Sync Sphinx templates with current docs

This commit is contained in:
Rémi Verschelde
2019-03-01 14:19:42 +01:00
parent 17e476b6fa
commit c739abedaa
254 changed files with 1680 additions and 1233 deletions

2
docs

Submodule docs updated: 286ce78e08...723293ad35

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -139,7 +139,7 @@ msgid "What is GDScript and why should I use it?"
msgstr ""
#: ../../docs/about/faq.rst:90
msgid "GDScript is Godot's integrated scripting language. It was built from the ground up to maximize Godot's potential in the least amount of code, affording both novice and expert developers alike to capitalize on Godot's strengths as fast as possible. If you've ever written anything in a language like Python before then you'll feel right at home. For examples, history, and a complete overview of the power GDScript offers you, check out the `GDScript scripting guide <gdscript_basics>`_."
msgid "GDScript is Godot's integrated scripting language. It was built from the ground up to maximize Godot's potential in the least amount of code, affording both novice and expert developers alike to capitalize on Godot's strengths as fast as possible. If you've ever written anything in a language like Python before then you'll feel right at home. For examples, history, and a complete overview of the power GDScript offers you, check out the :ref:`GDScript scripting guide <doc_gdscript>`."
msgstr ""
#: ../../docs/about/faq.rst:97

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -29,7 +29,7 @@ msgid "SCons (you can get it from macports, you should be able to run ``scons``
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:13
msgid "Xcode with the iOS SDK and the command line tools."
msgid "Xcode 10.0 (or later) with the iOS (10.0) SDK and the command line tools."
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:15
@@ -61,18 +61,26 @@ msgid "for a Simulator executable."
msgstr ""
#: ../../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:"
msgid "For recent devices, Apple requires 64-bit versions of application binaries when you are uploading to the Apple Store. The best way to provide these is to create a bundle in which there are both 32-bit and 64-bit binaries, so every device will be able to run the game."
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:47
msgid "It can be done in three steps: first compile the 32-bit version, then compile the 64-bit version and then use ``lipo`` to bundle them into one \"universal\" binary. All those steps can be performed with following commands:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:56
msgid "If you also want to provide a simulator build (reduces the chance of any linker errors with dependencies), you'll need to build and lipo the ``x86_64`` architecture as well."
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:66
msgid "Run"
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:58
#: ../../docs/development/compiling/compiling_for_ios.rst:68
msgid "To run on a device or simulator, follow these instructions: :ref:`doc_exporting_for_ios`."
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:61
#: ../../docs/development/compiling/compiling_for_ios.rst:71
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 ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -132,7 +132,7 @@ msgid "`core/os/memory.h <https://github.com/godotengine/godot/blob/master/core/
msgstr ""
#: ../../docs/development/cpp/core_types.rst:135
msgid "`core/dvector.h <https://github.com/godotengine/godot/blob/master/core/dvector.h>`__"
msgid "`core/pool_vector.h <https://github.com/godotengine/godot/blob/master/core/pool_vector.cpp>`__"
msgstr ""
#: ../../docs/development/cpp/core_types.rst:138
@@ -216,7 +216,7 @@ msgid "Creation of a StringName (especially a new one) is slow, but comparison i
msgstr ""
#: ../../docs/development/cpp/core_types.rst:200
msgid "`core/string_db.h <https://github.com/godotengine/godot/blob/master/core/string_db.h>`__"
msgid "`core/string_name.h <https://github.com/godotengine/godot/blob/master/core/string_name.h>`__"
msgstr ""
#: ../../docs/development/cpp/core_types.rst:203

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -29,7 +29,7 @@ msgid "General differences"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:11
msgid "As explained in the :ref:`doc_c_sharp`, C# generally uses ``PascalCase`` instead of the ``snake_case`` in GDScript and C++."
msgid "As explained in the :ref:`doc_c_sharp`, C# generally uses ``PascalCase`` instead of the ``snake_case`` used in GDScript and C++."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:15
@@ -37,359 +37,461 @@ msgid "Global scope"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:17
msgid "Available under ``Godot.GD``. Some things were moved to their own classes, like Math and Random. See below."
msgid "Global functions and some constants had to be moved to classes, since C# does not allow declaring them in namespaces. Most global constants were moved to their own enums."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:20
msgid "Global functions like ``print``, ``var2str`` and ``weakref`` are located under ``GD`` in C#."
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:22
msgid "Constants"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:23
msgid "``ERR_*`` constants were moved to ``Godot.Error``."
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:24
msgid "Global constants were moved to their own enums. For example, ``ERR_*`` constants were moved to the ``Error`` enum."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:26
msgid "Math"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:28
msgid "Math functions, like ``abs``, ``acos``, ``asin``, ``atan`` and ``atan2``, are located under ``Mathf`` as ``Abs``, ``Acos``, ``Asin``, ``Atan`` and ``Atan2``, instead of in global scope. ``PI`` is ``Mathf.Pi``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:33
msgid "Random"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:35
msgid "Random functions, like ``rand_range`` and ``rand_seed``, are located under ``Random``, so use ``Random.RandRange`` instead of ``rand_range``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:39
msgid "Export keyword"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:41
msgid "Use the ``[Export]`` attribute instead of the GDScript ``export`` keyword."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:44
msgid "Signal keyword"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:46
msgid "Use the ``[Signal]`` attribute instead of the GDScript ``signal`` keyword. This attribute should be used on a `delegate`, whose name signature will be used to define the signal."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:54
msgid "See also: :ref:`c_sharp_signals`"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:57
msgid "Singletons"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:27
msgid "Special cases:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:30
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:59
msgid "Singletons provide static methods rather than using the singleton pattern in C#. This is to make code less verbose and similar to GDScript. Example:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:67
msgid "String"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:69
msgid "Use ``System.String`` (``string``). All the Godot String methods are provided by the ``StringExtensions`` class as extension methods. Example:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:77
msgid "There are a few differences, though:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:79
msgid "``erase``: Strings are immutable in C#, so we cannot modify the string passed to the extension method. For this reason, ``Erase`` was added as an extension method of ``StringBuilder`` instead of string. Alternatively, you can use ``string.Remove``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:83
msgid "``IsSubsequenceOf``/``IsSubsequenceOfi``: An additional method is provided, which is an overload of ``IsSubsequenceOf``, allowing you to explicitly specify case sensitivity:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:94
msgid "``Match``/``Matchn``/``ExprMatch``: An additional method is provided besides ``Match`` and ``Matchn``, which allows you to explicitly specify case sensitivity:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:105
msgid "Basis"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:107
msgid "Structs cannot have parameterless constructors in C#. Therefore, ``new Basis()`` initializes all primitive members to their default value. Use ``Basis.Identity`` for the equivalent of ``Basis()`` in GDScript and C++."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:111
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:158
msgid "The following method was converted to a property with a different name:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:114
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:129
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:142
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:153
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:161
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:180
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:223
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:188
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:203
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:215
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:226
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:234
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:249
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:261
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:321
msgid "GDScript"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:114
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:129
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:142
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:153
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:161
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:180
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:223
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:30
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:59
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:188
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:203
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:215
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:226
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:234
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:249
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:261
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:321
msgid "C#"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:116
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:133
msgid "get_scale()"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:32
msgid "``SPKEY``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:32
msgid "``GD.SpKey``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:33
msgid "``TYPE_*``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:33
msgid "``Variant.Type`` enum"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:34
msgid "``OP_*``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:34
msgid "``Variant.Operator`` enum"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:38
msgid "Math functions"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:40
msgid "Math global functions, like ``abs``, ``acos``, ``asin``, ``atan`` and ``atan2``, are located under ``Mathf`` as ``Abs``, ``Acos``, ``Asin``, ``Atan`` and ``Atan2``. The ``PI`` constant can be found as ``Mathf.Pi``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:45
msgid "Random functions"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:47
msgid "Random global functions, like ``rand_range`` and ``rand_seed``, are located under ``GD``. Example: ``GD.RandRange`` and ``GD.RandSeed``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:51
msgid "Other functions"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:53
msgid "Many other global functions like ``print`` and ``var2str`` are located under ``GD``. Example: ``GD.Print`` and ``GD.Var2Str``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:56
msgid "Exceptions:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:61
msgid "``weakref(obj)``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:61
msgid "``Object.WeakRef(obj)``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:62
msgid "``is_instance_valid(obj)``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:62
msgid "``Object.IsInstanceValid(obj)``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:66
msgid "Tips"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:68
msgid "Sometimes it can be useful to use the ``using static`` directive. This directive allows to access the members and nested types of a class without specifying the class name."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:71
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:90
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:121
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:132
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:144
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:305
msgid "Example:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:86
msgid "Export keyword"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:88
msgid "Use the ``[Export]`` attribute instead of the GDScript ``export`` keyword."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:103
msgid "Signal keyword"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:105
msgid "Use the ``[Signal]`` attribute to declare a signal instead of the GDScript ``signal`` keyword. This attribute should be used on a `delegate`, whose name signature will be used to define the signal."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:113
msgid "See also: :ref:`c_sharp_signals`"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:116
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:133
msgid "Scale"
msgid "Singletons"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:120
msgid "Transform2D"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:118
msgid "Singletons are available as static classes rather than using the singleton pattern. This is to make code less verbose than it would be with an ``Instance`` property."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:122
msgid "Structs cannot have parameterless constructors in C#. Therefore, ``new Transform2D()`` initializes all primitive members to their default value. Please use ``Transform2D.Identity`` for the equivalent of ``Transform2D()`` in GDScript and C++."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:126
msgid "The following methods were converted to properties with their respective names changed:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:131
msgid "get_origin()"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:131
msgid "Origin"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:132
msgid "get_rotation()"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:132
msgid "Rotation"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:137
msgid "Plane"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:127
msgid "However, in some very rare cases this is not enough. For example, you may want to access a member from the base class ``Godot.Object``, like ``Connect``. For such use cases we provide a static property named ``Singleton`` that returns the singleton instance. The type of this instance is ``Godot.Object``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:139
msgid "String"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:141
msgid "Use ``System.String`` (``string``). Most of Godot's String methods are provided by the ``StringExtensions`` class as extension methods."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:151
msgid "There are a few differences, though:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:153
msgid "``erase``: Strings are immutable in C#, so we cannot modify the string passed to the extension method. For this reason, ``Erase`` was added as an extension method of ``StringBuilder`` instead of string. Alternatively, you can use ``string.Remove``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:157
msgid "``IsSubsequenceOf``/``IsSubsequenceOfi``: An additional method is provided, which is an overload of ``IsSubsequenceOf``, allowing you to explicitly specify case sensitivity:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:168
msgid "``Match``/``Matchn``/``ExprMatch``: An additional method is provided besides ``Match`` and ``Matchn``, which allows you to explicitly specify case sensitivity:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:179
msgid "Basis"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:181
msgid "Structs cannot have parameterless constructors in C#. Therefore, ``new Basis()`` initializes all primitive members to their default value. Use ``Basis.Identity`` for the equivalent of ``Basis()`` in GDScript and C++."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:185
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:231
msgid "The following method was converted to a property with a different name:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:190
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:206
msgid "``get_scale()``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:190
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:206
msgid "``Scale``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:194
msgid "Transform2D"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:196
msgid "Structs cannot have parameterless constructors in C#. Therefore, ``new Transform2D()`` initializes all primitive members to their default value. Please use ``Transform2D.Identity`` for the equivalent of ``Transform2D()`` in GDScript and C++."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:200
msgid "The following methods were converted to properties with their respective names changed:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:205
msgid "``get_rotation()``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:205
msgid "``Rotation``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:210
msgid "Plane"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:212
msgid "The following method was converted to a property with a *slightly* different name:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:144
msgid "center()"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:144
msgid "Center"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:148
msgid "Rect2"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:150
msgid "The following field was converted to a property with a *slightly* different name:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:155
msgid "end"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:155
msgid "End"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:163
msgid "get_area()"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:163
msgid "Area"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:167
msgid "Quat"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:169
msgid "Structs cannot have parameterless constructors in C#. Therefore, ``new Quat()`` initializes all primitive members to their default value. Please use ``Quat.Identity`` for the equivalent of ``Quat()`` in GDScript and C++."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:174
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:182
msgid "Array"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:176
msgid "*This is temporary. Array is ref-counted, so it will need its own type that wraps the native side. PoolArrays will also need their own type to be used the way they are meant to.*"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:182
msgid "object[]"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:183
msgid "PoolIntArray"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:183
msgid "int[]"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:184
msgid "PoolByteArray"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:184
msgid "byte[]"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:185
msgid "PoolFloatArray"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:185
msgid "float[]"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:186
msgid "PoolStringArray"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:186
msgid "String[]"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:187
msgid "PoolColorArray"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:187
msgid "Color[]"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:188
msgid "PoolVector2Array"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:188
msgid "Vector2[]"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:189
msgid "PoolVector3Array"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:189
msgid "Vector3[]"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:192
msgid "In some exceptional cases, a raw array (``type[]``) may be required instead of a ``List``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:195
msgid "Dictionary"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:197
msgid "*This is temporary. Array is ref-counted, so it will need its own type that wraps the native side.*"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:199
msgid "Use ``Dictionary<object, object>``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:202
msgid "Variant"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:204
msgid "``System.Object`` (``object``) is used instead of ``Variant``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:207
msgid "Communicating with other scripting languages"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:209
msgid "The methods ``object Object.call(string method, params object[] args)``, ``object Object.get(string field)`` and ``object Object.set(string field, object value)`` are provided to communicate with instances of other scripting languages via the Variant API."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:215
msgid "Other differences"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:217
msgid "``center()``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:217
msgid "``preload``, ``assert`` and ``yield``, as they work in GDScript, are currently not available in C#."
msgid "``Center``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:220
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:221
msgid "Rect2"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:223
msgid "The following field was converted to a property with a *slightly* different name:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:228
msgid "``end``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:228
msgid "``End``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:236
msgid "``get_area()``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:236
msgid "``Area``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:240
msgid "Quat"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:242
msgid "Structs cannot have parameterless constructors in C#. Therefore, ``new Quat()`` initializes all primitive members to their default value. Please use ``Quat.Identity`` for the equivalent of ``Quat()`` in GDScript and C++."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:246
msgid "The following methods were converted to a property with a different name:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:251
msgid "``length()``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:251
msgid "``Length``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:252
msgid "``length_squared()``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:252
msgid "``LengthSquared``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:256
msgid "Array"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:258
msgid "*This is temporary. PoolArrays will need their own types to be used the way they are meant to.*"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:263
msgid "``Array``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:263
msgid "``Godot.Array``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:264
msgid "``PoolIntArray``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:264
msgid "``int[]``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:265
msgid "``PoolByteArray``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:265
msgid "``byte[]``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:266
msgid "``PoolFloatArray``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:266
msgid "``float[]``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:267
msgid "``PoolStringArray``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:267
msgid "``String[]``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:268
msgid "``PoolColorArray``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:268
msgid "``Color[]``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:269
msgid "``PoolVector2Array``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:269
msgid "``Vector2[]``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:270
msgid "``PoolVector3Array``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:270
msgid "``Vector3[]``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:273
msgid "``Godot.Array<T>`` is a type-safe wrapper around ``Godot.Array``. Use the ``Godot.Array<T>(Godot.Array)`` constructor to create one."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:277
msgid "Dictionary"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:279
msgid "Use ``Godot.Dictionary``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:281
msgid "``Godot.Dictionary<T>`` is a type-safe wrapper around ``Godot.Dictionary``. Use the ``Godot.Dictionary<T>(Godot.Dictionary)`` constructor to create one."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:285
msgid "Variant"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:287
msgid "``System.Object`` (``object``) is used instead of ``Variant``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:290
msgid "Communicating with other scripting languages"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:292
msgid "The methods ``object Object.Call(string method, params object[] args)``, ``object Object.Get(string field)`` and ``object Object.Set(string field, object value)`` are provided to communicate with instances of other scripting languages via the Variant API."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:298
msgid "Yield"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:300
msgid "Something similar to GDScript's ``yield`` with a single parameter can be achieved with C#'s `yield keyword <https://docs.microsoft.com/en-US/dotnet/csharp/language-reference/keywords/yield>`_."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:303
msgid "The equivalent of yield on signal can be achieved with async/await and ``Godot.Object.ToSignal``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:313
msgid "Other differences"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:315
msgid "``preload``, as it works in GDScript, is not available in C#. Use ``GD.Load`` or ``ResourceLoader.Load`` instead."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:318
msgid "Other differences:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:225
msgid "Color8"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:323
msgid "``Color8``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:225
msgid "Color.Color8"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:323
msgid "``Color.Color8``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:226
msgid "is_inf"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:324
msgid "``is_inf``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:226
msgid "float.IsInfinity"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:324
msgid "``float.IsInfinity``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:227
msgid "is_nan"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:325
msgid "``is_nan``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:227
msgid "float.IsNaN"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:325
msgid "``float.IsNaN``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:228
msgid "dict2inst"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:326
msgid "``dict2inst``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:228
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:229
msgid "? TODO"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:326
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:327
msgid "TODO"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:229
msgid "inst2dict"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:230
msgid "load"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:230
msgid "GD.load, which is the same as ResourceLoader.load"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:327
msgid "``inst2dict``"
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -228,91 +228,91 @@ msgstr ""
msgid "A script adds behavior to a node. It is used to control how the node functions as well as how it interacts with other nodes: children, parent, siblings, and so on. The local scope of the script is the node. In other words, the script inherits the functions provided by that node."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:176
#: ../../docs/getting_started/step_by_step/scripting.rst:179
msgid "Handling a signal"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:178
#: ../../docs/getting_started/step_by_step/scripting.rst:181
msgid "Signals are \"emitted\" when some specific kind of action happens, and they can be connected to any function of any script instance. Signals are used mostly in GUI nodes, although other nodes have them too, and you can even define custom signals in your own scripts."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:183
#: ../../docs/getting_started/step_by_step/scripting.rst:186
msgid "In this step, we'll connect the \"pressed\" signal to a custom function. Forming connections is the first part and defining the custom function is the second part. For the first part, Godot provides two ways to create connections: through a visual interface the editor provides or through code."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:188
#: ../../docs/getting_started/step_by_step/scripting.rst:191
msgid "While we will use the code method for the remainder of this tutorial series, let's cover how the editor interface works for future reference."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:191
#: ../../docs/getting_started/step_by_step/scripting.rst:194
msgid "Select the Button node in the scene tree and then select the \"Node\" tab. Next, make sure that you have \"Signals\" selected."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:196
#: ../../docs/getting_started/step_by_step/scripting.rst:199
msgid "If you then select \"pressed()\" under \"BaseButton\" and click the \"Connect...\" button in the bottom right, you'll open up the connection creation dialogue."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:201
#: ../../docs/getting_started/step_by_step/scripting.rst:204
msgid "In the bottom-left are the key things you need to create a connection: a node which implements the method you want to trigger (represented here as a NodePath) and the name of the method to trigger."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:205
#: ../../docs/getting_started/step_by_step/scripting.rst:208
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
#: ../../docs/getting_started/step_by_step/scripting.rst:213
msgid "By default, the method name will contain the emitting node's name (\"Button\" in this case), resulting in \"_on_[EmitterNode]_[signal_name]\". If you do have the \"Make Function\" check button checked, then the editor will generate the function for you before setting up the connection."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:215
#: ../../docs/getting_started/step_by_step/scripting.rst:218
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
#: ../../docs/getting_started/step_by_step/scripting.rst:222
msgid "To accomplish this, we will introduce a function that is probably the most used by Godot programmers: :ref:`Node.get_node() <class_Node_method_get_node>`. This function uses paths to fetch nodes anywhere in the scene, relative to the node that owns the script."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:224
#: ../../docs/getting_started/step_by_step/scripting.rst:227
msgid "For the sake of convenience, delete everything underneath ``extends Panel``. You will fill out the rest of the script manually."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:227
#: ../../docs/getting_started/step_by_step/scripting.rst:230
msgid "Because the Button and Label are siblings under the Panel where the script is attached, you can fetch the Button by typing the following underneath the ``_ready()`` function:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:244
#: ../../docs/getting_started/step_by_step/scripting.rst:247
msgid "Next, write a function which will be called when the button is pressed:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:259
#: ../../docs/getting_started/step_by_step/scripting.rst:262
msgid "Finally, connect the button's \"pressed\" signal to ``_ready()`` by using :ref:`Object.connect() <class_Object_method_connect>`."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:275
#: ../../docs/getting_started/step_by_step/scripting.rst:278
msgid "The final script should look like this:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:308
#: ../../docs/getting_started/step_by_step/scripting.rst:311
msgid "Run the scene and press the button. You should get the following result:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:312
#: ../../docs/getting_started/step_by_step/scripting.rst:315
msgid "Why, hello there! Congratulations on scripting your first scene."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:316
#: ../../docs/getting_started/step_by_step/scripting.rst:319
msgid "A common misunderstanding regarding this tutorial is how ``get_node(path)`` works. For a given node, ``get_node(path)`` searches its immediate children. In the above code, this means that Button must be a child of Panel. If Button were instead a child of Label, the code to obtain it would be:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:334
#: ../../docs/getting_started/step_by_step/scripting.rst:337
msgid "Also, remember that nodes are referenced by name, not by type."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:338
#: ../../docs/getting_started/step_by_step/scripting.rst:341
msgid "The right-hand panel of the connect dialogue is for binding specific values to the connected function's parameters. You can add and remove values of different types."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:342
#: ../../docs/getting_started/step_by_step/scripting.rst:345
msgid "The code approach also enables this with a 4th ``Array`` parameter that is empty by default. Feel free to read up on the ``Object.connect`` method for more information."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -152,23 +152,23 @@ msgstr ""
msgid "Here is the code for the player using signals to emit the bullet:"
msgstr ""
#: ../../docs/getting_started/step_by_step/signals.rst:290
#: ../../docs/getting_started/step_by_step/signals.rst:293
msgid "In the main scene, we then connect the player's signal (it will appear in the \"Node\" tab)."
msgstr ""
#: ../../docs/getting_started/step_by_step/signals.rst:314
#: ../../docs/getting_started/step_by_step/signals.rst:317
msgid "Now the bullets will maintain their own movement independent of the player's rotation:"
msgstr ""
#: ../../docs/getting_started/step_by_step/signals.rst:320
#: ../../docs/getting_started/step_by_step/signals.rst:323
msgid "Conclusion"
msgstr ""
#: ../../docs/getting_started/step_by_step/signals.rst:322
#: ../../docs/getting_started/step_by_step/signals.rst:325
msgid "Many of Godot's built-in node types provide signals you can use to detect events. For example, an :ref:`Area2D <class_Area2D>` representing a coin emits a ``body_entered`` signal whenever the player's physics body enters its collision shape, allowing you to know when the player collected it."
msgstr ""
#: ../../docs/getting_started/step_by_step/signals.rst:327
#: ../../docs/getting_started/step_by_step/signals.rst:330
msgid "In the next section, :ref:`doc_your_first_game`, you'll build a complete game including several uses of signals to connect different game components."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -101,7 +101,7 @@ msgid "Before we jump into the editor, we want to plan how we'll nest containers
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:88
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:278
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:279
msgid "Break down the UI mockup"
msgstr ""
@@ -238,82 +238,82 @@ msgid "You should have four nested containers, and the TextureRect nodes sitting
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:205
msgid "In the node tree, select all the ``TextureRect`` nodes that should go on the left side: the logo, the menu options and the version note. Drag and drop them into the ``VBoxContainer``. Then, drag the illustration node into the ``CenterContainer``. The nodes should position automatically."
msgid "In the node tree, select all the ``TextureRect`` nodes that should go on the left side: the logo, the menu options and the version note. Drag and drop them into the ``VBoxContainer``. The nodes should position automatically."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:212
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:211
msgid "Containers automatically place and resize textures"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:214
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:213
msgid "We're left with two problems to solve:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:216
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:215
msgid "The characters on the right aren't centered"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:217
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:216
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`` 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."
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:218
msgid "To center the characters on the right, first select the ``CenterContainer``. 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. This makes the ``CenterContainer`` expand into all available space while respecting its neighbour ``VBoxContainer``. Finally, drag and drop the Characters node into the ``CenterContainer``. The Characters element will center automatically."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:228
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:229
msgid "The character node centers inside the right half of the screen as soon as you place it inside the CenterContainer"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:231
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:232
msgid "To space out the menu options and the logo on the left, we'll use one final container and its size flags. Select the ``VBoxContainer`` and press ``Meta+A`` to add a new node inside it. Add a second ``VBoxContainer`` and name it \"MenuOptions\". Select all three menu options, ``Continue``, ``NewGame`` and ``Options``, and drag and drop them inside the new ``VBoxContainer``. The UI's layout should barely change, if at all."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:241
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:242
msgid "Place the new container between the other two nodes to retain the UI's layout"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:244
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:245
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
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:253
msgid "To center the nodes in the ``VBoxContainer``, scroll to the top of the Inspector and change the ``Alignment`` property to ``Center``."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:257
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:258
msgid "The menu options should center vertically in the UI's left column"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:259
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:260
msgid "To wrap things up, let's add some separation between the menu options. Expand the ``Custom Constants`` category below ``Size Flags``, and click the field next to the ``Separation`` parameter. Set it to 30. Once you press enter, the ``Separation`` property becomes active and Godot adds 30 pixels between menu options."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:267
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:268
msgid "The final interface"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:269
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:270
msgid "Without a single line of code, we have a precise and responsive main menu."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:272
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:273
msgid "Congratulations for getting there! You can download the final menu :download:`ui_main_menu_design.zip <files/ui_main_menu_design.zip>` to compare with your own. In the next tutorial, you'll create a Game User Interface with bars and item counters."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:280
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:281
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:285
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:286
msgid "The order in which you nest matters. To see if your UI adapts nicely to different screen ratios, select the root node, press the Q key to activate the Select Mode, select the container and click and drag on one of the container's corners to resize it. The UI components should flow inside of it."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:291
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:292
msgid "You'll notice that although containers move sprites around, they don't scale them. This is normal. We want the UI system to handle different screen ratios, but we also need the entire game to adapt to different screen resolutions. To do this, Godot scales the entire window up and down."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:297
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:298
msgid "You can change the scale mode in the project settings: click the Project menu -> Project Settings. In the window's left column, look for the Display category. Click on the Window sub-category. On the right side of the window, you'll find a Stretch section. The three settings, Mode, Aspect, and Shrink, control the screen size. For more information, see :ref:`doc_multiple_resolutions`."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -57,74 +57,74 @@ msgid "This workflow makes use of blender nla_tracks. Here is a brief guide on h
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:19
msgid "**1. Switch workspace to 'Dope Sheet'**"
msgid "**1. Stash active action**"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:23
msgid "**2. Stash the active action**"
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:21
msgid "New created action is always an active action binded to object. There are several ways to place an active action into NLA track, one is of course doing it in ``NLA Editor``"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:25
msgid "The stashed action, while not active, will still be exported."
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:28
msgid "Or it can be done stashing the action in ``Dope Sheet``"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:29
msgid "**3. Check stashed actions in 'NLA Editor' [optional]**"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:31
msgid "Switch workspace to 'NLA Editor'."
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:33
msgid "**2. Check mute status of NLA tracks**"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:35
msgid "Make sure all stashed actions are muted."
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:39
msgid "**4. Export the scene**"
msgid "An NLA track can be ``mute`` or ``unmute``, the exporter will export all the ``mute`` NLA track as a separate action, while blends all the ``unmute`` NLA tracks into every action (including the action action) being exported."
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:41
msgid "All the stashed actions, as well as the active action, are exported to an AnimationPlayer."
msgid "**3. Export the scene**"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:48
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:43
msgid "Make sure the ``Export Stashed Actions`` option has been turned on."
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:47
msgid "Then all the stashed actions, as well as the active action, are exported to an AnimationPlayer."
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:54
msgid "Constraints"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:49
msgid "Sometimes complicated animation is built with object constraint; a usual example is inverse kinematics. The add-on would automatically check if an object has some constraint; if it does, all the constraints are baked into every action the object has and then exported."
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:55
msgid "Sometimes complicated animation is built with object constraint; a usual example is inverse kinematics. The add-on would automatically check if an object has some constraint; if it does, all the constraints are baked into actions and then exported along with the object."
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:56
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:62
msgid "Animation Mode"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:57
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:63
msgid "Godot and Blender have different structure to store animation data. In Godot animation data is stored in an AnimationPlayer node, instead of in each animated node. In order to fix this inconsistence and still make the animation play versatile, this add-on has three animation exporting modes."
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:64
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:70
msgid "**Mode 'Animation as Actions'**"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:66
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:72
msgid "Treat all the animations as object actions, so in the exported scene, every object would have its own AnimationPlayer and hold its actions."
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:70
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:76
msgid "**Mode 'Scene Animation'**"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:72
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:78
msgid "If you want your animation to generate the same result as playing at Blender's timeline, this is what you want. In this mode, all the animations in the scene are placed in just one AnimationPlayer in the scene root."
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:76
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:82
msgid "**Mode 'Animation as Action with Squash'**"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:78
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:84
msgid "This mode has very similar behaviour of mode 'Animation as Action', but it can generate fewer AnimationPlayers; objects in parent-children relationship would share their AnimationPlayer. It is useful when you have several rigs, and each Skeleton and Mesh has actions; then one rig would have just one AnimationPlayer."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -24,47 +24,75 @@ msgstr ""
msgid "Using existing Godot materials"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:6
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:7
msgid "One way in which the exporter can handle materials is to attempt to match the Blender material with an existing Godot material. This has the advantage of being able to use all of the features of Godot's material system, but it means that you cannot see your model with the material applied inside Blender."
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:11
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:12
msgid "To do this, the exporter attempts to find Godot materials with names that match those of the material name in Blender. So if you export an object in Blender with the material name ``PurpleDots`` then the exporter will search for the file ``PurpleDots.tres`` and assign it to the object. If this file is not a ``SpatialMaterial`` or ``ShaderMaterial`` or if it cannot be found, then the exporter will fall back to exporting the material from Blender."
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:19
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:20
msgid "Where the exporter searches for the ``.tres`` file is determined by the \"Material Search Paths\" option:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:33
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:34
msgid "This can take the value of:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:25
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:26
msgid "Project Directory - Attempts to find the ``project.Godot`` and recursively searches through subdirectories. If ``project.Godot`` cannot be found it will throw an error. This is useful for most projects where naming conflicts are unlikely."
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:29
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:30
msgid "Export Directory - Look for materials in subdirectories of the export location. This is useful for projects where you may have duplicate material names and need more control over what material gets assigned."
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:32
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:33
msgid "None - Do not search for materials. Export them from the Blender file."
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:36
msgid "Export of Blender materials"
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:37
msgid "Export of Cycles/EEVEE materials"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:38
msgid "The other way materials are handled is for the exporter to export them from Blender. Currently only the diffuse color and a few flags (e.g. unshaded) are exported."
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:39
msgid "The exporter has a primitive support for converting Cycles/EEVEE material node tree to Godot Shader Material. Note that some of the Shader Node are not supported yet due to difficulties in implementation, which are:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:43
msgid "Export of Blender materials is currently very primitive. However, it is the focus of a current GSoC project"
msgid "all the ``noisy textures``"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:47
msgid "Materials are currently exported using their \"Blender Render\" settings. When Blender 2.8 is released, this will be removed and this part of the exporter will change."
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:44
msgid "``generated texture coordinates``"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:45
msgid "``group node``"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:46
msgid "shader nodes except ``PrincipledBSDF``, ``Diffuse``, ``Glossy``, ``Glass``, ``add shader`` and ``mix shader``"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:49
msgid "If possible try to use PrincipledBSDF node with GGX distribution as the output shader node, it is the only one guarantee to be exactly correctly. Others are just based on approximation."
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:52
msgid "Sometimes materials may not be valid for exporting (e.g. has some unsupported node) or it is using Blender Internal Engine, only the diffuse color and a few flags (e.g. unshaded) are exported and form a Spatial Material."
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:58
msgid "Generate external materials"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:60
msgid "The default configuration of material exporting would keep all the materials internal to the ``escn`` file. There is an option which could enable generating external ``.material`` file when the ``escn`` file opens in Godot."
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:66
msgid "``.material`` file can be assigned to any material slot to be a external resource."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"POT-Creation-Date: 2019-03-01 14:18+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

Some files were not shown because too many files have changed in this diff Show More