Sync Sphinx and Weblate templates with current docs

This commit is contained in:
Rémi Verschelde
2022-09-09 16:05:06 +02:00
parent 2dd98da549
commit c9fa49933c
383 changed files with 12205 additions and 8144 deletions

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*.mo *.mo
authors.txt authors.txt
langs.txt langs.txt
index.html

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docs

Submodule docs updated: 4d6fb78cf1...05aaca417a

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#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"
@@ -69,542 +69,550 @@ msgid "**For the editor:**"
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:38 #: ../../docs/about/faq.rst:38
#: ../../docs/about/faq.rst:200 #: ../../docs/about/faq.rst:202
msgid "Windows" msgid "Windows"
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:39 #: ../../docs/about/faq.rst:39
#: ../../docs/about/faq.rst:45 #: ../../docs/about/faq.rst:47
#: ../../docs/about/faq.rst:211 #: ../../docs/about/faq.rst:213
msgid "macOS" msgid "macOS"
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:40 #: ../../docs/about/faq.rst:40
#: ../../docs/about/faq.rst:46 #: ../../docs/about/faq.rst:48
msgid "X11 (Linux, \\*BSD)" msgid "X11 (Linux, \\*BSD)"
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:41
msgid ":ref:`Web <doc_using_the_web_editor>`"
msgstr ""
#: ../../docs/about/faq.rst:42 #: ../../docs/about/faq.rst:42
msgid "**For exporting your games:**" msgid "Android (experimental)"
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:44 #: ../../docs/about/faq.rst:44
msgid "**For exporting your games:**"
msgstr ""
#: ../../docs/about/faq.rst:46
msgid "Windows (and UWP)" msgid "Windows (and UWP)"
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:47 #: ../../docs/about/faq.rst:49
msgid "Android" msgid "Android"
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:48 #: ../../docs/about/faq.rst:50
msgid "iOS" msgid "iOS"
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:49 #: ../../docs/about/faq.rst:51
msgid "Web" msgid "Web"
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:51 #: ../../docs/about/faq.rst:53
msgid "Both 32- and 64-bit binaries are supported where it makes sense, with 64 being the default." msgid "Both 32- and 64-bit binaries are supported where it makes sense, with 64 being the default."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:54 #: ../../docs/about/faq.rst:56
msgid "Some users also report building and using Godot successfully on ARM-based systems with Linux, like the Raspberry Pi." msgid "Some users also report building and using Godot successfully on ARM-based systems with Linux, like the Raspberry Pi."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:57 #: ../../docs/about/faq.rst:59
msgid "Additionally, there is some unofficial third-party work being done on building for some consoles. However, none of this is included in the default build scripts or export templates at this time." msgid "Additionally, there is some unofficial third-party work being done on building for some consoles. However, none of this is included in the default build scripts or export templates at this time."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:61 #: ../../docs/about/faq.rst:63
msgid "For more on this, see the sections on :ref:`exporting <toc-learn-workflow-export>` and :ref:`compiling Godot yourself <toc-devel-compiling>`." msgid "For more on this, see the sections on :ref:`exporting <toc-learn-workflow-export>` and :ref:`compiling Godot yourself <toc-devel-compiling>`."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:65 #: ../../docs/about/faq.rst:67
msgid "Which programming languages are supported in Godot?" msgid "Which programming languages are supported in Godot?"
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:67 #: ../../docs/about/faq.rst:69
msgid "The officially supported languages for Godot are GDScript, Visual Scripting, C#, and C++. See the subcategories for each language in the :ref:`scripting <toc-learn-scripting>` section." msgid "The officially supported languages for Godot are GDScript, Visual Scripting, C#, and C++. See the subcategories for each language in the :ref:`scripting <toc-learn-scripting>` section."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:71 #: ../../docs/about/faq.rst:73
msgid "If you are just starting out with either Godot or game development in general, GDScript is the recommended language to learn and use since it is native to Godot. While scripting languages tend to be less performant than lower-level languages in the long run, for prototyping, developing Minimum Viable Products (MVPs), and focusing on Time-To-Market (TTM), GDScript will provide a fast, friendly, and capable way of developing your games." msgid "If you are just starting out with either Godot or game development in general, GDScript is the recommended language to learn and use since it is native to Godot. While scripting languages tend to be less performant than lower-level languages in the long run, for prototyping, developing Minimum Viable Products (MVPs), and focusing on Time-To-Market (TTM), GDScript will provide a fast, friendly, and capable way of developing your games."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:78 #: ../../docs/about/faq.rst:80
msgid "Note that C# support is still relatively new, and as such, you may encounter some issues along the way. Our friendly and hard-working development community is always ready to tackle new problems as they arise, but since this is an open-source project, we recommend that you first do some due diligence yourself. Searching through discussions on `open issues <https://github.com/godotengine/godot/issues>`_ is a great way to start your troubleshooting." msgid "Note that C# support is still relatively new, and as such, you may encounter some issues along the way. Our friendly and hard-working development community is always ready to tackle new problems as they arise, but since this is an open-source project, we recommend that you first do some due diligence yourself. Searching through discussions on `open issues <https://github.com/godotengine/godot/issues>`_ is a great way to start your troubleshooting."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:85 #: ../../docs/about/faq.rst:87
msgid "As for new languages, support is possible via third parties using the GDNative / NativeScript / PluginScript facilities. (See the question about plugins below.) Work is currently underway, for example, on unofficial bindings for Godot to `Python <https://github.com/touilleMan/godot-python>`_ and `Nim <https://github.com/pragmagic/godot-nim>`_." msgid "As for new languages, support is possible via third parties using the GDNative / NativeScript / PluginScript facilities. (See the question about plugins below.) Work is currently underway, for example, on unofficial bindings for Godot to `Python <https://github.com/touilleMan/godot-python>`_ and `Nim <https://github.com/pragmagic/godot-nim>`_."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:93 #: ../../docs/about/faq.rst:95
msgid "What is GDScript and why should I use it?" msgid "What is GDScript and why should I use it?"
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:95 #: ../../docs/about/faq.rst:97
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>`." 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 "" msgstr ""
#: ../../docs/about/faq.rst:102 #: ../../docs/about/faq.rst:104
msgid "There are several reasons to use GDScript--especially when you are prototyping, in alpha/beta stages of your project, or are not creating the next AAA title--but the most salient reason is the overall **reduction of complexity**." msgid "There are several reasons to use GDScript--especially when you are prototyping, in alpha/beta stages of your project, or are not creating the next AAA title--but the most salient reason is the overall **reduction of complexity**."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:106 #: ../../docs/about/faq.rst:108
msgid "The original intent of creating a tightly integrated, custom scripting language for Godot was two-fold: first, it reduces the amount of time necessary to get up and running with Godot, giving developers a rapid way of exposing themselves to the engine with a focus on productivity; second, it reduces the overall burden of maintenance, attenuates the dimensionality of issues, and allows the developers of the engine to focus on squashing bugs and improving features related to the engine core--rather than spending a lot of time trying to get a small set of incremental features working across a large set of languages." msgid "The original intent of creating a tightly integrated, custom scripting language for Godot was two-fold: first, it reduces the amount of time necessary to get up and running with Godot, giving developers a rapid way of exposing themselves to the engine with a focus on productivity; second, it reduces the overall burden of maintenance, attenuates the dimensionality of issues, and allows the developers of the engine to focus on squashing bugs and improving features related to the engine core--rather than spending a lot of time trying to get a small set of incremental features working across a large set of languages."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:114 #: ../../docs/about/faq.rst:116
msgid "Since Godot is an open-source project, it was imperative from the start to prioritize a more integrated and seamless experience over attracting additional users by supporting more familiar programming languages--especially when supporting those more familiar languages would result in a worse experience. We understand if you would rather use another language in Godot (see the list of supported options above). That being said, if you haven't given GDScript a try, try it for **three days**. Just like Godot, once you see how powerful it is and rapid your development becomes, we think GDScript will grow on you." msgid "Since Godot is an open-source project, it was imperative from the start to prioritize a more integrated and seamless experience over attracting additional users by supporting more familiar programming languages--especially when supporting those more familiar languages would result in a worse experience. We understand if you would rather use another language in Godot (see the list of supported options above). That being said, if you haven't given GDScript a try, try it for **three days**. Just like Godot, once you see how powerful it is and rapid your development becomes, we think GDScript will grow on you."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:123 #: ../../docs/about/faq.rst:125
msgid "More information about getting comfortable with GDScript or dynamically typed languages can be found in the :ref:`doc_gdscript_more_efficiently` tutorial." msgid "More information about getting comfortable with GDScript or dynamically typed languages can be found in the :ref:`doc_gdscript_more_efficiently` tutorial."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:127 #: ../../docs/about/faq.rst:129
msgid "What were the motivations behind creating GDScript?" msgid "What were the motivations behind creating GDScript?"
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:129 #: ../../docs/about/faq.rst:131
msgid "In the early days, the engine used the `Lua <https://www.lua.org>`__ scripting language. Lua is fast, but creating bindings to an object oriented system (by using fallbacks) was complex and slow and took an enormous amount of code. After some experiments with `Python <https://www.python.org>`__, it also proved difficult to embed." msgid "In the early days, the engine used the `Lua <https://www.lua.org>`__ scripting language. Lua is fast, but creating bindings to an object oriented system (by using fallbacks) was complex and slow and took an enormous amount of code. After some experiments with `Python <https://www.python.org>`__, it also proved difficult to embed."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:135 #: ../../docs/about/faq.rst:137
msgid "The main reasons for creating a custom scripting language for Godot were:" msgid "The main reasons for creating a custom scripting language for Godot were:"
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:137 #: ../../docs/about/faq.rst:139
msgid "Poor threading support in most script VMs, and Godot uses threads (Lua, Python, Squirrel, JavaScript, ActionScript, etc.)." msgid "Poor threading support in most script VMs, and Godot uses threads (Lua, Python, Squirrel, JavaScript, ActionScript, etc.)."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:139 #: ../../docs/about/faq.rst:141
msgid "Poor class-extending support in most script VMs, and adapting to the way Godot works is highly inefficient (Lua, Python, JavaScript)." msgid "Poor class-extending support in most script VMs, and adapting to the way Godot works is highly inefficient (Lua, Python, JavaScript)."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:141 #: ../../docs/about/faq.rst:143
msgid "Many existing languages have horrible interfaces for binding to C++, resulting in large amount of code, bugs, bottlenecks, and general inefficiency (Lua, Python, Squirrel, JavaScript, etc.) We wanted to focus on a great engine, not a great amount of integrations." msgid "Many existing languages have horrible interfaces for binding to C++, resulting in large amount of code, bugs, bottlenecks, and general inefficiency (Lua, Python, Squirrel, JavaScript, etc.) We wanted to focus on a great engine, not a great amount of integrations."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:144 #: ../../docs/about/faq.rst:146
msgid "No native vector types (vector3, matrix4, etc.), resulting in highly reduced performance when using custom types (Lua, Python, Squirrel, JavaScript, ActionScript, etc.)." msgid "No native vector types (vector3, matrix4, etc.), resulting in highly reduced performance when using custom types (Lua, Python, Squirrel, JavaScript, ActionScript, etc.)."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:147 #: ../../docs/about/faq.rst:149
msgid "Garbage collector results in stalls or unnecessarily large memory usage (Lua, Python, JavaScript, ActionScript, etc.)." msgid "Garbage collector results in stalls or unnecessarily large memory usage (Lua, Python, JavaScript, ActionScript, etc.)."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:149 #: ../../docs/about/faq.rst:151
msgid "Difficulty to integrate with the code editor for providing code completion, live editing, etc. (all of them). This is well-supported by GDScript." msgid "Difficulty to integrate with the code editor for providing code completion, live editing, etc. (all of them). This is well-supported by GDScript."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:153 #: ../../docs/about/faq.rst:155
msgid "GDScript was designed to curtail the issues above, and more." msgid "GDScript was designed to curtail the issues above, and more."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:156 #: ../../docs/about/faq.rst:158
msgid "What type of 3D model formats does Godot support?" msgid "What type of 3D model formats does Godot support?"
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:158 #: ../../docs/about/faq.rst:160
msgid "Godot supports Collada via the `OpenCollada <https://github.com/KhronosGroup/OpenCOLLADA/wiki/OpenCOLLADA-Tools>`_ exporter (Maya, 3DSMax). If you are using Blender, take a look at our own `Better Collada Exporter <https://godotengine.org/download>`_." msgid "Godot supports Collada via the `OpenCollada <https://github.com/KhronosGroup/OpenCOLLADA/wiki/OpenCOLLADA-Tools>`_ exporter (Maya, 3DSMax). If you are using Blender, take a look at our own `Better Collada Exporter <https://godotengine.org/download>`_."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:161 #: ../../docs/about/faq.rst:163
msgid "As of Godot 3.0, glTF is supported." msgid "As of Godot 3.0, glTF is supported."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:163 #: ../../docs/about/faq.rst:165
msgid "FBX is supported via the Open Asset Import library. However, FBX is proprietary so we recommend using other formats listed above, if suitable for your workflow." msgid "FBX is supported via the Open Asset Import library. However, FBX is proprietary so we recommend using other formats listed above, if suitable for your workflow."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:167 #: ../../docs/about/faq.rst:169
msgid "Will [insert closed SDK such as FMOD, GameWorks, etc.] be supported in Godot?" msgid "Will [insert closed SDK such as FMOD, GameWorks, etc.] be supported in Godot?"
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:169 #: ../../docs/about/faq.rst:171
msgid "The aim of Godot is to create a free and open-source MIT-licensed engine that is modular and extendable. There are no plans for the core engine development community to support any third-party, closed-source/proprietary SDKs, as integrating with these would go against Godot's ethos." msgid "The aim of Godot is to create a free and open-source MIT-licensed engine that is modular and extendable. There are no plans for the core engine development community to support any third-party, closed-source/proprietary SDKs, as integrating with these would go against Godot's ethos."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:174 #: ../../docs/about/faq.rst:176
msgid "That said, because Godot is open-source and modular, nothing prevents you or anyone else interested in adding those libraries as a module and shipping your game with them--as either open- or closed-source." msgid "That said, because Godot is open-source and modular, nothing prevents you or anyone else interested in adding those libraries as a module and shipping your game with them--as either open- or closed-source."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:178 #: ../../docs/about/faq.rst:180
msgid "To see how support for your SDK of choice could still be provided, look at the Plugins question below." msgid "To see how support for your SDK of choice could still be provided, look at the Plugins question below."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:181 #: ../../docs/about/faq.rst:183
msgid "If you know of a third-party SDK that is not supported by Godot but that offers free and open-source integration, consider starting the integration work yourself. Godot is not owned by one person; it belongs to the community, and it grows along with ambitious community contributors like you." msgid "If you know of a third-party SDK that is not supported by Godot but that offers free and open-source integration, consider starting the integration work yourself. Godot is not owned by one person; it belongs to the community, and it grows along with ambitious community contributors like you."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:187 #: ../../docs/about/faq.rst:189
msgid "How do I install the Godot editor on my system (for desktop integration)?" msgid "How do I install the Godot editor on my system (for desktop integration)?"
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:189 #: ../../docs/about/faq.rst:191
msgid "Since you don't need to actually install Godot on your system to run it, this means desktop integration is not performed automatically. There are two ways to overcome this. You can install Godot from `Steam <https://store.steampowered.com/app/404790/Godot_Engine/>`__ (all platforms), `Scoop <https://scoop.sh/>`__ (Windows), `Homebrew <https://brew.sh/>`__ (macOS) or `Flathub <https://flathub.org/apps/details/org.godotengine.Godot>`__ (Linux). This will automatically perform the required steps for desktop integration." msgid "Since you don't need to actually install Godot on your system to run it, this means desktop integration is not performed automatically. There are two ways to overcome this. You can install Godot from `Steam <https://store.steampowered.com/app/404790/Godot_Engine/>`__ (all platforms), `Scoop <https://scoop.sh/>`__ (Windows), `Homebrew <https://brew.sh/>`__ (macOS) or `Flathub <https://flathub.org/apps/details/org.godotengine.Godot>`__ (Linux). This will automatically perform the required steps for desktop integration."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:197 #: ../../docs/about/faq.rst:199
msgid "Alternatively, you can manually perform the steps that an installer would do for you:" msgid "Alternatively, you can manually perform the steps that an installer would do for you:"
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:202 #: ../../docs/about/faq.rst:204
msgid "Move the Godot executable to a stable location (i.e. outside of your Downloads folder), so you don't accidentally move it and break the shortcut in the future." msgid "Move the Godot executable to a stable location (i.e. outside of your Downloads folder), so you don't accidentally move it and break the shortcut in the future."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:204 #: ../../docs/about/faq.rst:206
msgid "Right-click the Godot executable and choose **Create Shortcut**." msgid "Right-click the Godot executable and choose **Create Shortcut**."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:205 #: ../../docs/about/faq.rst:207
msgid "Move the created shortcut to ``%LOCALAPPDATA%\\Microsoft\\Windows\\Start Menu\\Programs``. This is the user-wide location for shortcuts that will appear in the Start menu. You can also pin Godot in the task bar by right-clicking the executable and choosing **Pin to Task Bar**." msgid "Move the created shortcut to ``%LOCALAPPDATA%\\Microsoft\\Windows\\Start Menu\\Programs``. This is the user-wide location for shortcuts that will appear in the Start menu. You can also pin Godot in the task bar by right-clicking the executable and choosing **Pin to Task Bar**."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:213 #: ../../docs/about/faq.rst:215
msgid "Drag the extracted Godot application to ``/Applications/Godot.app``, then drag it to the Dock if desired. Spotlight will be able to find Godot as long as it's in ``/Applications`` or ``~/Applications``." msgid "Drag the extracted Godot application to ``/Applications/Godot.app``, then drag it to the Dock if desired. Spotlight will be able to find Godot as long as it's in ``/Applications`` or ``~/Applications``."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:218 #: ../../docs/about/faq.rst:220
msgid "Linux" msgid "Linux"
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:220 #: ../../docs/about/faq.rst:222
msgid "Move the Godot binary to a stable location (i.e. outside of your Downloads folder), so you don't accidentally move it and break the shortcut in the future." msgid "Move the Godot binary to a stable location (i.e. outside of your Downloads folder), so you don't accidentally move it and break the shortcut in the future."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:222 #: ../../docs/about/faq.rst:224
msgid "Rename and move the Godot binary to a location present in your ``PATH`` environment variable. This is typically ``/usr/local/bin/godot`` or ``/usr/bin/godot``. Doing this requires administrator privileges, but this also allows you to :ref:`run the Godot editor from a terminal <doc_command_line_tutorial>` by entering ``godot``." msgid "Rename and move the Godot binary to a location present in your ``PATH`` environment variable. This is typically ``/usr/local/bin/godot`` or ``/usr/bin/godot``. Doing this requires administrator privileges, but this also allows you to :ref:`run the Godot editor from a terminal <doc_command_line_tutorial>` by entering ``godot``."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:228 #: ../../docs/about/faq.rst:230
msgid "If you cannot move the Godot editor binary to a protected location, you can keep the binary somewhere in your home directory, and modify the ``Path=`` line in the ``.desktop`` file linked below to contain the full *absolute* path to the Godot binary." msgid "If you cannot move the Godot editor binary to a protected location, you can keep the binary somewhere in your home directory, and modify the ``Path=`` line in the ``.desktop`` file linked below to contain the full *absolute* path to the Godot binary."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:233 #: ../../docs/about/faq.rst:235
msgid "Save `this .desktop file <https://raw.githubusercontent.com/godotengine/godot/3.x/misc/dist/linux/org.godotengine.Godot.desktop>`__ to ``$HOME/.local/share/applications/``. If you have administrator privileges, you can also save the ``.desktop`` file to ``/usr/local/share/applications`` to make the shortcut available for all users." msgid "Save `this .desktop file <https://raw.githubusercontent.com/godotengine/godot/3.x/misc/dist/linux/org.godotengine.Godot.desktop>`__ to ``$HOME/.local/share/applications/``. If you have administrator privileges, you can also save the ``.desktop`` file to ``/usr/local/share/applications`` to make the shortcut available for all users."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:239 #: ../../docs/about/faq.rst:241
msgid "Is the Godot editor a portable application?" msgid "Is the Godot editor a portable application?"
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:241 #: ../../docs/about/faq.rst:243
msgid "In its default configuration, Godot is *semi-portable*. Its executable can run from any location (including non-writable locations) and never requires administrator privileges." msgid "In its default configuration, Godot is *semi-portable*. Its executable can run from any location (including non-writable locations) and never requires administrator privileges."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:245 #: ../../docs/about/faq.rst:247
msgid "However, configuration files will be written to the user-wide configuration or data directory. This is usually a good approach, but this means configuration files will not carry across machines if you copy the folder containing the Godot executable. See :ref:`doc_data_paths` for more information." msgid "However, configuration files will be written to the user-wide configuration or data directory. This is usually a good approach, but this means configuration files will not carry across machines if you copy the folder containing the Godot executable. See :ref:`doc_data_paths` for more information."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:250 #: ../../docs/about/faq.rst:252
msgid "If *true* portable operation is desired (e.g. for use on an USB stick), follow the steps in :ref:`doc_data_paths_self_contained_mode`." msgid "If *true* portable operation is desired (e.g. for use on an USB stick), follow the steps in :ref:`doc_data_paths_self_contained_mode`."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:254 #: ../../docs/about/faq.rst:256
msgid "Why does Godot use Vulkan or OpenGL instead of Direct3D?" msgid "Why does Godot use Vulkan or OpenGL instead of Direct3D?"
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:256 #: ../../docs/about/faq.rst:258
msgid "Godot aims for cross-platform compatibility and open standards first and foremost. OpenGL and Vulkan are the technologies that are both open and available (nearly) on all platforms. Thanks to this design decision, a project developed with Godot on Windows will run out of the box on Linux, macOS, and more." msgid "Godot aims for cross-platform compatibility and open standards first and foremost. OpenGL and Vulkan are the technologies that are both open and available (nearly) on all platforms. Thanks to this design decision, a project developed with Godot on Windows will run out of the box on Linux, macOS, and more."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:262 #: ../../docs/about/faq.rst:264
msgid "Since Godot only has a few people working on its renderer, we would prefer having fewer rendering backends to maintain. On top of that, using a single API on all platforms allows for greater consistency with fewer platform-specific issues." msgid "Since Godot only has a few people working on its renderer, we would prefer having fewer rendering backends to maintain. On top of that, using a single API on all platforms allows for greater consistency with fewer platform-specific issues."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:267 #: ../../docs/about/faq.rst:269
msgid "In the long term, we may develop a Direct3D 12 renderer for Godot (mainly for the Xbox's purposes), but Vulkan and OpenGL will remain the default rendering backends on all platforms, including Windows." msgid "In the long term, we may develop a Direct3D 12 renderer for Godot (mainly for the Xbox's purposes), but Vulkan and OpenGL will remain the default rendering backends on all platforms, including Windows."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:272 #: ../../docs/about/faq.rst:274
msgid "Why does Godot aim to keep its core feature set small?" msgid "Why does Godot aim to keep its core feature set small?"
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:274 #: ../../docs/about/faq.rst:276
msgid "Godot intentionally does not include features that can be implemented by add-ons unless they are used very often. One example of this would be advanced artificial intelligence functionality." msgid "Godot intentionally does not include features that can be implemented by add-ons unless they are used very often. One example of this would be advanced artificial intelligence functionality."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:278 #: ../../docs/about/faq.rst:280
msgid "There are several reasons for this:" msgid "There are several reasons for this:"
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:280 #: ../../docs/about/faq.rst:282
msgid "**Code maintenance and surface for bugs.** Every time we accept new code in the Godot repository, existing contributors often take the reponsibility of maintaining it. Some contributors don't always stick around after getting their code merged, which can make it difficult for us to maintain the code in question. This can lead to poorly maintained features with bugs that are never fixed. On top of that, the \"API surface\" that needs to be tested and checked for regressions keeps increasing over time." msgid "**Code maintenance and surface for bugs.** Every time we accept new code in the Godot repository, existing contributors often take the reponsibility of maintaining it. Some contributors don't always stick around after getting their code merged, which can make it difficult for us to maintain the code in question. This can lead to poorly maintained features with bugs that are never fixed. On top of that, the \"API surface\" that needs to be tested and checked for regressions keeps increasing over time."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:288 #: ../../docs/about/faq.rst:290
msgid "**Ease of contribution.** By keeping the codebase small and tidy, it can remain fast and easy to compile from source. This makes it easier for new contributors to get started with Godot, without requiring them to purchase high-end hardware." msgid "**Ease of contribution.** By keeping the codebase small and tidy, it can remain fast and easy to compile from source. This makes it easier for new contributors to get started with Godot, without requiring them to purchase high-end hardware."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:293 #: ../../docs/about/faq.rst:295
msgid "**Keeping the binary size small for the editor.** Not everyone has a fast Internet connection. Ensuring that everyone can download the Godot editor, extract it and run it in less than 5 minutes makes Godot more accessible to developers in all countries." msgid "**Keeping the binary size small for the editor.** Not everyone has a fast Internet connection. Ensuring that everyone can download the Godot editor, extract it and run it in less than 5 minutes makes Godot more accessible to developers in all countries."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:298 #: ../../docs/about/faq.rst:300
msgid "**Keeping the binary size small for export templates.** This directly impacts the size of projects exported with Godot. On mobile and web platforms, keeping file sizes low is primordial to ensure fast installation and loading on underpowered devices. Again, there are many countries where high-speed Internet is not readily available. To add to this, strict data usage caps are often in effect in those countries." msgid "**Keeping the binary size small for export templates.** This directly impacts the size of projects exported with Godot. On mobile and web platforms, keeping file sizes low is primordial to ensure fast installation and loading on underpowered devices. Again, there are many countries where high-speed Internet is not readily available. To add to this, strict data usage caps are often in effect in those countries."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:305 #: ../../docs/about/faq.rst:307
msgid "For all the reasons above, we have to be selective of what we can accept as core functionality in Godot. This is why we are aiming to move some core functionality to officially supported add-ons in future versions of Godot. In terms of binary size, this also has the advance of making you pay only for what you actually use in your project. (In the meantime, you can :ref:`compile custom export templates with unused features disabled <doc_optimizing_for_size>` to optimize the distribution size of your project.)" msgid "For all the reasons above, we have to be selective of what we can accept as core functionality in Godot. This is why we are aiming to move some core functionality to officially supported add-ons in future versions of Godot. In terms of binary size, this also has the advantage of making you pay only for what you actually use in your project. (In the meantime, you can :ref:`compile custom export templates with unused features disabled <doc_optimizing_for_size>` to optimize the distribution size of your project.)"
msgstr ""
#: ../../docs/about/faq.rst:314
msgid "How should assets be created to handle multiple resolutions and aspect ratios?"
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:316 #: ../../docs/about/faq.rst:316
msgid "How should assets be created to handle multiple resolutions and aspect ratios?"
msgstr ""
#: ../../docs/about/faq.rst:318
msgid "This question pops up often and it's probably thanks to the misunderstanding created by Apple when they originally doubled the resolution of their devices. It made people think that having the same assets in different resolutions was a good idea, so many continued towards that path. That originally worked to a point and only for Apple devices, but then several Android and Apple devices with different resolutions and aspect ratios were created, with a very wide range of sizes and DPIs." msgid "This question pops up often and it's probably thanks to the misunderstanding created by Apple when they originally doubled the resolution of their devices. It made people think that having the same assets in different resolutions was a good idea, so many continued towards that path. That originally worked to a point and only for Apple devices, but then several Android and Apple devices with different resolutions and aspect ratios were created, with a very wide range of sizes and DPIs."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:324 #: ../../docs/about/faq.rst:326
msgid "The most common and proper way to achieve this is to, instead, use a single base resolution for the game and only handle different screen aspect ratios. This is mostly needed for 2D, as in 3D it's just a matter of Camera XFov or YFov." msgid "The most common and proper way to achieve this is to, instead, use a single base resolution for the game and only handle different screen aspect ratios. This is mostly needed for 2D, as in 3D it's just a matter of Camera XFov or YFov."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:328 #: ../../docs/about/faq.rst:330
msgid "Choose a single base resolution for your game. Even if there are devices that go up to 2K and devices that go down to 400p, regular hardware scaling in your device will take care of this at little or no performance cost. Most common choices are either near 1080p (1920x1080) or 720p (1280x720). Keep in mind the higher the resolution, the larger your assets, the more memory they will take and the longer the time it will take for loading." msgid "Choose a single base resolution for your game. Even if there are devices that go up to 2K and devices that go down to 400p, regular hardware scaling in your device will take care of this at little or no performance cost. Most common choices are either near 1080p (1920x1080) or 720p (1280x720). Keep in mind the higher the resolution, the larger your assets, the more memory they will take and the longer the time it will take for loading."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:336 #: ../../docs/about/faq.rst:338
msgid "Use the stretch options in Godot; 2D stretching while keeping aspect ratios works best. Check the :ref:`doc_multiple_resolutions` tutorial on how to achieve this." msgid "Use the stretch options in Godot; 2D stretching while keeping aspect ratios works best. Check the :ref:`doc_multiple_resolutions` tutorial on how to achieve this."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:340 #: ../../docs/about/faq.rst:342
msgid "Determine a minimum resolution and then decide if you want your game to stretch vertically or horizontally for different aspect ratios, or if there is one aspect ratio and you want black bars to appear instead. This is also explained in :ref:`doc_multiple_resolutions`." msgid "Determine a minimum resolution and then decide if you want your game to stretch vertically or horizontally for different aspect ratios, or if there is one aspect ratio and you want black bars to appear instead. This is also explained in :ref:`doc_multiple_resolutions`."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:345 #: ../../docs/about/faq.rst:347
msgid "For user interfaces, use the :ref:`anchoring <doc_size_and_anchors>` to determine where controls should stay and move. If UIs are more complex, consider learning about Containers." msgid "For user interfaces, use the :ref:`anchoring <doc_size_and_anchors>` to determine where controls should stay and move. If UIs are more complex, consider learning about Containers."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:349 #: ../../docs/about/faq.rst:351
msgid "And that's it! Your game should work in multiple resolutions." msgid "And that's it! Your game should work in multiple resolutions."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:351 #: ../../docs/about/faq.rst:353
msgid "If there is a desire to make your game also work on ancient devices with tiny screens (fewer than 300 pixels in width), you can use the export option to shrink images, and set that build to be used for certain screen sizes in the App Store or Google Play." msgid "If there is a desire to make your game also work on ancient devices with tiny screens (fewer than 300 pixels in width), you can use the export option to shrink images, and set that build to be used for certain screen sizes in the App Store or Google Play."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:357 #: ../../docs/about/faq.rst:359
msgid "How can I extend Godot?" msgid "How can I extend Godot?"
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:359 #: ../../docs/about/faq.rst:361
msgid "For extending Godot, like creating Godot Editor plugins or adding support for additional languages, take a look at :ref:`EditorPlugins <doc_making_plugins>` and tool scripts." msgid "For extending Godot, like creating Godot Editor plugins or adding support for additional languages, take a look at :ref:`EditorPlugins <doc_making_plugins>` and tool scripts."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:363 #: ../../docs/about/faq.rst:365
msgid "Also, see the official blog posts on these topics:" msgid "Also, see the official blog posts on these topics:"
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:365 #: ../../docs/about/faq.rst:367
msgid "`A look at the GDNative architecture <https://godotengine.org/article/look-gdnative-architecture>`_" msgid "`A look at the GDNative architecture <https://godotengine.org/article/look-gdnative-architecture>`_"
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:366 #: ../../docs/about/faq.rst:368
msgid "`GDNative is here! <https://godotengine.org/article/dlscript-here>`_" msgid "`GDNative is here! <https://godotengine.org/article/dlscript-here>`_"
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:368 #: ../../docs/about/faq.rst:370
msgid "You can also take a look at the GDScript implementation, the Godot modules, as well as the `unofficial Python support <https://github.com/touilleMan/godot-python>`_ for Godot. This would be a good starting point to see how another third-party library integrates with Godot." msgid "You can also take a look at the GDScript implementation, the Godot modules, as well as the `unofficial Python support <https://github.com/touilleMan/godot-python>`_ for Godot. This would be a good starting point to see how another third-party library integrates with Godot."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:374 #: ../../docs/about/faq.rst:376
msgid "When is the next release of Godot out?" msgid "When is the next release of Godot out?"
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:376 #: ../../docs/about/faq.rst:378
msgid "When it's ready! See :ref:`doc_release_policy_when_is_next_release_out` for more information." msgid "When it's ready! See :ref:`doc_release_policy_when_is_next_release_out` for more information."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:380 #: ../../docs/about/faq.rst:382
msgid "I would like to contribute! How can I get started?" msgid "I would like to contribute! How can I get started?"
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:382 #: ../../docs/about/faq.rst:384
msgid "Awesome! As an open-source project, Godot thrives off of the innovation and ambition of developers like you." msgid "Awesome! As an open-source project, Godot thrives off of the innovation and ambition of developers like you."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:385 #: ../../docs/about/faq.rst:387
msgid "The first place to get started is in the `issues <https://github.com/godotengine/godot/issues>`_. Find an issue that resonates with you, then proceed to the `How to Contribute <https://github.com/godotengine/godot/blob/master/CONTRIBUTING.md#contributing-pull-requests>`_ guide to learn how to fork, modify, and submit a Pull Request (PR) with your changes." msgid "The first place to get started is in the `issues <https://github.com/godotengine/godot/issues>`_. Find an issue that resonates with you, then proceed to the `How to Contribute <https://github.com/godotengine/godot/blob/master/CONTRIBUTING.md#contributing-pull-requests>`_ guide to learn how to fork, modify, and submit a Pull Request (PR) with your changes."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:390 #: ../../docs/about/faq.rst:392
msgid "I have a great idea for Godot. How can I share it?" msgid "I have a great idea for Godot. How can I share it?"
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:392 #: ../../docs/about/faq.rst:394
msgid "It might be tempting to want to bring ideas to Godot, like ones that result in massive core changes, some sort of mimicry of what another game engine does, or alternative workflows that you'd like built into the editor. These are great, and we are thankful to have such motivated people want to contribute, but Godot's focus is and always will be the core functionality as outlined in the `Roadmap <https://github.com/godotengine/godot-roadmap/blob/master/ROADMAP.md>`_, `squashing bugs and addressing issues <https://github.com/godotengine/godot/issues>`_, and conversations between Godot community members." msgid "It might be tempting to want to bring ideas to Godot, like ones that result in massive core changes, some sort of mimicry of what another game engine does, or alternative workflows that you'd like built into the editor. These are great, and we are thankful to have such motivated people want to contribute, but Godot's focus is and always will be the core functionality as outlined in the `Roadmap <https://github.com/godotengine/godot-roadmap/blob/master/ROADMAP.md>`_, `squashing bugs and addressing issues <https://github.com/godotengine/godot/issues>`_, and conversations between Godot community members."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:401 #: ../../docs/about/faq.rst:403
msgid "Most developers in the Godot community will be more interested to learn about things like:" msgid "Most developers in the Godot community will be more interested to learn about things like:"
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:404 #: ../../docs/about/faq.rst:406
msgid "Your experience using the software and the problems you have (we care about this much more than ideas on how to improve it)." msgid "Your experience using the software and the problems you have (we care about this much more than ideas on how to improve it)."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:406 #: ../../docs/about/faq.rst:408
msgid "The features you would like to see implemented because you need them for your project." msgid "The features you would like to see implemented because you need them for your project."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:408 #: ../../docs/about/faq.rst:410
msgid "The concepts that were difficult to understand while learning the software." msgid "The concepts that were difficult to understand while learning the software."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:409 #: ../../docs/about/faq.rst:411
msgid "The parts of your workflow you would like to see optimized." msgid "The parts of your workflow you would like to see optimized."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:410 #: ../../docs/about/faq.rst:412
msgid "Parts where you missed clear tutorials or where the documentation wasn't clear." msgid "Parts where you missed clear tutorials or where the documentation wasn't clear."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:412 #: ../../docs/about/faq.rst:414
msgid "Please don't feel like your ideas for Godot are unwelcome. Instead, try to reformulate them as a problem first, so developers and the community have a functional foundation to ground your ideas on." msgid "Please don't feel like your ideas for Godot are unwelcome. Instead, try to reformulate them as a problem first, so developers and the community have a functional foundation to ground your ideas on."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:416 #: ../../docs/about/faq.rst:418
msgid "A good way to approach sharing your ideas and problems with the community is as a set of user stories. Explain what you are trying to do, what behavior you expect to happen, and then what behavior actually happened. Framing problems and ideas this way will help the whole community stay focused on improving developer experiences as a whole." msgid "A good way to approach sharing your ideas and problems with the community is as a set of user stories. Explain what you are trying to do, what behavior you expect to happen, and then what behavior actually happened. Framing problems and ideas this way will help the whole community stay focused on improving developer experiences as a whole."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:422 #: ../../docs/about/faq.rst:424
msgid "Bonus points for bringing screenshots, concrete numbers, test cases, or example projects (if applicable)." msgid "Bonus points for bringing screenshots, concrete numbers, test cases, or example projects (if applicable)."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:428 #: ../../docs/about/faq.rst:430
msgid "Is it possible to use Godot to create non-game applications?" msgid "Is it possible to use Godot to create non-game applications?"
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:430 #: ../../docs/about/faq.rst:432
msgid "Yes! Godot features an extensive built-in UI system, and its small distribution size can make it a suitable alternative to frameworks like Electron or Qt." msgid "Yes! Godot features an extensive built-in UI system, and its small distribution size can make it a suitable alternative to frameworks like Electron or Qt."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:433 #: ../../docs/about/faq.rst:435
msgid "When creating a non-game application, make sure to enable :ref:`low-processor mode <class_ProjectSettings_property_application/run/low_processor_mode>` in the Project Settings to decrease CPU and GPU usage." msgid "When creating a non-game application, make sure to enable :ref:`low-processor mode <class_ProjectSettings_property_application/run/low_processor_mode>` in the Project Settings to decrease CPU and GPU usage."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:437 #: ../../docs/about/faq.rst:439
msgid "That said, we wouldn't recommend using Godot to create a *mobile* application since low-processor mode isn't supported on mobile platforms yet." msgid "That said, we wouldn't recommend using Godot to create a *mobile* application since low-processor mode isn't supported on mobile platforms yet."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:440 #: ../../docs/about/faq.rst:442
msgid "Check out `Material Maker <https://github.com/RodZill4/material-maker>`__ and `Pixelorama <https://github.com/Orama-Interactive/Pixelorama>`__ for examples of open source applications made with Godot." msgid "Check out `Material Maker <https://github.com/RodZill4/material-maker>`__ and `Pixelorama <https://github.com/Orama-Interactive/Pixelorama>`__ for examples of open source applications made with Godot."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:447 #: ../../docs/about/faq.rst:449
msgid "Is it possible to use Godot as a library?" msgid "Is it possible to use Godot as a library?"
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:449 #: ../../docs/about/faq.rst:451
msgid "Godot is meant to be used with its editor. We recommend you give it a try, as it will most likely save you time in the long term. There are no plans to make Godot usable as a library, as it would make the rest of the engine more convoluted and difficult to use for casual users." msgid "Godot is meant to be used with its editor. We recommend you give it a try, as it will most likely save you time in the long term. There are no plans to make Godot usable as a library, as it would make the rest of the engine more convoluted and difficult to use for casual users."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:454 #: ../../docs/about/faq.rst:456
msgid "If you want to use a rendering library, look into using an established rendering engine instead. Keep in mind rendering engines usually have smaller communities compared to Godot. This will make it more difficult to find answers to your questions." msgid "If you want to use a rendering library, look into using an established rendering engine instead. Keep in mind rendering engines usually have smaller communities compared to Godot. This will make it more difficult to find answers to your questions."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:460 #: ../../docs/about/faq.rst:462
msgid "What user interface toolkit does Godot use?" msgid "What user interface toolkit does Godot use?"
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:462 #: ../../docs/about/faq.rst:464
msgid "Godot does not use a standard :abbr:`GUI (Graphical User Interface)` toolkit like GTK, Qt or wxWidgets. Instead, Godot uses its own user interface toolkit, rendered using OpenGL ES or Vulkan. This toolkit is exposed in the form of Control nodes, which are used to render the editor (which is written in C++). These Control nodes can also be used in projects from any scripting language supported by Godot." msgid "Godot does not use a standard :abbr:`GUI (Graphical User Interface)` toolkit like GTK, Qt or wxWidgets. Instead, Godot uses its own user interface toolkit, rendered using OpenGL ES or Vulkan. This toolkit is exposed in the form of Control nodes, which are used to render the editor (which is written in C++). These Control nodes can also be used in projects from any scripting language supported by Godot."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:469 #: ../../docs/about/faq.rst:471
msgid "This custom toolkit makes it possible to benefit from hardware acceleration and have a consistent appearance across all platforms. On top of that, it doesn't have to deal with the LGPL licensing caveats that come with GTK or Qt. Lastly, this means Godot is \"eating its own dog food\" since the editor itself is one of the most complex users of Godot's UI system." msgid "This custom toolkit makes it possible to benefit from hardware acceleration and have a consistent appearance across all platforms. On top of that, it doesn't have to deal with the LGPL licensing caveats that come with GTK or Qt. Lastly, this means Godot is \"eating its own dog food\" since the editor itself is one of the most complex users of Godot's UI system."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:475 #: ../../docs/about/faq.rst:477
msgid "This custom UI toolkit :ref:`can't be used as a library <doc_faq_use_godot_as_library>`, but you can still :ref:`use Godot to create non-game applications by using the editor <doc_faq_non_game_applications>`." msgid "This custom UI toolkit :ref:`can't be used as a library <doc_faq_use_godot_as_library>`, but you can still :ref:`use Godot to create non-game applications by using the editor <doc_faq_non_game_applications>`."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:482 #: ../../docs/about/faq.rst:484
msgid "Why does Godot not use STL (Standard Template Library)?" msgid "Why does Godot not use STL (Standard Template Library)?"
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:484 #: ../../docs/about/faq.rst:486
msgid "Like many other libraries (Qt as an example), Godot does not make use of STL. We believe STL is a great general purpose library, but we had special requirements for Godot." msgid "Like many other libraries (Qt as an example), Godot does not make use of STL. We believe STL is a great general purpose library, but we had special requirements for Godot."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:488 #: ../../docs/about/faq.rst:490
msgid "STL templates create very large symbols, which results in huge debug binaries. We use few templates with very short names instead." msgid "STL templates create very large symbols, which results in huge debug binaries. We use few templates with very short names instead."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:489 #: ../../docs/about/faq.rst:491
msgid "Most of our containers cater to special needs, like Vector, which uses copy on write and we use to pass data around, or the RID system, which requires O(1) access time for performance. Likewise, our hash map implementations are designed to integrate seamlessly with internal engine types." msgid "Most of our containers cater to special needs, like Vector, which uses copy on write and we use to pass data around, or the RID system, which requires O(1) access time for performance. Likewise, our hash map implementations are designed to integrate seamlessly with internal engine types."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:490 #: ../../docs/about/faq.rst:492
msgid "Our containers have memory tracking built-in, which helps better track memory usage." msgid "Our containers have memory tracking built-in, which helps better track memory usage."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:491 #: ../../docs/about/faq.rst:493
msgid "For large arrays, we use pooled memory, which can be mapped to either a preallocated buffer or virtual memory." msgid "For large arrays, we use pooled memory, which can be mapped to either a preallocated buffer or virtual memory."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:492 #: ../../docs/about/faq.rst:494
msgid "We use our custom String type, as the one provided by STL is too basic and lacks proper internationalization support." msgid "We use our custom String type, as the one provided by STL is too basic and lacks proper internationalization support."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:495 #: ../../docs/about/faq.rst:497
msgid "Why does Godot not use exceptions?" msgid "Why does Godot not use exceptions?"
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:497 #: ../../docs/about/faq.rst:499
msgid "We believe games should not crash, no matter what. If an unexpected situation happens, Godot will print an error (which can be traced even to script), but then it will try to recover as gracefully as possible and keep going." msgid "We believe games should not crash, no matter what. If an unexpected situation happens, Godot will print an error (which can be traced even to script), but then it will try to recover as gracefully as possible and keep going."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:502 #: ../../docs/about/faq.rst:504
msgid "Additionally, exceptions significantly increase binary size for the executable." msgid "Additionally, exceptions significantly increase binary size for the executable."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:506 #: ../../docs/about/faq.rst:508
msgid "Why does Godot not enforce RTTI?" msgid "Why does Godot not enforce RTTI?"
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:508 #: ../../docs/about/faq.rst:510
msgid "Godot provides its own type-casting system, which can optionally use RTTI internally. Disabling RTTI in Godot means considerably smaller binary sizes can be achieved, at a little performance cost." msgid "Godot provides its own type-casting system, which can optionally use RTTI internally. Disabling RTTI in Godot means considerably smaller binary sizes can be achieved, at a little performance cost."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:513 #: ../../docs/about/faq.rst:515
msgid "Why does Godot not force users to implement DoD (Data oriented Design)?" msgid "Why does Godot not force users to implement DoD (Data oriented Design)?"
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:515 #: ../../docs/about/faq.rst:517
msgid "While Godot internally for a lot of the heavy performance tasks attempts to use cache coherency as well as possible, we believe most users don't really need to be forced to use DoD practices." msgid "While Godot internally for a lot of the heavy performance tasks attempts to use cache coherency as well as possible, we believe most users don't really need to be forced to use DoD practices."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:519 #: ../../docs/about/faq.rst:521
msgid "DoD is mostly a cache coherency optimization that can only gain you significant performance improvements when dealing with dozens of thousands of objects (which are processed every frame with little modification). As in, if you are moving a few hundred sprites or enemies per frame, DoD won't help you, and you should consider a different approach to optimization." msgid "DoD is mostly a cache coherency optimization that can only gain you significant performance improvements when dealing with dozens of thousands of objects (which are processed every frame with little modification). As in, if you are moving a few hundred sprites or enemies per frame, DoD won't help you, and you should consider a different approach to optimization."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:526 #: ../../docs/about/faq.rst:528
msgid "The vast majority of games do not need this and Godot provides handy helpers to do the job for most cases when you do." msgid "The vast majority of games do not need this and Godot provides handy helpers to do the job for most cases when you do."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:529 #: ../../docs/about/faq.rst:531
msgid "If a game that really needs to process such large amount of objects is needed, our recommendation is to use C++ and GDNative for the high performance parts and GDScript (or C#) for the rest of the game." msgid "If a game that really needs to process such large amount of objects is needed, our recommendation is to use C++ and GDNative for the high performance parts and GDScript (or C#) for the rest of the game."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:534 #: ../../docs/about/faq.rst:536
msgid "How can I support Godot development or contribute?" msgid "How can I support Godot development or contribute?"
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:536 #: ../../docs/about/faq.rst:538
msgid "See :ref:`doc_ways_to_contribute`." msgid "See :ref:`doc_ways_to_contribute`."
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:539 #: ../../docs/about/faq.rst:541
msgid "Who is working on Godot? How can I contact you?" msgid "Who is working on Godot? How can I contact you?"
msgstr "" msgstr ""
#: ../../docs/about/faq.rst:541 #: ../../docs/about/faq.rst:543
msgid "See the corresponding page on the `Godot website <https://godotengine.org/contact>`_." msgid "See the corresponding page on the `Godot website <https://godotengine.org/contact>`_."
msgstr "" msgstr ""

View File

@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"
@@ -25,7 +25,7 @@ msgid "This page aims to list all features currently supported by Godot."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:10 #: ../../docs/about/list_of_features.rst:10
msgid "This page lists features supported by the current stable version of Godot (3.4). `More features <https://docs.godotengine.org/en/latest/about/list_of_features.html>`__ are available in the latest development version (4.0)." msgid "This page lists features supported by the current stable version of Godot (3.5). `More features <https://docs.godotengine.org/en/latest/about/list_of_features.html>`__ are available in the latest development version (4.0)."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:15 #: ../../docs/about/list_of_features.rst:15
@@ -94,7 +94,7 @@ msgstr ""
#: ../../docs/about/list_of_features.rst:45 #: ../../docs/about/list_of_features.rst:45
#: ../../docs/about/list_of_features.rst:93 #: ../../docs/about/list_of_features.rst:93
#: ../../docs/about/list_of_features.rst:385 #: ../../docs/about/list_of_features.rst:395
msgid "**Features:**" msgid "**Features:**"
msgstr "" msgstr ""
@@ -151,23 +151,23 @@ msgid "Move the in-editor camera and see the result in the running project."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:68 #: ../../docs/about/list_of_features.rst:68
msgid "Built-in offline class reference documentation."
msgstr ""
#: ../../docs/about/list_of_features.rst:69
msgid "Use the editor in dozens of languages contributed by the community." msgid "Use the editor in dozens of languages contributed by the community."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:70 #: ../../docs/about/list_of_features.rst:71
msgid "**Plugins:**" msgid "**Plugins:**"
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:72 #: ../../docs/about/list_of_features.rst:73
msgid "Editor plugins can be downloaded from the :ref:`asset library <doc_what_is_assetlib>` to extend editor functionality." msgid "Editor plugins can be downloaded from the :ref:`asset library <doc_what_is_assetlib>` to extend editor functionality."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:74
msgid ":ref:`Create your own plugins <doc_making_plugins>` using GDScript to add new"
msgstr ""
#: ../../docs/about/list_of_features.rst:75 #: ../../docs/about/list_of_features.rst:75
msgid "Download projects from the asset library in the project manager and import them directly. features or speed up your workflow." msgid ":ref:`Create your own plugins <doc_making_plugins>` using GDScript to add new features or speed up your workflow."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:77 #: ../../docs/about/list_of_features.rst:77
@@ -240,7 +240,7 @@ msgid "Bitmap fonts can be exported using tools like BMFont."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:111 #: ../../docs/about/list_of_features.rst:111
msgid "DynamicFont supports monochrome fonts as well as colored fonts (e.g. for emoji). Supported formats are TTF, OTF and WOFF1." msgid "DynamicFont supports monochrome fonts as well as colored fonts (e.g. for emoji). Supported formats are TTF, OTF, WOFF1 and WOFF2."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:113 #: ../../docs/about/list_of_features.rst:113
@@ -256,7 +256,7 @@ msgid "GPU-based particles with support for custom particle shaders."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:117 #: ../../docs/about/list_of_features.rst:117
#: ../../docs/about/list_of_features.rst:245 #: ../../docs/about/list_of_features.rst:244
msgid "CPU-based particles." msgid "CPU-based particles."
msgstr "" msgstr ""
@@ -540,7 +540,7 @@ msgstr ""
msgid "**Particles:**" msgid "**Particles:**"
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:244 #: ../../docs/about/list_of_features.rst:245
msgid "*GLES3:* GPU-based particles with support for custom particle shaders." msgid "*GLES3:* GPU-based particles with support for custom particle shaders."
msgstr "" msgstr ""
@@ -553,33 +553,33 @@ msgid "Tonemapping (Linear, Reinhard, Filmic, ACES)."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:250 #: ../../docs/about/list_of_features.rst:250
msgid "*GLES3:* Automatic exposure adjustments based on viewport brightness."
msgstr ""
#: ../../docs/about/list_of_features.rst:251
msgid "*GLES3:* Near and far depth of field."
msgstr ""
#: ../../docs/about/list_of_features.rst:252
msgid "*GLES3:* Screen-space ambient occlusion."
msgstr ""
#: ../../docs/about/list_of_features.rst:253
msgid "*GLES3:* Optional debanding to avoid color banding (effective when HDR rendering is enabled)."
msgstr ""
#: ../../docs/about/list_of_features.rst:254
msgid "Glow/bloom with optional bicubic upscaling and several blend modes available: Screen, Soft Light, Add, Replace." msgid "Glow/bloom with optional bicubic upscaling and several blend modes available: Screen, Soft Light, Add, Replace."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:256 #: ../../docs/about/list_of_features.rst:252
msgid "Color correction using an one-dimensional ramp." msgid "Color correction using an one-dimensional ramp."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:257 #: ../../docs/about/list_of_features.rst:253
msgid "Brightness, contrast and saturation adjustments." msgid "Brightness, contrast and saturation adjustments."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:254
msgid "*GLES3:* Automatic exposure adjustments based on viewport brightness."
msgstr ""
#: ../../docs/about/list_of_features.rst:255
msgid "*GLES3:* Near and far depth of field."
msgstr ""
#: ../../docs/about/list_of_features.rst:256
msgid "*GLES3:* Screen-space ambient occlusion (SSAO)."
msgstr ""
#: ../../docs/about/list_of_features.rst:257
msgid "*GLES3:* Optional debanding to avoid color banding (effective when HDR rendering is enabled)."
msgstr ""
#: ../../docs/about/list_of_features.rst:259 #: ../../docs/about/list_of_features.rst:259
msgid "**Texture filtering:**" msgid "**Texture filtering:**"
msgstr "" msgstr ""
@@ -633,7 +633,7 @@ msgid "Occlusion culling with :ref:`rooms and portals <doc_rooms_and_portals>`.
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:281 #: ../../docs/about/list_of_features.rst:281
msgid "Real-time occluder spheres. Not as effective as rooms and portals (and doesn't support gameplay notifications), but easier to set up." msgid "Real-time occluder shapes (sphere and polygon). Not as effective as rooms and portals (and doesn't support gameplay notifications), but easier to set up."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:286 #: ../../docs/about/list_of_features.rst:286
@@ -828,591 +828,595 @@ msgstr ""
msgid "Maintained D, Kotlin, Python, Nim, and Rust bindings provided by the community." msgid "Maintained D, Kotlin, Python, Nim, and Rust bindings provided by the community."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:383 #: ../../docs/about/list_of_features.rst:384
msgid "Audio" msgid "`Godot 4.0 will remove VisualScript from core entirely. <https://godotengine.org/article/godot-4-will-discontinue-visual-scripting>`__ As a result, creating new projects using visual scripting in Godot is not recommended. Future Godot 4.x releases may have VisualScript reimplemented as an extension."
msgstr ""
#: ../../docs/about/list_of_features.rst:387
msgid "Mono, stereo, 5.1 and 7.1 output."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:388 #: ../../docs/about/list_of_features.rst:388
msgid "Non-positional and positional playback in 2D and 3D." msgid "While Godot 3.x will keep VisualScript supported, we recommend :ref:`trying out GDScript <toc-learn-scripting-gdscript>` instead, especially if you intend to migrate your project to Godot 4."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:390 #: ../../docs/about/list_of_features.rst:393
msgid "Optional Doppler effect in 2D and 3D." msgid "Audio"
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:392 #: ../../docs/about/list_of_features.rst:397
msgid "Support for re-routable :ref:`audio buses <doc_audio_buses>` and effects with dozens of effects included." msgid "Mono, stereo, 5.1 and 7.1 output."
msgstr ""
#: ../../docs/about/list_of_features.rst:394
msgid "Listener2D and Listener3D nodes to listen from a position different than the camera."
msgstr ""
#: ../../docs/about/list_of_features.rst:395
msgid "Audio input to record microphones with real-time access using the AudioEffectCapture class."
msgstr ""
#: ../../docs/about/list_of_features.rst:396
msgid "MIDI input."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:398 #: ../../docs/about/list_of_features.rst:398
msgid "No support for MIDI output yet." msgid "Non-positional and positional playback in 2D and 3D."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:400 #: ../../docs/about/list_of_features.rst:400
msgid "**APIs used:**" msgid "Optional Doppler effect in 2D and 3D."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:402 #: ../../docs/about/list_of_features.rst:402
msgid "*Windows:* WASAPI." msgid "Support for re-routable :ref:`audio buses <doc_audio_buses>` and effects with dozens of effects included."
msgstr ""
#: ../../docs/about/list_of_features.rst:403
msgid "*macOS:* CoreAudio."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:404 #: ../../docs/about/list_of_features.rst:404
msgid "*Linux:* PulseAudio or ALSA." msgid "Listener2D and Listener3D nodes to listen from a position different than the camera."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:407 #: ../../docs/about/list_of_features.rst:405
msgid "Import" msgid "Audio input to record microphones with real-time access using the AudioEffectCapture class."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:409 #: ../../docs/about/list_of_features.rst:406
msgid "Support for :ref:`custom import plugins <doc_import_plugins>`." msgid "MIDI input."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:411 #: ../../docs/about/list_of_features.rst:408
msgid "**Formats:**" msgid "No support for MIDI output yet."
msgstr ""
#: ../../docs/about/list_of_features.rst:410
msgid "**APIs used:**"
msgstr ""
#: ../../docs/about/list_of_features.rst:412
msgid "*Windows:* WASAPI."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:413 #: ../../docs/about/list_of_features.rst:413
msgid "*Images:* See :ref:`doc_import_images`." msgid "*macOS:* CoreAudio."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:414 #: ../../docs/about/list_of_features.rst:414
msgid "*Audio:*" msgid "*Linux:* PulseAudio or ALSA."
msgstr ""
#: ../../docs/about/list_of_features.rst:416
msgid "WAV with optional IMA-ADPCM compression."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:417 #: ../../docs/about/list_of_features.rst:417
msgid "Ogg Vorbis." msgid "Import"
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:418 #: ../../docs/about/list_of_features.rst:419
msgid "MP3." msgid "Support for :ref:`custom import plugins <doc_import_plugins>`."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:420 #: ../../docs/about/list_of_features.rst:421
msgid "*3D scenes:*" msgid "**Formats:**"
msgstr ""
#: ../../docs/about/list_of_features.rst:422
msgid "glTF 2.0 *(recommended)*."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:423 #: ../../docs/about/list_of_features.rst:423
msgid "`ESCN <https://github.com/godotengine/godot-blender-exporter>`__ (direct export from Blender)." msgid "*Images:* See :ref:`doc_import_images`."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:425 #: ../../docs/about/list_of_features.rst:424
msgid "FBX (experimental, static meshes only)." msgid "*Audio:*"
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:426 #: ../../docs/about/list_of_features.rst:426
msgid "Collada (.dae)." msgid "WAV with optional IMA-ADPCM compression."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:427 #: ../../docs/about/list_of_features.rst:427
msgid "Wavefront OBJ (static scenes only, can be loaded directly as a mesh)." msgid "Ogg Vorbis."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:429 #: ../../docs/about/list_of_features.rst:428
msgid "3D meshes use `Mikktspace <http://www.mikktspace.com/>`__ to generate tangents on import, which ensures consistency with other 3D applications such as Blender." msgid "MP3."
msgstr ""
#: ../../docs/about/list_of_features.rst:430
msgid "*3D scenes:*"
msgstr ""
#: ../../docs/about/list_of_features.rst:432
msgid "glTF 2.0 *(recommended)*."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:433 #: ../../docs/about/list_of_features.rst:433
msgid "Input" msgid "`ESCN <https://github.com/godotengine/godot-blender-exporter>`__ (direct export from Blender)."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:435 #: ../../docs/about/list_of_features.rst:435
msgid "Input mapping system using hardcoded input events or remappable input actions." msgid "FBX (experimental, static meshes only)."
msgstr ""
#: ../../docs/about/list_of_features.rst:436
msgid "Collada (.dae)."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:437 #: ../../docs/about/list_of_features.rst:437
msgid "Axis values can be mapped to two different actions with a configurable deadzone." msgid "Wavefront OBJ (static scenes only, can be loaded directly as a mesh)."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:438 #: ../../docs/about/list_of_features.rst:439
msgid "Use the same code to support both keyboards and gamepads." msgid "3D meshes use `Mikktspace <http://www.mikktspace.com/>`__ to generate tangents on import, which ensures consistency with other 3D applications such as Blender."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:440 #: ../../docs/about/list_of_features.rst:443
msgid "Keyboard input." msgid "Input"
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:442 #: ../../docs/about/list_of_features.rst:445
msgid "Keys can be mapped in \"physical\" mode to be independent of the keyboard layout." msgid "Input mapping system using hardcoded input events or remappable input actions."
msgstr ""
#: ../../docs/about/list_of_features.rst:444
msgid "Mouse input."
msgstr ""
#: ../../docs/about/list_of_features.rst:446
msgid "The mouse cursor can be visible, hidden, captured or confined within the window."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:447 #: ../../docs/about/list_of_features.rst:447
msgid "When captured, raw input will be used on Windows and Linux to sidestep the OS' mouse acceleration settings." msgid "Axis values can be mapped to two different actions with a configurable deadzone."
msgstr ""
#: ../../docs/about/list_of_features.rst:448
msgid "Use the same code to support both keyboards and gamepads."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:450 #: ../../docs/about/list_of_features.rst:450
msgid "Gamepad input (up to 8 simultaneous controllers)." msgid "Keyboard input."
msgstr ""
#: ../../docs/about/list_of_features.rst:451
msgid "Pen/tablet input with pressure support."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:452 #: ../../docs/about/list_of_features.rst:452
msgid "Gamepad, keyboard and mouse input support are also available on Android." msgid "Keys can be mapped in \"physical\" mode to be independent of the keyboard layout."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:455 #: ../../docs/about/list_of_features.rst:454
msgid "Navigation" msgid "Mouse input."
msgstr ""
#: ../../docs/about/list_of_features.rst:456
msgid "The mouse cursor can be visible, hidden, captured or confined within the window."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:457 #: ../../docs/about/list_of_features.rst:457
msgid "A* algorithm in 2D and 3D." msgid "When captured, raw input will be used on Windows and Linux to sidestep the OS' mouse acceleration settings."
msgstr ""
#: ../../docs/about/list_of_features.rst:458
msgid "Navigation meshes."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:460 #: ../../docs/about/list_of_features.rst:460
msgid "Support for dynamic obstacle avoidance planned in Godot 4.0." msgid "Gamepad input (up to 8 simultaneous controllers)."
msgstr ""
#: ../../docs/about/list_of_features.rst:461
msgid "Pen/tablet input with pressure support."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:462 #: ../../docs/about/list_of_features.rst:462
msgid "Generate navigation meshes from the editor." msgid "Gamepad, keyboard and mouse input support are also available on Android."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:465 #: ../../docs/about/list_of_features.rst:465
msgid "Networking" msgid "Navigation"
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:467 #: ../../docs/about/list_of_features.rst:467
msgid "Low-level TCP networking using StreamPeer and TCP_Server." msgid "A* algorithm in 2D and 3D."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:468 #: ../../docs/about/list_of_features.rst:468
msgid "Low-level UDP networking using PacketPeer and UDPServer." msgid "Navigation meshes with dynamic obstacle avoidance."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:469 #: ../../docs/about/list_of_features.rst:469
msgid "Low-level HTTP requests using HTTPClient." msgid "Generate navigation meshes from the editor or at run-time (including from an exported project)."
msgstr ""
#: ../../docs/about/list_of_features.rst:470
msgid "High-level HTTP requests using HTTPRequest."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:472 #: ../../docs/about/list_of_features.rst:472
msgid "Supports HTTPS out of the box using bundled certificates." msgid "Networking"
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:474 #: ../../docs/about/list_of_features.rst:474
msgid "High-level multiplayer API using UDP and ENet." msgid "Low-level TCP networking using StreamPeer and TCP_Server."
msgstr ""
#: ../../docs/about/list_of_features.rst:475
msgid "Low-level UDP networking using PacketPeer and UDPServer."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:476 #: ../../docs/about/list_of_features.rst:476
msgid "Automatic replication using remote procedure calls (RPCs)." msgid "Low-level HTTP requests using HTTPClient."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:477 #: ../../docs/about/list_of_features.rst:477
msgid "Supports unreliable, reliable and ordered transfers." msgid "High-level HTTP requests using HTTPRequest."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:479 #: ../../docs/about/list_of_features.rst:479
msgid "WebSocket client and server, available on all platforms." msgid "Supports HTTPS out of the box using bundled certificates."
msgstr ""
#: ../../docs/about/list_of_features.rst:480
msgid "WebRTC client and server, available on all platforms."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:481 #: ../../docs/about/list_of_features.rst:481
msgid "Support for UPnP to sidestep the requirement to forward ports when hosting a server behind a NAT." msgid "High-level multiplayer API using UDP and ENet."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:485 #: ../../docs/about/list_of_features.rst:483
msgid "Internationalization" msgid "Automatic replication using remote procedure calls (RPCs)."
msgstr ""
#: ../../docs/about/list_of_features.rst:484
msgid "Supports unreliable, reliable and ordered transfers."
msgstr ""
#: ../../docs/about/list_of_features.rst:486
msgid "WebSocket client and server, available on all platforms."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:487 #: ../../docs/about/list_of_features.rst:487
msgid "Full support for Unicode including emoji." msgid "WebRTC client and server, available on all platforms."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:488 #: ../../docs/about/list_of_features.rst:488
msgid "Store localization strings using :ref:`CSV <doc_internationalizing_games>` or :ref:`gettext <doc_localization_using_gettext>`." msgid "Support for UPnP to sidestep the requirement to forward ports when hosting a server behind a NAT."
msgstr ""
#: ../../docs/about/list_of_features.rst:490
msgid "Use localized strings in your project automatically in GUI elements or by using the ``tr()`` function."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:492 #: ../../docs/about/list_of_features.rst:492
msgid "Support for right-to-left typesetting and text shaping planned in Godot 4.0." msgid "Internationalization"
msgstr ""
#: ../../docs/about/list_of_features.rst:494
msgid "Full support for Unicode including emoji."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:495 #: ../../docs/about/list_of_features.rst:495
msgid "Windowing and OS integration" msgid "Store localization strings using :ref:`CSV <doc_internationalizing_games>` or :ref:`gettext <doc_localization_using_gettext>`."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:497 #: ../../docs/about/list_of_features.rst:497
msgid "Move, resize, minimize, and maximize the window spawned by the project." msgid "Use localized strings in your project automatically in GUI elements or by using the ``tr()`` function."
msgstr ""
#: ../../docs/about/list_of_features.rst:498
msgid "Change the window title and icon."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:499 #: ../../docs/about/list_of_features.rst:499
msgid "Request attention (will cause the title bar to blink on most platforms)." msgid "Support for right-to-left typesetting and text shaping planned in Godot 4.0."
msgstr ""
#: ../../docs/about/list_of_features.rst:500
msgid "Fullscreen mode."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:502 #: ../../docs/about/list_of_features.rst:502
msgid "Doesn't use exclusive fullscreen, so the screen resolution can't be changed this way. Use a Viewport with a different resolution instead." msgid "Windowing and OS integration"
msgstr ""
#: ../../docs/about/list_of_features.rst:504
msgid "Move, resize, minimize, and maximize the window spawned by the project."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:505 #: ../../docs/about/list_of_features.rst:505
msgid "Borderless window (fullscreen or non-fullscreen)." msgid "Change the window title and icon."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:506 #: ../../docs/about/list_of_features.rst:506
msgid "Ability to keep the window always on top." msgid "Request attention (will cause the title bar to blink on most platforms)."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:507 #: ../../docs/about/list_of_features.rst:507
msgid "Transparent window with per-pixel transparency." msgid "Fullscreen mode."
msgstr ""
#: ../../docs/about/list_of_features.rst:508
msgid "Global menu integration on macOS."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:509 #: ../../docs/about/list_of_features.rst:509
msgid "Execute commands in a blocking or non-blocking manner." msgid "Doesn't use exclusive fullscreen, so the screen resolution can't be changed this way. Use a Viewport with a different resolution instead."
msgstr ""
#: ../../docs/about/list_of_features.rst:510
msgid "Open file paths and URLs using default or custom protocol handlers (if registered on the system)."
msgstr ""
#: ../../docs/about/list_of_features.rst:511
msgid "Parse custom command line arguments."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:512 #: ../../docs/about/list_of_features.rst:512
msgid ":ref:`Headless/server binaries <doc_exporting_for_dedicated_servers>` can be downloaded for Linux and :ref:`compiled for macOS <doc_compiling_for_osx>`. Any binary can be used without a window using the ``--no-window`` :ref:`command line argument <doc_command_line_tutorial>`." msgid "Borderless window (fullscreen or non-fullscreen)."
msgstr ""
#: ../../docs/about/list_of_features.rst:513
msgid "Ability to keep the window always on top."
msgstr ""
#: ../../docs/about/list_of_features.rst:514
msgid "Transparent window with per-pixel transparency."
msgstr ""
#: ../../docs/about/list_of_features.rst:515
msgid "Global menu integration on macOS."
msgstr ""
#: ../../docs/about/list_of_features.rst:516
msgid "Execute commands in a blocking or non-blocking manner."
msgstr ""
#: ../../docs/about/list_of_features.rst:517
msgid "Open file paths and URLs using default or custom protocol handlers (if registered on the system)."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:518 #: ../../docs/about/list_of_features.rst:518
msgid "Mobile" msgid "Parse custom command line arguments."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:520 #: ../../docs/about/list_of_features.rst:519
msgid "In-app purchases on Android and iOS." msgid ":ref:`Headless/server binaries <doc_exporting_for_dedicated_servers>` can be downloaded for Linux and :ref:`compiled for macOS <doc_compiling_for_osx>`. Any binary can be used without a window using the ``--no-window`` :ref:`command line argument <doc_command_line_tutorial>`."
msgstr ""
#: ../../docs/about/list_of_features.rst:521
msgid "Support for advertisements using third-party modules."
msgstr ""
#: ../../docs/about/list_of_features.rst:522
msgid "Support for subview embedding on Android."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:525 #: ../../docs/about/list_of_features.rst:525
msgid "XR support (AR and VR)" msgid "Mobile"
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:527 #: ../../docs/about/list_of_features.rst:527
msgid "Support for ARKit on iOS out of the box." msgid "In-app purchases on Android and iOS."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:528 #: ../../docs/about/list_of_features.rst:528
msgid "Support for the OpenXR APIs." msgid "Support for advertisements using third-party modules."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:530 #: ../../docs/about/list_of_features.rst:529
msgid "Includes support for popular headsets like the Meta Quest and the Valve Index." msgid "Support for subview embedding on Android."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:532 #: ../../docs/about/list_of_features.rst:532
msgid "Support for the OpenVR APIs." msgid "XR support (AR and VR)"
msgstr ""
#: ../../docs/about/list_of_features.rst:534
msgid "Support for ARKit on iOS out of the box."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:535 #: ../../docs/about/list_of_features.rst:535
msgid "GUI system" msgid "Support for the OpenXR APIs."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:537 #: ../../docs/about/list_of_features.rst:537
msgid "Godot's GUI is built using the same Control nodes used to make games in Godot. The editor UI can easily be extended in many ways using add-ons." msgid "Includes support for popular headsets like the Meta Quest and the Valve Index."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:540 #: ../../docs/about/list_of_features.rst:539
msgid "**Nodes:**" msgid "Support for the OpenVR APIs."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:542 #: ../../docs/about/list_of_features.rst:542
msgid "Buttons." msgid "GUI system"
msgstr ""
#: ../../docs/about/list_of_features.rst:543
msgid "Checkboxes, check buttons, radio buttons."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:544 #: ../../docs/about/list_of_features.rst:544
msgid "Text entry using LineEdit (single line) and TextEdit (multiple lines)." msgid "Godot's GUI is built using the same Control nodes used to make games in Godot. The editor UI can easily be extended in many ways using add-ons."
msgstr ""
#: ../../docs/about/list_of_features.rst:545
msgid "Dropdown menus using PopupMenu and OptionButton."
msgstr ""
#: ../../docs/about/list_of_features.rst:546
msgid "Scrollbars."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:547 #: ../../docs/about/list_of_features.rst:547
msgid "Labels." msgid "**Nodes:**"
msgstr ""
#: ../../docs/about/list_of_features.rst:548
msgid "RichTextLabel for :ref:`text formatted using BBCode <doc_bbcode_in_richtextlabel>`."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:549 #: ../../docs/about/list_of_features.rst:549
msgid "Trees (can also be used to represent tables)." msgid "Buttons."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:550 #: ../../docs/about/list_of_features.rst:550
msgid "Color picker with RGB and HSV modes." msgid "Checkboxes, check buttons, radio buttons."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:551 #: ../../docs/about/list_of_features.rst:551
msgid "Containers (horizontal, vertical, grid, flow, center, margin, aspect ratio, draggable splitter, ...)." msgid "Text entry using LineEdit (single line) and TextEdit (multiple lines)."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:552 #: ../../docs/about/list_of_features.rst:552
msgid "Controls can be rotated and scaled." msgid "Dropdown menus using PopupMenu and OptionButton."
msgstr ""
#: ../../docs/about/list_of_features.rst:553
msgid "Scrollbars."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:554 #: ../../docs/about/list_of_features.rst:554
msgid "**Sizing:**" msgid "Labels."
msgstr ""
#: ../../docs/about/list_of_features.rst:555
msgid "RichTextLabel for :ref:`text formatted using BBCode <doc_bbcode_in_richtextlabel>`."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:556 #: ../../docs/about/list_of_features.rst:556
msgid "Anchors to keep GUI elements in a specific corner, edge or centered." msgid "Trees (can also be used to represent tables)."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:557 #: ../../docs/about/list_of_features.rst:557
msgid "Containers to place GUI elements automatically following certain rules." msgid "Color picker with RGB and HSV modes."
msgstr ""
#: ../../docs/about/list_of_features.rst:558
msgid "Containers (horizontal, vertical, grid, flow, center, margin, aspect ratio, draggable splitter, ...)."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:559 #: ../../docs/about/list_of_features.rst:559
msgid ":ref:`Stack <class_BoxContainer>` layouts." msgid "Controls can be rotated and scaled."
msgstr ""
#: ../../docs/about/list_of_features.rst:560
msgid ":ref:`Grid <class_GridContainer>` layouts."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:561 #: ../../docs/about/list_of_features.rst:561
msgid ":ref:`Margin <class_MarginContainer>` and :ref:`centered <class_CenterContainer>` layouts." msgid "**Sizing:**"
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:563 #: ../../docs/about/list_of_features.rst:563
msgid ":ref:`Draggable splitter <class_SplitContainer>` layouts." msgid "Anchors to keep GUI elements in a specific corner, edge or centered."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:565 #: ../../docs/about/list_of_features.rst:564
msgid "Scale to multiple resolutions using the ``2d`` or ``viewport`` stretch modes." msgid "Containers to place GUI elements automatically following certain rules."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:566 #: ../../docs/about/list_of_features.rst:566
msgid "Support any aspect ratio using anchors and the ``expand`` stretch aspect." msgid ":ref:`Stack <class_BoxContainer>` layouts."
msgstr ""
#: ../../docs/about/list_of_features.rst:567
msgid ":ref:`Grid <class_GridContainer>` layouts."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:568 #: ../../docs/about/list_of_features.rst:568
msgid "**Theming:**" msgid ":ref:`Margin <class_MarginContainer>` and :ref:`centered <class_CenterContainer>` layouts."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:570 #: ../../docs/about/list_of_features.rst:570
msgid "Built-in theme editor." msgid ":ref:`Draggable splitter <class_SplitContainer>` layouts."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:572 #: ../../docs/about/list_of_features.rst:572
msgid "Scale to multiple resolutions using the ``2d`` or ``viewport`` stretch modes."
msgstr ""
#: ../../docs/about/list_of_features.rst:573
msgid "Support any aspect ratio using anchors and the ``expand`` stretch aspect."
msgstr ""
#: ../../docs/about/list_of_features.rst:575
msgid "**Theming:**"
msgstr ""
#: ../../docs/about/list_of_features.rst:577
msgid "Built-in theme editor."
msgstr ""
#: ../../docs/about/list_of_features.rst:579
msgid "Generate a theme based on the current editor theme settings." msgid "Generate a theme based on the current editor theme settings."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:574 #: ../../docs/about/list_of_features.rst:581
msgid "Procedural vector-based theming using :ref:`class_StyleBoxFlat`." msgid "Procedural vector-based theming using :ref:`class_StyleBoxFlat`."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:576 #: ../../docs/about/list_of_features.rst:583
msgid "Supports rounded/beveled corners, drop shadows, per-border widths and antialiasing." msgid "Supports rounded/beveled corners, drop shadows, per-border widths and antialiasing."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:578 #: ../../docs/about/list_of_features.rst:585
msgid "Texture-based theming using :ref:`class_StyleBoxTexture`." msgid "Texture-based theming using :ref:`class_StyleBoxTexture`."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:580 #: ../../docs/about/list_of_features.rst:587
msgid "Godot's small distribution size can make it a suitable alternative to frameworks like Electron or Qt." msgid "Godot's small distribution size can make it a suitable alternative to frameworks like Electron or Qt."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:584 #: ../../docs/about/list_of_features.rst:591
msgid "Animation" msgid "Animation"
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:586 #: ../../docs/about/list_of_features.rst:593
msgid "Direct kinematics and inverse kinematics." msgid "Direct kinematics and inverse kinematics."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:587 #: ../../docs/about/list_of_features.rst:594
msgid ":ref:`Tween <class_Tween>` node to easily perform procedural animations by code." msgid ":ref:`Tween <class_Tween>` node to easily perform procedural animations by code."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:588 #: ../../docs/about/list_of_features.rst:595
msgid "Support for animating any property with customizable interpolation." msgid "Support for animating any property with customizable interpolation."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:589 #: ../../docs/about/list_of_features.rst:596
msgid "Support for calling methods in animation tracks." msgid "Support for calling methods in animation tracks."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:590 #: ../../docs/about/list_of_features.rst:597
msgid "Support for playing sounds in animation tracks." msgid "Support for playing sounds in animation tracks."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:591 #: ../../docs/about/list_of_features.rst:598
msgid "Support for Bézier curves in animation." msgid "Support for Bézier curves in animation."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:594 #: ../../docs/about/list_of_features.rst:601
msgid "File formats" msgid "File formats"
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:596 #: ../../docs/about/list_of_features.rst:603
msgid "Scenes and resources can be saved in :ref:`text-based <doc_tscn_file_format>` or binary formats." msgid "Scenes and resources can be saved in :ref:`text-based <doc_tscn_file_format>` or binary formats."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:598 #: ../../docs/about/list_of_features.rst:605
msgid "Text-based formats are human-readable and more friendly to version control." msgid "Text-based formats are human-readable and more friendly to version control."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:599 #: ../../docs/about/list_of_features.rst:606
msgid "Binary formats are faster to save/load for large scenes/resources." msgid "Binary formats are faster to save/load for large scenes/resources."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:601 #: ../../docs/about/list_of_features.rst:608
msgid "Read and write text or binary files using :ref:`class_File`." msgid "Read and write text or binary files using :ref:`class_File`."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:603 #: ../../docs/about/list_of_features.rst:610
msgid "Can optionally be compressed or encrypted." msgid "Can optionally be compressed or encrypted."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:605 #: ../../docs/about/list_of_features.rst:612
msgid "Read and write :ref:`class_JSON` files." msgid "Read and write :ref:`class_JSON` files."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:606 #: ../../docs/about/list_of_features.rst:613
msgid "Read and write INI-style configuration files using :ref:`class_ConfigFile`." msgid "Read and write INI-style configuration files using :ref:`class_ConfigFile`."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:608 #: ../../docs/about/list_of_features.rst:615
msgid "Can (de)serialize any Godot datatype, including Vector2/3, Color, ..." msgid "Can (de)serialize any Godot datatype, including Vector2/3, Color, ..."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:610 #: ../../docs/about/list_of_features.rst:617
msgid "Read XML files using :ref:`class_XMLParser`." msgid "Read XML files using :ref:`class_XMLParser`."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:611 #: ../../docs/about/list_of_features.rst:618
msgid "Pack game data into a PCK file (custom format optimized for fast seeking), into a ZIP archive, or directly into the executable for single-file distribution." msgid "Pack game data into a PCK file (custom format optimized for fast seeking), into a ZIP archive, or directly into the executable for single-file distribution."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:613 #: ../../docs/about/list_of_features.rst:620
msgid ":ref:`Export additional PCK files<doc_exporting_pcks>` that can be read by the engine to support mods and DLCs." msgid ":ref:`Export additional PCK files<doc_exporting_pcks>` that can be read by the engine to support mods and DLCs."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:617 #: ../../docs/about/list_of_features.rst:624
msgid "Miscellaneous" msgid "Miscellaneous"
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:619 #: ../../docs/about/list_of_features.rst:626
msgid ":ref:`Low-level access to servers <doc_using_servers>` which allows bypassing the scene tree's overhead when needed." msgid ":ref:`Low-level access to servers <doc_using_servers>` which allows bypassing the scene tree's overhead when needed."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:621 #: ../../docs/about/list_of_features.rst:628
msgid ":ref:`Command line interface <doc_command_line_tutorial>` for automation." msgid ":ref:`Command line interface <doc_command_line_tutorial>` for automation."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:623 #: ../../docs/about/list_of_features.rst:630
msgid "Export and deploy projects using continuous integration platforms." msgid "Export and deploy projects using continuous integration platforms."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:624 #: ../../docs/about/list_of_features.rst:631
msgid "`Shell completion scripts <https://github.com/godotengine/godot/tree/master/misc/dist/shell>`__ are available for Bash, zsh and fish." msgid "`Shell completion scripts <https://github.com/godotengine/godot/tree/master/misc/dist/shell>`__ are available for Bash, zsh and fish."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:627 #: ../../docs/about/list_of_features.rst:634
msgid "Support for :ref:`C++ modules <doc_custom_modules_in_c++>` statically linked into the engine binary." msgid "Support for :ref:`C++ modules <doc_custom_modules_in_c++>` statically linked into the engine binary."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:629 #: ../../docs/about/list_of_features.rst:636
msgid "Engine and editor written in C++03." msgid "Engine and editor written in C++03."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:631 #: ../../docs/about/list_of_features.rst:638
msgid "Can be :ref:`compiled <doc_introduction_to_the_buildsystem>` using GCC, Clang and MSVC. MinGW is also supported." msgid "Can be :ref:`compiled <doc_introduction_to_the_buildsystem>` using GCC, Clang and MSVC. MinGW is also supported."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:633 #: ../../docs/about/list_of_features.rst:640
msgid "Friendly towards packagers. In most cases, system libraries can be used instead of the ones provided by Godot. The build system doesn't download anything. Builds can be fully reproducible." msgid "Friendly towards packagers. In most cases, system libraries can be used instead of the ones provided by Godot. The build system doesn't download anything. Builds can be fully reproducible."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:636 #: ../../docs/about/list_of_features.rst:643
msgid "Godot 4.0 will be written in C++17." msgid "Godot 4.0 will be written in C++17."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:638 #: ../../docs/about/list_of_features.rst:645
msgid "Licensed under the permissive MIT license." msgid "Licensed under the permissive MIT license."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:640 #: ../../docs/about/list_of_features.rst:647
msgid "Open developement process with :ref:`contributions welcome <doc_ways_to_contribute>`." msgid "Open developement process with :ref:`contributions welcome <doc_ways_to_contribute>`."
msgstr "" msgstr ""
#: ../../docs/about/list_of_features.rst:644 #: ../../docs/about/list_of_features.rst:651
msgid "The `Godot proposals repository <https://github.com/godotengine/godot-proposals>`__ lists features that have been requested by the community and may be implemented in future Godot releases." msgid "The `Godot proposals repository <https://github.com/godotengine/godot-proposals>`__ lists features that have been requested by the community and may be implemented in future Godot releases."
msgstr "" msgstr ""

View File

@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"
@@ -105,44 +105,41 @@ msgid "Godot 4.0"
msgstr "" msgstr ""
#: ../../docs/about/release_policy.rst:91 #: ../../docs/about/release_policy.rst:91
msgid "~2022 (see below)" #: ../../docs/about/release_policy.rst:93
msgid "Q4 2022"
msgstr "" msgstr ""
#: ../../docs/about/release_policy.rst:91 #: ../../docs/about/release_policy.rst:91
msgid "|unstable| *Current focus of development (unstable).*" msgid "|unstable| *Alpha.* Current focus of development (unstable)."
msgstr "" msgstr ""
#: ../../docs/about/release_policy.rst:120 #: ../../docs/about/release_policy.rst:122
#: ../../docs/about/release_policy.rst:120 #: ../../docs/about/release_policy.rst:122
#: ../../docs/about/release_policy.rst:120 #: ../../docs/about/release_policy.rst:122
msgid "unstable" msgid "unstable"
msgstr "" msgstr ""
#: ../../docs/about/release_policy.rst:93 #: ../../docs/about/release_policy.rst:93
msgid "Godot 3.5" msgid "Godot 3.6"
msgstr ""
#: ../../docs/about/release_policy.rst:93
msgid "Q2 2022"
msgstr "" msgstr ""
#: ../../docs/about/release_policy.rst:93 #: ../../docs/about/release_policy.rst:93
msgid "|supported| *Beta.* Receives new features as well as bug fixes while under development." msgid "|supported| *Beta.* Receives new features as well as bug fixes while under development."
msgstr "" msgstr ""
#: ../../docs/about/release_policy.rst:117 #: ../../docs/about/release_policy.rst:119
#: ../../docs/about/release_policy.rst:117 #: ../../docs/about/release_policy.rst:119
#: ../../docs/about/release_policy.rst:117 #: ../../docs/about/release_policy.rst:119
#: ../../docs/about/release_policy.rst:117 #: ../../docs/about/release_policy.rst:119
msgid "supported" msgid "supported"
msgstr "" msgstr ""
#: ../../docs/about/release_policy.rst:96 #: ../../docs/about/release_policy.rst:96
msgid "Godot 3.4" msgid "Godot 3.5"
msgstr "" msgstr ""
#: ../../docs/about/release_policy.rst:96 #: ../../docs/about/release_policy.rst:96
msgid "November 2021" msgid "August 2022"
msgstr "" msgstr ""
#: ../../docs/about/release_policy.rst:96 #: ../../docs/about/release_policy.rst:96
@@ -150,142 +147,151 @@ msgid "|supported| Receives fixes for bugs, security and platform support issues
msgstr "" msgstr ""
#: ../../docs/about/release_policy.rst:99 #: ../../docs/about/release_policy.rst:99
msgid "Godot 3.3" msgid "Godot 3.4"
msgstr "" msgstr ""
#: ../../docs/about/release_policy.rst:99 #: ../../docs/about/release_policy.rst:99
msgid "April 2021" msgid "November 2021"
msgstr "" msgstr ""
#: ../../docs/about/release_policy.rst:99 #: ../../docs/about/release_policy.rst:99
msgid "|partial| Receives fixes for security and platform support issues only." msgid "|partial| Receives fixes for security and platform support issues only."
msgstr "" msgstr ""
#: ../../docs/about/release_policy.rst:118 #: ../../docs/about/release_policy.rst:120
#: ../../docs/about/release_policy.rst:118 #: ../../docs/about/release_policy.rst:120
#: ../../docs/about/release_policy.rst:118 #: ../../docs/about/release_policy.rst:120
msgid "partial" msgid "partial"
msgstr "" msgstr ""
#: ../../docs/about/release_policy.rst:101 #: ../../docs/about/release_policy.rst:101
msgid "Godot 3.2" msgid "Godot 3.3"
msgstr "" msgstr ""
#: ../../docs/about/release_policy.rst:101 #: ../../docs/about/release_policy.rst:101
msgid "January 2020" msgid "April 2021"
msgstr "" msgstr ""
#: ../../docs/about/release_policy.rst:101 #: ../../docs/about/release_policy.rst:101
msgid "|eol| No longer supported as fully superseded by the compatible 3.3 release (last update: 3.2.3)." msgid "|eol| No longer supported as fully superseded by the compatible 3.4 release (last update: 3.3.4)."
msgstr "" msgstr ""
#: ../../docs/about/release_policy.rst:119 #: ../../docs/about/release_policy.rst:121
#: ../../docs/about/release_policy.rst:119 #: ../../docs/about/release_policy.rst:121
#: ../../docs/about/release_policy.rst:119 #: ../../docs/about/release_policy.rst:121
#: ../../docs/about/release_policy.rst:119 #: ../../docs/about/release_policy.rst:121
#: ../../docs/about/release_policy.rst:119 #: ../../docs/about/release_policy.rst:121
#: ../../docs/about/release_policy.rst:119 #: ../../docs/about/release_policy.rst:121
#: ../../docs/about/release_policy.rst:119 #: ../../docs/about/release_policy.rst:121
#: ../../docs/about/release_policy.rst:119 #: ../../docs/about/release_policy.rst:121
#: ../../docs/about/release_policy.rst:119 #: ../../docs/about/release_policy.rst:121
#: ../../docs/about/release_policy.rst:121
msgid "eol" msgid "eol"
msgstr "" msgstr ""
#: ../../docs/about/release_policy.rst:104 #: ../../docs/about/release_policy.rst:104
msgid "Godot 3.2"
msgstr ""
#: ../../docs/about/release_policy.rst:104
msgid "January 2020"
msgstr ""
#: ../../docs/about/release_policy.rst:104
msgid "|eol| No longer supported (last update: 3.2.3)."
msgstr ""
#: ../../docs/about/release_policy.rst:106
msgid "Godot 3.1" msgid "Godot 3.1"
msgstr "" msgstr ""
#: ../../docs/about/release_policy.rst:104 #: ../../docs/about/release_policy.rst:106
msgid "March 2019" msgid "March 2019"
msgstr "" msgstr ""
#: ../../docs/about/release_policy.rst:104 #: ../../docs/about/release_policy.rst:106
msgid "|eol| No longer supported (last update: 3.1.2)." msgid "|eol| No longer supported (last update: 3.1.2)."
msgstr "" msgstr ""
#: ../../docs/about/release_policy.rst:106 #: ../../docs/about/release_policy.rst:108
msgid "Godot 3.0" msgid "Godot 3.0"
msgstr "" msgstr ""
#: ../../docs/about/release_policy.rst:106 #: ../../docs/about/release_policy.rst:108
msgid "January 2018" msgid "January 2018"
msgstr "" msgstr ""
#: ../../docs/about/release_policy.rst:106 #: ../../docs/about/release_policy.rst:108
msgid "|eol| No longer supported (last update: 3.0.6)." msgid "|eol| No longer supported (last update: 3.0.6)."
msgstr "" msgstr ""
#: ../../docs/about/release_policy.rst:108 #: ../../docs/about/release_policy.rst:110
msgid "Godot 2.1" msgid "Godot 2.1"
msgstr "" msgstr ""
#: ../../docs/about/release_policy.rst:108 #: ../../docs/about/release_policy.rst:110
msgid "July 2016" msgid "July 2016"
msgstr "" msgstr ""
#: ../../docs/about/release_policy.rst:108 #: ../../docs/about/release_policy.rst:110
msgid "|eol| No longer supported (last update: 2.1.6)." msgid "|eol| No longer supported (last update: 2.1.6)."
msgstr "" msgstr ""
#: ../../docs/about/release_policy.rst:110 #: ../../docs/about/release_policy.rst:112
msgid "Godot 2.0" msgid "Godot 2.0"
msgstr "" msgstr ""
#: ../../docs/about/release_policy.rst:110 #: ../../docs/about/release_policy.rst:112
msgid "February 2016" msgid "February 2016"
msgstr "" msgstr ""
#: ../../docs/about/release_policy.rst:110 #: ../../docs/about/release_policy.rst:112
msgid "|eol| No longer supported (last update: 2.0.4.1)." msgid "|eol| No longer supported (last update: 2.0.4.1)."
msgstr "" msgstr ""
#: ../../docs/about/release_policy.rst:112 #: ../../docs/about/release_policy.rst:114
msgid "Godot 1.1" msgid "Godot 1.1"
msgstr "" msgstr ""
#: ../../docs/about/release_policy.rst:112 #: ../../docs/about/release_policy.rst:114
msgid "May 2015" msgid "May 2015"
msgstr "" msgstr ""
#: ../../docs/about/release_policy.rst:112
#: ../../docs/about/release_policy.rst:114 #: ../../docs/about/release_policy.rst:114
#: ../../docs/about/release_policy.rst:116
msgid "|eol| No longer supported." msgid "|eol| No longer supported."
msgstr "" msgstr ""
#: ../../docs/about/release_policy.rst:114 #: ../../docs/about/release_policy.rst:116
msgid "Godot 1.0" msgid "Godot 1.0"
msgstr "" msgstr ""
#: ../../docs/about/release_policy.rst:114 #: ../../docs/about/release_policy.rst:116
msgid "December 2014" msgid "December 2014"
msgstr "" msgstr ""
#: ../../docs/about/release_policy.rst:122 #: ../../docs/about/release_policy.rst:124
msgid "**Legend:** |supported| Full support |partial| Partial support |eol| No support (end of life) |unstable| Development version" msgid "**Legend:** |supported| Full support |partial| Partial support |eol| No support (end of life) |unstable| Development version"
msgstr "" msgstr ""
#: ../../docs/about/release_policy.rst:128 #: ../../docs/about/release_policy.rst:130
msgid "Pre-release Godot versions aren't intended to be used in production and are provided for testing purposes only." msgid "Pre-release Godot versions aren't intended to be used in production and are provided for testing purposes only."
msgstr "" msgstr ""
#: ../../docs/about/release_policy.rst:134 #: ../../docs/about/release_policy.rst:136
msgid "When is the next release out?" msgid "When is the next release out?"
msgstr "" msgstr ""
#: ../../docs/about/release_policy.rst:136 #: ../../docs/about/release_policy.rst:138
msgid "While Godot contributors aren't working under any deadlines, we have historically had one major or minor release per year, with several maintenance updates between each." msgid "While Godot contributors aren't working under any deadlines, we strive to publish minor releases relatively frequently, with an average of two 3.x minor releases per year since Godot 3.3."
msgstr "" msgstr ""
#: ../../docs/about/release_policy.rst:140 #: ../../docs/about/release_policy.rst:142
msgid "Starting with Godot 3.3, we aim to accelerate our development cycles for minor releases, so you can expect a new minor release every 3 to 6 months." msgid "Maintenance (patch) releases are released as needed with potentially very short development cycles, to provide users of the current stable branch with the latest bug fixes for their production needs."
msgstr "" msgstr ""
#: ../../docs/about/release_policy.rst:143 #: ../../docs/about/release_policy.rst:146
msgid "Maintenance (patch) releases will be released as needed with potentially very short development cycles, to provide users of the current stable branch with the latest bug fixes for their production needs." msgid "As for the upcoming Godot 4.0, as of August 2022, we are aiming for a *beta* release in Q3 2022, and possibly a stable release by Q4 2022 (but experience has shown time and time again that such estimates tend to be overly optimistic). `Follow the Godot blog <https://godotengine.org/news>`__ for the latest updates."
msgstr ""
#: ../../docs/about/release_policy.rst:147
msgid "As for the upcoming Godot 4.0, we can only say that we aim for a **2022** release, but any closer estimate is likely to be hard to uphold. Alpha builds will be published as soon as the main features for Godot 4.0 are finalized."
msgstr "" msgstr ""
#: ../../docs/<rst_epilog>:0 #: ../../docs/<rst_epilog>:0

View File

@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"
@@ -97,171 +97,175 @@ msgid "If your asset is a library for working with other files, consider includi
msgstr "" msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:80 #: ../../docs/community/asset_library/submitting_to_assetlib.rst:80
msgid "Consider adding a **.gitattributes** file to your repo. This file allows giving extra instructions to Git, such as specifying line endings and listing files not required for your asset to function with the ``export-ignore`` directive. This directive removes such files from the resulting ZIP file and prevents them from being downloaded by the asset library users. For a typical plugin **.gitattributes** may look like this:" msgid "Consider adding a **.gitattributes** file to your repo. This file allows giving extra instructions to Git, such as specifying line endings and listing files not required for your asset to function with the ``export-ignore`` directive. This directive removes such files from the resulting ZIP file, preventing them from being downloaded by the asset library users. These are common examples of **.gitattributes**:"
msgstr "" msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:102 #: ../../docs/community/asset_library/submitting_to_assetlib.rst:89
msgid "Other types of assets may require a different configuration (e.g. a project template requires **project.godot**)." msgid "Projects / Templates"
msgstr "" msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:105 #: ../../docs/community/asset_library/submitting_to_assetlib.rst:96
msgid "Addons / Asset Packs"
msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:108
msgid "If you are submitting a plugin, add a **copy** of your license and readme to the plugin folder itself. This is the folder that users are guaranteed to keep with their project, so a copy ensures they always have those files handy (and helps them fulfill your licensing terms)." msgid "If you are submitting a plugin, add a **copy** of your license and readme to the plugin folder itself. This is the folder that users are guaranteed to keep with their project, so a copy ensures they always have those files handy (and helps them fulfill your licensing terms)."
msgstr "" msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:110 #: ../../docs/community/asset_library/submitting_to_assetlib.rst:113
msgid "The **icon** should be a square, its aspect ratio should be 1:1. It should also ideally have a minimum resolution of 64x64 pixels." msgid "The **icon** should be a square, its aspect ratio should be 1:1. It should also ideally have a minimum resolution of 64x64 pixels."
msgstr "" msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:113 #: ../../docs/community/asset_library/submitting_to_assetlib.rst:116
msgid "While the asset library allows more than just GitHub, consider hosting your asset's source code on **GitHub**. Other services may not work reliably, and a lack of familiarity can be a barrier to contributors." msgid "While the asset library allows more than just GitHub, consider hosting your asset's source code on **GitHub**. Other services may not work reliably, and a lack of familiarity can be a barrier to contributors."
msgstr "" msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:118 #: ../../docs/community/asset_library/submitting_to_assetlib.rst:121
msgid "Submitting" msgid "Submitting"
msgstr "" msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:120 #: ../../docs/community/asset_library/submitting_to_assetlib.rst:123
msgid "Once you are logged in, you will be able to head over to the \"Submit Assets\" page of the AssetLib, which will look like this:" msgid "Once you are logged in, you will be able to head over to the \"Submit Assets\" page of the AssetLib, which will look like this:"
msgstr "" msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:123 #: ../../docs/community/asset_library/submitting_to_assetlib.rst:126
msgid "|image0|" msgid "|image0|"
msgstr "" msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:211 #: ../../docs/community/asset_library/submitting_to_assetlib.rst:214
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:211 #: ../../docs/community/asset_library/submitting_to_assetlib.rst:214
msgid "image0" msgid "image0"
msgstr "" msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:125 #: ../../docs/community/asset_library/submitting_to_assetlib.rst:128
msgid "While it may look like a lot (and there is more as you scroll down), each field is described in terms of what you should put in. We will nonetheless go over what is required in the submission form here as well." msgid "While it may look like a lot (and there is more as you scroll down), each field is described in terms of what you should put in. We will nonetheless go over what is required in the submission form here as well."
msgstr "" msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:130 #: ../../docs/community/asset_library/submitting_to_assetlib.rst:133
msgid "**Asset Name**:" msgid "**Asset Name**:"
msgstr "" msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:130 #: ../../docs/community/asset_library/submitting_to_assetlib.rst:133
msgid "The name of your asset. Should be a unique, descriptive title of what your asset is." msgid "The name of your asset. Should be a unique, descriptive title of what your asset is."
msgstr "" msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:136 #: ../../docs/community/asset_library/submitting_to_assetlib.rst:139
msgid "**Category**:" msgid "**Category**:"
msgstr "" msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:133 #: ../../docs/community/asset_library/submitting_to_assetlib.rst:136
msgid "The category that your asset belongs to, and will be shown in search results. The category is split into **Addons** and **Projects**. In-editor, assets of the Project type (Templates, Demos, Projects) only show up when viewing the AssetLib from the Project Manager, while assets of the Addon type will only be visible from inside a project." msgid "The category that your asset belongs to, and will be shown in search results. The category is split into **Addons** and **Projects**. In-editor, assets of the Project type (Templates, Demos, Projects) only show up when viewing the AssetLib from the Project Manager, while assets of the Addon type will only be visible from inside a project."
msgstr "" msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:142 #: ../../docs/community/asset_library/submitting_to_assetlib.rst:145
msgid "**Godot version**:" msgid "**Godot version**:"
msgstr "" msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:139 #: ../../docs/community/asset_library/submitting_to_assetlib.rst:142
msgid "The version of the engine that the asset works with. Currently, it's not possible to have a single asset entry contain downloads for multiple engine versions, so you may need to re-submit the asset multiple times, with an entry for each Godot version it supports. This is particularly important when dealing with major versions of the engine, such as Godot 2.x and Godot 3.x." msgid "The version of the engine that the asset works with. Currently, it's not possible to have a single asset entry contain downloads for multiple engine versions, so you may need to re-submit the asset multiple times, with an entry for each Godot version it supports. This is particularly important when dealing with major versions of the engine, such as Godot 2.x and Godot 3.x."
msgstr "" msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:149 #: ../../docs/community/asset_library/submitting_to_assetlib.rst:152
msgid "**Version**:" msgid "**Version**:"
msgstr "" msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:145 #: ../../docs/community/asset_library/submitting_to_assetlib.rst:148
msgid "The version number of the asset. While you are free to choose and use any versioning scheme that you like, you may want to look into something such as `SemVer <https://semver.org>`_ if you want your asset's versioning scheme to be clear and consistent. Note that there is also an internal version number, incremented every time the asset download URL is changed or updated." msgid "The version number of the asset. While you are free to choose and use any versioning scheme that you like, you may want to look into something such as `SemVer <https://semver.org>`_ if you want your asset's versioning scheme to be clear and consistent. Note that there is also an internal version number, incremented every time the asset download URL is changed or updated."
msgstr "" msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:154 #: ../../docs/community/asset_library/submitting_to_assetlib.rst:157
msgid "**Repository host**:" msgid "**Repository host**:"
msgstr "" msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:152 #: ../../docs/community/asset_library/submitting_to_assetlib.rst:155
msgid "Assets uploaded to the AssetLib are not hosted on it directly. Instead, they point to repositories hosted on third-party Git providers, such as GitHub, GitLab or Bitbucket. This is where you choose which provider your asset uses, so the site can compute the final download link." msgid "Assets uploaded to the AssetLib are not hosted on it directly. Instead, they point to repositories hosted on third-party Git providers, such as GitHub, GitLab or Bitbucket. This is where you choose which provider your asset uses, so the site can compute the final download link."
msgstr "" msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:157 #: ../../docs/community/asset_library/submitting_to_assetlib.rst:160
msgid "**Repository URL**:" msgid "**Repository URL**:"
msgstr "" msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:157 #: ../../docs/community/asset_library/submitting_to_assetlib.rst:160
msgid "The URL to your asset's files/webpage. This will vary based on your choice of provider, but it should look similar to `https://github.com/<user>/<project>`." msgid "The URL to your asset's files/webpage. This will vary based on your choice of provider, but it should look similar to `https://github.com/<user>/<project>`."
msgstr "" msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:162 #: ../../docs/community/asset_library/submitting_to_assetlib.rst:165
msgid "**Issues URL**:" msgid "**Issues URL**:"
msgstr "" msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:160 #: ../../docs/community/asset_library/submitting_to_assetlib.rst:163
msgid "The URL to your asset's issue tracker. Again, this will differ from repository host to repository host, but will likely look similar to `https://github.com/<user>/<project>/issues`. You may leave this field empty if you use your provider's issue tracker, and it's part of the same repository." msgid "The URL to your asset's issue tracker. Again, this will differ from repository host to repository host, but will likely look similar to `https://github.com/<user>/<project>/issues`. You may leave this field empty if you use your provider's issue tracker, and it's part of the same repository."
msgstr "" msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:166 #: ../../docs/community/asset_library/submitting_to_assetlib.rst:169
msgid "**Download Commit**:" msgid "**Download Commit**:"
msgstr "" msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:165 #: ../../docs/community/asset_library/submitting_to_assetlib.rst:168
msgid "The commit of the asset. For example, `b1d3172f89b86e52465a74f63a74ac84c491d3e1`. The site computes the actual download URL from this." msgid "The commit of the asset. For example, `b1d3172f89b86e52465a74f63a74ac84c491d3e1`. The site computes the actual download URL from this."
msgstr "" msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:170 #: ../../docs/community/asset_library/submitting_to_assetlib.rst:173
msgid "**Icon URL**:" msgid "**Icon URL**:"
msgstr "" msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:169 #: ../../docs/community/asset_library/submitting_to_assetlib.rst:172
msgid "The URL to your asset's icon (which will be used as a thumbnail in the AssetLib search results and on the asset's page). Should be an image in either the PNG or JPG format." msgid "The URL to your asset's icon (which will be used as a thumbnail in the AssetLib search results and on the asset's page). Should be an image in either the PNG or JPG format."
msgstr "" msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:175 #: ../../docs/community/asset_library/submitting_to_assetlib.rst:178
msgid "**License**:" msgid "**License**:"
msgstr "" msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:173 #: ../../docs/community/asset_library/submitting_to_assetlib.rst:176
msgid "The license under which you are distributing the asset. The list includes a variety of free and open-source software licenses, such as GPL (v2 and v3), MIT, BSD and Boost Software License. You can visit `OpenSource.org <https://opensource.org>`_ for a detailed description of each of the listed licenses." msgid "The license under which you are distributing the asset. The list includes a variety of free and open-source software licenses, such as GPL (v2 and v3), MIT, BSD and Boost Software License. You can visit `OpenSource.org <https://opensource.org>`_ for a detailed description of each of the listed licenses."
msgstr "" msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:181 #: ../../docs/community/asset_library/submitting_to_assetlib.rst:184
msgid "**Description**:" msgid "**Description**:"
msgstr "" msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:178 #: ../../docs/community/asset_library/submitting_to_assetlib.rst:181
msgid "Finally, you can use the Description field for a textual overview of your asset, its features and behavior, a changelog, et cetera. In the future, formatting with Markdown will be supported, but currently, your only option is plain text." msgid "Finally, you can use the Description field for a textual overview of your asset, its features and behavior, a changelog, et cetera. In the future, formatting with Markdown will be supported, but currently, your only option is plain text."
msgstr "" msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:183 #: ../../docs/community/asset_library/submitting_to_assetlib.rst:186
msgid "You may also include up to three video and/or image previews, which will be shown at the bottom of the asset page. Use the \"Enable\" checkbox on each of the preview submission boxes to enable them." msgid "You may also include up to three video and/or image previews, which will be shown at the bottom of the asset page. Use the \"Enable\" checkbox on each of the preview submission boxes to enable them."
msgstr "" msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:187 #: ../../docs/community/asset_library/submitting_to_assetlib.rst:190
msgid "**Type**:" msgid "**Type**:"
msgstr "" msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:188 #: ../../docs/community/asset_library/submitting_to_assetlib.rst:191
msgid "Either an image, or a video." msgid "Either an image, or a video."
msgstr "" msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:189 #: ../../docs/community/asset_library/submitting_to_assetlib.rst:192
msgid "**Image/YouTube URL**:" msgid "**Image/YouTube URL**:"
msgstr "" msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:190 #: ../../docs/community/asset_library/submitting_to_assetlib.rst:193
msgid "Either a link to the image, or to a video, hosted on YouTube." msgid "Either a link to the image, or to a video, hosted on YouTube."
msgstr "" msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:194 #: ../../docs/community/asset_library/submitting_to_assetlib.rst:197
msgid "**Thumbnail URL**:" msgid "**Thumbnail URL**:"
msgstr "" msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:192 #: ../../docs/community/asset_library/submitting_to_assetlib.rst:195
msgid "A URL to an image that will be used as a thumbnail for the preview. This option will be removed eventually, and thumbnails will be automatically computed instead." msgid "A URL to an image that will be used as a thumbnail for the preview. This option will be removed eventually, and thumbnails will be automatically computed instead."
msgstr "" msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:196 #: ../../docs/community/asset_library/submitting_to_assetlib.rst:199
msgid "Once you are done, press \"Submit\". Your asset will be entered into the review queue. You can check all assets currently pending a review `here <https://godotengine.org/asset-library/asset/edit?&asset=-1>`_ . The approval process is manual and may take up to a few days for your asset to be accepted (or rejected), so please be patient!" msgid "Once you are done, press \"Submit\". Your asset will be entered into the review queue. You can check all assets currently pending a review `here <https://godotengine.org/asset-library/asset/edit?&asset=-1>`_ . The approval process is manual and may take up to a few days for your asset to be accepted (or rejected), so please be patient!"
msgstr "" msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:203 #: ../../docs/community/asset_library/submitting_to_assetlib.rst:206
msgid "You may have some luck accelerating the approval process by messaging the moderators and AssetLib reviewers on the `Godot Contributors Chat <https://chat.godotengine.org/>`_, or the official Discord server." msgid "You may have some luck accelerating the approval process by messaging the moderators and AssetLib reviewers on the `Godot Contributors Chat <https://chat.godotengine.org/>`_, or the official Discord server."
msgstr "" msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:207 #: ../../docs/community/asset_library/submitting_to_assetlib.rst:210
msgid "You will be informed when your asset is reviewed. If it was rejected, you will be told why that may have been, and you will be able to submit it again with the appropriate changes." msgid "You will be informed when your asset is reviewed. If it was rejected, you will be told why that may have been, and you will be able to submit it again with the appropriate changes."
msgstr "" msgstr ""

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"
@@ -30,7 +30,7 @@ msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:14 #: ../../docs/community/contributing/docs_writing_guidelines.rst:14
#: ../../docs/community/contributing/docs_writing_guidelines.rst:44 #: ../../docs/community/contributing/docs_writing_guidelines.rst:44
msgid "Use the direct voice" msgid "Use the active voice"
msgstr "" msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:15 #: ../../docs/community/contributing/docs_writing_guidelines.rst:15
@@ -97,7 +97,7 @@ msgid "7 rules for clear English"
msgstr "" msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:46 #: ../../docs/community/contributing/docs_writing_guidelines.rst:46
msgid "Use the direct voice when possible. Take the classes, methods, and constants you describe as the subject. It's natural to write using the passive voice, but it's harder to read and produces longer sentences." msgid "Use the active voice when possible. Take the classes, methods, and constants you describe as the subject. It's natural to write using the passive voice, but it's harder to read and produces longer sentences."
msgstr "" msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:52 #: ../../docs/community/contributing/docs_writing_guidelines.rst:52

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"
@@ -309,7 +309,7 @@ msgid "The good news is that you can modify a pull request simply by acting on t
msgstr "" msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:398 #: ../../docs/community/contributing/pr_workflow.rst:398
msgid "However, be aware that in our PR workflow, we favor commits that bring the codebase from one functional state to another functional state, without having intermediate commits fixing up bugs in your own code or style issues. Most of the time, we will prefer a single commit in a given PR (unless there's a good reason to keep the changes separate), so instead of authoring a new commit, considering using ``git commit --amend`` to amend the previous commit with your fixes. The above example would then become:" msgid "However, be aware that in our PR workflow, we favor commits that bring the codebase from one functional state to another functional state, without having intermediate commits fixing up bugs in your own code or style issues. Most of the time, we will prefer a single commit in a given PR (unless there's a good reason to keep the changes separate). Instead of authoring a new commit, consider using ``git commit --amend`` to amend the previous commit with your fixes. The above example would then become:"
msgstr "" msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:428 #: ../../docs/community/contributing/pr_workflow.rst:428

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"
@@ -185,106 +185,110 @@ msgid "If you want to use separate editor settings for your own Godot builds and
msgstr "" msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:172 #: ../../docs/development/compiling/compiling_for_windows.rst:172
msgid "Development in Visual Studio or other IDEs" msgid "Development in Visual Studio"
msgstr "" msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:174 #: ../../docs/development/compiling/compiling_for_windows.rst:174
msgid "For most projects, using only scripting is enough but when development in C++ is needed, for creating modules or extending the engine, working with an IDE is usually desirable." msgid "Using an IDE is not required to compile Godot, as SCons takes care of everything. But if you intend to do engine development or debugging of the engine's C++ code, you may be interested in configuring a code editor or an IDE."
msgstr "" msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:178 #: ../../docs/development/compiling/compiling_for_windows.rst:178
msgid "Folder-based editors don't require any particular setup to start working with Godot's codebase. To edit projects with Visual Studio they need to be set up as a solution."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:181
msgid "You can create a Visual Studio solution via SCons by running SCons with the ``vsproj=yes`` parameter, like this::" msgid "You can create a Visual Studio solution via SCons by running SCons with the ``vsproj=yes`` parameter, like this::"
msgstr "" msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:183 #: ../../docs/development/compiling/compiling_for_windows.rst:186
msgid "You will be able to open Godot's source in a Visual Studio solution now, and able to build Godot using Visual Studio's **Build** button." msgid "You will be able to open Godot's source in a Visual Studio solution now, and able to build Godot using Visual Studio's **Build** button."
msgstr "" msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:186 #: ../../docs/development/compiling/compiling_for_windows.rst:189
msgid "If you need to edit the build commands, they are located in \"Godot\" project settings, NMAKE sheet. SCons is called at the end of the commands. If you make a mistake, copy the command from one of the other build configurations (debug, release_debug, release) or architectures (Win32/x64); they are equivalent." msgid "See :ref:`doc_configuring_an_ide_vs` for further details."
msgstr "" msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:193 #: ../../docs/development/compiling/compiling_for_windows.rst:192
msgid "Cross-compiling for Windows from other operating systems" msgid "Cross-compiling for Windows from other operating systems"
msgstr "" msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:195 #: ../../docs/development/compiling/compiling_for_windows.rst:194
msgid "If you are a Linux or macOS user, you need to install `MinGW-w64 <https://mingw-w64.org/doku.php>`__, which typically comes in 32-bit and 64-bit variants. The package names may differ based on your distribution, here are some known ones:" msgid "If you are a Linux or macOS user, you need to install `MinGW-w64 <https://mingw-w64.org/doku.php>`__, which typically comes in 32-bit and 64-bit variants. The package names may differ based on your distribution, here are some known ones:"
msgstr "" msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:201 #: ../../docs/development/compiling/compiling_for_windows.rst:200
msgid "**Arch Linux**" msgid "**Arch Linux**"
msgstr "" msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:201 #: ../../docs/development/compiling/compiling_for_windows.rst:200
msgid "Install `mingw-w64-gcc from the AUR`_." msgid "Install `mingw-w64-gcc from the AUR`_."
msgstr "" msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:203 #: ../../docs/development/compiling/compiling_for_windows.rst:202
msgid "**Debian** / **Ubuntu**" msgid "**Debian** / **Ubuntu**"
msgstr "" msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:207 #: ../../docs/development/compiling/compiling_for_windows.rst:206
msgid "**Fedora**" msgid "**Fedora**"
msgstr "" msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:212 #: ../../docs/development/compiling/compiling_for_windows.rst:211
msgid "**macOS**" msgid "**macOS**"
msgstr "" msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:216 #: ../../docs/development/compiling/compiling_for_windows.rst:215
msgid "**Mageia**" msgid "**Mageia**"
msgstr "" msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:224 #: ../../docs/development/compiling/compiling_for_windows.rst:223
msgid "Before attempting the compilation, SCons will check for the following binaries in your ``PATH`` environment variable::" msgid "Before attempting the compilation, SCons will check for the following binaries in your ``PATH`` environment variable::"
msgstr "" msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:230 #: ../../docs/development/compiling/compiling_for_windows.rst:229
msgid "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can define the following environment variables to give a hint to the build system::" msgid "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can define the following environment variables to give a hint to the build system::"
msgstr "" msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:237 #: ../../docs/development/compiling/compiling_for_windows.rst:236
msgid "To make sure you are doing things correctly, executing the following in the shell should result in a working compiler (the version output may differ based on your system)::" msgid "To make sure you are doing things correctly, executing the following in the shell should result in a working compiler (the version output may differ based on your system)::"
msgstr "" msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:245 #: ../../docs/development/compiling/compiling_for_windows.rst:244
msgid "Troubleshooting" msgid "Troubleshooting"
msgstr "" msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:247 #: ../../docs/development/compiling/compiling_for_windows.rst:246
msgid "Cross-compiling from some Ubuntu versions may lead to `this bug <https://github.com/godotengine/godot/issues/9258>`_, due to a default configuration lacking support for POSIX threading." msgid "Cross-compiling from some Ubuntu versions may lead to `this bug <https://github.com/godotengine/godot/issues/9258>`_, due to a default configuration lacking support for POSIX threading."
msgstr "" msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:251 #: ../../docs/development/compiling/compiling_for_windows.rst:250
msgid "You can change that configuration following those instructions, for 64-bit::" msgid "You can change that configuration following those instructions, for 64-bit::"
msgstr "" msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:259 #: ../../docs/development/compiling/compiling_for_windows.rst:258
msgid "And for 32-bit::" msgid "And for 32-bit::"
msgstr "" msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:267 #: ../../docs/development/compiling/compiling_for_windows.rst:266
msgid "Creating Windows export templates" msgid "Creating Windows export templates"
msgstr "" msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:269 #: ../../docs/development/compiling/compiling_for_windows.rst:268
msgid "Windows export templates are created by compiling Godot without the editor, with the following flags::" msgid "Windows export templates are created by compiling Godot without the editor, with the following flags::"
msgstr "" msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:277 #: ../../docs/development/compiling/compiling_for_windows.rst:276
msgid "If you plan on replacing the standard export templates, copy these to the following location, replacing ``<version>`` with the version identifier (such as ``3.1.1.stable`` or ``3.2.dev``)::" msgid "If you plan on replacing the standard export templates, copy these to the following location, replacing ``<version>`` with the version identifier (such as ``3.1.1.stable`` or ``3.2.dev``)::"
msgstr "" msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:283 #: ../../docs/development/compiling/compiling_for_windows.rst:282
msgid "With the following names::" msgid "With the following names::"
msgstr "" msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:290 #: ../../docs/development/compiling/compiling_for_windows.rst:289
msgid "However, if you are using custom modules or custom engine code, you may instead want to configure your binaries as custom export templates here:" msgid "However, if you are using custom modules or custom engine code, you may instead want to configure your binaries as custom export templates here:"
msgstr "" msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:296 #: ../../docs/development/compiling/compiling_for_windows.rst:295
msgid "You don't need to copy them in this case, just reference the resulting files in the ``bin\\`` directory of your Godot source folder, so the next time you build, you will automatically have the custom templates referenced." msgid "You don't need to copy them in this case, just reference the resulting files in the ``bin\\`` directory of your Godot source folder, so the next time you build, you will automatically have the custom templates referenced."
msgstr "" msgstr ""

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"
@@ -261,7 +261,7 @@ msgid "You can use `Pyston <https://www.pyston.org/>`__ to run SCons. Pyston is
msgstr "" msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:249 #: ../../docs/development/compiling/compiling_for_x11.rst:249
msgid "Download the `latest portable Pyston release <https://github.com/pyston/pyston/releases/tag/pyston_2.3.2>`__." msgid "Download the `latest portable Pyston release <https://github.com/pyston/pyston/releases/latest>`__."
msgstr "" msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:250 #: ../../docs/development/compiling/compiling_for_x11.rst:250

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"
@@ -21,54 +21,62 @@ msgid "Compiling with script encryption key"
msgstr "" msgstr ""
#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:8 #: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:8
msgid "The export dialog gives you the option to encrypt your scripts with an 256bit AES key, when releasing your game. This will make sure your scripts are not stored in plain text and can not easily be ripped by some script kiddie. Of course the key needs to be stored in the binary, but if it's compiled, optimized and without symbols, it would take some effort to find it." msgid "The export dialog gives you the option to encrypt your scripts with a 256-bit AES key when releasing your project. This will make sure your scripts are not stored in plain text and can not easily be ripped by some script kiddie."
msgstr "" msgstr ""
#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:14 #: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:12
msgid "Of course, the key needs to be stored in the binary, but if it's compiled, optimized and without symbols, it would take some effort to find it."
msgstr ""
#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:15
msgid "For this to work, you need to build the export templates from source, with that same key." msgid "For this to work, you need to build the export templates from source, with that same key."
msgstr "" msgstr ""
#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:18 #: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:20
msgid "This will **not** work if you use official, precompiled export templates. It is absolutely **required** to compile your own export templates to use PCK encryption."
msgstr ""
#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:25
msgid "Step by step" msgid "Step by step"
msgstr "" msgstr ""
#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:20 #: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:27
msgid "Generate a 256bit AES key in HEX. You can use the aes-256-cbc variant from `this service <https://asecuritysite.com/encryption/keygen>`_." msgid "Generate a 256-bit AES key in hexadecimal format. You can use the aes-256-cbc variant from `this service <https://asecuritysite.com/encryption/keygen>`_."
msgstr "" msgstr ""
#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:23 #: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:30
msgid "Alternatively, you can generate it yourself by using OpenSSL:" msgid "Alternatively, you can generate it yourself using `OpenSSL <https://www.openssl.org/>`__ command-line tools:"
msgstr "" msgstr ""
#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:29 #: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:37
msgid "The output in ``godot.gdkey`` should be similar to:" msgid "The output in ``godot.gdkey`` should be similar to:"
msgstr "" msgstr ""
#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:35 #: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:44
msgid "You can generate the key without redirecting the output to a file, but that way you can minimize the risk of exposing the key." msgid "You can generate the key without redirecting the output to a file, but that way you can minimize the risk of exposing the key."
msgstr "" msgstr ""
#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:38 #: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:47
msgid "Set this key as environment variable in the console that you will use to compile Godot, like this:" msgid "Set this key as environment variable in the console that you will use to compile Godot, like this:"
msgstr "" msgstr ""
#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:54 #: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:63
msgid "Compile Godot export templates and set them as custom export templates in the export preset options." msgid "Compile Godot export templates and set them as custom export templates in the export preset options."
msgstr "" msgstr ""
#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:57 #: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:66
msgid "Set the encryption key in the ``Script`` tab of the export preset:" msgid "Set the encryption key in the **Script** tab of the export preset:"
msgstr "" msgstr ""
#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:61 #: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:70
msgid "Export the project. The game should run with encrypted scripts now." msgid "Export the project. The game should run with encrypted scripts now."
msgstr "" msgstr ""
#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:64 #: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:73
msgid "Possible Errors" msgid "Troubleshooting"
msgstr "" msgstr ""
#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:66 #: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:75
msgid "If you get an error like below, it means the key wasn't properly included in your Godot build. Godot is encrypting the scripts during export, but can't read them at runtime." msgid "If you get an error like below, it means the key wasn't properly included in your Godot build. Godot is encrypting the scripts during export, but can't read them at runtime."
msgstr "" msgstr ""

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"
@@ -29,82 +29,86 @@ msgid "Importing the project"
msgstr "" msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:12 #: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:12
msgid "Make sure the C/C++ extension is installed. You can find instructions in the `official documentation <https://code.visualstudio.com/docs/languages/cpp>`_." msgid "Make sure the C/C++ extension is installed. You can find instructions in the `official documentation <https://code.visualstudio.com/docs/languages/cpp>`_. Alternatively, `clangd <https://open-vsx.org/extension/llvm-vs-code-extensions/vscode-clangd>`_ can be used instead."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:14
msgid "From the Visual Studio Code's main screen open the Godot root folder with **File > Open Folder...**."
msgstr "" msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:16 #: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:16
msgid "When using the clangd extension, run ``scons compiledb=yes``."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:17
msgid "From the Visual Studio Code's main screen open the Godot root folder with **File > Open Folder...**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:19
msgid "Press :kbd:`Ctrl + Shift + P` to open the command prompt window and enter *Configure Task*." msgid "Press :kbd:`Ctrl + Shift + P` to open the command prompt window and enter *Configure Task*."
msgstr "" msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:21 #: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:24
msgid "Select the **Create tasks.json file from template** option." msgid "Select the **Create tasks.json file from template** option."
msgstr "" msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:26 #: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:29
msgid "Then select **Others**." msgid "Then select **Others**."
msgstr "" msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:31 #: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:34
msgid "Within the ``tasks.json`` file find the ``\"tasks\"`` array and add a new section to it:" msgid "Within the ``tasks.json`` file find the ``\"tasks\"`` array and add a new section to it:"
msgstr "" msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:67 #: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:70
msgid "An example of a filled out ``tasks.json``." msgid "An example of a filled out ``tasks.json``."
msgstr "" msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:69 #: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:72
msgid "Arguments can be different based on your own setup and needs. See :ref:`doc_introduction_to_the_buildsystem` for a full list of arguments." msgid "Arguments can be different based on your own setup and needs. See :ref:`doc_introduction_to_the_buildsystem` for a full list of arguments."
msgstr "" msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:73 #: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:76
msgid "Debugging the project" msgid "Debugging the project"
msgstr "" msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:75 #: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:78
msgid "To run and debug the project you need to create a new configuration in the ``launch.json`` file." msgid "To run and debug the project you need to create a new configuration in the ``launch.json`` file."
msgstr "" msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:77 #: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:80
msgid "Press :kbd:`Ctrl + Shift + D` to open the Run panel." msgid "Press :kbd:`Ctrl + Shift + D` to open the Run panel."
msgstr "" msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:78 #: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:81
msgid "If ``launch.json`` file is missing you will be prompted to create a new one." msgid "If ``launch.json`` file is missing you will be prompted to create a new one."
msgstr "" msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:83 #: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:86
msgid "Select **C++ (GDB/LLDB)**. There may be another platform specific option here. If selected, adjust the configuration example provided accordingly." msgid "Select **C++ (GDB/LLDB)**. There may be another platform specific option here. If selected, adjust the configuration example provided accordingly."
msgstr "" msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:85 #: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:88
msgid "Within the ``launch.json`` file find the ``\"configurations\"`` array and add a new section to it:" msgid "Within the ``launch.json`` file find the ``\"configurations\"`` array and add a new section to it:"
msgstr "" msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:153 #: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:156
msgid "An example of a filled out ``launch.json``." msgid "An example of a filled out ``launch.json``."
msgstr "" msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:158 #: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:161
msgid "Due to sporadic performance issues, it is recommended to use LLDB over GDB on Unix-based systems. Make sure that the `CodeLLDB extension <https://marketplace.visualstudio.com/items?itemName=vadimcn.vscode-lldb>`_ is installed." msgid "Due to sporadic performance issues, it is recommended to use LLDB over GDB on Unix-based systems. Make sure that the `CodeLLDB extension <https://marketplace.visualstudio.com/items?itemName=vadimcn.vscode-lldb>`_ is installed."
msgstr "" msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:162 #: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:165
msgid "If you encounter issues with lldb, you may consider using gdb (see the X11_gdb configuration)." msgid "If you encounter issues with lldb, you may consider using gdb (see the X11_gdb configuration)."
msgstr "" msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:164 #: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:167
msgid "Do note that lldb may work better with llvm-based builds. See :ref:`doc_compiling_for_x11` for further information." msgid "Do note that lldb may work better with llvm-based builds. See :ref:`doc_compiling_for_x11` for further information."
msgstr "" msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:166 #: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:169
msgid "The name under ``program`` depends on your build configuration, e.g. ``godot.x11.tools.64`` for 64-bit X11 platform with ``tools`` enabled." msgid "The name under ``program`` depends on your build configuration, e.g. ``godot.x11.tools.64`` for 64-bit X11 platform with ``tools`` enabled."
msgstr "" msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:169 #: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:172
msgid "If you run into any issues, ask for help in one of `Godot's community channels <https://godotengine.org/community>`__." msgid "If you run into any issues, ask for help in one of `Godot's community channels <https://godotengine.org/community>`__."
msgstr "" msgstr ""

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
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"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
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"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
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"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
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"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
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"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"
@@ -127,7 +127,7 @@ msgid "``owner``"
msgstr "" msgstr ""
#: ../../docs/development/file_formats/tscn.rst:82 #: ../../docs/development/file_formats/tscn.rst:82
msgid "``index`` (if two nodes have the same name)" msgid "``index`` (sets the order of appearance in the tree. If absent, inherited nodes will take precedence over plain ones)"
msgstr "" msgstr ""
#: ../../docs/development/file_formats/tscn.rst:83 #: ../../docs/development/file_formats/tscn.rst:83
@@ -175,7 +175,7 @@ msgid "``pose``"
msgstr "" msgstr ""
#: ../../docs/development/file_formats/tscn.rst:177 #: ../../docs/development/file_formats/tscn.rst:177
#: ../../docs/development/file_formats/tscn.rst:397 #: ../../docs/development/file_formats/tscn.rst:398
msgid "``enabled``" msgid "``enabled``"
msgstr "" msgstr ""
@@ -312,122 +312,126 @@ msgid "Vertex positions array"
msgstr "" msgstr ""
#: ../../docs/development/file_formats/tscn.rst:346 #: ../../docs/development/file_formats/tscn.rst:346
msgid "Tangents array" msgid "Normals array"
msgstr "" msgstr ""
#: ../../docs/development/file_formats/tscn.rst:347 #: ../../docs/development/file_formats/tscn.rst:347
msgid "Vertex colors array" msgid "Tangents array"
msgstr "" msgstr ""
#: ../../docs/development/file_formats/tscn.rst:348 #: ../../docs/development/file_formats/tscn.rst:348
msgid "UV array 1" msgid "Vertex colors array"
msgstr "" msgstr ""
#: ../../docs/development/file_formats/tscn.rst:349 #: ../../docs/development/file_formats/tscn.rst:349
msgid "UV array 2" msgid "UV array 1"
msgstr "" msgstr ""
#: ../../docs/development/file_formats/tscn.rst:350 #: ../../docs/development/file_formats/tscn.rst:350
msgid "Bone indexes array" msgid "UV array 2"
msgstr "" msgstr ""
#: ../../docs/development/file_formats/tscn.rst:351 #: ../../docs/development/file_formats/tscn.rst:351
msgid "Bone weights array" msgid "Bone indexes array"
msgstr "" msgstr ""
#: ../../docs/development/file_formats/tscn.rst:352 #: ../../docs/development/file_formats/tscn.rst:352
msgid "Bone weights array"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:353
msgid "Vertex indexes array" msgid "Vertex indexes array"
msgstr "" msgstr ""
#: ../../docs/development/file_formats/tscn.rst:354 #: ../../docs/development/file_formats/tscn.rst:355
msgid "``morph_arrays`` is an array of morphs. Each morph is exactly an ``arrays`` without the vertex indexes array." msgid "``morph_arrays`` is an array of morphs. Each morph is exactly an ``arrays`` without the vertex indexes array."
msgstr "" msgstr ""
#: ../../docs/development/file_formats/tscn.rst:357 #: ../../docs/development/file_formats/tscn.rst:358
msgid "An example of ArrayMesh:" msgid "An example of ArrayMesh:"
msgstr "" msgstr ""
#: ../../docs/development/file_formats/tscn.rst:381 #: ../../docs/development/file_formats/tscn.rst:382
msgid "Animation" msgid "Animation"
msgstr "" msgstr ""
#: ../../docs/development/file_formats/tscn.rst:383 #: ../../docs/development/file_formats/tscn.rst:384
msgid "An animation resource consists of tracks. Besides, it has ``length``, ``loop`` and ``step`` applied to all the tracks." msgid "An animation resource consists of tracks. Besides, it has ``length``, ``loop`` and ``step`` applied to all the tracks."
msgstr "" msgstr ""
#: ../../docs/development/file_formats/tscn.rst:386 #: ../../docs/development/file_formats/tscn.rst:387
msgid "``length`` and ``step`` are both durations in seconds." msgid "``length`` and ``step`` are both durations in seconds."
msgstr "" msgstr ""
#: ../../docs/development/file_formats/tscn.rst:388 #: ../../docs/development/file_formats/tscn.rst:389
msgid "Each track is described by a list of key-value pairs in the format ``tracks/Id/Attribute``. Each track includes:" msgid "Each track is described by a list of key-value pairs in the format ``tracks/Id/Attribute``. Each track includes:"
msgstr "" msgstr ""
#: ../../docs/development/file_formats/tscn.rst:391 #: ../../docs/development/file_formats/tscn.rst:392
msgid "``type``" msgid "``type``"
msgstr "" msgstr ""
#: ../../docs/development/file_formats/tscn.rst:392 #: ../../docs/development/file_formats/tscn.rst:393
msgid "``path``" msgid "``path``"
msgstr "" msgstr ""
#: ../../docs/development/file_formats/tscn.rst:393 #: ../../docs/development/file_formats/tscn.rst:394
msgid "``interp``" msgid "``interp``"
msgstr "" msgstr ""
#: ../../docs/development/file_formats/tscn.rst:394 #: ../../docs/development/file_formats/tscn.rst:395
msgid "``keys``" msgid "``keys``"
msgstr "" msgstr ""
#: ../../docs/development/file_formats/tscn.rst:395 #: ../../docs/development/file_formats/tscn.rst:396
msgid "``loop_wrap``" msgid "``loop_wrap``"
msgstr "" msgstr ""
#: ../../docs/development/file_formats/tscn.rst:396 #: ../../docs/development/file_formats/tscn.rst:397
msgid "``imported``" msgid "``imported``"
msgstr "" msgstr ""
#: ../../docs/development/file_formats/tscn.rst:399 #: ../../docs/development/file_formats/tscn.rst:400
msgid "The ``type`` must be the first attribute of each track. The value of ``type`` can be:" msgid "The ``type`` must be the first attribute of each track. The value of ``type`` can be:"
msgstr "" msgstr ""
#: ../../docs/development/file_formats/tscn.rst:402 #: ../../docs/development/file_formats/tscn.rst:403
msgid "``transform``" msgid "``transform``"
msgstr "" msgstr ""
#: ../../docs/development/file_formats/tscn.rst:403 #: ../../docs/development/file_formats/tscn.rst:404
msgid "``value``" msgid "``value``"
msgstr "" msgstr ""
#: ../../docs/development/file_formats/tscn.rst:404 #: ../../docs/development/file_formats/tscn.rst:405
msgid "``method``" msgid "``method``"
msgstr "" msgstr ""
#: ../../docs/development/file_formats/tscn.rst:406 #: ../../docs/development/file_formats/tscn.rst:407
msgid "The ``path`` has the format ``NodePath(Path/To/Node:attribute)``. It's the path to the animated node or attribute, relative to the root node defined in the AnimationPlayer." msgid "The ``path`` has the format ``NodePath(Path/To/Node:attribute)``. It's the path to the animated node or attribute, relative to the root node defined in the AnimationPlayer."
msgstr "" msgstr ""
#: ../../docs/development/file_formats/tscn.rst:410 #: ../../docs/development/file_formats/tscn.rst:411
msgid "The ``interp`` is the method to interpolate frames from the keyframes. It is an enum variable with one of the following values:" msgid "The ``interp`` is the method to interpolate frames from the keyframes. It is an enum variable with one of the following values:"
msgstr "" msgstr ""
#: ../../docs/development/file_formats/tscn.rst:413 #: ../../docs/development/file_formats/tscn.rst:414
msgid "``0`` (constant)" msgid "``0`` (constant)"
msgstr "" msgstr ""
#: ../../docs/development/file_formats/tscn.rst:414 #: ../../docs/development/file_formats/tscn.rst:415
msgid "``1`` (linear)" msgid "``1`` (linear)"
msgstr "" msgstr ""
#: ../../docs/development/file_formats/tscn.rst:415 #: ../../docs/development/file_formats/tscn.rst:416
msgid "``2`` (cubic)" msgid "``2`` (cubic)"
msgstr "" msgstr ""
#: ../../docs/development/file_formats/tscn.rst:417 #: ../../docs/development/file_formats/tscn.rst:418
msgid "The ``keys`` correspond to the keyframes. It appears as a ``PoolRealArray()``, but may have a different structure for tracks with different types." msgid "The ``keys`` correspond to the keyframes. It appears as a ``PoolRealArray()``, but may have a different structure for tracks with different types."
msgstr "" msgstr ""
#: ../../docs/development/file_formats/tscn.rst:420 #: ../../docs/development/file_formats/tscn.rst:421
msgid "A Transform track uses every 12 real numbers in the ``keys`` to describe a keyframe. The first number is the timestamp. The second number is the transition followed by a 3-number translation vector, followed by a 4-number rotation quaternion (X, Y, Z, W) and finally a 3-number scale vector. The default transition in a Transform track is 1.0." msgid "A Transform track uses every 12 real numbers in the ``keys`` to describe a keyframe. The first number is the timestamp. The second number is the transition followed by a 3-number translation vector, followed by a 4-number rotation quaternion (X, Y, Z, W) and finally a 3-number scale vector. The default transition in a Transform track is 1.0."
msgstr "" msgstr ""

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"
@@ -121,7 +121,7 @@ msgid "You can assign this property's value in two ways:"
msgstr "" msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:200 #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:200
msgid "Drag ``Mob.tscn`` from the \"FileSystem\" panel and drop it in the ``Mob`` property ." msgid "Drag ``Mob.tscn`` from the \"FileSystem\" dock and drop it in the **Mob Scene** property."
msgstr "" msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:202 #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:202

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"
@@ -42,7 +42,7 @@ msgid "This project is an introduction to the Godot engine. It assumes that you
msgstr "" msgstr ""
#: ../../docs/getting_started/first_2d_game/index.rst:19 #: ../../docs/getting_started/first_2d_game/index.rst:19
msgid "The game is called \"Dodge the Creeps!\". Your character must move and avoid the enemies for as long as possible. Here is a preview of the final result:" msgid "The game is called \"Dodge the Creeps!\". Your character must move and avoid the enemies for as long as possible."
msgstr "" msgstr ""
#: ../../docs/getting_started/first_2d_game/index.rst:22 #: ../../docs/getting_started/first_2d_game/index.rst:22

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"
@@ -80,7 +80,7 @@ msgid "The wider the cylinder, the more easily the player will get killed."
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:41 #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:41
msgid "Next, select the *MobDetector* node again, and in the *Inspector*, turn off its *Monitorable* property. This makes it so other physics nodes cannot detect the area. The complementary *Monitoring* property allows it to detect collisions. Then, remove the *Collision -> Layer* and sets the mask to the \"enemies\" layer." msgid "Next, select the *MobDetector* node again, and in the *Inspector*, turn off its *Monitorable* property. This makes it so other physics nodes cannot detect the area. The complementary *Monitoring* property allows it to detect collisions. Then, remove the *Collision -> Layer* and set the mask to the \"enemies\" layer."
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:47 #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:47

View File

@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"
@@ -40,8 +40,8 @@ msgstr ""
msgid "|image0|" msgid "|image0|"
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:452 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:457
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:452 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:457
msgid "image0" msgid "image0"
msgstr "" msgstr ""
@@ -53,8 +53,8 @@ msgstr ""
msgid "|image1|" msgid "|image1|"
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:453 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:458
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:453 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:458
msgid "image1" msgid "image1"
msgstr "" msgstr ""
@@ -70,8 +70,8 @@ msgstr ""
msgid "|image2|" msgid "|image2|"
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:454 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:459
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:454 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:459
msgid "image2" msgid "image2"
msgstr "" msgstr ""
@@ -83,8 +83,8 @@ msgstr ""
msgid "|image3|" msgid "|image3|"
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:455 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:460
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:455 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:460
msgid "image3" msgid "image3"
msgstr "" msgstr ""
@@ -96,8 +96,8 @@ msgstr ""
msgid "|image4|" msgid "|image4|"
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:456 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:461
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:456 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:461
msgid "image4" msgid "image4"
msgstr "" msgstr ""
@@ -117,8 +117,8 @@ msgstr ""
msgid "|image5|" msgid "|image5|"
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:457 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:462
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:457 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:462
msgid "image5" msgid "image5"
msgstr "" msgstr ""
@@ -130,8 +130,8 @@ msgstr ""
msgid "|image6|" msgid "|image6|"
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:458 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:463
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:458 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:463
msgid "image6" msgid "image6"
msgstr "" msgstr ""
@@ -151,8 +151,8 @@ msgstr ""
msgid "|image7|" msgid "|image7|"
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:459 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:464
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:459 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:464
msgid "image7" msgid "image7"
msgstr "" msgstr ""
@@ -164,347 +164,363 @@ msgstr ""
msgid "|image8|" msgid "|image8|"
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:460 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:465
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:460 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:465
msgid "image8" msgid "image8"
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:75 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:75
msgid "This one expects a font file like the ones you have on your computer. Two common font file formats are TrueType Font (TTF) and OpenType Font (OTF)." msgid "This one expects a font file like the ones you have on your computer. DynamicFont supports the following formats:"
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:78 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:78
msgid "In the *FileSystem* dock, Expand the ``fonts`` directory and click and drag the ``Montserrat-Medium.ttf`` file we included in the project onto the *Font Data*. The text will reappear in the theme preview." msgid "TrueType (``.ttf``)"
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:82 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:79
msgid "OpenType (``.otf``)"
msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:80
msgid "Web Open Font Format 1 (``.woff``)"
msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:81
msgid "Web Open Font Format 2 (``.woff2``, since Godot 3.5)"
msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:83
msgid "In the *FileSystem* dock, expand the ``fonts`` directory and click and drag the ``Montserrat-Medium.ttf`` file we included in the project onto the *Font Data*. The text will reappear in the theme preview."
msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:87
msgid "The text is a bit small. Set the *Settings -> Size* to ``22`` pixels to increase the text's size." msgid "The text is a bit small. Set the *Settings -> Size* to ``22`` pixels to increase the text's size."
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:85 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:90
msgid "|image9|" msgid "|image9|"
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:461 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:466
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:461 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:466
msgid "image9" msgid "image9"
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:88 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:93
msgid "Keeping track of the score" msgid "Keeping track of the score"
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:90 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:95
msgid "Let's work on the score next. Attach a new script to the *ScoreLabel* and define the ``score`` variable." msgid "Let's work on the score next. Attach a new script to the *ScoreLabel* and define the ``score`` variable."
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:107 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:112
msgid "The score should increase by ``1`` every time we squash a monster. We can use their ``squashed`` signal to know when that happens. However, as we instantiate monsters from the code, we cannot do the connection in the editor." msgid "The score should increase by ``1`` every time we squash a monster. We can use their ``squashed`` signal to know when that happens. However, as we instantiate monsters from the code, we cannot do the connection in the editor."
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:111 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:116
msgid "Instead, we have to make the connection from the code every time we spawn a monster." msgid "Instead, we have to make the connection from the code every time we spawn a monster."
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:114 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:119
msgid "Open the script ``Main.gd``. If it's still open, you can click on its name in the script editor's left column." msgid "Open the script ``Main.gd``. If it's still open, you can click on its name in the script editor's left column."
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:117 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:122
msgid "|image10|" msgid "|image10|"
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:462 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:467
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:462 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:467
msgid "image10" msgid "image10"
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:119 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:124
msgid "Alternatively, you can double-click the ``Main.gd`` file in the *FileSystem* dock." msgid "Alternatively, you can double-click the ``Main.gd`` file in the *FileSystem* dock."
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:122 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:127
msgid "At the bottom of the ``_on_MobTimer_timeout()`` function, add the following line." msgid "At the bottom of the ``_on_MobTimer_timeout()`` function, add the following line."
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:142 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:147
msgid "This line means that when the mob emits the ``squashed`` signal, the *ScoreLabel* node will receive it and call the function ``_on_Mob_squashed()``." msgid "This line means that when the mob emits the ``squashed`` signal, the *ScoreLabel* node will receive it and call the function ``_on_Mob_squashed()``."
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:145 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:150
msgid "Head back to the ``ScoreLabel.gd`` script to define the ``_on_Mob_squashed()`` callback function." msgid "Head back to the ``ScoreLabel.gd`` script to define the ``_on_Mob_squashed()`` callback function."
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:148 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:153
msgid "There, we increment the score and update the displayed text." msgid "There, we increment the score and update the displayed text."
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:165 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:170
msgid "The second line uses the value of the ``score`` variable to replace the placeholder ``%s``. When using this feature, Godot automatically converts values to text, which is convenient to output text in labels or using the ``print()`` function." msgid "The second line uses the value of the ``score`` variable to replace the placeholder ``%s``. When using this feature, Godot automatically converts values to text, which is convenient to output text in labels or using the ``print()`` function."
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:172 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:177
msgid "You can learn more about string formatting here: :ref:`doc_gdscript_printf`." msgid "You can learn more about string formatting here: :ref:`doc_gdscript_printf`."
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:174 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:179
msgid "You can now play the game and squash a few enemies to see the score increase." msgid "You can now play the game and squash a few enemies to see the score increase."
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:177 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:182
msgid "|image11|" msgid "|image11|"
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:463 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:468
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:463 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:468
msgid "image11" msgid "image11"
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:181 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:186
msgid "In a complex game, you may want to completely separate your user interface from the game world. In that case, you would not keep track of the score on the label. Instead, you may want to store it in a separate, dedicated object. But when prototyping or when your project is simple, it is fine to keep your code simple. Programming is always a balancing act." msgid "In a complex game, you may want to completely separate your user interface from the game world. In that case, you would not keep track of the score on the label. Instead, you may want to store it in a separate, dedicated object. But when prototyping or when your project is simple, it is fine to keep your code simple. Programming is always a balancing act."
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:188 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:193
msgid "Retrying the game" msgid "Retrying the game"
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:190 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:195
msgid "We'll now add the ability to play again after dying. When the player dies, we'll display a message on the screen and wait for input." msgid "We'll now add the ability to play again after dying. When the player dies, we'll display a message on the screen and wait for input."
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:193 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:198
msgid "Head back to the *Main* scene, select the *UserInterface* node, add a *ColorRect* node as a child of it and name it *Retry*. This node fills a rectangle with a uniform color and will serve as an overlay to darken the screen." msgid "Head back to the *Main* scene, select the *UserInterface* node, add a *ColorRect* node as a child of it and name it *Retry*. This node fills a rectangle with a uniform color and will serve as an overlay to darken the screen."
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:198 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:203
msgid "To make it span over the whole viewport, you can use the *Layout* menu in the toolbar." msgid "To make it span over the whole viewport, you can use the *Layout* menu in the toolbar."
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:201 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:206
msgid "|image12|" msgid "|image12|"
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:464 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:469
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:464 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:469
msgid "image12" msgid "image12"
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:203 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:208
msgid "Open it and apply the *Full Rect* command." msgid "Open it and apply the *Full Rect* command."
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:205 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:210
msgid "|image13|" msgid "|image13|"
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:465 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:470
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:465 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:470
msgid "image13" msgid "image13"
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:207 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:212
msgid "Nothing happens. Well, almost nothing: only the four green pins move to the corners of the selection box." msgid "Nothing happens. Well, almost nothing: only the four green pins move to the corners of the selection box."
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:210 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:215
msgid "|image14|" msgid "|image14|"
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:466 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:471
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:466 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:471
msgid "image14" msgid "image14"
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:212 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:217
msgid "This is because UI nodes (all the ones with a green icon) work with anchors and margins relative to their parent's bounding box. Here, the *UserInterface* node has a small size and the *Retry* one is limited by it." msgid "This is because UI nodes (all the ones with a green icon) work with anchors and margins relative to their parent's bounding box. Here, the *UserInterface* node has a small size and the *Retry* one is limited by it."
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:216 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:221
msgid "Select the *UserInterface* and apply *Layout -> Full Rect* to it as well. The *Retry* node should now span the whole viewport." msgid "Select the *UserInterface* and apply *Layout -> Full Rect* to it as well. The *Retry* node should now span the whole viewport."
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:219 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:224
msgid "Let's change its color so it darkens the game area. Select *Retry* and in the *Inspector*, set its *Color* to something both dark and transparent. To do so, in the color picker, drag the *A* slider to the left. It controls the color's alpha channel, that is to say, its opacity." msgid "Let's change its color so it darkens the game area. Select *Retry* and in the *Inspector*, set its *Color* to something both dark and transparent. To do so, in the color picker, drag the *A* slider to the left. It controls the color's alpha channel, that is to say, its opacity."
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:224 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:229
msgid "|image15|" msgid "|image15|"
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:467 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:472
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:467 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:472
msgid "image15" msgid "image15"
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:226 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:231
msgid "Next, add a *Label* as a child of *Retry* and give it the *Text* \"Press Enter to retry.\"" msgid "Next, add a *Label* as a child of *Retry* and give it the *Text* \"Press Enter to retry.\""
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:229 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:234
msgid "|image16|" msgid "|image16|"
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:468 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:473
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:468 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:473
msgid "image16" msgid "image16"
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:231 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:236
msgid "To move it and anchor it in the center of the screen, apply *Layout -> Center* to it." msgid "To move it and anchor it in the center of the screen, apply *Layout -> Center* to it."
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:234 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:239
msgid "|image17|" msgid "|image17|"
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:469 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:474
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:469 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:474
msgid "image17" msgid "image17"
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:237 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:242
msgid "Coding the retry option" msgid "Coding the retry option"
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:239 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:244
msgid "We can now head to the code to show and hide the *Retry* node when the player dies and plays again." msgid "We can now head to the code to show and hide the *Retry* node when the player dies and plays again."
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:242 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:247
msgid "Open the script ``Main.gd``. First, we want to hide the overlay at the start of the game. Add this line to the ``_ready()`` function." msgid "Open the script ``Main.gd``. First, we want to hide the overlay at the start of the game. Add this line to the ``_ready()`` function."
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:260 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:265
msgid "Then, when the player gets hit, we show the overlay." msgid "Then, when the player gets hit, we show the overlay."
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:277 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:282
msgid "Finally, when the *Retry* node is visible, we need to listen to the player's input and restart the game if they press enter. To do this, we use the built-in ``_unhandled_input()`` callback." msgid "Finally, when the *Retry* node is visible, we need to listen to the player's input and restart the game if they press enter. To do this, we use the built-in ``_unhandled_input()`` callback."
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:281 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:286
msgid "If the player pressed the predefined ``ui_accept`` input action and *Retry* is visible, we reload the current scene." msgid "If the player pressed the predefined ``ui_accept`` input action and *Retry* is visible, we reload the current scene."
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:303 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:308
msgid "The function ``get_tree()`` gives us access to the global :ref:`SceneTree <class_SceneTree>` object, which allows us to reload and restart the current scene." msgid "The function ``get_tree()`` gives us access to the global :ref:`SceneTree <class_SceneTree>` object, which allows us to reload and restart the current scene."
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:308 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:313
msgid "Adding music" msgid "Adding music"
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:310 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:315
msgid "To add music that plays continuously in the background, we're going to use another feature in Godot: :ref:`autoloads <doc_singletons_autoload>`." msgid "To add music that plays continuously in the background, we're going to use another feature in Godot: :ref:`autoloads <doc_singletons_autoload>`."
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:313 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:318
msgid "To play audio, all you need to do is add an *AudioStreamPlayer* node to your scene and attach an audio file to it. When you start the scene, it can play automatically. However, when you reload the scene, like we do to play again, the audio nodes are also reset, and the music starts back from the beginning." msgid "To play audio, all you need to do is add an *AudioStreamPlayer* node to your scene and attach an audio file to it. When you start the scene, it can play automatically. However, when you reload the scene, like we do to play again, the audio nodes are also reset, and the music starts back from the beginning."
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:318 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:323
msgid "You can use the autoload feature to have Godot load a node or a scene automatically at the start of the game, outside the current scene. You can also use it to create globally accessible objects." msgid "You can use the autoload feature to have Godot load a node or a scene automatically at the start of the game, outside the current scene. You can also use it to create globally accessible objects."
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:322 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:327
msgid "Create a new scene by going to the *Scene* menu and clicking *New Scene*." msgid "Create a new scene by going to the *Scene* menu and clicking *New Scene*."
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:324 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:329
msgid "|image18|" msgid "|image18|"
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:470 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:475
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:470 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:475
msgid "image18" msgid "image18"
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:326 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:331
msgid "Click the *Other Node* button to create an *AudioStreamPlayer* and rename it to *MusicPlayer*." msgid "Click the *Other Node* button to create an *AudioStreamPlayer* and rename it to *MusicPlayer*."
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:329 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:334
msgid "|image19|" msgid "|image19|"
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:471 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:476
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:471 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:476
msgid "image19" msgid "image19"
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:331 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:336
msgid "We included a music soundtrack in the ``art/`` directory, ``House In a Forest Loop.ogg``. Click and drag it onto the *Stream* property in the *Inspector*. Also, turn on *Autoplay* so the music plays automatically at the start of the game." msgid "We included a music soundtrack in the ``art/`` directory, ``House In a Forest Loop.ogg``. Click and drag it onto the *Stream* property in the *Inspector*. Also, turn on *Autoplay* so the music plays automatically at the start of the game."
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:336 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:341
msgid "|image20|" msgid "|image20|"
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:472 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:477
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:472 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:477
msgid "image20" msgid "image20"
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:338 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:343
msgid "Save the scene as ``MusicPlayer.tscn``." msgid "Save the scene as ``MusicPlayer.tscn``."
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:340 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:345
msgid "We have to register it as an autoload. Head to the *Project -> Project Settings…* menu and click on the *Autoload* tab." msgid "We have to register it as an autoload. Head to the *Project -> Project Settings…* menu and click on the *Autoload* tab."
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:343 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:348
msgid "In the *Path* field, you want to enter the path to your scene. Click the folder icon to open the file browser and double-click on ``MusicPlayer.tscn``. Then, click the *Add* button on the right to register the node." msgid "In the *Path* field, you want to enter the path to your scene. Click the folder icon to open the file browser and double-click on ``MusicPlayer.tscn``. Then, click the *Add* button on the right to register the node."
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:347 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:352
msgid "|image21|" msgid "|image21|"
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:473 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:478
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:473 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:478
msgid "image21" msgid "image21"
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:349 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:354
msgid "If you run the game now, the music will play automatically. And even when you lose and retry, it keeps going." msgid "If you run the game now, the music will play automatically. And even when you lose and retry, it keeps going."
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:352 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:357
msgid "Before we wrap up this lesson, here's a quick look at how it works under the hood. When you run the game, your *Scene* dock changes to give you two tabs: *Remote* and *Local*." msgid "Before we wrap up this lesson, here's a quick look at how it works under the hood. When you run the game, your *Scene* dock changes to give you two tabs: *Remote* and *Local*."
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:356 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:361
msgid "|image22|" msgid "|image22|"
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:474 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:479
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:474 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:479
msgid "image22" msgid "image22"
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:358 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:363
msgid "The *Remote* tab allows you to visualize the node tree of your running game. There, you will see the *Main* node and everything the scene contains and the instantiated mobs at the bottom." msgid "The *Remote* tab allows you to visualize the node tree of your running game. There, you will see the *Main* node and everything the scene contains and the instantiated mobs at the bottom."
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:362 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:367
msgid "|image23|" msgid "|image23|"
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:475 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:480
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:475 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:480
msgid "image23" msgid "image23"
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:364 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:369
msgid "At the top are the autoloaded *MusicPlayer* and a *root* node, which is your game's viewport." msgid "At the top are the autoloaded *MusicPlayer* and a *root* node, which is your game's viewport."
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:367 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:372
msgid "And that does it for this lesson. In the next part, we'll add an animation to make the game both look and feel much nicer." msgid "And that does it for this lesson. In the next part, we'll add an animation to make the game both look and feel much nicer."
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:370 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:375
msgid "Here is the complete ``Main.gd`` script for reference." msgid "Here is the complete ``Main.gd`` script for reference."
msgstr "" msgstr ""

View File

@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"
@@ -46,7 +46,7 @@ msgid "The engine comes with tools to author animations in the editor. You can t
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:20 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:20
msgid "Open the player scene, select the player node, and add an animation player node." msgid "Open the player scene, select the player node, and add an *AnimationPlayer* node."
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:22 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:22
@@ -420,7 +420,7 @@ msgid "For example, both the *Mob* and the *Player* scenes have a *Pivot* and a
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:248 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:248
msgid "Open the *Mob* scene, select the animation player node and open the float animation. Next, click on *Animation -> Copy*. Then Open ``Player.tscn`` and open its animation player. Click *Animation -> Paste*. That's it; all monsters will now play the float animation." msgid "Open the *Player* scene, select the animation player node and open the \"float\" animation. Next, click on **Animation > Copy**. Then open ``Mob.tscn`` and open its animation player. Click **Animation > Paste**. That's it; all monsters will now play the float animation."
msgstr "" msgstr ""
#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:253 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:253

View File

@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"
@@ -38,7 +38,7 @@ msgid "When you launch Godot, the first window you see is the Project Manager. I
msgstr "" msgstr ""
#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:27 #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:27
msgid "At the top of the window, there is another tab named \"Templates\". You can search for demo projects in the open-source asset library, which includes many projects developed by the community." msgid "At the top of the window, there is another tab named \"Asset Library Projects\". In the open-source asset library you can search for demo projects, templates, and completed projects, including many that are developed by the community."
msgstr "" msgstr ""
#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:33 #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:33

View File

@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"
@@ -64,8 +64,8 @@ msgstr ""
msgid "|image0|" msgid "|image0|"
msgstr "" msgstr ""
#: ../../docs/getting_started/introduction/godot_design_philosophy.rst:183 #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:194
#: ../../docs/getting_started/introduction/godot_design_philosophy.rst:183 #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:194
msgid "image0" msgid "image0"
msgstr "" msgstr ""
@@ -81,8 +81,8 @@ msgstr ""
msgid "|image1|" msgid "|image1|"
msgstr "" msgstr ""
#: ../../docs/getting_started/introduction/godot_design_philosophy.rst:184 #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:195
#: ../../docs/getting_started/introduction/godot_design_philosophy.rst:184 #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:195
msgid "image1" msgid "image1"
msgstr "" msgstr ""
@@ -102,8 +102,8 @@ msgstr ""
msgid "|image2|" msgid "|image2|"
msgstr "" msgstr ""
#: ../../docs/getting_started/introduction/godot_design_philosophy.rst:185 #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:196
#: ../../docs/getting_started/introduction/godot_design_philosophy.rst:185 #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:196
msgid "image2" msgid "image2"
msgstr "" msgstr ""
@@ -127,8 +127,8 @@ msgstr ""
msgid "|image3|" msgid "|image3|"
msgstr "" msgstr ""
#: ../../docs/getting_started/introduction/godot_design_philosophy.rst:186 #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:197
#: ../../docs/getting_started/introduction/godot_design_philosophy.rst:186 #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:197
msgid "image3" msgid "image3"
msgstr "" msgstr ""
@@ -144,8 +144,8 @@ msgstr ""
msgid "|image4|" msgid "|image4|"
msgstr "" msgstr ""
#: ../../docs/getting_started/introduction/godot_design_philosophy.rst:187 #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:198
#: ../../docs/getting_started/introduction/godot_design_philosophy.rst:187 #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:198
msgid "image4" msgid "image4"
msgstr "" msgstr ""
@@ -153,76 +153,84 @@ msgstr ""
msgid "*A State Machine editor plugin in Godot 2 by kubecz3k. It lets you manage states and transitions visually.*" msgid "*A State Machine editor plugin in Godot 2 by kubecz3k. It lets you manage states and transitions visually.*"
msgstr "" msgstr ""
#: ../../docs/getting_started/introduction/godot_design_philosophy.rst:112 #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:114
msgid "`Godot 4.0 will remove VisualScript from core entirely. <https://godotengine.org/article/godot-4-will-discontinue-visual-scripting>`__ As a result, creating new projects using visual scripting in Godot is not recommended. Future Godot 4.x releases may have VisualScript reimplemented as an extension."
msgstr ""
#: ../../docs/getting_started/introduction/godot_design_philosophy.rst:118
msgid "While Godot 3.x will keep VisualScript supported, we recommend :ref:`trying out GDScript <toc-learn-scripting-gdscript>` instead, especially if you intend to migrate your project to Godot 4."
msgstr ""
#: ../../docs/getting_started/introduction/godot_design_philosophy.rst:123
msgid "Open source" msgid "Open source"
msgstr "" msgstr ""
#: ../../docs/getting_started/introduction/godot_design_philosophy.rst:114 #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:125
msgid "Godot offers a fully open source codebase under the **MIT license**. This means all the technologies that ship with it have to be Free (as in freedom) as well. For the most part, they're developed from the ground up by contributors." msgid "Godot offers a fully open source codebase under the **MIT license**. This means all the technologies that ship with it have to be Free (as in freedom) as well. For the most part, they're developed from the ground up by contributors."
msgstr "" msgstr ""
#: ../../docs/getting_started/introduction/godot_design_philosophy.rst:119 #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:130
msgid "Anyone can plug in proprietary tools for the needs of their projects — they just won't ship with the engine. This may include Google AdMob, or FMOD. Any of these can come as third-party plugins instead." msgid "Anyone can plug in proprietary tools for the needs of their projects — they just won't ship with the engine. This may include Google AdMob, or FMOD. Any of these can come as third-party plugins instead."
msgstr "" msgstr ""
#: ../../docs/getting_started/introduction/godot_design_philosophy.rst:124 #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:135
msgid "On the other hand, an open codebase means you can **learn from and extend the engine** to your heart's content. You can also debug games easily, as Godot will print errors with a stack trace, even if they come from the engine itself." msgid "On the other hand, an open codebase means you can **learn from and extend the engine** to your heart's content. You can also debug games easily, as Godot will print errors with a stack trace, even if they come from the engine itself."
msgstr "" msgstr ""
#: ../../docs/getting_started/introduction/godot_design_philosophy.rst:130 #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:141
msgid "This **does not affect the work you do with Godot** in any way: there's no strings attached to the engine or anything you make with it." msgid "This **does not affect the work you do with Godot** in any way: there's no strings attached to the engine or anything you make with it."
msgstr "" msgstr ""
#: ../../docs/getting_started/introduction/godot_design_philosophy.rst:134 #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:145
msgid "Community-driven" msgid "Community-driven"
msgstr "" msgstr ""
#: ../../docs/getting_started/introduction/godot_design_philosophy.rst:136 #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:147
msgid "**Godot is made by its community, for the community, and for all game creators out there.** It's the needs of the users and open discussions that drive the core updates. New features from the core developers often focus on what will benefit the most users first." msgid "**Godot is made by its community, for the community, and for all game creators out there.** It's the needs of the users and open discussions that drive the core updates. New features from the core developers often focus on what will benefit the most users first."
msgstr "" msgstr ""
#: ../../docs/getting_started/introduction/godot_design_philosophy.rst:141 #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:152
msgid "That said, although a handful of core developers work on it full-time, the project has over 600 contributors at the time of writing. Benevolent programmers work on features they may need themselves, so you'll see improvements in all corners of the engine at the same time in every major release." msgid "That said, although a handful of core developers work on it full-time, the project has over 600 contributors at the time of writing. Benevolent programmers work on features they may need themselves, so you'll see improvements in all corners of the engine at the same time in every major release."
msgstr "" msgstr ""
#: ../../docs/getting_started/introduction/godot_design_philosophy.rst:148 #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:159
msgid "The Godot editor is a Godot game" msgid "The Godot editor is a Godot game"
msgstr "" msgstr ""
#: ../../docs/getting_started/introduction/godot_design_philosophy.rst:150 #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:161
msgid "The Godot editor runs on the game engine. It uses the engine's own UI system, it can hot-reload code and scenes when you test your projects, or run game code in the editor. This means you can **use the same code** and scenes for your games, or **build plugins and extend the editor.**" msgid "The Godot editor runs on the game engine. It uses the engine's own UI system, it can hot-reload code and scenes when you test your projects, or run game code in the editor. This means you can **use the same code** and scenes for your games, or **build plugins and extend the editor.**"
msgstr "" msgstr ""
#: ../../docs/getting_started/introduction/godot_design_philosophy.rst:155 #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:166
msgid "This leads to a reliable and flexible UI system, as it powers the editor itself. With the ``tool`` keyword, you can run any game code in the editor." msgid "This leads to a reliable and flexible UI system, as it powers the editor itself. With the ``tool`` keyword, you can run any game code in the editor."
msgstr "" msgstr ""
#: ../../docs/getting_started/introduction/godot_design_philosophy.rst:158 #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:169
msgid "|image5|" msgid "|image5|"
msgstr "" msgstr ""
#: ../../docs/getting_started/introduction/godot_design_philosophy.rst:188 #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:199
#: ../../docs/getting_started/introduction/godot_design_philosophy.rst:188 #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:199
msgid "image5" msgid "image5"
msgstr "" msgstr ""
#: ../../docs/getting_started/introduction/godot_design_philosophy.rst:160 #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:171
msgid "*RPG in a Box is a voxel RPG editor made with Godot 2. It uses Godot's UI tools for its node-based programming system and for the rest of the interface.*" msgid "*RPG in a Box is a voxel RPG editor made with Godot 2. It uses Godot's UI tools for its node-based programming system and for the rest of the interface.*"
msgstr "" msgstr ""
#: ../../docs/getting_started/introduction/godot_design_philosophy.rst:164 #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:175
msgid "Put the ``tool`` keyword at the top of any GDScript file and it will run in the editor. This lets you import and export plugins, create plugins like custom level editors, or create scripts with the same nodes and API you use in your projects." msgid "Put the ``tool`` keyword at the top of any GDScript file and it will run in the editor. This lets you import and export plugins, create plugins like custom level editors, or create scripts with the same nodes and API you use in your projects."
msgstr "" msgstr ""
#: ../../docs/getting_started/introduction/godot_design_philosophy.rst:171 #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:182
msgid "The editor is fully written in C++ and is statically compiled into the binary. This means you can't import it as a typical project that would have a ``project.godot`` file." msgid "The editor is fully written in C++ and is statically compiled into the binary. This means you can't import it as a typical project that would have a ``project.godot`` file."
msgstr "" msgstr ""
#: ../../docs/getting_started/introduction/godot_design_philosophy.rst:176 #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:187
msgid "Separate 2D and 3D engines" msgid "Separate 2D and 3D engines"
msgstr "" msgstr ""
#: ../../docs/getting_started/introduction/godot_design_philosophy.rst:178 #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:189
msgid "Godot offers dedicated 2D and 3D rendering engines. As a result, **the base unit for 2D scenes is pixels.** Even though the engines are separate, you can render 2D in 3D, 3D in 2D, and overlay 2D sprites and interfaces over your 3D world." msgid "Godot offers dedicated 2D and 3D rendering engines. As a result, **the base unit for 2D scenes is pixels.** Even though the engines are separate, you can render 2D in 3D, 3D in 2D, and overlay 2D sprites and interfaces over your 3D world."
msgstr "" msgstr ""

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@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -6,9 +6,9 @@
#, fuzzy #, fuzzy
msgid "" msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine 3.4\n" "Project-Id-Version: Godot Engine 3.5\n"
"Report-Msgid-Bugs-To: \n" "Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-06-08 13:53+0200\n" "POT-Creation-Date: 2022-09-09 16:03+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"
@@ -61,86 +61,78 @@ msgid "As for applications, the open-source pixel art drawing program Pixelorama
msgstr "" msgstr ""
#: ../../docs/getting_started/introduction/introduction_to_godot.rst:47 #: ../../docs/getting_started/introduction/introduction_to_godot.rst:47
msgid "You can find many more examples in the official showcase videos:" msgid "You can find many more examples in the `official showcase videos`_."
msgstr ""
#: ../../docs/getting_started/introduction/introduction_to_godot.rst:49
msgid "`April 2020 desktop and console showcase`_"
msgstr "" msgstr ""
#: ../../docs/getting_started/introduction/introduction_to_godot.rst:50 #: ../../docs/getting_started/introduction/introduction_to_godot.rst:50
msgid "`April 2020 mobile showcase`_"
msgstr ""
#: ../../docs/getting_started/introduction/introduction_to_godot.rst:53
msgid "How does it work and look?" msgid "How does it work and look?"
msgstr "" msgstr ""
#: ../../docs/getting_started/introduction/introduction_to_godot.rst:55 #: ../../docs/getting_started/introduction/introduction_to_godot.rst:52
msgid "Godot comes with a fully-fledged game editor with integrated tools to answer the most common needs. It includes a code editor, an animation editor, a tilemap editor, a shader editor, a debugger, a profiler, and more." msgid "Godot comes with a fully-fledged game editor with integrated tools to answer the most common needs. It includes a code editor, an animation editor, a tilemap editor, a shader editor, a debugger, a profiler, and more."
msgstr "" msgstr ""
#: ../../docs/getting_started/introduction/introduction_to_godot.rst:61 #: ../../docs/getting_started/introduction/introduction_to_godot.rst:58
msgid "The team strives to offer a feature-rich game editor with a consistent user experience. While there is always room for improvement, the user interface keeps getting refined." msgid "The team strives to offer a feature-rich game editor with a consistent user experience. While there is always room for improvement, the user interface keeps getting refined."
msgstr "" msgstr ""
#: ../../docs/getting_started/introduction/introduction_to_godot.rst:65 #: ../../docs/getting_started/introduction/introduction_to_godot.rst:62
msgid "Of course, if you prefer, you can work with external programs. We officially support importing 3D scenes designed in Blender_ and maintain plugins to code in VSCode_ and Emacs_ for GDScript and C#. We also support Visual Studio for C# on Windows." msgid "Of course, if you prefer, you can work with external programs. We officially support importing 3D scenes designed in Blender_ and maintain plugins to code in VSCode_ and Emacs_ for GDScript and C#. We also support Visual Studio for C# on Windows."
msgstr "" msgstr ""
#: ../../docs/getting_started/introduction/introduction_to_godot.rst:73 #: ../../docs/getting_started/introduction/introduction_to_godot.rst:70
msgid "Programming languages" msgid "Programming languages"
msgstr "" msgstr ""
#: ../../docs/getting_started/introduction/introduction_to_godot.rst:75 #: ../../docs/getting_started/introduction/introduction_to_godot.rst:72
msgid "Let's talk about the available programming languages." msgid "Let's talk about the available programming languages."
msgstr "" msgstr ""
#: ../../docs/getting_started/introduction/introduction_to_godot.rst:77 #: ../../docs/getting_started/introduction/introduction_to_godot.rst:74
msgid "You can code your games using :ref:`GDScript <toc-learn-scripting-gdscript>`, a Godot-specific and tightly integrated language with a lightweight syntax, or :ref:`C# <toc-learn-scripting-C#>`, which is popular in the games industry. These are the two main scripting languages we support." msgid "You can code your games using :ref:`GDScript <toc-learn-scripting-gdscript>`, a Godot-specific and tightly integrated language with a lightweight syntax, or :ref:`C# <toc-learn-scripting-C#>`, which is popular in the games industry. These are the two main scripting languages we support."
msgstr "" msgstr ""
#: ../../docs/getting_started/introduction/introduction_to_godot.rst:82 #: ../../docs/getting_started/introduction/introduction_to_godot.rst:79
msgid "Godot also supports a node-based visual programming language named :ref:`VisualScript <toc-learn-scripting-visual_script>`." msgid "Godot also supports a node-based visual programming language named :ref:`VisualScript <toc-learn-scripting-visual_script>`."
msgstr "" msgstr ""
#: ../../docs/getting_started/introduction/introduction_to_godot.rst:85 #: ../../docs/getting_started/introduction/introduction_to_godot.rst:82
msgid "With the :ref:`GDNative <toc-tutorials-gdnative>` technology, you can also write gameplay or high-performance algorithms in C or C++ without recompiling the engine. You can use this technology to integrate third-party libraries and other Software Development Kits (SDK) in the engine." msgid "With the :ref:`GDNative <toc-tutorials-gdnative>` technology, you can also write gameplay or high-performance algorithms in C or C++ without recompiling the engine. You can use this technology to integrate third-party libraries and other Software Development Kits (SDK) in the engine."
msgstr "" msgstr ""
#: ../../docs/getting_started/introduction/introduction_to_godot.rst:90 #: ../../docs/getting_started/introduction/introduction_to_godot.rst:87
msgid "Of course, you can also directly add modules and features to the engine, as it's completely free and open-source." msgid "Of course, you can also directly add modules and features to the engine, as it's completely free and open-source."
msgstr "" msgstr ""
#: ../../docs/getting_started/introduction/introduction_to_godot.rst:93 #: ../../docs/getting_started/introduction/introduction_to_godot.rst:90
msgid "These are the five officially supported programming languages. The community maintains support for many more. For more information, see :ref:`GDNative third-party bindings <doc_what_is_gdnative_third_party_bindings>`." msgid "These are the five officially supported programming languages. The community maintains support for many more. For more information, see :ref:`GDNative third-party bindings <doc_what_is_gdnative_third_party_bindings>`."
msgstr "" msgstr ""
#: ../../docs/getting_started/introduction/introduction_to_godot.rst:99 #: ../../docs/getting_started/introduction/introduction_to_godot.rst:96
msgid "What do I need to know to use Godot?" msgid "What do I need to know to use Godot?"
msgstr "" msgstr ""
#: ../../docs/getting_started/introduction/introduction_to_godot.rst:101 #: ../../docs/getting_started/introduction/introduction_to_godot.rst:98
msgid "Godot is a feature-packed game engine. With its thousands of features, there is a lot to learn. To make the most of it, you need good programming foundations. While we try to make the engine accessible, you will benefit a lot from knowing how to think like a programmer first." msgid "Godot is a feature-packed game engine. With its thousands of features, there is a lot to learn. To make the most of it, you need good programming foundations. While we try to make the engine accessible, you will benefit a lot from knowing how to think like a programmer first."
msgstr "" msgstr ""
#: ../../docs/getting_started/introduction/introduction_to_godot.rst:106 #: ../../docs/getting_started/introduction/introduction_to_godot.rst:103
msgid "Godot relies on the object-oriented programming paradigm. Being comfortable with concepts such as classes and objects will help you code efficiently in it." msgid "Godot relies on the object-oriented programming paradigm. Being comfortable with concepts such as classes and objects will help you code efficiently in it."
msgstr "" msgstr ""
#: ../../docs/getting_started/introduction/introduction_to_godot.rst:109 #: ../../docs/getting_started/introduction/introduction_to_godot.rst:106
msgid "If you are entirely new to programming, we recommend following the `CS50 open courseware`_ from Harvard University. It's a great free course that will teach you everything you need to know to be off to a good start. It will save you countless hours and hurdles learning any game engine afterward." msgid "If you are entirely new to programming, we recommend following the `CS50 open courseware`_ from Harvard University. It's a great free course that will teach you everything you need to know to be off to a good start. It will save you countless hours and hurdles learning any game engine afterward."
msgstr "" msgstr ""
#: ../../docs/getting_started/introduction/introduction_to_godot.rst:114 #: ../../docs/getting_started/introduction/introduction_to_godot.rst:111
msgid "In CS50, you will learn multiple programming languages. Don't be afraid of that: programming languages have many similarities. The skills you learn with one language transfer well to others." msgid "In CS50, you will learn multiple programming languages. Don't be afraid of that: programming languages have many similarities. The skills you learn with one language transfer well to others."
msgstr "" msgstr ""
#: ../../docs/getting_started/introduction/introduction_to_godot.rst:118 #: ../../docs/getting_started/introduction/introduction_to_godot.rst:115
msgid "We will provide you with more Godot-specific learning resources in :ref:`doc_learning_new_features`." msgid "We will provide you with more Godot-specific learning resources in :ref:`doc_learning_new_features`."
msgstr "" msgstr ""
#: ../../docs/getting_started/introduction/introduction_to_godot.rst:121 #: ../../docs/getting_started/introduction/introduction_to_godot.rst:118
msgid "In the next part, you will get an overview of the engine's essential concepts." msgid "In the next part, you will get an overview of the engine's essential concepts."
msgstr "" msgstr ""

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