vr/index.pot b/sphinx/templates/tutorials/vr/index.pot index 18c64c3655..346d88ce95 100644 --- a/sphinx/templates/tutorials/vr/index.pot +++ b/sphinx/templates/tutorials/vr/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/vr/vr_primer.pot b/sphinx/templates/tutorials/vr/vr_primer.pot index ae8b4ae44d..baad3a936b 100644 --- a/sphinx/templates/tutorials/vr/vr_primer.pot +++ b/sphinx/templates/tutorials/vr/vr_primer.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/vr/vr_starter_tutorial.pot b/sphinx/templates/tutorials/vr/vr_starter_tutorial.pot index f5c5702b77..492ee0d7f7 100644 --- a/sphinx/templates/tutorials/vr/vr_starter_tutorial.pot +++ b/sphinx/templates/tutorials/vr/vr_starter_tutorial.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2018-11-20 12:09+0100\n" +"POT-Creation-Date: 2018-12-04 23:31+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/templates_list.txt b/templates_list.txt index 656fd067ac..5134cf2d8c 100644 --- a/templates_list.txt +++ b/templates_list.txt @@ -94,7 +94,6 @@ tutorials/3d/using_multi_mesh_instance.pot tutorials/3d/csg_tools.pot tutorials/3d/working_with_3d_skeletons.pot tutorials/3d/inverse_kinematics.pot -tutorials/3d/vertex_displacement_with_shaders.pot tutorials/3d/fps_tutorial/index.pot tutorials/3d/fps_tutorial/part_one.pot tutorials/3d/fps_tutorial/part_two.pot @@ -147,6 +146,7 @@ tutorials/shading/shader_materials.pot tutorials/shading/intro_to_shaders_water_workshop.pot tutorials/shading/screen-reading_shaders.pot tutorials/shading/migrating_to_godot_shader_language.pot +tutorials/shading/vertex_displacement_with_shaders.pot tutorials/networking/index.pot tutorials/networking/high_level_multiplayer.pot tutorials/networking/http_request_class.pot