Sync translations with Weblate

This commit is contained in:
Rémi Verschelde
2020-06-22 14:24:07 +02:00
parent 00a0432b43
commit cabc334f6c
18 changed files with 7545 additions and 4202 deletions

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@@ -25,8 +25,8 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: 2020-05-22 21:00+0000\n"
"Last-Translator: Anas <anas.ghamdi61@gmail.com>\n"
"PO-Revision-Date: 2020-06-22 11:41+0000\n"
"Last-Translator: mohamed salim <mohamedsalim2500@gmail.com>\n"
"Language-Team: Arabic <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/ar/>\n"
"Language: ar\n"
@@ -35,7 +35,7 @@ msgstr ""
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=6; plural=n==0 ? 0 : n==1 ? 1 : n==2 ? 2 : n%100>=3 "
"&& n%100<=10 ? 3 : n%100>=11 ? 4 : 5;\n"
"X-Generator: Weblate 4.1-dev\n"
"X-Generator: Weblate 4.2-dev\n"
#: ../../docs/index.rst:2
msgid "Godot Docs *3.2* branch"
@@ -840,6 +840,10 @@ msgid ""
"of code. After some experiments with `Python <https://www.python.org>`__, it "
"also proved difficult to embed."
msgstr ""
"في الأيام الأولى ، استخدم المحرك `لغة البرمجة <https://www.lua.org>` __. Lua "
"سريع ، ولكن إنشاء روابط لنظام كائني التوجه (باستخدام الاحتياطات) كان معقدًا "
"وبطيئًا واستغرق كمية هائلة من التعليمات البرمجية. بعد بعض التجارب على "
"\"Python <https://www.python.org>` __ ، ثبت أنه من الصعب تضمينه."
#: ../../docs/about/faq.rst:135
msgid ""

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@@ -13,8 +13,8 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: 2020-02-02 08:53+0000\n"
"Last-Translator: Aina <ainasoga@gmail.com>\n"
"PO-Revision-Date: 2020-06-07 06:25+0000\n"
"Last-Translator: roger <616steam@gmail.com>\n"
"Language-Team: Catalan <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/ca/>\n"
"Language: ca\n"
@@ -22,7 +22,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 3.11-dev\n"
"X-Generator: Weblate 4.1-dev\n"
#: ../../docs/index.rst:2
#, fuzzy
@@ -11004,7 +11004,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:46
msgid "Reopen Closed Scene"
msgstr ""
msgstr "Reobrir l'escena tancada"
#: ../../docs/getting_started/editor/default_key_mapping.rst:46
#: ../../docs/getting_started/editor/default_key_mapping.rst:316
@@ -11448,7 +11448,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:107
msgid "Ruler Mode"
msgstr ""
msgstr "Mode Regla"
#: ../../docs/getting_started/editor/default_key_mapping.rst:107
#: ../../docs/getting_started/editor/default_key_mapping.rst:168
@@ -12062,7 +12062,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:221
msgid "Copy"
msgstr ""
msgstr "Copiar"
#: ../../docs/getting_started/editor/default_key_mapping.rst:221
#: ../../docs/getting_started/editor/default_key_mapping.rst:349
@@ -12198,8 +12198,9 @@ msgid "``script_text_editor/find_in_files``"
msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:235
#, fuzzy
msgid "Replace"
msgstr ""
msgstr "Reemplaçar"
#: ../../docs/getting_started/editor/default_key_mapping.rst:235
#: ../../docs/getting_started/editor/default_key_mapping.rst:361
@@ -12518,7 +12519,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:281
msgid "Go to Line"
msgstr ""
msgstr "Anar a la Línia"
#: ../../docs/getting_started/editor/default_key_mapping.rst:281
msgid ":kbd:`Ctrl + L`"
@@ -13220,7 +13221,7 @@ msgstr "Arbre d'Animació"
#: ../../docs/getting_started/editor/default_key_mapping.rst:463
msgid "Duplicate Selection"
msgstr ""
msgstr "Duplicar la Selecció"
#: ../../docs/getting_started/editor/default_key_mapping.rst:463
msgid "``animation_editor/duplicate_selection``"
@@ -13244,7 +13245,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:467
msgid "Delete Selection"
msgstr ""
msgstr "Suprimir la Selecció"
#: ../../docs/getting_started/editor/default_key_mapping.rst:467
msgid "``animation_editor/delete_selection``"
@@ -13252,7 +13253,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:469
msgid "Go to Next Step"
msgstr ""
msgstr "Anar al Pas Següent"
#: ../../docs/getting_started/editor/default_key_mapping.rst:469
msgid ":kbd:`Ctrl + Right Arrow`"
@@ -13268,7 +13269,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:471
msgid "Go to Previous Step"
msgstr ""
msgstr "Anar al Pas Anterior"
#: ../../docs/getting_started/editor/default_key_mapping.rst:471
msgid ":kbd:`Ctrl + Left Arrow`"

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@@ -23,8 +23,8 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: 2020-05-10 12:37+0000\n"
"Last-Translator: MSKF <walkingdeadstudio@outlook.com>\n"
"PO-Revision-Date: 2020-06-22 11:41+0000\n"
"Last-Translator: Tahsin Rafiey - تحسین رفیعی <TahsinRafiey@tuta.io>\n"
"Language-Team: Persian <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/fa/>\n"
"Language: fa\n"
@@ -32,7 +32,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n > 1;\n"
"X-Generator: Weblate 4.1-dev\n"
"X-Generator: Weblate 4.2-dev\n"
#: ../../docs/index.rst:2
msgid "Godot Docs *3.2* branch"
@@ -90,7 +90,6 @@ msgstr ""
"اما با این وجود برای یادگیری استفاده از نسخه‌های پایدار گودو مناسب خواهند بود."
#: ../../docs/index.rst:31
#, fuzzy
msgid ""
"Welcome to the official documentation of `Godot Engine <https://godotengine."
"org>`__, the free and open source community-driven 2D and 3D game engine! If "
@@ -98,10 +97,11 @@ msgid ""
"`introduction page <doc_about_intro>` to get an overview of what this "
"documentation has to offer."
msgstr ""
"به مستندات رسمی گودوت، موتور بازی سازی آزاد و متن باز و جامعه محور دو بعدی و "
"سه بعدی خوش آمدید! اگر به تازگی با این مستندات آشنا شده اید، پیشنهاد میکنیم :"
"ref:`صفحه‌ی معرفی <doc_about_intro>` را مطالعه کنید تا یک دید کلی نسبت به "
"آنچه در این مستندات توضیح داده می‌شود داشته باشید."
"به مستندات رسمی `موتور گودوت <https://godotengine.org>` ، موتور بازی آزاد، "
"منبع‌باز و جامعه‌محور دوبعدی و سهبعدی خوش آمدید! اگر به تازگی با این مستندات "
"آشنا شده‌اید، پیشنهاد می‌کنیم که :ref:`صفحه‌ی معرفی <doc_about_intro>` را "
"مطالعه کنید تا یک دید کلی نسبت به آنچه در این مستندات توضیح داده می‌شود داشته "
"باشید."
#: ../../docs/index.rst:37
msgid ""

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@@ -68,8 +68,8 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: 2020-05-13 19:56+0000\n"
"Last-Translator: Riccardo Ferro <Riccardo3Ferro@gmail.com>\n"
"PO-Revision-Date: 2020-06-22 11:41+0000\n"
"Last-Translator: Mirko Soppelsa <miknsop@gmail.com>\n"
"Language-Team: Italian <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/it/>\n"
"Language: it\n"
@@ -77,7 +77,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 4.1-dev\n"
"X-Generator: Weblate 4.2-dev\n"
#: ../../docs/index.rst:2
msgid "Godot Docs *3.2* branch"
@@ -103,7 +103,7 @@ msgstr ""
"Questa è la documentazione per la versione stabile 3.2. Stai cercando la "
"documentazione per la versione corrente **in sviluppo**? `Dai un'occhiata "
"qui: <http://docs.godotengine.org/en/latest>`_. Puoi anche vedere la "
"documentazione della precedente versione stabile `3.1 <https://docs."
"documentazione della precedente versione stabile `3.1 <https://docs."
"godotengine.org/en/3.1>`_."
#: ../../docs/index.rst:18
@@ -139,7 +139,6 @@ msgstr ""
"usare le versioni stabili di Godot."
#: ../../docs/index.rst:31
#, fuzzy
msgid ""
"Welcome to the official documentation of `Godot Engine <https://godotengine."
"org>`__, the free and open source community-driven 2D and 3D game engine! If "
@@ -438,12 +437,13 @@ msgid ""
msgstr ""
"Questa documentazione è continuamente scritta, corretta, modificata e "
"migliorata dai membri della community di Godot Engine. Viene modificata via "
"file testuali basati sul linguaggio di markup `reStructuredText <http://www."
"file testuali basati sul linguaggio di markup `reStructuredText <http://www."
"sphinx-doc.org/en/stable/rest.html>`_ e poi viene compilata in un documento "
"web statico/offline utilizzando i programmi open source `Sphinx <http://www."
"sphinx-doc.org>`_ e `ReadTheDocs <https://readthedocs.org/>`_."
#: ../../docs/about/introduction.rst:66
#, fuzzy
msgid ""
"You can contribute to Godot's documentation by opening issue tickets or "
"sending patches via pull requests on its GitHub `source repository <https://"
@@ -452,10 +452,10 @@ msgid ""
"docs/>`_."
msgstr ""
"È possibile contribuire alla documentazione su Godot attraverso l'apertura "
"di un issue o inviando le patch attraverso pull request sul `repository "
"di un issue o inviando le patch attraverso pull request al `repository "
"presente su GitHub <https://github.com/godotengine/godot-docs>`_ oppure "
"traducendo nel proprio linguaggio su `Hosted Weblate <https://hosted."
"weblate.org/projects/godot-engine/godot-docs/>`_."
"traducendo nella propria lingua su `Hosted Weblate <https://hosted.weblate."
"org/projects/godot-engine/godot-docs/>`_."
#: ../../docs/about/introduction.rst:72
msgid ""
@@ -473,14 +473,13 @@ msgid "Organization of the documentation"
msgstr "Struttura della documentazione"
#: ../../docs/about/introduction.rst:79
#, fuzzy
msgid ""
"This documentation is organized in five sections with an impressively "
"unbalanced distribution of contents but the way it is split up should be "
"relatively intuitive:"
msgstr ""
"La documentazione è organizzata in cinque sezioni con una distribuzione di "
"contenuti sbilanciata in maniera impressionante ma il modo in cui è "
"Questa documentazione è organizzata in cinque sezioni con una distribuzione "
"di contenuti sbilanciata in maniera impressionante ma il modo in cui è "
"organizzata dovrebbe essere abbastanza intuitivo:"
#: ../../docs/about/introduction.rst:83
@@ -503,7 +502,7 @@ msgstr ""
"La sezione :ref:`sec-learn` è il principale motivo per l'esistenza di questa "
"documentazione visto che contiene tutte le informazioni necessarie su come "
"utilizzare il motore per creare videogiochi. Inizia con il tutorial :ref:"
"`Passo Passo <toc-learn-step_by_step>` che dovrebbe essere il punto di "
"`Passo passo <toc-learn-step_by_step>` che dovrebbe essere il punto di "
"inizio per tutti i nuovi utenti."
#: ../../docs/about/introduction.rst:91
@@ -976,13 +975,12 @@ msgstr ""
"Squirrel, JS, AS, ecc.)."
#: ../../docs/about/faq.rst:147
#, fuzzy
msgid ""
"Garbage collector results in stalls or unnecessarily large memory usage "
"(Lua, Python, JavaScript, ActionScript, etc.)."
msgstr ""
"Il garbage collector produce blocchi o un uso della memoria inutilmente alto "
"(Lua, Python, JS, AS, ecc.)."
"Il garbage collector produce rallentamenti o un uso della memoria "
"inutilmente alto (Lua, Python, JavaScript, ActionScript, ecc.)."
#: ../../docs/about/faq.rst:149
#, fuzzy
@@ -2084,10 +2082,10 @@ msgid ""
"downloading click install and choose where you want the project to go. You "
"can learn more about it in :ref:`doc_what_is_assetlib`."
msgstr ""
"Dalla scheda **Templates** puoi scaricare template open source e progetti "
"dimostrativi (sempre open source) per iniziare più in fretta. Seleziona "
"semplicemente il template o la demo che vuoi, clicca download e quando ha "
"finito di scaricare clicca installa e scegli dove vuoi salvare il progetto."
"Dalla scheda **Templates** puoi scaricare dei progetti open source e dei "
"progetti dimostrativi per iniziare più in fretta. Semplicemente seleziona il "
"template o la demo che vuoi, clicca download e quando ha finito di scaricare "
"clicca installa e scegli dove vuoi salvare il progetto."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:38
msgid "Create or import a project"
@@ -4301,8 +4299,8 @@ msgid ""
"case of the Timer node, the one we're concerned with is \"timeout\". This "
"signal is emitted whenever the Timer reaches ``0``."
msgstr ""
"Vicino alla tab \"Inspector\" ne è presente una chiamata \"Node\". Clicca "
"questa tab e vedrai tutti i segnali che il nodo selezionato può emettere. "
"Vicino alla tab \"Inspector\" ne è presente una chiamata \"Node\". Clicca "
"questa tab e vedrai tutti i segnali che il nodo selezionato può emettere. "
"Nel caso del nodo Timer, quello che c'interessa è \"timeout\". Questo "
"segnale viene emesso ogni volta il Timer raggiunge ``0``."
@@ -4444,6 +4442,8 @@ msgid ""
"A signal can also optionally declare one or more arguments. Specify the "
"argument names between parentheses:"
msgstr ""
"Un segnale ha anche la possibilità di dichiarare uno o più argomenti. "
"Specificare i nomi degli argomenti tra parentesi:"
#: ../../docs/getting_started/step_by_step/signals.rst:243
msgid ""
@@ -4452,6 +4452,10 @@ msgid ""
"number of arguments when you emit signals. So it's up to you to emit the "
"correct values."
msgstr ""
"I segnali sono argomenti che vengono visualizzati nel riquadro del nodo "
"dell'editor e Godot può utilizzarli per generare funzioni di callback. "
"Tuttavia, è ancora possibile emettere un numero qualsiasi di argomenti "
"quando si emettono segnali, quindi spetta a te fornire i valori corretti."
#: ../../docs/getting_started/step_by_step/signals.rst:248
#, fuzzy
@@ -4582,6 +4586,9 @@ msgid ""
"and ``Aspect`` to \"keep\". This ensures that the game scales consistently "
"on different sized screens."
msgstr ""
"Sempre in questa sezione, sotto le opzioni \"Stretch\", impostare ``Mode`` a "
"\"2d\" e ``Aspect`` a \"keep\". Questo assicura che il gioco sia scalabile "
"in modo coerente su schermi di dimensioni diverse."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:49
msgid "Organizing the project"
@@ -4630,6 +4637,11 @@ msgid ""
"- what the object *is*. Click the \"Other Node\" button and add an :ref:"
"`Area2D <class_Area2D>` node to the scene."
msgstr ""
"Per iniziare, dobbiamo scegliere un nodo radice per l'oggetto giocatore. "
"Come regola generale, il nodo radice di una scena dovrebbe riflettere la "
"funzionalità desiderata dell'oggetto - ciò che l'oggetto *è*. Fare clic sul "
"pulsante \"Altro nodo\" e aggiungere un nodo :ref:`Area2D <class_Area2D>`` "
"alla scena."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:78
msgid ""
@@ -4777,7 +4789,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:150
msgid "Make sure to save the scene again after these changes."
msgstr ""
msgstr "Assicurati di salvare di nuovo la scena dopo queste modifiche."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:153
msgid "Moving the player"
@@ -5010,20 +5022,25 @@ msgstr ""
"precedente, in caso di variazione del frame rate."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:352
#, fuzzy
msgid ""
"Click \"Play Scene\" (``F6``) and confirm you can move the player around the "
"screen in all directions."
msgstr ""
"Clicca su \"Play Scene\" (``F6``) e verifica di poter muovere il giocatore "
"sullo schermo in tutte le direzioni."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:355
msgid "If you get an error in the \"Debugger\" panel that says"
msgstr ""
msgstr "Se si ottiene un errore nel pannello \"Debugger\" che dice"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:357
msgid ""
"``Attempt to call function 'play' in base 'null instance' on a null "
"instance``"
msgstr ""
"`` Tentativo di chiamare la funzione 'play' nella base 'istanza nulla' su "
"un'istanza nulla``"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:359
#, fuzzy
@@ -5043,7 +5060,6 @@ msgid "Choosing animations"
msgstr "Scegliere le animazioni"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:366
#, fuzzy
msgid ""
"Now that the player can move, we need to change which animation the "
"AnimatedSprite is playing based on its direction. We have the \"walk\" "
@@ -5057,7 +5073,7 @@ msgstr ""
"l'animazione eseguita da AnimatedSprite in base alla direzione. Abbiamo "
"l'animazione \"right\", che deve essere specchiata orizzontalmente usando la "
"proprietà ``flip_h`` per ottenere il movimento a sinistra, e un animazione "
"\"up\", la quale deve essere capovolta verticalmente con ``flip_v`` per "
"\"up\", la quale deve essere capovolta verticalmente con ``flip_v`` per "
"ottenere il movimento verso il basso. Aggiungiamo questo pezzo di codice "
"alla fine della funzione ``_process()``:"
@@ -5077,6 +5093,8 @@ msgid ""
"Play the scene again and check that the animations are correct in each of "
"the directions."
msgstr ""
"Riprodurre la scena e verificare che le animazioni siano corrette in "
"ciascuna delle direzioni."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:428
msgid ""
@@ -5085,6 +5103,10 @@ msgid ""
"code. If you named the animation ``\"Walk\"``, you must also use a capital "
"\"W\" in the code."
msgstr ""
"Un errore comune è quello di sbagliare i nomi delle animazioni. I nomi delle "
"animazioni nel pannello SpriteFrames devono corrispondere a quello che si "
"digita nel codice. Se avete chiamato l'animazione ```\"Walk\"```, dovete "
"anche usare una \"W\" maiuscola nel codice."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:433
#, fuzzy
@@ -5152,6 +5174,8 @@ msgid ""
"Note the green icon indicating that a signal is connected to this function. "
"Add this code to the function:"
msgstr ""
"Notare l'icona verde che indica che a questa funzione è collegato un "
"segnale. Aggiungere questo codice alla funzione:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:502
msgid ""
@@ -5279,17 +5303,19 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:567
msgid "Adjust the \"Speed (FPS)\" to ``3`` for all animations."
msgstr ""
msgstr "Regolare \"Speed (FPS)\" su ```3`` per tutte le animazioni."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:571
msgid "Set the ``Playing`` property in the Inspector to “On”."
msgstr ""
msgstr "Impostare la proprietà ```Playing``` nell'Inspector su \"On\"."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:573
msgid ""
"We'll select one of these animations randomly so that the mobs will have "
"some variety."
msgstr ""
"Selezioneremo una di queste animazioni a caso in modo che i nemici abbiano "
"una certa varietà."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:575
msgid ""
@@ -5312,9 +5338,8 @@ msgstr ""
"proprietà ``Rotation Degrees`` su ``90`` sotto ``Node2D``."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:582
#, fuzzy
msgid "Save the scene."
msgstr "Salva Scena"
msgstr "Salva Scena."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:585
msgid "Enemy script"
@@ -5325,18 +5350,14 @@ msgid "Add a script to the ``Mob`` and add the following member variables:"
msgstr "Aggiungi uno script a ``Mob`` e le seguenti variabili membro:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:611
#, fuzzy
msgid ""
"When we spawn a mob, we'll pick a random value between ``min_speed`` and "
"``max_speed`` for how fast each mob will move (it would be boring if they "
"were all moving at the same speed)."
msgstr ""
"Quando viene generato un mob, sceglieremo un valore casuale tra "
"``min_speed``` e ``max_speed``` per quanto velocemente ogni mob si muoverà "
"(sarebbe noioso se si muovessero tutti alla stessa velocità). Inoltre, "
"abbiamo anche un array contenente i nomi delle tre animazioni, che useremo "
"per selezionarne una casuale. Assicurati di averle scritte nello script e "
"nella risorsa SpriteFrames."
"Quando viene generato un nemico, sceglieremo un valore casuale tra "
"``min_speed``` e ``max_speed``` per regolare la velocità con cui ogni nemico "
"si muoverà (sarebbe noioso se si muovessero tutti alla stessa velocità)."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:615
msgid ""
@@ -5352,6 +5373,9 @@ msgid ""
"``frames`` property. This returns an Array containing all three animation "
"names: ``[\"walk\", \"swim\", \"fly\"]``."
msgstr ""
"Per prima cosa, otteniamo l'elenco dei nomi delle animazioni dalla proprietà "
"``frames`` di AnimatedSprite. Questo restituisce un Array contenente tutti e "
"tre i nomi delle animazioni: ``[\"walk\", \"swim\", \"fly\"]``."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:640
msgid ""
@@ -5359,6 +5383,10 @@ msgid ""
"of these names from the list (array indices start at ``0``). ``randi() % n`` "
"selects a random integer between ``0`` and ``n-1``."
msgstr ""
"Dobbiamo quindi scegliere un numero casuale tra ``0`` e ``2`` per "
"selezionare uno di questi nomi dalla lista (gli indici degli array iniziano "
"con ``0``). ``randi() % n`` seleziona un numero intero casuale tra ``0`` e "
"``n-1``."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:644
#, fuzzy
@@ -5552,10 +5580,12 @@ msgid ""
"Click the ``Main`` node and you will see the ``Mob`` property in the "
"Inspector under \"Script Variables\"."
msgstr ""
"Clicca sul nodo ``Main``` e vedrai la proprietà ``Mob`` nell'Inspector sotto "
"\"Script Variables\"."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:774
msgid "You can assign this property's value in two ways:"
msgstr ""
msgstr "È possibile assegnare il valore di questa proprietà in due modi:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:776
#, fuzzy
@@ -5571,6 +5601,8 @@ msgid ""
"Click the down arrow next to \"[empty]\" and choose \"Load\". Select ``Mob."
"tscn``."
msgstr ""
"Cliccare la freccia rivolta verso il basso accanto a \"[empty]\" e scegliere "
"\"Load\". Selezionare ``Mob.tscn```."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:781
#, fuzzy
@@ -5643,6 +5675,8 @@ msgid ""
"Let's test the scene to make sure everything is working. Add this to "
"``_ready()``:"
msgstr ""
"Proviamo la scena per assicurarci che tutto funzioni. Aggiungere questo a "
"``_ready()``:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:925
msgid ""
@@ -5650,18 +5684,25 @@ msgid ""
"automatically when the game launches. Press the \"Play\" button and select "
"``Main.tscn`` when prompted."
msgstr ""
"Assegniamo anche ``Main``` come nostra \"Scena principale\" - quella che "
"viene eseguita automaticamente al lancio del gioco. Premi il pulsante \"Play"
"\" e seleziona ``Main.tscn``` quando richiesto."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:929
msgid ""
"You should be able to move the player around, see mobs spawning, and see the "
"player disappear when hit by a mob."
msgstr ""
"Dovresti essere in grado di muovere il giocatore, vedere i mob che vengono "
"generati e vedere il giocatore scomparire quando viene colpito da un mob."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:932
msgid ""
"When you're sure everything is working, remove the call to ``new_game()`` "
"from ``_ready()``."
msgstr ""
"Quando si è sicuri che tutto funzioni, rimuovere la chiamata a "
"``new_game()`` da ``_ready()``."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:936
msgid "HUD"
@@ -5778,6 +5819,10 @@ msgid ""
"next to the DynamicFont property and choose \"Copy\", then \"Paste\" it in "
"the same place on the other two Control nodes."
msgstr ""
"Una volta fatto questo sul ``ScoreLabel``, è possibile fare clic sulla "
"freccia rivolta verso il basso accanto alla proprietà DynamicFont e "
"scegliere \"Copia\", quindi \"Incolla\" nello stesso punto degli altri due "
"nodi Controllo."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:984
msgid ""
@@ -5976,6 +6021,11 @@ msgid ""
"\"Receiver Method\" in the \"Connect a Signal\" window. Verify that the "
"green connection icon now appears next to ``func new_game()`` in the script."
msgstr ""
"Nella scheda Node, collegare il segnale ``start_game`` dell'HUD alla "
"funzione ``new_game()`` del nodo principale digitando \"new_game\" nel "
"\"Receiver Method\" nella finestra \"Connect a Signal\". Verificare che "
"l'icona verde di connessione appaia ora accanto a ``func new_game()`` nello "
"script."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1170
msgid ""
@@ -6031,18 +6081,26 @@ msgid ""
"\"Signals\", click \"Groups\" and you can type a new group name and click "
"\"Add\"."
msgstr ""
"Nella scena ``Mob``, selezionare il nodo radice e cliccare sulla scheda "
"\"Nodo\" accanto all'Inspector (lo stesso posto dove si trovano i segnali "
"del nodo). Accanto a \"Segnali\", cliccare su \"Gruppi\" e si può digitare "
"un nuovo nome per il gruppo e cliccare su \"Aggiungi\"."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1225
msgid ""
"Now all mobs will be in the \"mobs\" group. We can then add the following "
"line to the ``game_over()`` function in ``Main``:"
msgstr ""
"Ora tutti i mob saranno nel gruppo \"mob\". Possiamo quindi aggiungere la "
"seguente riga alla funzione ``game_over()`` nella funzione ``Main``:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1238
msgid ""
"The ``call_group()`` function calls the named function on every node in a "
"group - in this case we are telling every mob to delete itself."
msgstr ""
"La funzione ``call_group()``` chiama la funzione cosi denominata su ogni "
"nodo di un gruppo - cosi facendo diciamo ad ogni mob di cancellarsi."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1242
msgid "Finishing up"
@@ -6488,6 +6546,8 @@ msgid ""
"Open JDK(version 8 is required, more recent versions won't work): https://"
"adoptopenjdk.net/index.html"
msgstr ""
"Aprire JDK (è richiesta la versione 8, le versioni più recenti non "
"funzionano): https://adoptopenjdk.net/index.html"
#: ../../docs/getting_started/step_by_step/exporting.rst:324
msgid ""
@@ -7288,10 +7348,16 @@ msgid ""
"rectangle, only if ``expand`` property is ``true``; otherwise, it behaves "
"like ``Keep`` mode. Default mode for backwards compatibility."
msgstr ""
"``Scale On Expand (compat)`` scala la texture per adattarsi al rettangolo di "
"delimitazione del nodo solo se la proprietà ``expand`` è ``true``; "
"altrimenti, si comporta come la modalità ``Keep``. Modalità predefinita per "
"la compatibilità all'indietro."
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:80
msgid "``Scale`` scales the texture to fit the node's bounding rectangle."
msgstr ""
"```Scale``` scala la texture per adattarsi al rettangolo di delimitazione "
"del nodo."
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:81
msgid "``Tile`` makes the texture repeat, but it won't scale."
@@ -7322,16 +7388,21 @@ msgid ""
"shorter side fits the bounding rectangle and the other one clips to the "
"node's limits."
msgstr ""
"``Keep Aspect Covered`` funziona proprio come ``Keep Aspect Centered``, ma "
"il lato più corto si adatta al rettangolo di delimitazione e l'altro si "
"aggancia ai limiti del nodo."
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:90
msgid ""
"As with Sprite nodes, you can modulate the TextureRect's color. Click the "
"``Modulate`` property and use the color picker."
msgstr ""
"Come per i nodi Sprite, è possibile modulare il colore di TextureRect. Fare "
"clic sulla proprietà ``Modulate`` e utilizzare il selezionatore di colori."
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:95
msgid "TextureRect modulated with a red color"
msgstr ""
msgstr "TextureRect modulato con un colore rosso"
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:98
msgid "TextureButton"
@@ -7345,6 +7416,12 @@ msgid ""
"the keyboard's input. The sixth image slot, the Click Mask, lets you define "
"the clickable area using a 1-bit, pure black and white image."
msgstr ""
"** TextureButton ** è simile a TextureRect, tranne per il fatto che ha 5 "
"slot per trama: uno per ciascuno degli stati dei pulsanti. Il più delle "
"volte, userete le texture Normal, Pressed e Hover . è utile se "
"l'interfaccia è in ascolto dell'input da tastiera. La sesta area immagine, "
"la Clic Mask, consente di definire l'area in cui è possibile fare clic "
"utilizzando un'immagine in bianco e nero a 1 bit."
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:107
msgid ""
@@ -7356,6 +7433,13 @@ msgid ""
"``modulate`` property, to change its color, and ``Resize`` and ``Stretch`` "
"modes to change its scale behavior."
msgstr ""
"Nella sezione Base Button, troverai alcune caselle di controllo che "
"cambiano il comportamento del pulsante. Quando `` Toggle Mode '' è attivo, "
"il pulsante commuta tra gli stati attivo e normale quando lo si preme. `` "
"Disabled`` lo disabilita di default, nel qual caso utilizzerà la texture `` "
"Disabled``. TextureButton condivide alcune proprietà con il frame texture: "
"ha una proprietà `` modulate``, per cambiarne il colore, e `` Resize`` e `` "
"Stretch`` per cambiare il suo comportamento in scala."
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:117
msgid "TextureButton and its 5 texture slots"
@@ -7371,6 +7455,9 @@ msgid ""
"Under and Over textures sandwich the Progress one, which displays the bar's "
"value."
msgstr ""
"** TextureProgress ** consente di creare una barra di avanzamento con un "
"massimo di 3 sprite. Le trame Under, Over sono intervallate da Progress, che "
"mostra il contenuto della barra."
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:126
msgid ""
@@ -7379,6 +7466,10 @@ msgid ""
"``Initial Angle`` and ``Fill Degrees`` properties let you limit the range of "
"the gauge."
msgstr ""
"La proprietà `` Mode '' controlla la direzione in cui cresce la barra: "
"orizzontale, verticale o radiale. Se lo si imposta su radiale, le proprietà "
"`` Initial Angle'' e `` Fill Degrees '' consentono di limitare l'intervallo "
"del misuratore."
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:131
msgid ""
@@ -7390,10 +7481,18 @@ msgid ""
"the default of ``0`` and ``100,`` and set the ``Value`` property to ``40``, "
"40% of the ``Progress`` texture will show up, and 60% of it will stay hidden."
msgstr ""
"Per animare la barra, dovresti vedere la sezione Intervallo. Regola le "
"proprietà `` Min '' e `` Max`` per impostare l'intervallo del misuratore. Ad "
"esempio, per rappresentare la vita di un personaggio, devi impostare `` "
"Min`` su `` 0 '' e `` Max`` sulla vita massima del personaggio. Cambia la "
"proprietà `` Value`` per aggiornare la barra. Se si lasciano i valori `` "
"Min`` e `` Max`` nei valori predefiniti di `` 0`` e `` 100 '' e si imposta "
"la proprietà `` Value`` su `` 40``, il Verrà visualizzato il 40% della trama "
"`` Progress`` e il 60% rimarrà nascosto."
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:141
msgid "TextureProgress bar, two thirds filled"
msgstr ""
msgstr "Barra TextureProgress, riempita per due terzi"
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:146
msgid ""
@@ -7824,7 +7923,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:83
msgid "Design the main menu"
msgstr ""
msgstr "Progettare il menu principale"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:85
msgid ""
@@ -7857,6 +7956,8 @@ msgid ""
"If the elements are arranged in rows or columns, use an ``HBoxContainer`` or "
"``VBoxContainer``."
msgstr ""
"Se gli elementi sono disposti in righe o colonne, utilizzare un "
"``HBoxContainer`` o ``VBoxContainer``."
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:100
msgid ""
@@ -66555,9 +66656,8 @@ msgid ""
msgstr ""
#: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:157
#, fuzzy
msgid "Let's go over what this code does."
msgstr "Non so cosa faccia questo metodo!"
msgstr "Vediamo cosa fa questo codice."
#: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:161
msgid ""
@@ -81221,7 +81321,7 @@ msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:55
msgid "Enable"
msgstr ""
msgstr "Abilita"
#: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:55
msgid "**True**"

View File

@@ -27,7 +27,7 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: 2020-05-31 05:50+0000\n"
"PO-Revision-Date: 2020-06-22 11:41+0000\n"
"Last-Translator: Wataru Onuki <bettawat@yahoo.co.jp>\n"
"Language-Team: Japanese <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/ja/>\n"
@@ -36,7 +36,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
"X-Generator: Weblate 4.1-dev\n"
"X-Generator: Weblate 4.2-dev\n"
#: ../../docs/index.rst:2
msgid "Godot Docs *3.2* branch"
@@ -415,7 +415,6 @@ msgid "Organization of the documentation"
msgstr "ドキュメントの構成"
#: ../../docs/about/introduction.rst:79
#, fuzzy
msgid ""
"This documentation is organized in five sections with an impressively "
"unbalanced distribution of contents but the way it is split up should be "
@@ -856,22 +855,20 @@ msgid ""
msgstr "Godot専用のスクリプト言語を作った主な理由は以下の通りです:"
#: ../../docs/about/faq.rst:137
#, fuzzy
msgid ""
"Poor threading support in most script VMs, and Godot uses threads (Lua, "
"Python, Squirrel, JavaScript, ActionScript, etc.)."
msgstr ""
"ほとんどのスクリプトVM(Lua、Python、Squirrel、JS、ASなど)ではスレッドサポート"
"が不十分ですが、Godotはスレッドを使用します。"
"ほとんどのスクリプトVM(Lua、Python、Squirrel、JavaScript、ActionScriptなど)で"
"はスレッドサポートが不十分ですが、Godotはスレッドを使用します。"
#: ../../docs/about/faq.rst:139
#, fuzzy
msgid ""
"Poor class-extending support in most script VMs, and adapting to the way "
"Godot works is highly inefficient (Lua, Python, JavaScript)."
msgstr ""
"ほとんどのスクリプトVM(Lua、Python、JS)ではクラス拡張のサポートが不十分で、"
"Godotの動作方法に適応させる作業は非常に非効率的です。"
"ほとんどのスクリプトVM(Lua、Python、JavaScript)ではクラス拡張のサポートが不十"
"分で、Godotの動作方法に適応させる作業は非常に非効率的です。"
#: ../../docs/about/faq.rst:141
#, fuzzy
@@ -1364,13 +1361,12 @@ msgid "Why does Godot not force users to implement DoD (Data oriented Design)?"
msgstr "GodotがユーザーにDoD(データ指向設計)の実装を強制しないのはなぜですか?"
#: ../../docs/about/faq.rst:327
#, fuzzy
msgid ""
"While Godot internally for a lot of the heavy performance tasks attempts to "
"use cache coherency as well as possible, we believe most users don't really "
"need to be forced to use DoD practices."
msgstr ""
"多くの重いパフォーマンスタスクのためにGodot内部的に可能な限り最高のキャッ"
"多くの重いパフォーマンスタスクのためにGodot内部的に可能な限り最高のキャッ"
"シュコヒーレンシーを使用しようとしていますが、ほとんどのユーザーはDoDプラク"
"ティスを強制する必要はほとんどないと考えています。"
@@ -1430,7 +1426,6 @@ msgid "Documentation changelog"
msgstr "ドキュメントの変更ログ"
#: ../../docs/about/docs_changelog.rst:6
#, fuzzy
msgid ""
"The documentation is continually being improved. The release of version 3.2 "
"includes many new tutorials, many fixes and updates for old tutorials, and "
@@ -1438,9 +1433,9 @@ msgid ""
"of new tutorials added since version 3.1."
msgstr ""
"ドキュメントは継続的に改善されています。バージョン3.1 のリリースには、多くの"
"新しいチュートリアル、古いチュートリアルの多くの修正と更新、およびクラスリ"
"ファレンスに対する多くの更新が含まれています。以下は、バージョン3.0以降に追加"
"された新しいチュートリアルのリストです。"
"新しいチュートリアル、古いチュートリアルの多くの修正と更新、および `クラスリ"
"ファレンス <toc-class-ref>`_ に対する多くの更新が含まれています。以下は、バー"
"ジョン3.0以降に追加された新しいチュートリアルのリストです。"
#: ../../docs/about/docs_changelog.rst:11
msgid ""
@@ -1481,9 +1476,8 @@ msgid "Audio"
msgstr "オーディオ"
#: ../../docs/about/docs_changelog.rst:30
#, fuzzy
msgid ":ref:`doc_recording_with_microphone`"
msgstr "\\ :ref:`doc_complying_with_licenses`"
msgstr ":ref:`doc_complying_with_licenses`"
#: ../../docs/about/docs_changelog.rst:31
msgid ":ref:`doc_sync_with_audio`"
@@ -1545,9 +1539,8 @@ msgid ":ref:`doc_your_second_spatial_shader`"
msgstr "\\ :ref:`doc_your_second_spatial_shader`"
#: ../../docs/about/docs_changelog.rst:57
#, fuzzy
msgid ":ref:`doc_visual_shaders`"
msgstr "\\ :ref:`doc_visual_shader_plugins`"
msgstr ":ref:`doc_visual_shaders`"
#: ../../docs/about/docs_changelog.rst:60
#: ../../docs/tutorials/networking/index.rst:2
@@ -1909,7 +1902,6 @@ msgid ":ref:`doc_binding_to_external_libraries`"
msgstr "\\ :ref:`doc_binding_to_external_libraries`"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:4
#, fuzzy
msgid "Introduction to Godot's editor"
msgstr "Godotエディタ・イントロダクション"
@@ -1948,7 +1940,6 @@ msgstr ""
"除、インポート、またはプレイできます。"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:24
#, fuzzy
msgid ""
"In the top-right corner you'll find a drop-down menu to change the editor's "
"language."
@@ -1986,7 +1977,6 @@ msgstr ""
"ンダラーを選択します。"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:46
#, fuzzy
msgid ""
"Click the Browse button to open Godot's file browser and pick a location or "
"type the folder's path in the Project Path field."
@@ -2028,13 +2018,12 @@ msgstr ""
"が作成され、エディタで開きます。"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:64
#, fuzzy
msgid ""
"The next time you open the project manager, you'll see your new project in "
"the list. Double click on it to open it in the editor."
msgstr ""
"次回プロジェクトマネージャーを開くと、リストに新しいプロジェクトが表示さ"
"ます。ダブルクリックしてエディタで開きます。"
"次回以降プロジェクトマネージャーを開くと、リストに新しいプロジェクトが表示さ"
"ます。ダブルクリックしてエディタで開きます。"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:69
msgid ""
@@ -2056,14 +2045,13 @@ msgid "Your first look at Godot's editor"
msgstr "はじめてのGodotエディタ"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:82
#, fuzzy
msgid ""
"Welcome to Godot! With your project open, you should see the editor's "
"interface with menus along the top of the interface and docks along the far "
"extremes of the interface on either side of the viewport."
msgstr ""
"Godotへようこそ プロジェクトを開くとエディタのインターフェイスが表示さ"
"れ、上部にはメニューが、ビューポートを挟んだ両側にはドックがあるはずです。"
"Godotへようこそ プロジェクトを開くとエディタのインターフェイスが表示され上"
"部にはメニューが、そしてビューポートを挟んだ両側にはドックがあるはずです。"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:88
msgid ""
@@ -2074,7 +2062,6 @@ msgstr ""
"そして\\ **テストプレイボタン**\\ があります。"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:91
#, fuzzy
msgid ""
"The **FileSystem dock** is where you'll manage your project files and assets."
msgstr ""
@@ -2082,24 +2069,22 @@ msgstr ""
"す。"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:95
#, fuzzy
msgid ""
"The **Scene dock** lists the active scene's content and the **Inspector** "
"allows for the management of the properties of a scene's content."
msgstr ""
"**シーン ドック**\\ には開いているシーンの中身がリストされていて、\\ **インス"
"ペクタ**\\ ではそれらのプロパティを管理できます。"
"**シーン ドック** には開いているシーンの中身がリストされており、 **インスペク"
"タ** ではそれらのプロパティを管理できます。"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:100
#, fuzzy
msgid ""
"In the center, you have the **Toolbar** at the top, where you'll find tools "
"to move, scale or lock your scene's objects. It changes as you jump to "
"different workspaces."
msgstr ""
"中央上部にある\\ **ツールバー**\\ には、シーン内のオブジェクトを動かしたり"
"サイズ変更やロックするためのツールが並んでいます。ワークスペースごとに違うも"
"のに変わります。"
"中央上部にある **ツールバー** には、シーン内のオブジェクトを動かしたりサイズ"
"変更やこれらをロックするためのツールが並んでいます。それらはワークスペースご"
"とに違うものに変わります。"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:106
#, fuzzy
@@ -2190,15 +2175,16 @@ msgid ""
"Click on the item you are looking for and press open. The documentation for "
"the item will be displayed in the script workspace."
msgstr ""
"探している項目をクリックして[開く]を押します。項目のドキュメントがスクリプト"
"ワークスペースに表示されます。"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:158
#, fuzzy
msgid ""
"Finally, the **AssetLib** is a library of free and open source add-ons, "
"scripts and assets to use in your projects."
msgstr ""
"最後に\\ **AssetLib**\\ はあなたのプロジェクトで使えるフリーのアドオン、ス"
"クリプトやアセットをそろえたライブラリです。"
"最後に **AssetLib** はあなたのプロジェクトで使えるフリーのアドオン、スクリプ"
"トやアセットをそろえたライブラリです。"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:162
msgid "Modify the interface"
@@ -2790,14 +2776,13 @@ msgid "Multiple instances"
msgstr "複数のインスタンス"
#: ../../docs/getting_started/step_by_step/instancing.rst:80
#, fuzzy
msgid ""
"You can add as many instances as you like to a scene, either by using the "
"\"Instance\" button again, or by clicking on the ball instance and pressing :"
"kbd:`Ctrl + D` (:kbd:`Cmd + D` on macOS) to duplicate it:"
msgstr ""
"再び[インスタンス]ボタンを使用するかボールインスタンスをクリックして[複製] "
"(:kbd:`Ctrl + D`) を押すことで、好きなだけインスタンスをシーンに追加できます:"
"再び[インスタンス]ボタンを使用するかボールインスタンスをクリックして[複製] (:"
"kbd:`Ctrl + D`) を押すことで、好きなだけインスタンスをシーンに追加できます:"
#: ../../docs/getting_started/step_by_step/instancing.rst:86
msgid "Run the scene again and all of the balls will fall."
@@ -3269,7 +3254,6 @@ msgstr ""
"全に機能します。"
#: ../../docs/getting_started/step_by_step/scripting.rst:81
#, fuzzy
msgid ""
"This language is the best choice for performance and does not need to be "
"used throughout an entire game, as other parts can be written in GDScript or "
@@ -3277,8 +3261,8 @@ msgid ""
"mostly, Godot's actual C++ API."
msgstr ""
"この言語はパフォーマンスに最適な選択肢であり、ゲーム全体で使用する必要はあり"
"ません。他の部分はGDScriptまたはVisual Scriptで作成できるためです。 とはい"
"え、このAPIは、主にGodotの実際のC++ APIに似ているため、明確で使いやすいです。"
"ません。他の部分はGDScriptまたはVisual Scriptで作成できるためです。 とはい"
"このAPIは、主にGodotの実際のC++ APIに似ているため、明確で使いやすいです。"
#: ../../docs/getting_started/step_by_step/scripting.rst:86
msgid ""
@@ -3681,15 +3665,13 @@ msgstr ""
"レートは、時間とデバイスによって異なります。"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:40
#, fuzzy
msgid ""
"To help manage this variability, the ``delta`` parameter contains the time "
"elapsed in seconds as a floating-point number since the previous call to "
"``_process()``."
msgstr ""
"この変動を管理しやすくするために、\\ ``delta``\\ パラメーターには、\\ "
"``_process()``\\ の前回の呼び出し以降の経過秒数が浮動小数点として含まれていま"
"す。"
"この変動を管理しやすくするために ``delta`` パラメーターには ``_process()`` の"
"前回の呼び出し以降の経過秒数が浮動小数点として含まれています。"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:43
msgid ""
@@ -3700,13 +3682,12 @@ msgstr ""
"することができます。"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:46
#, fuzzy
msgid ""
"For example, movement is often multiplied with a time delta to make movement "
"speed both constant and independent of the frame rate."
msgstr ""
"たとえば、移動速度を一定にしフレームレートから独立させるために、移動量が時"
"デルタで乗算されることがよくあります。"
"たとえば、移動速度を一定にしフレームレートから独立させるために、移動量が時"
"デルタで乗算されることがよくあります。"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:49
msgid ""
@@ -3995,7 +3976,6 @@ msgstr "GDScriptのみが、名前付きスクリプトごとにグローバル
#: ../../docs/getting_started/step_by_step/signals.rst:1
#: ../../docs/tutorials/misc/instancing_with_signals.rst:1
#, fuzzy
msgid "Signal"
msgstr "シグナル"
@@ -4021,7 +4001,6 @@ msgstr ""
"発することができます。"
#: ../../docs/getting_started/step_by_step/signals.rst:17
#, fuzzy
msgid ""
"You can read more about the observer pattern here: https://"
"gameprogrammingpatterns.com/observer.html"
@@ -4376,6 +4355,9 @@ msgid ""
"and ``Aspect`` to \"keep\". This ensures that the game scales consistently "
"on different sized screens."
msgstr ""
"このセクションでは、ストレッチオプションのところで、「Mode」を「2d」に、"
"「Aspect」を「keep」にします。これによって、ゲームのスケールが異なるサイズの"
"スクリーンでも常時表示されます。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:49
msgid "Organizing the project"
@@ -4423,6 +4405,10 @@ msgid ""
"- what the object *is*. Click the \"Other Node\" button and add an :ref:"
"`Area2D <class_Area2D>` node to the scene."
msgstr ""
"はじめに、プレイヤーのオブジェクトにルートノードを選択する必要があります。原"
"則として、シーンのルートノードはオブジェクトの望ましいファンクション(何がオ"
"ブジェクトの*is*になっているか)を反映する必要があります。「別のノード」のボ"
"タンをクリックして、シーンに:ref:`Area2D <class_Area2D>``ノードを加えます。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:78
msgid ""
@@ -5081,9 +5067,8 @@ msgstr ""
"を ``90`` に設定する必要があります。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:582
#, fuzzy
msgid "Save the scene."
msgstr "シーンを保存"
msgstr "シーンを保存します。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:585
msgid "Enemy script"
@@ -10742,8 +10727,8 @@ msgid ""
"To be more specific, here's a :ref:`Texture <class_Texture>` in a :ref:"
"`Sprite <class_Sprite>` node:"
msgstr ""
"具体的には、\\ :ref:`スプライト <class_Sprite>`\\ ノードの \\ :ref:`テクス"
"チャ <class_Texture>`\\ を以下に示します:"
"具体的には、\\ :ref:`Sprite <class_Sprite>`\\ ノードの\\ :ref:`Texture "
"<class_Texture>`\\ を以下に示します:"
#: ../../docs/getting_started/step_by_step/resources.rst:51
msgid ""
@@ -17147,8 +17132,8 @@ msgid ""
"Short for \"integer\", it stores whole numbers (positive and negative). It "
"is stored as a 64-bit value, equivalent to \"int64_t\" in C++."
msgstr ""
"integer型は、整数(正と負)を格納します。それは64-bit の値で格納し、\n"
"C++の\"int64_t\"と同等です。"
"integer」の略で、整数(正と負)を格納します。64ビット値で格納し、C++の"
"int64_tと同等です。"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:346
msgid ":ref:`float <class_float>`"

View File

@@ -16,8 +16,8 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: 2020-04-17 06:46+0000\n"
"Last-Translator: Petter Reinholdtsen <pere-weblate@hungry.com>\n"
"PO-Revision-Date: 2020-06-22 11:41+0000\n"
"Last-Translator: Allan Nordhøy <epost@anotheragency.no>\n"
"Language-Team: Norwegian Bokmål <https://hosted.weblate.org/projects/godot-"
"engine/godot-docs/nb_NO/>\n"
"Language: nb\n"
@@ -25,7 +25,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 4.0.1-dev\n"
"X-Generator: Weblate 4.2-dev\n"
#: ../../docs/index.rst:2
#, fuzzy
@@ -334,12 +334,12 @@ msgid ""
"expectations. It is supported by the `Software Freedom Conservancy <https://"
"sfconservancy.org>`_ not-for-profit."
msgstr ""
"Godot er helt gratis under den altomfattende MIT-lisensen. Det er ingen "
"lovlige obligasjoner. Brukeres' spill er deres, helt fra kildekoden og fram "
"til det ferdige spillet. Godots utvikling er fellesskapdrevet og uavhengig, "
"noe som gir brukere muligheten til å skape enginen etter egne forventninger. "
"Den støttes av `Software Freedom Conservancy <https://sfconservancy.org>`_ "
"not-for-profit."
"Godot er helt gratis og fritt under den tilforlatelige MIT-lisensen. Det er "
"ingen skjulte krav, ingen betalinger, ingenting. Brukeres spill er deres "
"egne, helt fra kildekoden og fram til det ferdige spillet. Godots utvikling "
"er dugnadsbasert og uavhengig, noe som gir brukere muligheten til å skape "
"motoren etter egne forventninger. Den støttes av `Software Freedom "
"Conservancy <https://sfconservancy.org>`_ not-for-profit."
#: ../../docs/about/introduction.rst:52
msgid ""

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@@ -13,7 +13,7 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: 2020-05-22 21:00+0000\n"
"PO-Revision-Date: 2020-06-14 13:40+0000\n"
"Last-Translator: Richard Urban <redasuio1@gmail.com>\n"
"Language-Team: Slovak <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/sk/>\n"
@@ -3481,7 +3481,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:88
msgid "Groups"
msgstr ""
msgstr "Skupiny"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:90
msgid ""

View File

@@ -40,7 +40,7 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: 2020-05-29 07:46+0000\n"
"PO-Revision-Date: 2020-06-22 11:41+0000\n"
"Last-Translator: Oğuz Ersen <oguzersen@protonmail.com>\n"
"Language-Team: Turkish <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/tr/>\n"
@@ -49,7 +49,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 4.1-dev\n"
"X-Generator: Weblate 4.2-dev\n"
#: ../../docs/index.rst:2
msgid "Godot Docs *3.2* branch"
@@ -191,9 +191,8 @@ msgid "Community"
msgstr "Topluluk"
#: ../../docs/index.rst:131
#, fuzzy
msgid "Class reference"
msgstr "Koşul"
msgstr "Sınıf referansı"
#: ../../docs/about/index.rst:2
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:7
@@ -435,15 +434,13 @@ msgid "Organization of the documentation"
msgstr "Belgelerin organizasyonu"
#: ../../docs/about/introduction.rst:79
#, fuzzy
msgid ""
"This documentation is organized in five sections with an impressively "
"unbalanced distribution of contents but the way it is split up should be "
"relatively intuitive:"
msgstr ""
"Bu dokümantasyon, etkileyici bir şekilde dengesiz bir içerik dağılımına "
"sahip beş bölüm halinde düzenlenmiştir - ancak ayrılma şekli nispeten "
"sezgisel olmalıdır:"
"Bu belgelendirme, etkileyici bir dengesiz içerik dağılımına sahip beş bölüm "
"halinde düzenlenmiştir ancak ayrılma şekli nispeten sezgisel olmalıdır:"
#: ../../docs/about/introduction.rst:83
msgid ""

View File

@@ -17,8 +17,8 @@ msgstr ""
"Project-Id-Version: Ukrainian (Godot Engine)\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: 2020-05-20 14:07+0000\n"
"Last-Translator: Yuri Chornoivan <yurchor@ukr.net>\n"
"PO-Revision-Date: 2020-06-22 11:41+0000\n"
"Last-Translator: Kate Kaz <blackseafad@gmail.com>\n"
"Language-Team: Ukrainian <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/uk/>\n"
"Language: uk\n"
@@ -27,7 +27,7 @@ msgstr ""
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=3; plural=n%10==1 && n%100!=11 ? 0 : n%10>=2 && n"
"%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n"
"X-Generator: Weblate 4.1-dev\n"
"X-Generator: Weblate 4.2-dev\n"
#: ../../docs/index.rst:2
msgid "Godot Docs *3.2* branch"
@@ -792,7 +792,6 @@ msgstr ""
"**зменшення складності.**"
#: ../../docs/about/faq.rst:106
#, fuzzy
msgid ""
"The original intent of creating a tightly integrated, custom scripting "
"language for Godot was two-fold: first, it reduces the amount of time "
@@ -804,14 +803,14 @@ msgid ""
"lot of time trying to get a small set of incremental features working across "
"a large set of languages."
msgstr ""
"Оригінальний намір створення щільно інтегрованої скриптової мови для Godot "
"був подвійним: по-перше, це зменшує кількість часу, необхідного, щоб "
"Першочерговый намір створення щільно інтегрованої скриптової мови для Godot "
"був неоднозначним: по-перше, це зменшує кількість часу, необхідного, щоб "
"розпочати роботу з Godot, надаючи розробникам швидкий спосіб доступу до "
"двигуна з акцентом на продуктивність; по-друге, це зменшує загальне "
"навантаження на технічне обслуговування, зменшує розмірність проблем, і "
"дозволяє розробникам двигуна зосередитися на усуненні помилок і покращенні "
"функцій, пов'язаних з ядром двигуна, а не витрачати багато часу, намагаючись "
"отримати невеликий набір додаткових функцій, що працюють через великий набір "
"отримати невеликий набір додаткових функцій, працюючих на великій кількості "
"мов."
#: ../../docs/about/faq.rst:114
@@ -904,14 +903,13 @@ msgstr ""
"великому рушії, а не на великій кількості інтеграцій."
#: ../../docs/about/faq.rst:144
#, fuzzy
msgid ""
"No native vector types (vector3, matrix4, etc.), resulting in highly reduced "
"performance when using custom types (Lua, Python, Squirrel, JavaScript, "
"ActionScript, etc.)."
msgstr ""
"Немає рідних векторних типів (vector3, matrix4 та ін.), що призводить до "
"значного зниження продуктивності при використанні власних типів (Lua, "
"Відсутність рідних векторних типів (vector3, matrix4 та ін.), що призводить "
"до значного зниження продуктивності при використанні власних типів (Lua, "
"Python, Squirrel, JS, AS та ін.)."
#: ../../docs/about/faq.rst:147
@@ -85590,21 +85588,20 @@ msgid ""
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:53
#, fuzzy
msgid "Build Directory"
msgstr "Напрямок"
msgstr "Каталог збирання"
#: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:53
msgid "*blank*"
msgstr ""
msgstr "*порожній*"
#: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:55
msgid "Enable"
msgstr ""
msgstr "Увімкнути"
#: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:55
msgid "**True**"
msgstr ""
msgstr "**True**"
#: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:57
msgid "Executable"

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