From cdd6fbba066b1f23c363d62b866ebf0c0f6f3046 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Mon, 2 Sep 2019 11:14:23 +0200 Subject: [PATCH] Sync Sphinx templates with current docs --- docs | 2 +- sphinx/templates/about/docs_changelog.pot | 186 +-- sphinx/templates/about/faq.pot | 86 +- sphinx/templates/about/index.pot | 2 +- sphinx/templates/about/introduction.pot | 2 +- sphinx/templates/community/channels.pot | 2 +- .../contributing/bug_triage_guidelines.pot | 2 +- .../contributing/code_style_guidelines.pot | 2 +- .../contributing/docs_writing_guidelines.pot | 2 +- .../contributing/documentation_guidelines.pot | 2 +- .../community/contributing/index.pot | 2 +- .../community/contributing/pr_workflow.pot | 2 +- .../updating_the_class_reference.pot | 2 +- .../contributing/ways_to_contribute.pot | 2 +- sphinx/templates/community/tutorials.pot | 24 +- .../compiling/compiling_for_android.pot | 2 +- .../compiling/compiling_for_ios.pot | 2 +- .../compiling/compiling_for_osx.pot | 2 +- .../compiling/compiling_for_uwp.pot | 2 +- .../compiling/compiling_for_web.pot | 2 +- .../compiling/compiling_for_windows.pot | 2 +- .../compiling/compiling_for_x11.pot | 2 +- .../compiling/compiling_with_mono.pot | 2 +- .../compiling_with_script_encryption_key.pot | 16 +- .../cross-compiling_for_ios_on_linux.pot | 2 +- .../development/compiling/getting_source.pot | 2 +- .../templates/development/compiling/index.pot | 2 +- .../introduction_to_the_buildsystem.pot | 2 +- .../compiling/optimizing_for_size.pot | 2 +- .../cpp/binding_to_external_libraries.pot | 2 +- .../development/cpp/configuring_an_ide.pot | 2 +- .../templates/development/cpp/core_types.pot | 2 +- .../development/cpp/custom_audiostreams.pot | 2 +- .../development/cpp/custom_godot_servers.pot | 2 +- .../development/cpp/custom_modules_in_cpp.pot | 62 +- .../cpp/custom_resource_format_loaders.pot | 2 +- sphinx/templates/development/cpp/index.pot | 2 +- .../cpp/inheritance_class_tree.pot | 2 +- .../cpp/introduction_to_godot_development.pot | 2 +- .../development/cpp/object_class.pot | 2 +- .../development/cpp/variant_class.pot | 2 +- .../development/editor/creating_icons.pot | 154 ++ sphinx/templates/development/editor/index.pot | 22 + .../development/editor/introduction.pot | 26 + .../development/file_formats/index.pot | 2 +- .../development/file_formats/tscn.pot | 2 +- .../editor/command_line_tutorial.pot | 2 +- .../editor/external_editor.pot | 2 +- .../getting_started/editor/index.pot | 2 +- .../getting_started/editor/unity_to_godot.pot | 2 +- .../scripting/c_sharp/c_sharp_basics.pot | 2 +- .../scripting/c_sharp/c_sharp_differences.pot | 2 +- .../scripting/c_sharp/c_sharp_features.pot | 2 +- .../scripting/c_sharp/c_sharp_style_guide.pot | 2 +- .../scripting/c_sharp/index.pot | 2 +- .../scripting/gdscript/gdscript_advanced.pot | 2 +- .../scripting/gdscript/gdscript_basics.pot | 706 +++++---- .../scripting/gdscript/gdscript_exports.pot | 78 + .../gdscript/gdscript_format_string.pot | 2 +- .../gdscript/gdscript_styleguide.pot | 2 +- .../scripting/gdscript/index.pot | 2 +- .../scripting/gdscript/static_typing.pot | 2 +- .../getting_started/scripting/index.pot | 2 +- .../visual_script/getting_started.pot | 2 +- .../scripting/visual_script/index.pot | 2 +- .../visual_script/nodes_purposes.pot | 2 +- .../what_is_visual_scripting.pot | 2 +- .../step_by_step/animations.pot | 2 +- .../step_by_step/exporting.pot | 2 +- .../step_by_step/filesystem.pot | 2 +- .../step_by_step/godot_design_philosophy.pot | 2 +- .../getting_started/step_by_step/index.pot | 2 +- .../step_by_step/instancing.pot | 2 +- .../step_by_step/instancing_continued.pot | 2 +- .../intro_to_the_editor_interface.pot | 2 +- .../step_by_step/resources.pot | 2 +- .../step_by_step/scene_tree.pot | 2 +- .../step_by_step/scenes_and_nodes.pot | 2 +- .../step_by_step/scripting.pot | 2 +- .../step_by_step/scripting_continued.pot | 2 +- .../getting_started/step_by_step/signals.pot | 2 +- .../step_by_step/singletons_autoload.pot | 2 +- .../step_by_step/splash_screen.pot | 2 +- .../step_by_step/ui_code_a_life_bar.pot | 2 +- .../step_by_step/ui_game_user_interface.pot | 2 +- .../ui_introduction_to_the_ui_system.pot | 2 +- .../step_by_step/ui_main_menu.pot | 4 +- .../step_by_step/your_first_game.pot | 2 +- .../assets/escn_exporter/animation.pot | 2 +- .../workflow/assets/escn_exporter/index.pot | 2 +- .../workflow/assets/escn_exporter/lights.pot | 2 +- .../assets/escn_exporter/material.pot | 2 +- .../workflow/assets/escn_exporter/mesh.pot | 2 +- .../workflow/assets/escn_exporter/physics.pot | 2 +- .../assets/escn_exporter/skeleton.pot | 2 +- .../workflow/assets/import_process.pot | 2 +- .../assets/importing_audio_samples.pot | 38 +- .../workflow/assets/importing_images.pot | 62 +- .../workflow/assets/importing_scenes.pot | 2 +- .../assets/importing_translations.pot | 75 +- .../getting_started/workflow/assets/index.pot | 2 +- .../autoloads_versus_internal_nodes.pot | 2 +- .../best_practices/data_preferences.pot | 2 +- .../best_practices/godot_interfaces.pot | 2 +- .../best_practices/godot_notifications.pot | 2 +- .../workflow/best_practices/index.pot | 2 +- .../introduction_best_practices.pot | 2 +- .../best_practices/logic_preferences.pot | 2 +- .../best_practices/node_alternatives.pot | 2 +- .../best_practices/scene_organization.pot | 2 +- .../best_practices/scenes_versus_scripts.pot | 2 +- .../best_practices/what_are_godot_classes.pot | 2 +- .../workflow/export/android_custom_build.pot | 2 +- .../changing_application_icon_for_windows.pot | 2 +- .../workflow/export/exporting_for_android.pot | 30 +- .../workflow/export/exporting_for_ios.pot | 2 +- .../workflow/export/exporting_for_pc.pot | 2 +- .../workflow/export/exporting_for_uwp.pot | 2 +- .../workflow/export/exporting_for_web.pot | 6 +- .../workflow/export/exporting_pcks.pot | 2 +- .../workflow/export/exporting_projects.pot | 12 +- .../workflow/export/feature_tags.pot | 2 +- .../getting_started/workflow/export/index.pot | 2 +- .../workflow/export/one-click_deploy.pot | 2 +- .../getting_started/workflow/index.pot | 2 +- .../workflow/project_setup/index.pot | 2 +- .../project_setup/project_organization.pot | 2 +- sphinx/templates/index.pot | 4 +- .../tutorials/2d/2d_lights_and_shadows.pot | 2 +- sphinx/templates/tutorials/2d/2d_meshes.pot | 2 +- sphinx/templates/tutorials/2d/2d_movement.pot | 2 +- .../tutorials/2d/2d_sprite_animation.pot | 2 +- .../templates/tutorials/2d/2d_transforms.pot | 2 +- .../templates/tutorials/2d/canvas_layers.pot | 2 +- .../tutorials/2d/custom_drawing_in_2d.pot | 2 +- sphinx/templates/tutorials/2d/index.pot | 2 +- .../tutorials/2d/particle_systems_2d.pot | 2 +- .../templates/tutorials/2d/using_tilemaps.pot | 2 +- .../3d/3d_performance_and_limitations.pot | 2 +- .../tutorials/3d/baked_lightmaps.pot | 2 +- sphinx/templates/tutorials/3d/csg_tools.pot | 2 +- .../3d/environment_and_post_processing.pot | 2 +- .../tutorials/3d/fps_tutorial/index.pot | 2 +- .../tutorials/3d/fps_tutorial/part_five.pot | 2 +- .../tutorials/3d/fps_tutorial/part_four.pot | 2 +- .../tutorials/3d/fps_tutorial/part_one.pot | 2 +- .../tutorials/3d/fps_tutorial/part_six.pot | 2 +- .../tutorials/3d/fps_tutorial/part_three.pot | 2 +- .../tutorials/3d/fps_tutorial/part_two.pot | 2 +- sphinx/templates/tutorials/3d/gi_probes.pot | 2 +- .../tutorials/3d/high_dynamic_range.pot | 80 +- sphinx/templates/tutorials/3d/index.pot | 2 +- .../tutorials/3d/introduction_to_3d.pot | 4 +- .../tutorials/3d/lights_and_shadows.pot | 2 +- .../tutorials/3d/reflection_probes.pot | 2 +- .../tutorials/3d/spatial_material.pot | 2 +- .../templates/tutorials/3d/using_gridmaps.pot | 2 +- .../3d/using_multi_mesh_instance.pot | 2 +- .../tutorials/3d/using_transforms.pot | 2 +- .../animating_thousands_of_fish.pot | 2 +- .../controlling_thousands_of_fish.pot | 2 +- .../tutorials/3d/vertex_animation/index.pot | 2 +- .../tutorials/animation/2d_skeletons.pot | 2 +- .../tutorials/animation/animation_tree.pot | 2 +- .../tutorials/animation/cutout_animation.pot | 2 +- .../templates/tutorials/animation/index.pot | 2 +- .../tutorials/animation/introduction_2d.pot | 361 ++--- sphinx/templates/tutorials/assetlib/index.pot | 2 +- .../assetlib/uploading_to_assetlib.pot | 2 +- .../tutorials/assetlib/using_assetlib.pot | 2 +- .../tutorials/assetlib/what_is_assetlib.pot | 2 +- .../templates/tutorials/audio/audio_buses.pot | 346 ++--- .../tutorials/audio/audio_streams.pot | 102 +- sphinx/templates/tutorials/audio/index.pot | 2 +- .../tutorials/audio/sync_with_audio.pot | 4 +- sphinx/templates/tutorials/content/index.pot | 2 +- .../tutorials/content/making_trees.pot | 2 +- .../tutorials/content/procedural_geometry.pot | 74 - .../content/procedural_geometry/arraymesh.pot | 162 +++ .../procedural_geometry/immediategeometry.pot | 54 + .../content/procedural_geometry/index.pot | 162 +++ .../procedural_geometry/meshdatatool.pot | 74 + .../procedural_geometry/surfacetool.pot | 58 + sphinx/templates/tutorials/debug/index.pot | 2 +- .../debug/overview_of_debugging_tools.pot | 2 +- .../tutorials/gui/bbcode_in_richtextlabel.pot | 2 +- .../tutorials/gui/custom_gui_controls.pot | 2 +- .../tutorials/gui/gui_containers.pot | 2 +- .../templates/tutorials/gui/gui_skinning.pot | 2 +- sphinx/templates/tutorials/gui/index.pot | 2 +- .../tutorials/gui/size_and_anchors.pot | 2 +- sphinx/templates/tutorials/i18n/index.pot | 2 +- .../i18n/internationalizing_games.pot | 2 +- sphinx/templates/tutorials/i18n/locales.pot | 2 +- .../i18n/localization_using_gettext.pot | 2 +- .../tutorials/inputs/custom_mouse_cursor.pot | 2 +- sphinx/templates/tutorials/inputs/index.pot | 2 +- .../tutorials/inputs/input_examples.pot | 2 +- .../templates/tutorials/inputs/inputevent.pot | 2 +- .../inputs/mouse_and_input_coordinates.pot | 2 +- .../tutorials/io/background_loading.pot | 2 +- sphinx/templates/tutorials/io/data_paths.pot | 90 +- .../tutorials/io/encrypting_save_games.pot | 2 +- sphinx/templates/tutorials/io/index.pot | 2 +- .../templates/tutorials/io/saving_games.pot | 2 +- .../legal/complying_with_licenses.pot | 2 +- sphinx/templates/tutorials/legal/index.pot | 2 +- .../tutorials/math/beziers_and_curves.pot | 2 +- sphinx/templates/tutorials/math/index.pot | 2 +- .../tutorials/math/interpolation.pot | 2 +- .../math/matrices_and_transforms.pot | 2 +- .../templates/tutorials/math/vector_math.pot | 2 +- .../tutorials/math/vectors_advanced.pot | 2 +- .../misc/binary_serialization_api.pot | 2 +- .../tutorials/misc/change_scenes_manually.pot | 2 +- .../misc/gles2_gles3_differences.pot | 2 +- .../tutorials/misc/handling_quit_requests.pot | 2 +- sphinx/templates/tutorials/misc/index.pot | 2 +- .../misc/instancing_with_signals.pot | 2 +- .../tutorials/misc/jitter_stutter.pot | 2 +- .../tutorials/misc/pausing_games.pot | 2 +- .../misc/running_code_in_the_editor.pot | 2 +- .../networking/high_level_multiplayer.pot | 2 +- .../networking/http_client_class.pot | 2 +- .../networking/http_request_class.pot | 2 +- .../templates/tutorials/networking/index.pot | 2 +- .../tutorials/networking/ssl_certificates.pot | 2 +- .../templates/tutorials/networking/webrtc.pot | 2 +- .../tutorials/networking/websocket.pot | 82 ++ .../tutorials/optimization/index.pot | 2 +- .../optimization/using_multimesh.pot | 2 +- .../tutorials/optimization/using_servers.pot | 2 +- sphinx/templates/tutorials/physics/index.pot | 2 +- .../physics/kinematic_character_2d.pot | 2 +- .../physics/physics_introduction.pot | 2 +- .../tutorials/physics/ragdoll_system.pot | 2 +- .../tutorials/physics/ray-casting.pot | 2 +- .../tutorials/physics/rigid_body.pot | 2 +- .../templates/tutorials/physics/soft_body.pot | 2 +- .../tutorials/physics/using_area_2d.pot | 186 +++ .../physics/using_kinematic_body_2d.pot | 2 +- .../platform/android_in_app_purchases.pot | 2 +- .../templates/tutorials/platform/consoles.pot | 6 +- .../platform/customizing_html5_shell.pot | 2 +- sphinx/templates/tutorials/platform/index.pot | 2 +- .../tutorials/platform/services_for_ios.pot | 2 +- .../plugins/android/android_plugin.pot | 2 +- .../tutorials/plugins/android/index.pot | 2 +- .../plugins/editor/import_plugins.pot | 4 +- .../tutorials/plugins/editor/index.pot | 2 +- .../plugins/editor/inspector_plugins.pot | 2 +- .../editor/making_main_screen_plugins.pot | 2 +- .../plugins/editor/making_plugins.pot | 2 +- .../plugins/editor/spatial_gizmos.pot | 2 +- .../plugins/editor/visual_shader_plugins.pot | 70 + .../plugins/gdnative/gdnative-c-example.pot | 2 +- .../plugins/gdnative/gdnative-cpp-example.pot | 2 +- .../tutorials/plugins/gdnative/index.pot | 2 +- sphinx/templates/tutorials/plugins/index.pot | 2 +- .../shading/advanced_postprocessing.pot | 2 +- sphinx/templates/tutorials/shading/index.pot | 2 +- .../intro_to_shaders_water_workshop.pot | 2 +- .../migrating_to_godot_shader_language.pot | 2 +- .../shading/screen-reading_shaders.pot | 2 +- .../tutorials/shading/shader_materials.pot | 28 +- .../shading_reference/canvas_item_shader.pot | 2 +- .../shading/shading_reference/index.pot | 2 +- .../shading_reference/particle_shader.pot | 2 +- .../shading/shading_reference/shaders.pot | 2 +- .../shading_reference/shading_language.pot | 1256 +++++++++-------- .../shading_reference/spatial_shader.pot | 2 +- .../shading/your_first_shader/index.pot | 2 +- .../your_first_shader/what_are_shaders.pot | 2 +- .../your_first_canvasitem_shader.pot | 2 +- .../your_first_spatial_shader.pot | 2 +- .../your_second_spatial_shader.pot | 2 +- sphinx/templates/tutorials/threads/index.pot | 2 +- .../tutorials/threads/thread_safe_apis.pot | 2 +- .../threads/using_multiple_threads.pot | 2 +- .../viewports/custom_postprocessing.pot | 2 +- .../templates/tutorials/viewports/index.pot | 2 +- .../viewports/multiple_resolutions.pot | 2 +- .../viewports/using_viewport_as_texture.pot | 2 +- .../tutorials/viewports/viewports.pot | 4 +- sphinx/templates/tutorials/vr/index.pot | 2 +- sphinx/templates/tutorials/vr/vr_primer.pot | 2 +- .../tutorials/vr/vr_starter_tutorial.pot | 2 +- templates_list.txt | 13 +- 288 files changed, 3217 insertions(+), 2090 deletions(-) create mode 100644 sphinx/templates/development/editor/creating_icons.pot create mode 100644 sphinx/templates/development/editor/index.pot create mode 100644 sphinx/templates/development/editor/introduction.pot create mode 100644 sphinx/templates/getting_started/scripting/gdscript/gdscript_exports.pot delete mode 100644 sphinx/templates/tutorials/content/procedural_geometry.pot create mode 100644 sphinx/templates/tutorials/content/procedural_geometry/arraymesh.pot create mode 100644 sphinx/templates/tutorials/content/procedural_geometry/immediategeometry.pot create mode 100644 sphinx/templates/tutorials/content/procedural_geometry/index.pot create mode 100644 sphinx/templates/tutorials/content/procedural_geometry/meshdatatool.pot create mode 100644 sphinx/templates/tutorials/content/procedural_geometry/surfacetool.pot create mode 100644 sphinx/templates/tutorials/networking/websocket.pot create mode 100644 sphinx/templates/tutorials/physics/using_area_2d.pot create mode 100644 sphinx/templates/tutorials/plugins/editor/visual_shader_plugins.pot diff --git a/docs b/docs index 8eb48078c9..aaca561488 160000 --- a/docs +++ b/docs @@ -1 +1 @@ -Subproject commit 8eb48078c9a7377b457b06924d35ddccbb3c1fe9 +Subproject commit aaca5614885a113e422b17ef5489a56088056e9f diff --git a/sphinx/templates/about/docs_changelog.pot b/sphinx/templates/about/docs_changelog.pot index 4934f46610..7d84e20ffc 100644 --- a/sphinx/templates/about/docs_changelog.pot +++ b/sphinx/templates/about/docs_changelog.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -33,7 +33,7 @@ msgid "New tutorials since version 3.1" msgstr "" #: ../../docs/about/docs_changelog.rst:17 -#: ../../docs/about/docs_changelog.rst:104 +#: ../../docs/about/docs_changelog.rst:110 msgid "Project workflow" msgstr "" @@ -42,7 +42,7 @@ msgid ":ref:`doc_android_custom_build`" msgstr "" #: ../../docs/about/docs_changelog.rst:22 -#: ../../docs/about/docs_changelog.rst:120 +#: ../../docs/about/docs_changelog.rst:126 msgid "2D" msgstr "" @@ -87,7 +87,7 @@ msgid ":ref:`doc_localization_using_gettext`" msgstr "" #: ../../docs/about/docs_changelog.rst:48 -#: ../../docs/about/docs_changelog.rst:156 +#: ../../docs/about/docs_changelog.rst:162 msgid "Shading" msgstr "" @@ -120,7 +120,7 @@ msgid ":ref:`doc_webrtc`" msgstr "" #: ../../docs/about/docs_changelog.rst:63 -#: ../../docs/about/docs_changelog.rst:176 +#: ../../docs/about/docs_changelog.rst:182 msgid "Plugins" msgstr "" @@ -132,285 +132,309 @@ msgstr "" msgid ":ref:`doc_inspector_plugins`" msgstr "" -#: ../../docs/about/docs_changelog.rst:69 -#: ../../docs/about/docs_changelog.rst:187 +#: ../../docs/about/docs_changelog.rst:67 +msgid ":ref:`doc_visual_shader_plugins`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:70 +#: ../../docs/about/docs_changelog.rst:193 msgid "Multi-threading" msgstr "" -#: ../../docs/about/docs_changelog.rst:71 +#: ../../docs/about/docs_changelog.rst:72 msgid ":ref:`doc_using_multiple_threads`" msgstr "" -#: ../../docs/about/docs_changelog.rst:74 -#: ../../docs/about/docs_changelog.rst:192 +#: ../../docs/about/docs_changelog.rst:75 +#: ../../docs/about/docs_changelog.rst:198 msgid "Creating content" msgstr "" -#: ../../docs/about/docs_changelog.rst:76 -msgid ":ref:`doc_procedural_geometry`" +#: ../../docs/about/docs_changelog.rst:82 +msgid "Procedural geometry series:" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:78 +msgid ":ref:`Procedural geometry `" msgstr "" #: ../../docs/about/docs_changelog.rst:79 -msgid "Optimization" +msgid ":ref:`doc_arraymesh`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:80 +msgid ":ref:`doc_surfacetool`" msgstr "" #: ../../docs/about/docs_changelog.rst:81 -msgid ":ref:`doc_using_multimesh`" +msgid ":ref:`doc_meshdatatool`" msgstr "" #: ../../docs/about/docs_changelog.rst:82 -msgid ":ref:`doc_using_servers`" +msgid ":ref:`doc_immediategeometry`" msgstr "" #: ../../docs/about/docs_changelog.rst:85 -msgid "Legal" +msgid "Optimization" msgstr "" #: ../../docs/about/docs_changelog.rst:87 -msgid ":ref:`doc_complying_with_licenses`" +msgid ":ref:`doc_using_multimesh`" msgstr "" -#: ../../docs/about/docs_changelog.rst:90 -msgid "New tutorials since version 3.0" +#: ../../docs/about/docs_changelog.rst:88 +msgid ":ref:`doc_using_servers`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:91 +msgid "Legal" msgstr "" #: ../../docs/about/docs_changelog.rst:93 -msgid "Step by step" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:95 -msgid ":ref:`doc_signals`" +msgid ":ref:`doc_complying_with_licenses`" msgstr "" #: ../../docs/about/docs_changelog.rst:96 -msgid ":ref:`doc_exporting`" +msgid "New tutorials since version 3.0" msgstr "" #: ../../docs/about/docs_changelog.rst:99 -msgid "Scripting" +msgid "Step by step" msgstr "" #: ../../docs/about/docs_changelog.rst:101 +msgid ":ref:`doc_signals`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:102 +msgid ":ref:`doc_exporting`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:105 +msgid "Scripting" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:107 msgid ":ref:`doc_gdscript_static_typing`" msgstr "" -#: ../../docs/about/docs_changelog.rst:106 +#: ../../docs/about/docs_changelog.rst:112 msgid "Best Practices:" msgstr "" -#: ../../docs/about/docs_changelog.rst:108 +#: ../../docs/about/docs_changelog.rst:114 msgid ":ref:`doc_introduction_best_practices`" msgstr "" -#: ../../docs/about/docs_changelog.rst:109 +#: ../../docs/about/docs_changelog.rst:115 msgid ":ref:`doc_what_are_godot_classes`" msgstr "" -#: ../../docs/about/docs_changelog.rst:110 +#: ../../docs/about/docs_changelog.rst:116 msgid ":ref:`doc_scene_organization`" msgstr "" -#: ../../docs/about/docs_changelog.rst:111 +#: ../../docs/about/docs_changelog.rst:117 msgid ":ref:`doc_scenes_versus_scripts`" msgstr "" -#: ../../docs/about/docs_changelog.rst:112 +#: ../../docs/about/docs_changelog.rst:118 msgid ":ref:`doc_autoloads_versus_internal_nodes`" msgstr "" -#: ../../docs/about/docs_changelog.rst:113 +#: ../../docs/about/docs_changelog.rst:119 msgid ":ref:`doc_node_alternatives`" msgstr "" -#: ../../docs/about/docs_changelog.rst:114 +#: ../../docs/about/docs_changelog.rst:120 msgid ":ref:`doc_godot_interfaces`" msgstr "" -#: ../../docs/about/docs_changelog.rst:115 +#: ../../docs/about/docs_changelog.rst:121 msgid ":ref:`doc_godot_notifications`" msgstr "" -#: ../../docs/about/docs_changelog.rst:116 +#: ../../docs/about/docs_changelog.rst:122 msgid ":ref:`doc_data_preferences`" msgstr "" -#: ../../docs/about/docs_changelog.rst:117 +#: ../../docs/about/docs_changelog.rst:123 msgid ":ref:`doc_logic_preferences`" msgstr "" -#: ../../docs/about/docs_changelog.rst:122 +#: ../../docs/about/docs_changelog.rst:128 msgid ":ref:`doc_2d_lights_and_shadows`" msgstr "" -#: ../../docs/about/docs_changelog.rst:123 +#: ../../docs/about/docs_changelog.rst:129 msgid ":ref:`doc_2d_meshes`" msgstr "" -#: ../../docs/about/docs_changelog.rst:126 +#: ../../docs/about/docs_changelog.rst:132 msgid "3D" msgstr "" -#: ../../docs/about/docs_changelog.rst:128 +#: ../../docs/about/docs_changelog.rst:134 msgid ":ref:`doc_csg_tools`" msgstr "" -#: ../../docs/about/docs_changelog.rst:129 +#: ../../docs/about/docs_changelog.rst:135 msgid ":ref:`doc_animating_thousands_of_fish`" msgstr "" -#: ../../docs/about/docs_changelog.rst:130 +#: ../../docs/about/docs_changelog.rst:136 msgid ":ref:`doc_controlling_thousands_of_fish`" msgstr "" -#: ../../docs/about/docs_changelog.rst:133 +#: ../../docs/about/docs_changelog.rst:139 msgid "Physics" msgstr "" -#: ../../docs/about/docs_changelog.rst:135 +#: ../../docs/about/docs_changelog.rst:141 msgid ":ref:`doc_ragdoll_system`" msgstr "" -#: ../../docs/about/docs_changelog.rst:136 +#: ../../docs/about/docs_changelog.rst:142 msgid ":ref:`doc_soft_body`" msgstr "" -#: ../../docs/about/docs_changelog.rst:139 +#: ../../docs/about/docs_changelog.rst:145 msgid "Animation" msgstr "" -#: ../../docs/about/docs_changelog.rst:141 +#: ../../docs/about/docs_changelog.rst:147 msgid ":ref:`doc_2d_skeletons`" msgstr "" -#: ../../docs/about/docs_changelog.rst:142 +#: ../../docs/about/docs_changelog.rst:148 msgid ":ref:`doc_animation_tree`" msgstr "" -#: ../../docs/about/docs_changelog.rst:145 +#: ../../docs/about/docs_changelog.rst:151 msgid "GUI" msgstr "" -#: ../../docs/about/docs_changelog.rst:147 +#: ../../docs/about/docs_changelog.rst:153 msgid ":ref:`doc_gui_containers`" msgstr "" -#: ../../docs/about/docs_changelog.rst:150 +#: ../../docs/about/docs_changelog.rst:156 msgid "Viewports" msgstr "" -#: ../../docs/about/docs_changelog.rst:152 +#: ../../docs/about/docs_changelog.rst:158 msgid ":ref:`doc_viewport_as_texture`" msgstr "" -#: ../../docs/about/docs_changelog.rst:153 +#: ../../docs/about/docs_changelog.rst:159 msgid ":ref:`doc_custom_postprocessing`" msgstr "" -#: ../../docs/about/docs_changelog.rst:158 +#: ../../docs/about/docs_changelog.rst:164 msgid ":ref:`doc_intro_to_shaders_water_workshop`" msgstr "" -#: ../../docs/about/docs_changelog.rst:159 +#: ../../docs/about/docs_changelog.rst:165 msgid ":ref:`doc_migrating_to_godot_shader_language`" msgstr "" -#: ../../docs/about/docs_changelog.rst:160 +#: ../../docs/about/docs_changelog.rst:166 msgid ":ref:`doc_advanced_postprocessing`" msgstr "" -#: ../../docs/about/docs_changelog.rst:162 +#: ../../docs/about/docs_changelog.rst:168 msgid "Shading Reference:" msgstr "" -#: ../../docs/about/docs_changelog.rst:164 +#: ../../docs/about/docs_changelog.rst:170 msgid ":ref:`doc_shaders`" msgstr "" -#: ../../docs/about/docs_changelog.rst:165 +#: ../../docs/about/docs_changelog.rst:171 msgid ":ref:`doc_shading_language`" msgstr "" -#: ../../docs/about/docs_changelog.rst:166 +#: ../../docs/about/docs_changelog.rst:172 msgid ":ref:`doc_spatial_shader`" msgstr "" -#: ../../docs/about/docs_changelog.rst:167 +#: ../../docs/about/docs_changelog.rst:173 msgid ":ref:`doc_canvas_item_shader`" msgstr "" -#: ../../docs/about/docs_changelog.rst:168 +#: ../../docs/about/docs_changelog.rst:174 msgid ":ref:`doc_particle_shader`" msgstr "" -#: ../../docs/about/docs_changelog.rst:171 +#: ../../docs/about/docs_changelog.rst:177 msgid "VR" msgstr "" -#: ../../docs/about/docs_changelog.rst:173 +#: ../../docs/about/docs_changelog.rst:179 msgid ":ref:`doc_vr_starter_tutorial`" msgstr "" -#: ../../docs/about/docs_changelog.rst:178 +#: ../../docs/about/docs_changelog.rst:184 msgid ":ref:`doc_making_main_screen_plugins`" msgstr "" -#: ../../docs/about/docs_changelog.rst:179 +#: ../../docs/about/docs_changelog.rst:185 msgid ":ref:`doc_spatial_gizmo_plugins`" msgstr "" -#: ../../docs/about/docs_changelog.rst:182 +#: ../../docs/about/docs_changelog.rst:188 msgid "Platform-specific" msgstr "" -#: ../../docs/about/docs_changelog.rst:184 +#: ../../docs/about/docs_changelog.rst:190 msgid ":ref:`doc_customizing_html5_shell`" msgstr "" -#: ../../docs/about/docs_changelog.rst:189 +#: ../../docs/about/docs_changelog.rst:195 msgid ":ref:`doc_thread_safe_apis`" msgstr "" -#: ../../docs/about/docs_changelog.rst:194 +#: ../../docs/about/docs_changelog.rst:200 msgid ":ref:`doc_making_trees`" msgstr "" -#: ../../docs/about/docs_changelog.rst:197 +#: ../../docs/about/docs_changelog.rst:203 msgid "Miscellaneous" msgstr "" -#: ../../docs/about/docs_changelog.rst:199 +#: ../../docs/about/docs_changelog.rst:205 msgid ":ref:`doc_jitter_stutter`" msgstr "" -#: ../../docs/about/docs_changelog.rst:200 +#: ../../docs/about/docs_changelog.rst:206 msgid ":ref:`doc_running_code_in_the_editor`" msgstr "" -#: ../../docs/about/docs_changelog.rst:201 +#: ../../docs/about/docs_changelog.rst:207 msgid ":ref:`doc_change_scenes_manually`" msgstr "" -#: ../../docs/about/docs_changelog.rst:202 +#: ../../docs/about/docs_changelog.rst:208 msgid ":ref:`doc_gles2_gles3_differences`" msgstr "" -#: ../../docs/about/docs_changelog.rst:205 +#: ../../docs/about/docs_changelog.rst:211 msgid "Compiling" msgstr "" -#: ../../docs/about/docs_changelog.rst:207 +#: ../../docs/about/docs_changelog.rst:213 msgid ":ref:`doc_optimizing_for_size`" msgstr "" -#: ../../docs/about/docs_changelog.rst:208 +#: ../../docs/about/docs_changelog.rst:214 msgid ":ref:`doc_compiling_with_script_encryption_key`" msgstr "" -#: ../../docs/about/docs_changelog.rst:211 +#: ../../docs/about/docs_changelog.rst:217 msgid "Engine development" msgstr "" -#: ../../docs/about/docs_changelog.rst:213 +#: ../../docs/about/docs_changelog.rst:219 msgid ":ref:`doc_binding_to_external_libraries`" msgstr "" diff --git a/sphinx/templates/about/faq.pot b/sphinx/templates/about/faq.pot index 975f4a7509..29033ff00b 100644 --- a/sphinx/templates/about/faq.pot +++ b/sphinx/templates/about/faq.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -350,19 +350,87 @@ msgstr "" msgid "Bonus points for bringing screenshots, concrete numbers, test cases, or example projects (if applicable)." msgstr "" -#: ../../docs/about/faq.rst:285 -msgid "How can I support Godot development or contribute?" +#: ../../docs/about/faq.rst:286 +msgid "Why does Godot not use STL (Standard Template Library)" msgstr "" -#: ../../docs/about/faq.rst:287 -msgid "See :ref:`doc_ways_to_contribute`." -msgstr "" - -#: ../../docs/about/faq.rst:290 -msgid "Who is working on Godot? How can I contact you?" +#: ../../docs/about/faq.rst:288 +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 "" #: ../../docs/about/faq.rst:292 +msgid "STL templates create very large symbols, which results in huge debug binaries. We use few templates with very short names instead." +msgstr "" + +#: ../../docs/about/faq.rst:293 +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 "" + +#: ../../docs/about/faq.rst:294 +msgid "Our containers have memory tracking built-in, which helps better track memory usage." +msgstr "" + +#: ../../docs/about/faq.rst:295 +msgid "For large arrays, we use pooled memory, which can be mapped to either a preallocated buffer or virtual memory." +msgstr "" + +#: ../../docs/about/faq.rst:296 +msgid "We use our custom String type, as the one provided by STL is too basic and lacks proper internationalization support." +msgstr "" + +#: ../../docs/about/faq.rst:299 +msgid "Why does Godot not use exceptions?" +msgstr "" + +#: ../../docs/about/faq.rst:301 +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 "" + +#: ../../docs/about/faq.rst:306 +msgid "Additionally, exceptions significantly increase binary size for the executable." +msgstr "" + +#: ../../docs/about/faq.rst:310 +msgid "Why does Godot not enforce RTTI?" +msgstr "" + +#: ../../docs/about/faq.rst:312 +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 "" + +#: ../../docs/about/faq.rst:317 +msgid "Why does Godot not force users to implement DoD (Data oriented Design)?" +msgstr "" + +#: ../../docs/about/faq.rst:319 +msgid "While Godot internally for a lot of the heavy performance tasks attempts to use cache coherency as best as possible, we believe most users don't really need to be forced to use DoD practices." +msgstr "" + +#: ../../docs/about/faq.rst:323 +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 "" + +#: ../../docs/about/faq.rst:330 +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 "" + +#: ../../docs/about/faq.rst:333 +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 "" + +#: ../../docs/about/faq.rst:338 +msgid "How can I support Godot development or contribute?" +msgstr "" + +#: ../../docs/about/faq.rst:340 +msgid "See :ref:`doc_ways_to_contribute`." +msgstr "" + +#: ../../docs/about/faq.rst:343 +msgid "Who is working on Godot? How can I contact you?" +msgstr "" + +#: ../../docs/about/faq.rst:345 msgid "See the corresponding page on the `Godot website `_." msgstr "" diff --git a/sphinx/templates/about/index.pot b/sphinx/templates/about/index.pot index fff81b2e08..e1a4f3fd32 100644 --- a/sphinx/templates/about/index.pot +++ b/sphinx/templates/about/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/about/introduction.pot b/sphinx/templates/about/introduction.pot index 1a04e9fcd9..d2b935d381 100644 --- a/sphinx/templates/about/introduction.pot +++ b/sphinx/templates/about/introduction.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/channels.pot b/sphinx/templates/community/channels.pot index 970b33a218..39978c43f0 100644 --- a/sphinx/templates/community/channels.pot +++ b/sphinx/templates/community/channels.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/bug_triage_guidelines.pot b/sphinx/templates/community/contributing/bug_triage_guidelines.pot index ed003d2e22..5361e9a53b 100644 --- a/sphinx/templates/community/contributing/bug_triage_guidelines.pot +++ b/sphinx/templates/community/contributing/bug_triage_guidelines.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/code_style_guidelines.pot b/sphinx/templates/community/contributing/code_style_guidelines.pot index 4d312313fd..a1f702386d 100644 --- a/sphinx/templates/community/contributing/code_style_guidelines.pot +++ b/sphinx/templates/community/contributing/code_style_guidelines.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/docs_writing_guidelines.pot b/sphinx/templates/community/contributing/docs_writing_guidelines.pot index 8ed25695eb..8c12fa7713 100644 --- a/sphinx/templates/community/contributing/docs_writing_guidelines.pot +++ b/sphinx/templates/community/contributing/docs_writing_guidelines.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/documentation_guidelines.pot b/sphinx/templates/community/contributing/documentation_guidelines.pot index c92b1084d2..210779133a 100644 --- a/sphinx/templates/community/contributing/documentation_guidelines.pot +++ b/sphinx/templates/community/contributing/documentation_guidelines.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/index.pot b/sphinx/templates/community/contributing/index.pot index 40113741ad..8a2d2c806a 100644 --- a/sphinx/templates/community/contributing/index.pot +++ b/sphinx/templates/community/contributing/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/pr_workflow.pot b/sphinx/templates/community/contributing/pr_workflow.pot index 6fe60e6725..4630cb1dd5 100644 --- a/sphinx/templates/community/contributing/pr_workflow.pot +++ b/sphinx/templates/community/contributing/pr_workflow.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/updating_the_class_reference.pot b/sphinx/templates/community/contributing/updating_the_class_reference.pot index 0eced46432..fb6bc10602 100644 --- a/sphinx/templates/community/contributing/updating_the_class_reference.pot +++ b/sphinx/templates/community/contributing/updating_the_class_reference.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/ways_to_contribute.pot b/sphinx/templates/community/contributing/ways_to_contribute.pot index 2660572082..efbe8d69d6 100644 --- a/sphinx/templates/community/contributing/ways_to_contribute.pot +++ b/sphinx/templates/community/contributing/ways_to_contribute.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/tutorials.pot b/sphinx/templates/community/tutorials.pot index e00f62703f..f14409c9f0 100644 --- a/sphinx/templates/community/tutorials.pot +++ b/sphinx/templates/community/tutorials.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -96,39 +96,43 @@ msgstr "" msgid "`Steincodes `__" msgstr "" -#: ../../docs/community/tutorials.rst:36 -msgid "Text tutorials" +#: ../../docs/community/tutorials.rst:34 +msgid "`Code with Tom `_" msgstr "" #: ../../docs/community/tutorials.rst:38 +msgid "Text tutorials" +msgstr "" + +#: ../../docs/community/tutorials.rst:40 msgid "`Godot Recipes by KidsCanCode `__" msgstr "" -#: ../../docs/community/tutorials.rst:39 +#: ../../docs/community/tutorials.rst:41 msgid "`Steincodes `__" msgstr "" -#: ../../docs/community/tutorials.rst:42 +#: ../../docs/community/tutorials.rst:44 msgid "Devlogs" msgstr "" -#: ../../docs/community/tutorials.rst:44 +#: ../../docs/community/tutorials.rst:46 msgid "`Andrea Catania (Physics & AI) `_" msgstr "" -#: ../../docs/community/tutorials.rst:45 +#: ../../docs/community/tutorials.rst:47 msgid "`Bastiaan Olij (AR & VR) `_" msgstr "" -#: ../../docs/community/tutorials.rst:48 +#: ../../docs/community/tutorials.rst:50 msgid "Resources" msgstr "" -#: ../../docs/community/tutorials.rst:50 +#: ../../docs/community/tutorials.rst:52 msgid "`awesome-godot: A curated list of resources by Calinou `_" msgstr "" -#: ../../docs/community/tutorials.rst:51 +#: ../../docs/community/tutorials.rst:53 msgid "`Zeef Godot Engine: A curated directory of resources by Andre Schmitz `_" msgstr "" diff --git a/sphinx/templates/development/compiling/compiling_for_android.pot b/sphinx/templates/development/compiling/compiling_for_android.pot index 81f37c1e73..4d021d1cf1 100644 --- a/sphinx/templates/development/compiling/compiling_for_android.pot +++ b/sphinx/templates/development/compiling/compiling_for_android.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_ios.pot b/sphinx/templates/development/compiling/compiling_for_ios.pot index dd670233a0..7896d2c395 100644 --- a/sphinx/templates/development/compiling/compiling_for_ios.pot +++ b/sphinx/templates/development/compiling/compiling_for_ios.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_osx.pot b/sphinx/templates/development/compiling/compiling_for_osx.pot index 33af1bb1de..d1a53f92c5 100644 --- a/sphinx/templates/development/compiling/compiling_for_osx.pot +++ b/sphinx/templates/development/compiling/compiling_for_osx.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_uwp.pot b/sphinx/templates/development/compiling/compiling_for_uwp.pot index 04f8353577..505295e9c5 100644 --- a/sphinx/templates/development/compiling/compiling_for_uwp.pot +++ b/sphinx/templates/development/compiling/compiling_for_uwp.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_web.pot b/sphinx/templates/development/compiling/compiling_for_web.pot index ce143fc4a1..6d90f850e3 100644 --- a/sphinx/templates/development/compiling/compiling_for_web.pot +++ b/sphinx/templates/development/compiling/compiling_for_web.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_windows.pot b/sphinx/templates/development/compiling/compiling_for_windows.pot index ac843f9da1..389cd44cc7 100644 --- a/sphinx/templates/development/compiling/compiling_for_windows.pot +++ b/sphinx/templates/development/compiling/compiling_for_windows.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_x11.pot b/sphinx/templates/development/compiling/compiling_for_x11.pot index ede3b64c7e..8639c7d2aa 100644 --- a/sphinx/templates/development/compiling/compiling_for_x11.pot +++ b/sphinx/templates/development/compiling/compiling_for_x11.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_with_mono.pot b/sphinx/templates/development/compiling/compiling_with_mono.pot index e858ad8395..6b0c4a11e2 100644 --- a/sphinx/templates/development/compiling/compiling_with_mono.pot +++ b/sphinx/templates/development/compiling/compiling_with_mono.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_with_script_encryption_key.pot b/sphinx/templates/development/compiling/compiling_with_script_encryption_key.pot index 63cc17bf89..7da635c41b 100644 --- a/sphinx/templates/development/compiling/compiling_with_script_encryption_key.pot +++ b/sphinx/templates/development/compiling/compiling_with_script_encryption_key.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -29,7 +29,7 @@ msgid "For this to work, you need to build the export templates from source, wit msgstr "" #: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:18 -msgid "Step by step (Linux)" +msgid "Step by step" msgstr "" #: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:20 @@ -48,27 +48,27 @@ msgstr "" 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 "" -#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:41 +#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:40 msgid "Set this key as environment variable in the console that you will use to compile Godot, like this:" msgstr "" -#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:49 +#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:52 msgid "Compile Godot export templates and set them as custom export templates in the export preset options." msgstr "" -#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:52 +#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:55 msgid "Set the encryption key in the ``Script`` tab of the export preset:" msgstr "" -#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:56 +#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:59 msgid "Export the project. The game should run with encrypted scripts now." msgstr "" -#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:59 +#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:62 msgid "Possible Errors" msgstr "" -#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:61 +#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:64 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 "" diff --git a/sphinx/templates/development/compiling/cross-compiling_for_ios_on_linux.pot b/sphinx/templates/development/compiling/cross-compiling_for_ios_on_linux.pot index a5d1001f13..b0a7b0b7fd 100644 --- a/sphinx/templates/development/compiling/cross-compiling_for_ios_on_linux.pot +++ b/sphinx/templates/development/compiling/cross-compiling_for_ios_on_linux.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/getting_source.pot b/sphinx/templates/development/compiling/getting_source.pot index 5345088492..1d163e4e5c 100644 --- a/sphinx/templates/development/compiling/getting_source.pot +++ b/sphinx/templates/development/compiling/getting_source.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/index.pot b/sphinx/templates/development/compiling/index.pot index 8779b7f7ab..04825609da 100644 --- a/sphinx/templates/development/compiling/index.pot +++ b/sphinx/templates/development/compiling/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/introduction_to_the_buildsystem.pot b/sphinx/templates/development/compiling/introduction_to_the_buildsystem.pot index f7bbf628f9..de32aa2344 100644 --- a/sphinx/templates/development/compiling/introduction_to_the_buildsystem.pot +++ b/sphinx/templates/development/compiling/introduction_to_the_buildsystem.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/optimizing_for_size.pot b/sphinx/templates/development/compiling/optimizing_for_size.pot index 55ea990878..352025d8b1 100644 --- a/sphinx/templates/development/compiling/optimizing_for_size.pot +++ b/sphinx/templates/development/compiling/optimizing_for_size.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/binding_to_external_libraries.pot b/sphinx/templates/development/cpp/binding_to_external_libraries.pot index adfcb4d59b..f886c4b64b 100644 --- a/sphinx/templates/development/cpp/binding_to_external_libraries.pot +++ b/sphinx/templates/development/cpp/binding_to_external_libraries.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/configuring_an_ide.pot b/sphinx/templates/development/cpp/configuring_an_ide.pot index 97934922d5..fafc0f6224 100644 --- a/sphinx/templates/development/cpp/configuring_an_ide.pot +++ b/sphinx/templates/development/cpp/configuring_an_ide.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/core_types.pot b/sphinx/templates/development/cpp/core_types.pot index d5f0b0c200..4e1be3927b 100644 --- a/sphinx/templates/development/cpp/core_types.pot +++ b/sphinx/templates/development/cpp/core_types.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/custom_audiostreams.pot b/sphinx/templates/development/cpp/custom_audiostreams.pot index e4dbea1070..bdc68e46c3 100644 --- a/sphinx/templates/development/cpp/custom_audiostreams.pot +++ b/sphinx/templates/development/cpp/custom_audiostreams.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/custom_godot_servers.pot b/sphinx/templates/development/cpp/custom_godot_servers.pot index c1e8bd8c08..8aba41d49d 100644 --- a/sphinx/templates/development/cpp/custom_godot_servers.pot +++ b/sphinx/templates/development/cpp/custom_godot_servers.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/custom_modules_in_cpp.pot b/sphinx/templates/development/cpp/custom_modules_in_cpp.pot index 92ef5ac377..7d6d531460 100644 --- a/sphinx/templates/development/cpp/custom_modules_in_cpp.pot +++ b/sphinx/templates/development/cpp/custom_modules_in_cpp.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -236,35 +236,67 @@ msgstr "" msgid "In order to keep documentation up-to-date, all you'll have to do is simply modify one of the ``ClassName.xml`` files and recompile the engine from now on." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:414 -msgid "Summing up" -msgstr "" - #: ../../docs/development/cpp/custom_modules_in_cpp.rst:416 -msgid "Remember to:" +msgid "Adding custom editor icons" msgstr "" #: ../../docs/development/cpp/custom_modules_in_cpp.rst:418 -msgid "use ``GDCLASS`` macro for inheritance, so Godot can wrap it" +msgid "Similarly to how you can write self-contained documentation within a module, you can also create your own custom icons for classes to appear in the editor." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:419 -msgid "use ``_bind_methods`` to bind your functions to scripting, and to allow them to work as callbacks for signals." +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:421 +msgid "For the actual process of creating editor icons to be integrated within the engine, please refer to :ref:`doc_editor_icons` first." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:422 -msgid "But this is not all, depending what you do, you will be greeted with some (hopefully positive) surprises." +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:424 +msgid "Once you've created your icon(s), proceed with the following steps:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:425 -msgid "If you inherit from :ref:`class_Node` (or any derived node type, such as Sprite), your new class will appear in the editor, in the inheritance tree in the \"Add Node\" dialog." +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:426 +msgid "Make a new directory in the root of the module named ``icons``. This is the default path for the engine to look for module's editor icons." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:428 -msgid "If you inherit from :ref:`class_Resource`, it will appear in the resource list, and all the exposed properties can be serialized when saved/loaded." +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:429 +msgid "Move your newly created ``svg`` icons (optimized or not) into that folder." msgstr "" #: ../../docs/development/cpp/custom_modules_in_cpp.rst:431 +msgid "Recompile the engine and run the editor. Now the icon(s) will appear in editor's interface where appropriate." +msgstr "" + +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:434 +msgid "If you'd like to store your icons somewhere else within your module, add the following code snippet to ``config.py`` to override the default path:" +msgstr "" + +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:443 +msgid "Summing up" +msgstr "" + +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:445 +msgid "Remember to:" +msgstr "" + +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:447 +msgid "use ``GDCLASS`` macro for inheritance, so Godot can wrap it" +msgstr "" + +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:448 +msgid "use ``_bind_methods`` to bind your functions to scripting, and to allow them to work as callbacks for signals." +msgstr "" + +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:451 +msgid "But this is not all, depending what you do, you will be greeted with some (hopefully positive) surprises." +msgstr "" + +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:454 +msgid "If you inherit from :ref:`class_Node` (or any derived node type, such as Sprite), your new class will appear in the editor, in the inheritance tree in the \"Add Node\" dialog." +msgstr "" + +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:457 +msgid "If you inherit from :ref:`class_Resource`, it will appear in the resource list, and all the exposed properties can be serialized when saved/loaded." +msgstr "" + +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:460 msgid "By this same logic, you can extend the Editor and almost any area of the engine." msgstr "" diff --git a/sphinx/templates/development/cpp/custom_resource_format_loaders.pot b/sphinx/templates/development/cpp/custom_resource_format_loaders.pot index 52942f24f9..85a09bf6dd 100644 --- a/sphinx/templates/development/cpp/custom_resource_format_loaders.pot +++ b/sphinx/templates/development/cpp/custom_resource_format_loaders.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/index.pot b/sphinx/templates/development/cpp/index.pot index d3bd9f2406..bec9ae2c2d 100644 --- a/sphinx/templates/development/cpp/index.pot +++ b/sphinx/templates/development/cpp/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/inheritance_class_tree.pot b/sphinx/templates/development/cpp/inheritance_class_tree.pot index 55dafb2728..1dc006d506 100644 --- a/sphinx/templates/development/cpp/inheritance_class_tree.pot +++ b/sphinx/templates/development/cpp/inheritance_class_tree.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/introduction_to_godot_development.pot b/sphinx/templates/development/cpp/introduction_to_godot_development.pot index 74acd991e7..517621b565 100644 --- a/sphinx/templates/development/cpp/introduction_to_godot_development.pot +++ b/sphinx/templates/development/cpp/introduction_to_godot_development.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/object_class.pot b/sphinx/templates/development/cpp/object_class.pot index 8c49619117..968f540dcd 100644 --- a/sphinx/templates/development/cpp/object_class.pot +++ b/sphinx/templates/development/cpp/object_class.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/variant_class.pot b/sphinx/templates/development/cpp/variant_class.pot index e5bd1f61b2..81a621c983 100644 --- a/sphinx/templates/development/cpp/variant_class.pot +++ b/sphinx/templates/development/cpp/variant_class.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/editor/creating_icons.pot b/sphinx/templates/development/editor/creating_icons.pot new file mode 100644 index 0000000000..a7a9ef81fa --- /dev/null +++ b/sphinx/templates/development/editor/creating_icons.pot @@ -0,0 +1,154 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine latest\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/development/editor/creating_icons.rst:4 +msgid "Editor icons" +msgstr "" + +#: ../../docs/development/editor/creating_icons.rst:6 +msgid "When a new class is created and exposed to scripting, the editor's interface will display it with a default icon representing the base class it inherits from. Yet in most cases it is recommended to create icons for new classes to improve the user experience." +msgstr "" + +#: ../../docs/development/editor/creating_icons.rst:12 +msgid "Creating icons" +msgstr "" + +#: ../../docs/development/editor/creating_icons.rst:14 +msgid "In order to create new icons, you first need a vector graphics editor installed. For instance, you can use the open-source `Inkscape `_ editor." +msgstr "" + +#: ../../docs/development/editor/creating_icons.rst:17 +msgid "Clone the ``godot-design`` repository containing all the original editor icons:" +msgstr "" + +#: ../../docs/development/editor/creating_icons.rst:23 +msgid "The icons must be created in a vector graphics editor in ``svg`` format. You can use ``engine/icons/inkscape_template.svg`` with default icon properties already set up." +msgstr "" + +#: ../../docs/development/editor/creating_icons.rst:27 +msgid "Once you're satisfied with the icon's design, save the icon in ``engine/icons/svg/`` folder. But in order for the engine to automatically pick up the icons, each icon's filename:" +msgstr "" + +#: ../../docs/development/editor/creating_icons.rst:31 +msgid "Must be prefixed with ``icon_``." +msgstr "" + +#: ../../docs/development/editor/creating_icons.rst:33 +msgid "``PascalCase`` name should be converted to ``snake_case``, so words are separated by ``_`` whenever case changes, and uppercase acronyms must also have all letters, numbers, and special characters separated as distinct words. Some examples:" +msgstr "" + +#: ../../docs/development/editor/creating_icons.rst:39 +msgid "Name" +msgstr "" + +#: ../../docs/development/editor/creating_icons.rst:39 +msgid "Filename" +msgstr "" + +#: ../../docs/development/editor/creating_icons.rst:41 +msgid "``Polygon2D``" +msgstr "" + +#: ../../docs/development/editor/creating_icons.rst:41 +msgid "``icon_polygon_2_d.svg``" +msgstr "" + +#: ../../docs/development/editor/creating_icons.rst:43 +msgid "``CSGPolygon``" +msgstr "" + +#: ../../docs/development/editor/creating_icons.rst:43 +msgid "``icon_c_s_g_polygon.svg``" +msgstr "" + +#: ../../docs/development/editor/creating_icons.rst:45 +msgid "``CPUParticles2D``" +msgstr "" + +#: ../../docs/development/editor/creating_icons.rst:45 +msgid "``icon_c_p_u_particles_2_d.svg``" +msgstr "" + +#: ../../docs/development/editor/creating_icons.rst:47 +msgid "``C#``" +msgstr "" + +#: ../../docs/development/editor/creating_icons.rst:47 +msgid "``icon_c_#.svg``" +msgstr "" + +#: ../../docs/development/editor/creating_icons.rst:51 +msgid "Icon optimization" +msgstr "" + +#: ../../docs/development/editor/creating_icons.rst:53 +msgid "Because the editor renders the ``svg``'s at runtime, they need to be small in size, so they can be efficiently parsed. Editor icons must be first optimized before being added to the engine, to do so:" +msgstr "" + +#: ../../docs/development/editor/creating_icons.rst:57 +msgid "Add them to the ``engine/icons/svg`` folder." +msgstr "" + +#: ../../docs/development/editor/creating_icons.rst:59 +msgid "Run the ``optimize.py`` script. You must have the ``scour`` package installed:" +msgstr "" + +#: ../../docs/development/editor/creating_icons.rst:66 +msgid "The optimized icons will be generated in the ``engine/icons/optimized`` folder." +msgstr "" + +#: ../../docs/development/editor/creating_icons.rst:69 +msgid "Integrating and sharing the icons" +msgstr "" + +#: ../../docs/development/editor/creating_icons.rst:71 +msgid "If you're contributing to the engine itself, you should make a pull request to add optimized icons to ``godot/editor/icons`` in the main repository. Recompile the engine to make sure it does pick up new icons for classes. Once merged, don't forget to add the original version of the icons to the ``godot-design`` repository so that the icon can be improved upon by other contributors." +msgstr "" + +#: ../../docs/development/editor/creating_icons.rst:77 +msgid "It's also possible to create custom icons within a module. If you're creating your own module and don't plan to integrate it with Godot, you don't need to make a separate pull request for your icons to be available within the editor as they can be self-contained." +msgstr "" + +#: ../../docs/development/editor/creating_icons.rst:82 +msgid "For specific instructions on how to create module icons, refer to :ref:`Creating custom module icons`." +msgstr "" + +#: ../../docs/development/editor/creating_icons.rst:86 +msgid "Troubleshooting" +msgstr "" + +#: ../../docs/development/editor/creating_icons.rst:88 +msgid "If icons don't appear in the editor make sure that:" +msgstr "" + +#: ../../docs/development/editor/creating_icons.rst:90 +msgid "Each icon's filename matches the naming requirement as described previously." +msgstr "" + +#: ../../docs/development/editor/creating_icons.rst:92 +msgid "``modules/svg`` is enabled (should be enabled by default). Without it, icons won't appear in the editor at all." +msgstr "" + +#: ../../docs/development/editor/creating_icons.rst:96 +msgid "References:" +msgstr "" + +#: ../../docs/development/editor/creating_icons.rst:98 +msgid "`editor/icons `__" +msgstr "" + diff --git a/sphinx/templates/development/editor/index.pot b/sphinx/templates/development/editor/index.pot new file mode 100644 index 0000000000..0186e509cc --- /dev/null +++ b/sphinx/templates/development/editor/index.pot @@ -0,0 +1,22 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine latest\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/development/editor/index.rst:2 +msgid "Editor development" +msgstr "" + diff --git a/sphinx/templates/development/editor/introduction.pot b/sphinx/templates/development/editor/introduction.pot new file mode 100644 index 0000000000..ba468fa77d --- /dev/null +++ b/sphinx/templates/development/editor/introduction.pot @@ -0,0 +1,26 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine latest\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/development/editor/introduction.rst:4 +msgid "Introduction" +msgstr "" + +#: ../../docs/development/editor/introduction.rst:6 +msgid "As the engine is constantly evolving and new features are being added, it is important to familiarize yourself with the editor and tools development in C++. Without the editor, some of the engine's internal functionality would become unaccessible and make the development not intuitive." +msgstr "" + diff --git a/sphinx/templates/development/file_formats/index.pot b/sphinx/templates/development/file_formats/index.pot index 1813c3ec82..f5cff61f96 100644 --- a/sphinx/templates/development/file_formats/index.pot +++ b/sphinx/templates/development/file_formats/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/file_formats/tscn.pot b/sphinx/templates/development/file_formats/tscn.pot index 5026421577..8d8d3b9630 100644 --- a/sphinx/templates/development/file_formats/tscn.pot +++ b/sphinx/templates/development/file_formats/tscn.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/editor/command_line_tutorial.pot b/sphinx/templates/getting_started/editor/command_line_tutorial.pot index f729f30db7..6790b85e20 100644 --- a/sphinx/templates/getting_started/editor/command_line_tutorial.pot +++ b/sphinx/templates/getting_started/editor/command_line_tutorial.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/editor/external_editor.pot b/sphinx/templates/getting_started/editor/external_editor.pot index bcd9e724f4..edc6970184 100644 --- a/sphinx/templates/getting_started/editor/external_editor.pot +++ b/sphinx/templates/getting_started/editor/external_editor.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/editor/index.pot b/sphinx/templates/getting_started/editor/index.pot index 8c59e42cd7..e0e3187c86 100644 --- a/sphinx/templates/getting_started/editor/index.pot +++ b/sphinx/templates/getting_started/editor/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/editor/unity_to_godot.pot b/sphinx/templates/getting_started/editor/unity_to_godot.pot index d92903619f..4963075705 100644 --- a/sphinx/templates/getting_started/editor/unity_to_godot.pot +++ b/sphinx/templates/getting_started/editor/unity_to_godot.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_basics.pot b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_basics.pot index 8c79ed5ea2..312ce490f0 100644 --- a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_basics.pot +++ b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_basics.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_differences.pot b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_differences.pot index d0ac8b9975..50f5ecaac6 100644 --- a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_differences.pot +++ b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_differences.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_features.pot b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_features.pot index f7f94cf189..d703f69647 100644 --- a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_features.pot +++ b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_features.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_style_guide.pot b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_style_guide.pot index a64f825cb9..19cebf95f8 100644 --- a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_style_guide.pot +++ b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_style_guide.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/c_sharp/index.pot b/sphinx/templates/getting_started/scripting/c_sharp/index.pot index 3560b02a6a..bcc2959bb2 100644 --- a/sphinx/templates/getting_started/scripting/c_sharp/index.pot +++ b/sphinx/templates/getting_started/scripting/c_sharp/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/gdscript_advanced.pot b/sphinx/templates/getting_started/scripting/gdscript/gdscript_advanced.pot index 8e7bf8e291..8788050d4f 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/gdscript_advanced.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/gdscript_advanced.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/gdscript_basics.pot b/sphinx/templates/getting_started/scripting/gdscript/gdscript_basics.pot index b3e199a95b..4125adf5aa 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/gdscript_basics.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/gdscript_basics.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -25,7 +25,7 @@ msgid "Introduction" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:9 -msgid "*GDScript* is a high level, dynamically typed programming language used to create content. It uses a syntax similar to `Python `_ (blocks are indent-based and many keywords are similar). Its goal is to be optimized for and tightly integrated with Godot Engine, allowing great flexibility for content creation and integration." +msgid "*GDScript* is a high-level, dynamically typed programming language used to create content. It uses a syntax similar to `Python `_ (blocks are indent-based and many keywords are similar). Its goal is to be optimized for and tightly integrated with Godot Engine, allowing great flexibility for content creation and integration." msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:17 @@ -33,7 +33,7 @@ msgid "History" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:19 -msgid "In the early days, the engine used the `Lua `__ 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 `__, it also proved difficult to embed." +msgid "In the early days, the engine used the `Lua `__ 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 `__, it also proved difficult to embed." msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:25 @@ -131,7 +131,7 @@ msgid "else" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:168 -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:817 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:802 msgid "for" msgstr "" @@ -140,7 +140,7 @@ msgid "See for_." msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:170 -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:806 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:791 msgid "while" msgstr "" @@ -149,7 +149,7 @@ msgid "See while_." msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:172 -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:846 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:837 msgid "match" msgstr "" @@ -427,7 +427,7 @@ msgid "``x[index]``" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:249 -msgid "Subscription, Highest Priority" +msgid "Subscription (highest priority)" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:251 @@ -435,7 +435,7 @@ msgid "``x.attribute``" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:251 -msgid "Attribute Reference" +msgid "Attribute reference" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:253 @@ -443,7 +443,7 @@ msgid "``is``" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:253 -msgid "Instance Type Checker" +msgid "Instance type checker" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:255 @@ -459,7 +459,7 @@ msgid "``-x``" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:257 -msgid "Negative / Unary Negation" +msgid "Negative / Unary negation" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:259 @@ -479,7 +479,7 @@ msgid "``+``" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:267 -msgid "Addition / Concatenation of Arrays" +msgid "Addition / Concatenation of arrays" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:269 @@ -495,7 +495,7 @@ msgid "``<<`` ``>>``" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:271 -msgid "Bit Shifting" +msgid "Bit shifting" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:273 @@ -535,7 +535,7 @@ msgid "``in``" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:281 -msgid "Content Test" +msgid "Content test" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:283 @@ -575,7 +575,7 @@ msgid "``=`` ``+=`` ``-=`` ``*=`` ``/=`` ``%=`` ``&=`` ``|=``" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:291 -msgid "Assignment, Lowest Priority" +msgid "Assignment (lowest priority)" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:295 @@ -603,943 +603,911 @@ msgid "``0x8F51``" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:302 -msgid "Base 16 (hex) integer" +msgid "Base 16 (hexadecimal) integer" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:304 +msgid "``0b101010``" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:304 +msgid "Base 2 (binary) integer" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:306 msgid "``3.14``, ``58.1e-10``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:304 -msgid "Floating point number (real)" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:306 +msgid "Floating-point number (real)" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:306 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:308 msgid "``\"Hello\"``, ``\"Hi\"``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:306 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:308 msgid "Strings" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:308 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:310 msgid "``\"\"\"Hello\"\"\"``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:308 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:310 msgid "Multiline string" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:310 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:312 msgid "``@\"Node/Label\"``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:310 -msgid "NodePath or StringName" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:312 +msgid ":ref:`class_NodePath` or StringName" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:312 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:314 msgid "``$NodePath``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:312 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:314 msgid "Shorthand for ``get_node(\"NodePath\")``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:316 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:318 msgid "Comments" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:318 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:320 msgid "Anything from a ``#`` to the end of the line is ignored and is considered a comment." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:326 -msgid "Multi-line comments can be created using \"\"\" (three quotes in a row) at the beginning and end of a block of text. Note that this creates a string, therefore, it will not be stripped away when the script is compiled." -msgstr "" - -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:339 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:330 msgid "Built-in types" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:341 -msgid "Built-in types are stack-allocated. They are passed as values. This means a copy is created on each assignment or when passing them as arguments to functions. The only exceptions are ``Array``\\ s and ``Dictionaries``, which are passed by reference so they are shared. (Not ``PoolArray``\\ s like ``PoolByteArray`` though, those are passed as values too, so consider this when deciding which to use!)" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:332 +msgid "Built-in types are stack-allocated. They are passed as values. This means a copy is created on each assignment or when passing them as arguments to functions. The only exceptions are ``Array``\\ s and ``Dictionaries``, which are passed by reference so they are shared. (Pooled arrays such as ``PoolByteArray`` are still passed as values.)" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:348 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:339 msgid "Basic built-in types" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:350 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:341 msgid "A variable in GDScript can be assigned to several built-in types." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:353 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:344 msgid "null" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:355 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:346 msgid "``null`` is an empty data type that contains no information and can not be assigned any other value." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:359 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:350 msgid "bool" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:361 -msgid "The Boolean data type can only contain ``true`` or ``false``." +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:352 +msgid "Short for \"boolean\", it can only contain ``true`` or ``false``." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:364 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:355 msgid "int" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:366 -msgid "The integer data type can only contain integer numbers, (both negative and positive)." +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:357 +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 "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:370 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:361 msgid "float" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:372 -msgid "Used to contain a floating point value (real numbers)." +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:363 +msgid "Stores real numbers, including decimals, using floating-point values. It is stored as a 64-bit value, equivalent to \"double\" in C++. Note: Currently, data structures such as Vector2, Vector3, and PoolRealArray store 32-bit single-precision \"float\" values." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:375 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:369 msgid ":ref:`String `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:377 -msgid "A sequence of characters in `Unicode format `_. Strings can contain the `standard C escape sequences `_. GDScript supports :ref:`format strings aka printf functionality `." +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:371 +msgid "A sequence of characters in `Unicode format `_. Strings can contain `standard C escape sequences `_. GDScript also supports :ref:`doc_gdscript_printf`." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:383 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:377 msgid "Vector built-in types" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:386 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:380 msgid ":ref:`Vector2 `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:388 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:382 msgid "2D vector type containing ``x`` and ``y`` fields. Can also be accessed as array." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:392 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:386 msgid ":ref:`Rect2 `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:394 -msgid "2D Rectangle type containing two vectors fields: ``position`` and ``size``. Alternatively contains an ``end`` field which is ``position+size``." +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:388 +msgid "2D Rectangle type containing two vectors fields: ``position`` and ``size``. Also contains an ``end`` field which is ``position + size``." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:398 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:392 msgid ":ref:`Vector3 `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:400 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:394 msgid "3D vector type containing ``x``, ``y`` and ``z`` fields. This can also be accessed as an array." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:404 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:398 msgid ":ref:`Transform2D `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:406 -msgid "3x2 matrix used for 2D transforms." +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:400 +msgid "3×2 matrix used for 2D transforms." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:409 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:403 msgid ":ref:`Plane `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:411 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:405 msgid "3D Plane type in normalized form that contains a ``normal`` vector field and a ``d`` scalar distance." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:415 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:409 msgid ":ref:`Quat `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:417 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:411 msgid "Quaternion is a datatype used for representing a 3D rotation. It's useful for interpolating rotations." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:421 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:415 msgid ":ref:`AABB `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:423 -msgid "Axis-aligned bounding box (or 3D box) contains 2 vectors fields: ``position`` and ``size``. Alternatively contains an ``end`` field which is ``position+size``." +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:417 +msgid "Axis-aligned bounding box (or 3D box) contains 2 vectors fields: ``position`` and ``size``. Also contains an ``end`` field which is ``position + size``." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:428 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:422 msgid ":ref:`Basis `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:430 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:424 msgid "3x3 matrix used for 3D rotation and scale. It contains 3 vector fields (``x``, ``y`` and ``z``) and can also be accessed as an array of 3D vectors." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:435 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:429 msgid ":ref:`Transform `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:437 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:431 msgid "3D Transform contains a Basis field ``basis`` and a Vector3 field ``origin``." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:441 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:435 msgid "Engine built-in types" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:444 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:438 msgid ":ref:`Color `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:446 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:440 msgid "Color data type contains ``r``, ``g``, ``b``, and ``a`` fields. It can also be accessed as ``h``, ``s``, and ``v`` for hue/saturation/value." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:450 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:444 msgid ":ref:`NodePath `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:452 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:446 msgid "Compiled path to a node used mainly in the scene system. It can be easily assigned to, and from, a String." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:456 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:450 msgid ":ref:`RID `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:458 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:452 msgid "Resource ID (RID). Servers use generic RIDs to reference opaque data." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:461 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:455 msgid ":ref:`Object `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:463 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:457 msgid "Base class for anything that is not a built-in type." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:466 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:460 msgid "Container built-in types" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:469 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:463 msgid ":ref:`Array `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:471 -msgid "Generic sequence of arbitrary object types, including other arrays or dictionaries (see below). The array can resize dynamically. Arrays are indexed starting from index ``0``. Starting with Godot 2.1, indices may be negative like in Python, to count from the end." +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:465 +msgid "Generic sequence of arbitrary object types, including other arrays or dictionaries (see below). The array can resize dynamically. Arrays are indexed starting from index ``0``. Negative indices count from the end." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:485 -msgid "GDScript arrays are allocated linearly in memory for speed. Large arrays (more than tens of thousands of elements) may however cause memory fragmentation. If this is a concern, special types of arrays are available. These only accept a single data type. They avoid memory fragmentation and also use less memory but are atomic and tend to run slower than generic arrays. They are therefore only recommended to use for large data sets:" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:479 +msgid "GDScript arrays are allocated linearly in memory for speed. Large arrays (more than tens of thousands of elements) may however cause memory fragmentation. If this is a concern, special types of arrays are available. These only accept a single data type. They avoid memory fragmentation and use less memory, but are atomic and tend to run slower than generic arrays. They are therefore only recommended to use for large data sets:" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:492 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:486 msgid ":ref:`PoolByteArray `: An array of bytes (integers from 0 to 255)." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:493 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:487 msgid ":ref:`PoolIntArray `: An array of integers." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:494 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:488 msgid ":ref:`PoolRealArray `: An array of floats." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:495 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:489 msgid ":ref:`PoolStringArray `: An array of strings." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:496 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:490 msgid ":ref:`PoolVector2Array `: An array of :ref:`Vector2 ` objects." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:497 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:491 msgid ":ref:`PoolVector3Array `: An array of :ref:`Vector3 ` objects." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:498 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:492 msgid ":ref:`PoolColorArray `: An array of :ref:`Color ` objects." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:501 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:495 msgid ":ref:`Dictionary `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:503 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:497 msgid "Associative container which contains values referenced by unique keys." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:516 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:510 msgid "Lua-style table syntax is also supported. Lua-style uses ``=`` instead of ``:`` and doesn't use quotes to mark string keys (making for slightly less to write). Note however that like any GDScript identifier, keys written in this form cannot start with a digit." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:530 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:524 msgid "To add a key to an existing dictionary, access it like an existing key and assign to it::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:539 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:533 msgid "Data" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:542 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:536 msgid "Variables" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:544 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:538 msgid "Variables can exist as class members or local to functions. They are created with the ``var`` keyword and may, optionally, be assigned a value upon initialization." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:555 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:549 msgid "Variables can optionally have a type specification. When a type is specified, the variable will be forced to have always that same type, and trying to assign an incompatible value will raise an error." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:559 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:553 msgid "Types are specified in the variable declaration using a ``:`` (colon) symbol after the variable name, followed by the type." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:567 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:561 msgid "If the variable is initialized within the declaration, the type can be inferred, so it's possible to omit the type name::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:573 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:567 msgid "Type inference is only possible if the assigned value has a defined type, otherwise it will raise an error." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:576 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:570 msgid "Valid types are:" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:578 -msgid "Built-in types (Array, Vector2, int, String, etc.)" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:572 +msgid "Built-in types (Array, Vector2, int, String, etc.)." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:579 -msgid "Engine classes (Node, Resource, Reference, etc.)" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:573 +msgid "Engine classes (Node, Resource, Reference, etc.)." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:580 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:574 msgid "Constant names if they contain a script resource (``MyScript`` if you declared ``const MyScript = preload(\"res://my_script.gd\")``)." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:581 -msgid "Other classes in the same script, respecting scope (``InnerClass.NestedClass`` if you declared ``class NestedClass`` inside the ``class InnerClass`` in the same scope)" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:575 +msgid "Other classes in the same script, respecting scope (``InnerClass.NestedClass`` if you declared ``class NestedClass`` inside the ``class InnerClass`` in the same scope)." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:582 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:576 msgid "Script classes declared with the ``class_name`` keyword." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:585 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:579 msgid "Casting" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:587 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:581 msgid "Values assigned to typed variables must have a compatible type. If it's needed to coerce a value to be of a certain type, in particular for object types, you can use the casting operator ``as``." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:591 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:585 msgid "Casting between object types results in the same object if the value is of the same type or a subtype of the cast type." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:599 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:593 msgid "If the value is not a subtype, the casting operation will result in a ``null`` value." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:606 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:600 msgid "For built-in types, they will be forcibly converted if possible, otherwise the engine will raise an error." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:615 -msgid "Casting is also useful to have better type-safe variables when interacting with tree::" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:609 +msgid "Casting is also useful to have better type-safe variables when interacting with the scene tree::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:625 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:619 msgid "Constants" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:627 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:621 msgid "Constants are similar to variables, but must be constants or constant expressions and must be assigned on initialization." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:641 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:635 msgid "Although the type of constants is inferred from the assigned value, it's also possible to add explicit type specification::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:647 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:641 msgid "Assigning a value of an incompatible type will raise an error." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:650 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:644 msgid "Enums" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:652 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:646 msgid "Enums are basically a shorthand for constants, and are pretty useful if you want to assign consecutive integers to some constant." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:655 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:649 msgid "If you pass a name to the enum, it will put all the keys inside a constant dictionary of that name." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:678 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:672 msgid "Functions" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:680 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:674 msgid "Functions always belong to a `class `_. The scope priority for variable look-up is: local → class member → global. The ``self`` variable is always available and is provided as an option for accessing class members, but is not always required (and should *not* be sent as the function's first argument, unlike Python)." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:693 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:687 msgid "A function can ``return`` at any point. The default return value is ``null``." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:695 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:689 msgid "Functions can also have type specification for the arguments and for the return value. Types for arguments can be added in a similar way to variables::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:701 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:695 msgid "If a function argument has a default value, it's possible to infer the type::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:706 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:700 msgid "The return type of the function can be specified after the arguments list using the arrow token (``->``)::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:712 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:706 msgid "Functions that have a return type **must** return a proper value. Setting the type as ``void`` means the function doesn't return anything. Void functions can return early with the ``return`` keyword, but they can't return any value." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:721 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:715 msgid "Non-void functions must **always** return a value, so if your code has branching statements (such as an ``if``/``else`` construct), all the possible paths must have a return. E.g., if you have a ``return`` inside an ``if`` block but not after it, the editor will raise an error because if the block is not executed, the function won't have a valid value to return." msgstr "" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:723 +msgid "Referencing functions" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:725 +msgid "Contrary to Python, functions are *not* first-class objects in GDScript. This means they cannot be stored in variables, passed as an argument to another function or be returned from other functions. This is for performance reasons." +msgstr "" + #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:729 -msgid "Referencing Functions" +msgid "To reference a function by name at run-time, (e.g. to store it in a variable, or pass it to another function as an argument) one must use the ``call`` or ``funcref`` helpers::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:731 -msgid "Contrary to Python, functions are *not* first class objects in GDScript. This means they cannot be stored in variables, passed as an argument to another function or be returned from other functions. This is for performance reasons." -msgstr "" - -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:735 -msgid "To reference a function by name at runtime, (e.g. to store it in a variable, or pass it to another function as an argument) one must use the ``call`` or ``funcref`` helpers::" -msgstr "" - -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:748 -msgid "Remember that default functions, like ``_init``, and most notifications, such as ``_enter_tree``, ``_exit_tree``, ``_process``, ``_physics_process``, etc. are called in all base classes automatically. So there is only a need to call the function explicitly when overloading them in some way." -msgstr "" - -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:756 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:743 msgid "Static functions" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:758 -msgid "A function can be declared static. When a function is static, it has no access to the instance member variables or ``self``. This is mainly useful to make libraries of helper functions:" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:745 +msgid "A function can be declared static. When a function is static, it has no access to the instance member variables or ``self``. This is mainly useful to make libraries of helper functions::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:769 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:754 msgid "Statements and control flow" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:771 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:756 msgid "Statements are standard and can be assignments, function calls, control flow structures, etc (see below). ``;`` as a statement separator is entirely optional." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:776 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:761 msgid "if/else/elif" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:778 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:763 msgid "Simple conditions are created by using the ``if``/``else``/``elif`` syntax. Parenthesis around conditions are allowed, but not required. Given the nature of the tab-based indentation, ``elif`` can be used instead of ``else``/``if`` to maintain a level of indentation." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:792 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:777 msgid "Short statements can be written on the same line as the condition::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:799 -msgid "Sometimes you might want to assign a different initial value based on a boolean expression. In this case, ternary-if expressions come in handy::" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:784 +msgid "Sometimes, you might want to assign a different initial value based on a boolean expression. In this case, ternary-if expressions come in handy::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:808 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:793 msgid "Simple loops are created by using ``while`` syntax. Loops can be broken using ``break`` or continued using ``continue``:" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:819 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:804 msgid "To iterate through a range, such as an array or table, a *for* loop is used. When iterating over an array, the current array element is stored in the loop variable. When iterating over a dictionary, the *index* is stored in the loop variable." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:848 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:839 msgid "A ``match`` statement is used to branch execution of a program. It's the equivalent of the ``switch`` statement found in many other languages, but offers some additional features." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:851 -msgid "Basic syntax:" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:842 +msgid "Basic syntax::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:864 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:853 msgid "**Crash-course for people who are familiar with switch statements**:" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:866 -msgid "Replace ``switch`` with ``match``" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:855 +msgid "Replace ``switch`` with ``match``." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:867 -msgid "Remove ``case``" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:856 +msgid "Remove ``case``." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:868 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:857 msgid "Remove any ``break``\\ s. If you don't want to ``break`` by default, you can use ``continue`` for a fallthrough." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:869 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:858 msgid "Change ``default`` to a single underscore." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:872 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:861 msgid "**Control flow**:" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:874 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:863 msgid "The patterns are matched from top to bottom. If a pattern matches, the corresponding block will be executed. After that, the execution continues below the ``match`` statement. If you want to have a fallthrough, you can use ``continue`` to stop execution in the current block and check the ones below it." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:878 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:867 msgid "There are 6 pattern types:" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:890 -msgid "constant pattern" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:879 +msgid "Constant pattern" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:881 -msgid "constant primitives, like numbers and strings ::" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:870 +msgid "Constant primitives, like numbers and strings::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:902 -msgid "variable pattern" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:891 +msgid "Variable pattern" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:893 -msgid "matches the contents of a variable/enum ::" -msgstr "" - -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:916 -msgid "wildcard pattern" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:882 +msgid "Matches the contents of a variable/enum::" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:905 +msgid "Wildcard pattern" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:894 msgid "This pattern matches everything. It's written as a single underscore." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:907 -msgid "It can be used as the equivalent of the ``default`` in a ``switch`` statement in other languages. ::" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:896 +msgid "It can be used as the equivalent of the ``default`` in a ``switch`` statement in other languages::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:929 -msgid "binding pattern" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:918 +msgid "Binding pattern" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:919 -msgid "A binding pattern introduces a new variable. Like the wildcard pattern, it matches everything - and also gives that value a name. It's especially useful in array and dictionary patterns. ::" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:908 +msgid "A binding pattern introduces a new variable. Like the wildcard pattern, it matches everything - and also gives that value a name. It's especially useful in array and dictionary patterns::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:948 -msgid "array pattern" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:939 +msgid "Array pattern" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:932 -msgid "matches an array. Every single element of the array pattern is a pattern itself, so you can nest them." +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:921 +msgid "Matches an array. Every single element of the array pattern is a pattern itself, so you can nest them." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:934 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:923 msgid "The length of the array is tested first, it has to be the same size as the pattern, otherwise the pattern doesn't match." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:936 -msgid "**Open-ended array**: An array can be bigger than the pattern by making the last subpattern ``..``" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:925 +msgid "**Open-ended array**: An array can be bigger than the pattern by making the last subpattern ``..``." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:938 -msgid "Every subpattern has to be comma separated. ::" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:927 +msgid "Every subpattern has to be comma-separated." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:973 -msgid "dictionary pattern" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:966 +msgid "Dictionary pattern" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:951 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:942 msgid "Works in the same way as the array pattern. Every key has to be a constant pattern." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:953 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:944 msgid "The size of the dictionary is tested first, it has to be the same size as the pattern, otherwise the pattern doesn't match." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:955 -msgid "**Open-ended dictionary**: A dictionary can be bigger than the pattern by making the last subpattern ``..``" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:946 +msgid "**Open-ended dictionary**: A dictionary can be bigger than the pattern by making the last subpattern ``..``." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:957 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:948 msgid "Every subpattern has to be comma separated." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:959 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:950 msgid "If you don't specify a value, then only the existence of the key is checked." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:961 -msgid "A value pattern is separated from the key pattern with a ``:`` ::" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:952 +msgid "A value pattern is separated from the key pattern with a ``:``." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:984 -msgid "Multipatterns:" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:979 +msgid "Multiple patterns" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:976 -msgid "You can also specify multiple patterns separated by a comma. These patterns aren't allowed to have any bindings in them. ::" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:969 +msgid "You can also specify multiple patterns separated by a comma. These patterns aren't allowed to have any bindings in them." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:987 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:982 msgid "Classes" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:989 -msgid "By default, all script files are unnamed classes. In this case, you can only reference them using the file's path, using either a relative or an absolute path. For example, if you name a script file ``character.gd``" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:984 +msgid "By default, all script files are unnamed classes. In this case, you can only reference them using the file's path, using either a relative or an absolute path. For example, if you name a script file ``character.gd``::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1004 -msgid "Instead, you can give your class a name to register it as a new type in Godot's editor. For that, you use the 'class_name' keyword. You can add an optional comma followed by a path to an image, to use it as an icon. Your class will then appear with its new icon in the editor:" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:997 +msgid "Instead, you can give your class a name to register it as a new type in Godot's editor. For that, you use the ``class_name`` keyword. You can add an optional comma followed by a path to an image, to use it as an icon. Your class will then appear with its new icon in the editor::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1019 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1010 msgid "Here's a class file example:" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1038 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1029 msgid "Godot's class syntax is compact: it can only contain member variables or functions. You can use static functions, but not static member variables. In the same way, the engine initializes variables every time you create an instance, and this includes arrays and dictionaries. This is in the spirit of thread safety, since scripts can be initialized in separate threads without the user knowing." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1046 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1037 msgid "Inheritance" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1048 -msgid "A class (stored as a file) can inherit from" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1039 +msgid "A class (stored as a file) can inherit from:" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1050 -msgid "A global class" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1041 +msgid "A global class." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1051 -msgid "Another class file" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1042 +msgid "Another class file." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1052 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1043 msgid "An inner class inside another class file." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1054 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1045 msgid "Multiple inheritance is not allowed." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1056 -msgid "Inheritance uses the ``extends`` keyword:" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1047 +msgid "Inheritance uses the ``extends`` keyword::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1070 -msgid "To check if a given instance inherits from a given class, the ``is`` keyword can be used:" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1059 +msgid "To check if a given instance inherits from a given class, the ``is`` keyword can be used::" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1071 +msgid "To call a function in a *parent class* (i.e. one ``extend``-ed in your current class), prepend ``.`` to the function name::" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1076 +msgid "This is especially useful because functions in extending classes replace functions with the same name in their parent classes. If you still want to call them, you can prefix them with ``.`` (like the ``super`` keyword in other languages)::" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1084 -msgid "To call a function in a *base class* (i.e. one ``extend``-ed in your current class), prepend ``.`` to the function name:" +msgid "Default functions like ``_init``, and most notifications such as ``_enter_tree``, ``_exit_tree``, ``_process``, ``_physics_process``, etc. are called in all parent classes automatically. There is no need to call them explicitly when overloading them." msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1091 -msgid "This is especially useful because functions in extending classes replace functions with the same name in their base classes. So if you still want to call them, you can use ``.`` like the ``super`` keyword in other languages:" -msgstr "" - -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1101 msgid "Class Constructor" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1103 -msgid "The class constructor, called on class instantiation, is named ``_init``. As mentioned earlier, the constructors of parent classes are called automatically when inheriting a class. So there is usually no need to call ``._init()`` explicitly." +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1093 +msgid "The class constructor, called on class instantiation, is named ``_init``. As mentioned earlier, the constructors of parent classes are called automatically when inheriting a class. So, there is usually no need to call ``._init()`` explicitly." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1107 -msgid "Unlike the call of a regular function, like in the above example with ``.some_func``, if the constructor from the inherited class takes arguments, they are passed like this:" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1098 +msgid "Unlike the call of a regular function, like in the above example with ``.some_func``, if the constructor from the inherited class takes arguments, they are passed like this::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1115 -msgid "This is better explained through examples. Say we have this scenario:" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1105 +msgid "This is better explained through examples. Consider this scenario::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1137 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1125 msgid "There are a few things to keep in mind here:" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1139 -msgid "if the inherited class (``State.gd``) defines a ``_init`` constructor that takes arguments (``e`` in this case), then the inheriting class (``Idle.gd``) *has* to define ``_init`` as well and pass appropriate parameters to ``_init`` from ``State.gd``" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1127 +msgid "If the inherited class (``State.gd``) defines a ``_init`` constructor that takes arguments (``e`` in this case), then the inheriting class (``Idle.gd``) *must* define ``_init`` as well and pass appropriate parameters to ``_init`` from ``State.gd``." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1142 -msgid "``Idle.gd`` can have a different number of arguments than the base class ``State.gd``" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1130 +msgid "``Idle.gd`` can have a different number of arguments than the parent class ``State.gd``." +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1131 +msgid "In the example above, ``e`` passed to the ``State.gd`` constructor is the same ``e`` passed in to ``Idle.gd``." +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1133 +msgid "If ``Idle.gd``'s ``_init`` constructor takes 0 arguments, it still needs to pass some value to the ``State.gd`` parent class, even if it does nothing. This brings us to the fact that you can pass literals in the base constructor as well, not just variables. eg.::" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1143 -msgid "in the example above, ``e`` passed to the ``State.gd`` constructor is the same ``e`` passed in to ``Idle.gd``" -msgstr "" - -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1145 -msgid "if ``Idle.gd``'s ``_init`` constructor takes 0 arguments, it still needs to pass some value to the ``State.gd`` base class even if it does nothing. Which brings us to the fact that you can pass literals in the base constructor as well, not just variables. Eg.:" -msgstr "" - -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1157 msgid "Inner classes" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1159 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1145 msgid "A class file can contain inner classes. Inner classes are defined using the ``class`` keyword. They are instanced using the ``ClassName.new()`` function." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1179 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1165 msgid "Classes as resources" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1181 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1167 msgid "Classes stored as files are treated as :ref:`resources `. They must be loaded from disk to access them in other classes. This is done using either the ``load`` or ``preload`` functions (see below). Instancing of a loaded class resource is done by calling the ``new`` function on the class object::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1199 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1183 msgid "Exports" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1201 -msgid "Class members can be exported. This means their value gets saved along with the resource (e.g. the :ref:`scene `) they're attached to. They will also be available for editing in the property editor. Exporting is done by using the ``export`` keyword::" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1187 +msgid "Documentation about exports has been moved to :ref:`doc_gdscript_exports`." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1210 -msgid "An exported variable must be initialized to a constant expression or have an export hint in the form of an argument to the export keyword (see below)." -msgstr "" - -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1213 -msgid "One of the fundamental benefits of exporting member variables is to have them visible and editable in the editor. This way, artists and game designers can modify values that later influence how the program runs. For this, a special export syntax is provided." -msgstr "" - -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1302 -msgid "It must be noted that even if the script is not being run while at the editor, the exported properties are still editable (see below for \"tool\")." -msgstr "" - -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1307 -msgid "Exporting bit flags" -msgstr "" - -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1309 -msgid "Integers used as bit flags can store multiple ``true``/``false`` (boolean) values in one property. By using the export hint ``int, FLAGS``, they can be set from the editor:" -msgstr "" - -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1318 -msgid "Restricting the flags to a certain number of named flags is also possible. The syntax is similar to the enumeration syntax:" -msgstr "" - -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1326 -msgid "In this example, ``Fire`` has value 1, ``Water`` has value 2, ``Earth`` has value 4 and ``Wind`` corresponds to value 8. Usually, constants should be defined accordingly (e.g. ``const ELEMENT_WIND = 8`` and so on)." -msgstr "" - -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1331 -msgid "Using bit flags requires some understanding of bitwise operations. If in doubt, boolean variables should be exported instead." -msgstr "" - -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1335 -msgid "Exporting arrays" -msgstr "" - -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1337 -msgid "Exporting arrays works, but with an important caveat: While regular arrays are created local to every class instance, exported arrays are *shared* between all instances. This means that editing them in one instance will cause them to change in all other instances. Exported arrays can have initializers, but they must be constant expressions." -msgstr "" - -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1374 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1190 msgid "Setters/getters" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1376 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1192 msgid "It is often useful to know when a class' member variable changes for whatever reason. It may also be desired to encapsulate its access in some way." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1379 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1195 msgid "For this, GDScript provides a *setter/getter* syntax using the ``setget`` keyword. It is used directly after a variable definition:" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1386 -msgid "Whenever the value of ``variable`` is modified by an *external* source (i.e. not from local usage in the class), the *setter* function (``setterfunc`` above) will be called. This happens *before* the value is changed. The *setter* must decide what to do with the new value. Vice versa, when ``variable`` is accessed, the *getter* function (``getterfunc`` above) must ``return`` the desired value. Below is an example:" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1202 +msgid "Whenever the value of ``variable`` is modified by an *external* source (i.e. not from local usage in the class), the *setter* function (``setterfunc`` above) will be called. This happens *before* the value is changed. The *setter* must decide what to do with the new value. Vice versa, when ``variable`` is accessed, the *getter* function (``getterfunc`` above) must ``return`` the desired value. Below is an example::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1403 -msgid "Either of the *setter* or *getter* functions can be omitted:" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1216 +msgid "Either of the *setter* or *getter* functions can be omitted::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1412 -msgid "Get/Setters are especially useful when exporting variables to editor in tool scripts or plugins, for validating input." +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1223 +msgid "Setters and getters are useful when :ref:`exporting variables ` to the editor in tool scripts or plugins, for validating input." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1415 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1226 msgid "As said, *local* access will *not* trigger the setter and getter. Here is an illustration of this:" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1430 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1243 msgid "Tool mode" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1432 -msgid "Scripts, by default, don't run inside the editor and only the exported properties can be changed. In some cases, it is desired that they do run inside the editor (as long as they don't execute game code or manually avoid doing so). For this, the ``tool`` keyword exists and must be placed at the top of the file:" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1245 +msgid "By default, scripts don't run inside the editor and only the exported properties can be changed. In some cases, it is desired that they do run inside the editor (as long as they don't execute game code or manually avoid doing so). For this, the ``tool`` keyword exists and must be placed at the top of the file::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1446 -msgid "Be cautious when freeing nodes with `queue_free()` or `free()` in a tool script (especially the script's owner itself). As tool scripts run their code in the editor, misusing them may lead to crashing the editor." +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1257 +msgid "Be cautious when freeing nodes with ``queue_free()`` or ``free()`` in a tool script (especially the script's owner itself). As tool scripts run their code in the editor, misusing them may lead to crashing the editor." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1452 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1263 msgid "Memory management" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1454 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1265 msgid "If a class inherits from :ref:`class_Reference`, then instances will be freed when no longer in use. No garbage collector exists, just reference counting. By default, all classes that don't define inheritance extend **Reference**. If this is not desired, then a class must inherit :ref:`class_Object` manually and must call instance.free(). To avoid reference cycles that can't be freed, a ``weakref`` function is provided for creating weak references." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1462 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1273 msgid "Alternatively, when not using references, the ``is_instance_valid(instance)`` can be used to check if an object has been freed." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1469 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1280 msgid "Signals" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1471 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1282 msgid "Signals are a tool to emit messages from an object that other objects can react to. To create custom signals for a class, use the ``signal`` keyword." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1483 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1294 msgid "Signals are a `Callback `_ mechanism. They also fill the role of Observers, a common programming pattern. For more information, read the `Observer tutorial `_ in the Game Programming Patterns ebook." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1490 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1301 msgid "You can connect these signals to methods the same way you connect built-in signals of nodes like :ref:`class_Button` or :ref:`class_RigidBody`." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1493 -msgid "In the example below, we connect the ``health_depleted`` signal from a ``Character`` node to a ``Game`` node. When the ``Character`` node emits the signal, the game node's ``_on_Character_health_depleted`` is called:" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1304 +msgid "In the example below, we connect the ``health_depleted`` signal from a ``Character`` node to a ``Game`` node. When the ``Character`` node emits the signal, the game node's ``_on_Character_health_depleted`` is called::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1508 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1317 msgid "You can emit as many arguments as you want along with a signal." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1510 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1319 msgid "Here is an example where this is useful. Let's say we want a life bar on screen to react to health changes with an animation, but we want to keep the user interface separate from the player in our scene tree." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1514 -msgid "In our ``Character.gd`` script, we define a ``health_changed`` signal and emit it with :ref:`Object.emit_signal() `, and from a ``Game`` node higher up our scene tree, we connect it to the ``Lifebar`` using the :ref:`Object.connect() ` method:" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1323 +msgid "In our ``Character.gd`` script, we define a ``health_changed`` signal and emit it with :ref:`Object.emit_signal() `, and from a ``Game`` node higher up our scene tree, we connect it to the ``Lifebar`` using the :ref:`Object.connect() ` method::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1556 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1363 msgid "To use signals, your class has to extend the ``Object`` class or any type extending it like ``Node``, ``KinematicBody``, ``Control``..." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1559 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1366 msgid "In the ``Game`` node, we get both the ``Character`` and ``Lifebar`` nodes, then connect the character, that emits the signal, to the receiver, the ``Lifebar`` node in this case." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1573 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1380 msgid "This allows the ``Lifebar`` to react to health changes without coupling it to the ``Character`` node." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1576 -msgid "you can write optional argument names in parentheses after the signal's definition." +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1383 +msgid "You can write optional argument names in parentheses after the signal's definition::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1584 -msgid "These arguments show up in the editor's node dock, and Godot can use them to generate callback functions for you. However, you can still emit any number of arguments when you emit signals. So it's up to you to emit the correct values." +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1389 +msgid "These arguments show up in the editor's node dock, and Godot can use them to generate callback functions for you. However, you can still emit any number of arguments when you emit signals; it's up to you to emit the correct values." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1590 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1395 msgid "GDScript can bind an array of values to connections between a signal and a method. When the signal is emitted, the callback method receives the bound values. These bound arguments are unique to each connection, and the values will stay the same." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1594 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1400 msgid "You can use this array of values to add extra constant information to the connection if the emitted signal itself doesn't give you access to all the data that you need." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1598 -msgid "Building on the example above, let's say we want to display a log of the damage taken by each character on the screen, like ``Player1 took 22 damage.``. The ``health_changed`` signal doesn't give us the name of the character that took damage. So when we connect the signal to the in-game console, we can add the character's name in the binds array argument:" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1404 +msgid "Building on the example above, let's say we want to display a log of the damage taken by each character on the screen, like ``Player1 took 22 damage.``. The ``health_changed`` signal doesn't give us the name of the character that took damage. So when we connect the signal to the in-game console, we can add the character's name in the binds array argument::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1614 -msgid "Our ``BattleLog`` node receives each element in the binds array as an extra argument:" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1418 +msgid "Our ``BattleLog`` node receives each element in the binds array as an extra argument::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1628 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1430 msgid "Coroutines with yield" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1630 -msgid "GDScript offers support for `coroutines `_ via the ``yield`` built-in function. Calling ``yield()`` will immediately return from the current function, with the current frozen state of the same function as the return value. Calling ``resume`` on this resulting object will continue execution and return whatever the function returns. Once resumed, the state object becomes invalid. Here is an example:" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1432 +msgid "GDScript offers support for `coroutines `_ via the :ref:`yield` built-in function. Calling ``yield()`` will immediately return from the current function, with the current frozen state of the same function as the return value. Calling ``resume()`` on this resulting object will continue execution and return whatever the function returns. Once resumed, the state object becomes invalid. Here is an example::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1652 -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1676 -msgid "Will print:" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1452 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1472 +msgid "Will print::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1660 -msgid "It is also possible to pass values between yield() and resume(), for example:" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1458 +msgid "It is also possible to pass values between ``yield()`` and ``resume()``, for example::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1685 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1479 msgid "Coroutines & signals" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1687 -msgid "The real strength of using ``yield`` is when combined with signals. ``yield`` can accept two arguments, an object and a signal. When the signal is received, execution will recommence. Here are some examples:" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1481 +msgid "The real strength of using ``yield`` is when combined with signals. ``yield`` can accept two arguments, an object and a signal. When the signal is received, execution will recommence. Here are some examples::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1702 -msgid "Coroutines themselves use the ``completed`` signal when they transition into an invalid state, for example:" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1494 +msgid "Coroutines themselves use the ``completed`` signal when they transition into an invalid state, for example::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1715 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1505 msgid "``my_func`` will only continue execution once both buttons have been pressed." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1718 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1508 msgid "Onready keyword" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1720 -msgid "When using nodes, it's common to desire to keep references to parts of the scene in a variable. As scenes are only warranted to be configured when entering the active scene tree, the sub-nodes can only be obtained when a call to Node._ready() is made." +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1510 +msgid "When using nodes, it's common to desire to keep references to parts of the scene in a variable. As scenes are only warranted to be configured when entering the active scene tree, the sub-nodes can only be obtained when a call to ``Node._ready()`` is made." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1732 -msgid "This can get a little cumbersome, especially when nodes and external references pile up. For this, GDScript has the ``onready`` keyword, that defers initialization of a member variable until _ready is called. It can replace the above code with a single line:" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1522 +msgid "This can get a little cumbersome, especially when nodes and external references pile up. For this, GDScript has the ``onready`` keyword, that defers initialization of a member variable until ``_ready()`` is called. It can replace the above code with a single line::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1742 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1530 msgid "Assert keyword" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1744 -msgid "The ``assert`` keyword can be used to check conditions in debug builds. These assertions are ignored in non-debug builds." +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1532 +msgid "The ``assert`` keyword can be used to check conditions in debug builds. These assertions are ignored in non-debug builds. This means that the expression passed as argument won't be evaluated in a project exported in release mode. Due to this, assertions must **not** contain expressions that have side effects. Otherwise, the behavior of the script would vary depending on whether the project is run in a debug build." +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1544 +msgid "When running a project from the editor, the project will be paused if an assertion error occurs." msgstr "" diff --git a/sphinx/templates/getting_started/scripting/gdscript/gdscript_exports.pot b/sphinx/templates/getting_started/scripting/gdscript/gdscript_exports.pot new file mode 100644 index 0000000000..eecc90bdd1 --- /dev/null +++ b/sphinx/templates/getting_started/scripting/gdscript/gdscript_exports.pot @@ -0,0 +1,78 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine latest\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:4 +msgid "GDScript exports" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:7 +msgid "Introduction to exports" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:9 +msgid "In Godot, class members can be exported. This means their value gets saved along with the resource (such as the :ref:`scene `) they're attached to. They will also be available for editing in the property editor. Exporting is done by using the ``export`` keyword::" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:18 +msgid "An exported variable must be initialized to a constant expression or have an export hint in the form of an argument to the ``export`` keyword (see the *Examples* section below)." +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:22 +msgid "One of the fundamental benefits of exporting member variables is to have them visible and editable in the editor. This way, artists and game designers can modify values that later influence how the program runs. For this, a special export syntax is provided." +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:29 +msgid "Exporting properties can also be done in other languages such as C#. The syntax varies depending on the language." +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:33 +msgid "Examples" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:119 +msgid "It must be noted that even if the script is not being run while in the editor, the exported properties are still editable. This can be used in conjunction with a :ref:`script in \"tool\" mode `." +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:124 +msgid "Exporting bit flags" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:126 +msgid "Integers used as bit flags can store multiple ``true``/``false`` (boolean) values in one property. By using the export hint ``int, FLAGS``, they can be set from the editor::" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:133 +msgid "Restricting the flags to a certain number of named flags is also possible. The syntax is similar to the enumeration syntax::" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:139 +msgid "In this example, ``Fire`` has value 1, ``Water`` has value 2, ``Earth`` has value 4 and ``Wind`` corresponds to value 8. Usually, constants should be defined accordingly (e.g. ``const ELEMENT_WIND = 8`` and so on)." +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:144 +msgid "Using bit flags requires some understanding of bitwise operations. If in doubt, boolean variables should be exported instead." +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:148 +msgid "Exporting arrays" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:150 +msgid "Exporting arrays works, but with an important caveat: while regular arrays are created local to every class instance, exported arrays are *shared* between all instances. This means that editing them in one instance will cause them to change in all other instances. Exported arrays can have initializers, but they must be constant expressions." +msgstr "" + diff --git a/sphinx/templates/getting_started/scripting/gdscript/gdscript_format_string.pot b/sphinx/templates/getting_started/scripting/gdscript/gdscript_format_string.pot index 1498a611c4..5dc74f2592 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/gdscript_format_string.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/gdscript_format_string.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/gdscript_styleguide.pot b/sphinx/templates/getting_started/scripting/gdscript/gdscript_styleguide.pot index 2b3019f055..1a0eb58cee 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/gdscript_styleguide.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/gdscript_styleguide.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/index.pot b/sphinx/templates/getting_started/scripting/gdscript/index.pot index fd310dcbf3..0ebea0b7dc 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/index.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/static_typing.pot b/sphinx/templates/getting_started/scripting/gdscript/static_typing.pot index bd979ea878..66db97d959 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/static_typing.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/static_typing.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/index.pot b/sphinx/templates/getting_started/scripting/index.pot index 4f70f793c3..93526b45d1 100644 --- a/sphinx/templates/getting_started/scripting/index.pot +++ b/sphinx/templates/getting_started/scripting/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/visual_script/getting_started.pot b/sphinx/templates/getting_started/scripting/visual_script/getting_started.pot index 9638ec36f5..c9b4a51bd4 100644 --- a/sphinx/templates/getting_started/scripting/visual_script/getting_started.pot +++ b/sphinx/templates/getting_started/scripting/visual_script/getting_started.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/visual_script/index.pot b/sphinx/templates/getting_started/scripting/visual_script/index.pot index ebb7cb67b6..88d0805917 100644 --- a/sphinx/templates/getting_started/scripting/visual_script/index.pot +++ b/sphinx/templates/getting_started/scripting/visual_script/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/visual_script/nodes_purposes.pot b/sphinx/templates/getting_started/scripting/visual_script/nodes_purposes.pot index 0646ab61ff..08a9a9ee14 100644 --- a/sphinx/templates/getting_started/scripting/visual_script/nodes_purposes.pot +++ b/sphinx/templates/getting_started/scripting/visual_script/nodes_purposes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/visual_script/what_is_visual_scripting.pot b/sphinx/templates/getting_started/scripting/visual_script/what_is_visual_scripting.pot index 0e397db6dc..2b9d4ba05a 100644 --- a/sphinx/templates/getting_started/scripting/visual_script/what_is_visual_scripting.pot +++ b/sphinx/templates/getting_started/scripting/visual_script/what_is_visual_scripting.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/animations.pot b/sphinx/templates/getting_started/step_by_step/animations.pot index 6343728c53..be3180eca1 100644 --- a/sphinx/templates/getting_started/step_by_step/animations.pot +++ b/sphinx/templates/getting_started/step_by_step/animations.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/exporting.pot b/sphinx/templates/getting_started/step_by_step/exporting.pot index d6733448a9..c0a8e9324a 100644 --- a/sphinx/templates/getting_started/step_by_step/exporting.pot +++ b/sphinx/templates/getting_started/step_by_step/exporting.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/filesystem.pot b/sphinx/templates/getting_started/step_by_step/filesystem.pot index 2a3b78793b..573b21784f 100644 --- a/sphinx/templates/getting_started/step_by_step/filesystem.pot +++ b/sphinx/templates/getting_started/step_by_step/filesystem.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/godot_design_philosophy.pot b/sphinx/templates/getting_started/step_by_step/godot_design_philosophy.pot index 8ce67371bb..e16d52919b 100644 --- a/sphinx/templates/getting_started/step_by_step/godot_design_philosophy.pot +++ b/sphinx/templates/getting_started/step_by_step/godot_design_philosophy.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/index.pot b/sphinx/templates/getting_started/step_by_step/index.pot index f800099e9f..a7f9288355 100644 --- a/sphinx/templates/getting_started/step_by_step/index.pot +++ b/sphinx/templates/getting_started/step_by_step/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/instancing.pot b/sphinx/templates/getting_started/step_by_step/instancing.pot index fc30b387a3..1ce8583e60 100644 --- a/sphinx/templates/getting_started/step_by_step/instancing.pot +++ b/sphinx/templates/getting_started/step_by_step/instancing.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/instancing_continued.pot b/sphinx/templates/getting_started/step_by_step/instancing_continued.pot index 4f89b8a2dd..0f8c2f6da7 100644 --- a/sphinx/templates/getting_started/step_by_step/instancing_continued.pot +++ b/sphinx/templates/getting_started/step_by_step/instancing_continued.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/intro_to_the_editor_interface.pot b/sphinx/templates/getting_started/step_by_step/intro_to_the_editor_interface.pot index 03b7834dc2..21c7444c01 100644 --- a/sphinx/templates/getting_started/step_by_step/intro_to_the_editor_interface.pot +++ b/sphinx/templates/getting_started/step_by_step/intro_to_the_editor_interface.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/resources.pot b/sphinx/templates/getting_started/step_by_step/resources.pot index 930d6df628..5a8bb94973 100644 --- a/sphinx/templates/getting_started/step_by_step/resources.pot +++ b/sphinx/templates/getting_started/step_by_step/resources.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/scene_tree.pot b/sphinx/templates/getting_started/step_by_step/scene_tree.pot index a037ed5f1a..5215f1473b 100644 --- a/sphinx/templates/getting_started/step_by_step/scene_tree.pot +++ b/sphinx/templates/getting_started/step_by_step/scene_tree.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/scenes_and_nodes.pot b/sphinx/templates/getting_started/step_by_step/scenes_and_nodes.pot index 602a18cc08..ebeeecabeb 100644 --- a/sphinx/templates/getting_started/step_by_step/scenes_and_nodes.pot +++ b/sphinx/templates/getting_started/step_by_step/scenes_and_nodes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/scripting.pot b/sphinx/templates/getting_started/step_by_step/scripting.pot index 97e8068d19..fa7c64bd02 100644 --- a/sphinx/templates/getting_started/step_by_step/scripting.pot +++ b/sphinx/templates/getting_started/step_by_step/scripting.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/scripting_continued.pot b/sphinx/templates/getting_started/step_by_step/scripting_continued.pot index 123fe71a23..0be0c818d0 100644 --- a/sphinx/templates/getting_started/step_by_step/scripting_continued.pot +++ b/sphinx/templates/getting_started/step_by_step/scripting_continued.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/signals.pot b/sphinx/templates/getting_started/step_by_step/signals.pot index 4a3fbccf57..92a958f29b 100644 --- a/sphinx/templates/getting_started/step_by_step/signals.pot +++ b/sphinx/templates/getting_started/step_by_step/signals.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/singletons_autoload.pot b/sphinx/templates/getting_started/step_by_step/singletons_autoload.pot index 0e9ebf0993..a5a5812f7c 100644 --- a/sphinx/templates/getting_started/step_by_step/singletons_autoload.pot +++ b/sphinx/templates/getting_started/step_by_step/singletons_autoload.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/splash_screen.pot b/sphinx/templates/getting_started/step_by_step/splash_screen.pot index f488cee561..b66e974d16 100644 --- a/sphinx/templates/getting_started/step_by_step/splash_screen.pot +++ b/sphinx/templates/getting_started/step_by_step/splash_screen.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/ui_code_a_life_bar.pot b/sphinx/templates/getting_started/step_by_step/ui_code_a_life_bar.pot index 92b043f76c..3eeb360022 100644 --- a/sphinx/templates/getting_started/step_by_step/ui_code_a_life_bar.pot +++ b/sphinx/templates/getting_started/step_by_step/ui_code_a_life_bar.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/ui_game_user_interface.pot b/sphinx/templates/getting_started/step_by_step/ui_game_user_interface.pot index 6a5acaad72..50749a1470 100644 --- a/sphinx/templates/getting_started/step_by_step/ui_game_user_interface.pot +++ b/sphinx/templates/getting_started/step_by_step/ui_game_user_interface.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/ui_introduction_to_the_ui_system.pot b/sphinx/templates/getting_started/step_by_step/ui_introduction_to_the_ui_system.pot index 766389b894..e67282eeb3 100644 --- a/sphinx/templates/getting_started/step_by_step/ui_introduction_to_the_ui_system.pot +++ b/sphinx/templates/getting_started/step_by_step/ui_introduction_to_the_ui_system.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/ui_main_menu.pot b/sphinx/templates/getting_started/step_by_step/ui_main_menu.pot index 3a3f735c4b..9a0cc7f2fb 100644 --- a/sphinx/templates/getting_started/step_by_step/ui_main_menu.pot +++ b/sphinx/templates/getting_started/step_by_step/ui_main_menu.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -170,7 +170,7 @@ msgid "Margin Bottom: *80*" msgstr "" #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:140 -msgid "We want the container to fit the window. In the Viewport, open the ``Layout`` menu and select the last option, ``Full Rect``." +msgid "We want the container to fit the window. In the toolbar above the Viewport, open the ``Layout`` menu and select the last option, ``Full Rect``." msgstr "" #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:144 diff --git a/sphinx/templates/getting_started/step_by_step/your_first_game.pot b/sphinx/templates/getting_started/step_by_step/your_first_game.pot index 2c3d7bb429..fd9b5fd11d 100644 --- a/sphinx/templates/getting_started/step_by_step/your_first_game.pot +++ b/sphinx/templates/getting_started/step_by_step/your_first_game.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/animation.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/animation.pot index e29488c512..cd91cc4982 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/animation.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/animation.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/index.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/index.pot index 53dafe174d..209d5d4dd6 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/index.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/lights.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/lights.pot index ada3b63d14..d08ac5ec3f 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/lights.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/lights.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/material.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/material.pot index 03bd4a6429..e72b7a8f06 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/material.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/material.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/mesh.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/mesh.pot index ab04328756..9430e08469 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/mesh.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/mesh.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/physics.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/physics.pot index 6e86699cb6..095a643ad8 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/physics.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/physics.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/skeleton.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/skeleton.pot index 90f987da91..0c039d3ff7 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/skeleton.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/skeleton.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/import_process.pot b/sphinx/templates/getting_started/workflow/assets/import_process.pot index d48512e3ad..919529653e 100644 --- a/sphinx/templates/getting_started/workflow/assets/import_process.pot +++ b/sphinx/templates/getting_started/workflow/assets/import_process.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/importing_audio_samples.pot b/sphinx/templates/getting_started/workflow/assets/importing_audio_samples.pot index b2edc60014..193f422c29 100644 --- a/sphinx/templates/getting_started/workflow/assets/importing_audio_samples.pot +++ b/sphinx/templates/getting_started/workflow/assets/importing_audio_samples.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -25,7 +25,7 @@ msgid "Why import?" msgstr "" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:9 -msgid "Raw audio data in general is large and undesired. Godot provides two main options to import your audio data: WAV and OGG Vorbis." +msgid "Raw audio data in general is large and undesired. Godot provides two main options to import your audio data: WAV and Ogg Vorbis." msgstr "" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:12 @@ -33,7 +33,7 @@ msgid "Each has different advantages." msgstr "" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:14 -msgid "Wav files use raw data or light compression, make few demands on the CPU to play back (hundreds of simultaneous voices in this format are fine), but take up significant space." +msgid "WAV files use raw data or light compression, make few demands on the CPU to play back (hundreds of simultaneous voices in this format are fine), but take up significant space." msgstr "" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:15 @@ -49,51 +49,51 @@ msgid "Format" msgstr "" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:23 -msgid "1 Second of Audio" +msgid "1 second of audio" msgstr "" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:25 -msgid "WAV 24 bits, 96 kHz, Stereo" +msgid "WAV 24-bit, 96 kHz, stereo" msgstr "" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:25 -msgid "576kb" +msgid "576 KB" msgstr "" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:27 -msgid "WAV 16 bits, 44 kHz, Mono" +msgid "WAV 16-bit, 44 kHz, mono" msgstr "" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:27 -msgid "88kb" +msgid "88 KB" msgstr "" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:29 -msgid "WAV 16 bits, IMA-ADPCM, Mono" +msgid "WAV 16-bit, IMA-ADPCM, mono" msgstr "" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:29 -msgid "22kb" +msgid "22 KB" msgstr "" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:31 -msgid "OGG 128kbps, Stereo" +msgid "Ogg Vorbis 128 Kb/s, stereo" msgstr "" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:31 -msgid "16kb" +msgid "16 KB" msgstr "" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:33 -msgid "OGG Vorbis 96kbps, Stereo" +msgid "Ogg Vorbis 96 Kb/s, stereo" msgstr "" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:33 -msgid "12kb" +msgid "12 KB" msgstr "" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:36 -msgid "Consider using WAV for short and repetitive sound effects, and OGG for music, speech, and long sound effects." +msgid "Consider using WAV for short and repetitive sound effects, and Ogg Vorbis for music, speech, and long sound effects." msgstr "" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:40 @@ -101,7 +101,7 @@ msgid "Best practices" msgstr "" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:42 -msgid "Godot 3+ has an amazing bus system with built-in effects. This saves SFX artists the need to add reverb to the sound effects, reducing their size greatly and ensuring correct trimming. Say no to SFX with baked reverb!" +msgid "Godot has an :ref:`extensive bus system ` with built-in effects. This saves SFX artists the need to add reverb to the sound effects, reducing their size greatly and ensuring correct trimming. Say no to SFX with baked reverb!" msgstr "" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:49 @@ -117,7 +117,7 @@ msgid "One issue that happens often is that the waveform is exported with long s msgstr "" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:59 -msgid "Importing as WAV with the Trimming option enabled solves this." +msgid "Importing as WAV with the **Trimming** option enabled solves this." msgstr "" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:63 @@ -125,10 +125,10 @@ msgid "Looping" msgstr "" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:65 -msgid "Godot supports looping in the samples (tools such as Sound Forge or Audition can add loop points to wav files). This is useful for sound effects, such as engines, machine guns etc. Ping-pong looping is also supported." +msgid "Godot supports looping in the samples (tools such as Sound Forge or Audition can add loop points to WAV files). This is useful for sound effects, such as engines, machine guns etc. Ping-pong looping is also supported." msgstr "" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:70 -msgid "As an alternative, the import screen has a \"loop\" option that enables looping for the entire sample when importing." +msgid "As an alternative, the Import dock has a **Loop** option that enables looping for the entire sample when importing." msgstr "" diff --git a/sphinx/templates/getting_started/workflow/assets/importing_images.pot b/sphinx/templates/getting_started/workflow/assets/importing_images.pot index 38077ee9c9..e345aebdbd 100644 --- a/sphinx/templates/getting_started/workflow/assets/importing_images.pot +++ b/sphinx/templates/getting_started/workflow/assets/importing_images.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -210,115 +210,119 @@ msgstr "" msgid "When using a texture as normal map, only the red and green channels are required. Given regular texture compression algorithms produce artifacts that don't look that nice in normal maps, the RGTC compression format is the best fit for this data. Forcing this option to \"Enabled\" will make Godot import the image as RGTC compressed. By default, it's set to \"Detect\", which means that if the texture is ever used as a normal map, it will be changed to \"Enabled\" and reimported automatically." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:92 -msgid "Flags" +#: ../../docs/getting_started/workflow/assets/importing_images.rst:91 +msgid "Note that RGTC compression affects the resulting normal map image. You will have to adjust custom shaders that use the normal map to take this into account." msgstr "" #: ../../docs/getting_started/workflow/assets/importing_images.rst:94 +msgid "Flags" +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_images.rst:96 msgid "There are plenty of settings that can be toggled when importing an image as a texture, depending on the use case." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:97 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:99 msgid "Repeat" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:99 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:101 msgid "This setting is most commonly used in 3D, and is therefore generally disabled in 2D. It sets UV coordinates going beyond the 0,0 - 1,1 range to \"loop\"." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:101 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:103 msgid "Repeating can optionally be set to mirrored mode." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:104 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:106 msgid "Filter" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:106 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:108 msgid "When pixels become larger than the screen pixels, this option enables linear interpolation for them. The result is a smoother (less blocky) texture. This setting can be commonly used in 2D and 3D, but it's usually disabled when making pixel perfect games." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:109 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:111 msgid "Mipmaps" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:111 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:113 msgid "When pixels become smaller than the screen, mipmaps kick in. This helps reduce the grainy effect when shrinking the textures. Keep in mind that, in older hardware (GLES2, mainly mobile), there are some requirements to use mipmaps:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:114 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:116 msgid "Texture width and height must be powers of 2" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:115 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:117 msgid "Repeat must be enabled" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:117 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:119 msgid "Keep in mind the above when making phone games and applications, want to aim for full compatibility, and need mipmaps." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:119 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:121 msgid "When doing 3D, mipmap should be turned on, as this also improves performance (smaller versions of the texture are used for objects further away)." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:122 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:124 msgid "Anisotropic" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:124 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:126 msgid "When textures are near parallel to the view (like floors), this option makes them have more detail by reducing blurriness." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:127 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:129 msgid "SRGB" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:129 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:131 msgid "Godot uses Linear colorspace when rendering 3D. Textures mapped to albedo or detail channels need to have this option turned on in order for colors to look correct. When set to \"Detect\" mode, the texture will be marked as SRGB when used in albedo channels." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:133 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:135 msgid "Process" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:135 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:137 msgid "Some special processes can be applied to images when imported as textures." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:138 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:140 msgid "Fix Alpha Border" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:140 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:142 msgid "This puts pixels of the same surrounding color in transition from transparency to non transparency. It helps mitigate the outline effect when exporting images from Photoshop and the like." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:145 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:147 msgid "It's a good idea to leave it on by default, unless specific values are needed." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:148 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:150 msgid "Premultiplied Alpha" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:150 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:152 msgid "An alternative to fix darkened borders is to use premultiplied alpha. By enabling this option, the texture will be converted to this format. Keep in mind that a material will need to be created that uses the PREMULT ALPHA blend mode on canvas items that need it." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:154 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:156 msgid "HDR as sRGB" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:156 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:158 msgid "A few HDR files are broken and contain sRGB color data. It is advised not to use them, but, in the worst-case scenario, toggling this option on will make them look right." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:159 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:161 msgid "Invert Color" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:161 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:163 msgid "Reverses the image's color. This is useful, for example, to convert a height map generated by external programs to depth map to use with :ref:`doc_spatial_material`." msgstr "" diff --git a/sphinx/templates/getting_started/workflow/assets/importing_scenes.pot b/sphinx/templates/getting_started/workflow/assets/importing_scenes.pot index 30ba88da8d..7ca6902a97 100644 --- a/sphinx/templates/getting_started/workflow/assets/importing_scenes.pot +++ b/sphinx/templates/getting_started/workflow/assets/importing_scenes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/importing_translations.pot b/sphinx/templates/getting_started/workflow/assets/importing_translations.pot index 0963ac2227..35cae0dcd9 100644 --- a/sphinx/templates/getting_started/workflow/assets/importing_translations.pot +++ b/sphinx/templates/getting_started/workflow/assets/importing_translations.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -52,6 +52,11 @@ msgstr "" msgid "To complete the picture and allow efficient support for translations, Godot has a special importer that can read CSV files. All spreadsheet editors (be it Libreoffice, Microsoft Office, Google Docs, etc.) can export to this format, so the only requirement is that the files have a special arrangement. The CSV files must be saved in UTF-8 encoding and be formatted as follows:" msgstr "" +#: ../../docs/getting_started/workflow/assets/importing_translations.rst:48 +#: ../../docs/getting_started/workflow/assets/importing_translations.rst:67 +msgid "keys" +msgstr "" + #: ../../docs/getting_started/workflow/assets/importing_translations.rst:48 msgid "" msgstr "" @@ -89,82 +94,90 @@ msgid "KEYN" msgstr "" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:57 -msgid "The \"lang\" tags must represent a language, which must be one of the :ref:`valid locales ` supported by the engine. The \"KEY\" tags must be unique and represent a string universally (they are usually in uppercase, to differentiate from other strings). Here's an example:" +msgid "The \"lang\" tags must represent a language, which must be one of the :ref:`valid locales ` supported by the engine. The \"KEY\" tags must be unique and represent a string universally (they are usually in uppercase, to differentiate from other strings). These keys will be replaced at runtime by the matching translated string. Note that the case is important, \"KEY1\" and \"Key1\" will be different keys. The top-left cell is ignored and can be left empty or having any content. Here's an example:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_translations.rst:63 -msgid "id" -msgstr "" - -#: ../../docs/getting_started/workflow/assets/importing_translations.rst:63 +#: ../../docs/getting_started/workflow/assets/importing_translations.rst:67 msgid "en" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_translations.rst:63 +#: ../../docs/getting_started/workflow/assets/importing_translations.rst:67 msgid "es" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_translations.rst:63 +#: ../../docs/getting_started/workflow/assets/importing_translations.rst:67 msgid "ja" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_translations.rst:65 +#: ../../docs/getting_started/workflow/assets/importing_translations.rst:69 msgid "GREET" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_translations.rst:65 +#: ../../docs/getting_started/workflow/assets/importing_translations.rst:69 msgid "Hello, friend!" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_translations.rst:65 -msgid "Hola, Amigo!" +#: ../../docs/getting_started/workflow/assets/importing_translations.rst:69 +msgid "Hola, amigo!" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_translations.rst:65 +#: ../../docs/getting_started/workflow/assets/importing_translations.rst:69 msgid "こんにちは" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_translations.rst:67 +#: ../../docs/getting_started/workflow/assets/importing_translations.rst:71 msgid "ASK" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_translations.rst:67 +#: ../../docs/getting_started/workflow/assets/importing_translations.rst:71 msgid "How are you?" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_translations.rst:67 +#: ../../docs/getting_started/workflow/assets/importing_translations.rst:71 msgid "Cómo está?" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_translations.rst:67 +#: ../../docs/getting_started/workflow/assets/importing_translations.rst:71 msgid "元気ですか" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_translations.rst:69 +#: ../../docs/getting_started/workflow/assets/importing_translations.rst:73 msgid "BYE" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_translations.rst:69 -msgid "Good Bye" -msgstr "" - -#: ../../docs/getting_started/workflow/assets/importing_translations.rst:69 -msgid "Adiós" -msgstr "" - -#: ../../docs/getting_started/workflow/assets/importing_translations.rst:69 -msgid "さようなら" +#: ../../docs/getting_started/workflow/assets/importing_translations.rst:73 +msgid "Goodbye" msgstr "" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:73 +msgid "Adiós" +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_translations.rst:73 +msgid "さようなら" +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_translations.rst:76 +msgid "The same example is shown below as a comma-separated plain text file, which should be the result of editing the above in a spreadsheet. When editing the plain text version, be sure to enclose any message that contains a comma with double quotes, so that the comma is not parsed as delimiter. Alternatively, you can select another delimiter in the import options." +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_translations.rst:91 msgid "CSV importer" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_translations.rst:75 +#: ../../docs/getting_started/workflow/assets/importing_translations.rst:93 msgid "Godot will treat CSV files as translations by default. It will import them and generate one or more compressed translation resource files next to it." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_translations.rst:78 +#: ../../docs/getting_started/workflow/assets/importing_translations.rst:96 msgid "Importing will also add the translation to the list of translations to load when the game runs, specified in project.godot (or the project settings). Godot allows loading and removing translations at runtime as well." msgstr "" +#: ../../docs/getting_started/workflow/assets/importing_translations.rst:101 +msgid "Select the ``.csv`` file and access the \"Import\" dock to define import options. You can toggle the compression of the imported translations, and select the delimiter to use when parsing the CSV file." +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_translations.rst:107 +msgid "Be sure to click \"Reimport\" after any change to these options." +msgstr "" + diff --git a/sphinx/templates/getting_started/workflow/assets/index.pot b/sphinx/templates/getting_started/workflow/assets/index.pot index 88ee301c53..cebeb0a18b 100644 --- a/sphinx/templates/getting_started/workflow/assets/index.pot +++ b/sphinx/templates/getting_started/workflow/assets/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.pot b/sphinx/templates/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.pot index d753d9e231..67f5112470 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/data_preferences.pot b/sphinx/templates/getting_started/workflow/best_practices/data_preferences.pot index da5e151764..2f58517658 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/data_preferences.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/data_preferences.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/godot_interfaces.pot b/sphinx/templates/getting_started/workflow/best_practices/godot_interfaces.pot index 71357c1672..71cb083e5c 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/godot_interfaces.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/godot_interfaces.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/godot_notifications.pot b/sphinx/templates/getting_started/workflow/best_practices/godot_notifications.pot index c075d714f4..dfec022691 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/godot_notifications.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/godot_notifications.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/index.pot b/sphinx/templates/getting_started/workflow/best_practices/index.pot index f131dba48b..78b3ff5dd1 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/index.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/introduction_best_practices.pot b/sphinx/templates/getting_started/workflow/best_practices/introduction_best_practices.pot index 077c5d8f8c..d3c23c522d 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/introduction_best_practices.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/introduction_best_practices.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/logic_preferences.pot b/sphinx/templates/getting_started/workflow/best_practices/logic_preferences.pot index 4a17ea4fca..d24cd66a32 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/logic_preferences.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/logic_preferences.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/node_alternatives.pot b/sphinx/templates/getting_started/workflow/best_practices/node_alternatives.pot index a29429f019..85ad380e21 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/node_alternatives.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/node_alternatives.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/scene_organization.pot b/sphinx/templates/getting_started/workflow/best_practices/scene_organization.pot index 21a7a60c15..a3ea9d2aed 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/scene_organization.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/scene_organization.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/scenes_versus_scripts.pot b/sphinx/templates/getting_started/workflow/best_practices/scenes_versus_scripts.pot index db45b4e3ad..b12fd75350 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/scenes_versus_scripts.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/scenes_versus_scripts.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/what_are_godot_classes.pot b/sphinx/templates/getting_started/workflow/best_practices/what_are_godot_classes.pot index 56b1470720..49674e2f61 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/what_are_godot_classes.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/what_are_godot_classes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/android_custom_build.pot b/sphinx/templates/getting_started/workflow/export/android_custom_build.pot index 416ad55931..b66c2c13ed 100644 --- a/sphinx/templates/getting_started/workflow/export/android_custom_build.pot +++ b/sphinx/templates/getting_started/workflow/export/android_custom_build.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/changing_application_icon_for_windows.pot b/sphinx/templates/getting_started/workflow/export/changing_application_icon_for_windows.pot index aa62cf55d8..0fdfe532cb 100644 --- a/sphinx/templates/getting_started/workflow/export/changing_application_icon_for_windows.pot +++ b/sphinx/templates/getting_started/workflow/export/changing_application_icon_for_windows.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_android.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_android.pot index c4a45ae6a2..ae18e2806d 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_android.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_android.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -109,22 +109,38 @@ msgid "Now fill in the following forms in your Android Export Presets:" msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:80 -msgid "Release: Enter the path to the keystore file you just generated." +msgid "**Release:** Enter the path to the keystore file you just generated." msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:81 -msgid "Release User: Replace with the key alias." +msgid "**Release User:** Replace with the key alias." msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:82 -msgid "Release Password: Key password. Note that the keystore password and the key password currently have to be the same." +msgid "**Release Password:** Key password. Note that the keystore password and the key password currently have to be the same." msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:84 -msgid "**Now your export_presets.cfg file contains sensitive info;** if using a Version Control System, it is a good idea to remove it from public repositories." +msgid "**Your export_presets.cfg file now contains sensitive information.** If you use a version control system, you should remove it from public repositories and add it to your ``.gitignore`` file or equivalent." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:86 -msgid "Don't forget to disable the ``Export With Debug`` button while choosing the APK's name." +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:88 +msgid "Don't forget to uncheck the **Export With Debug** checkbox while choosing the APK's name." +msgstr "" + +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:93 +msgid "Optimizing the APK size" +msgstr "" + +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:95 +msgid "By default, the APK will contain native libraries for both ARMv7 and ARMv8 architectures. This increases its size significantly. To create a smaller APK, uncheck either **Armeabi-v 7a** or **Arm 64 -v 8a** in your project's Android export preset. This will create an APK that only contains a library for a single architecture. Note that applications targeting ARMv7 can also run on ARMv8 devices, but the opposite is not true." +msgstr "" + +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:102 +msgid "Since August 2019, Google Play requires all applications to be available in 64-bit form. This means you cannot upload an APK that contains *just* an ARMv7 library. To solve this, you can upload several APKs to Google Play using its `Multiple APK support `__. Each APK should target a single architecture; creating an APK for ARMv7 and ARMv8 is usually sufficient to cover most devices in use today." +msgstr "" + +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:109 +msgid "You can optimize the size further by compiling an Android export template with only the features you need. See :ref:`doc_optimizing_for_size` for more information." msgstr "" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_ios.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_ios.pot index 06e9928796..ae46bae593 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_ios.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_ios.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_pc.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_pc.pot index 9fd0c0ddbe..3daf5366d8 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_pc.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_pc.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_uwp.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_uwp.pot index b90c4c67a5..f5ddcf5de8 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_uwp.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_uwp.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_web.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_web.pot index 4b70188da7..0fe2a4c703 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_web.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_web.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -29,7 +29,7 @@ msgid "Use the browser-integrated developer console, usually opened with :kbd:`F msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:15 -msgid "Many browsers, Chromium-based browsers specifically, will not load exported projects when **opened locally** per ``file://`` protocol. To get around this, use a local server." +msgid "Many browsers, including Firefox and Chromium-based browsers, will not load exported projects when **opened locally** per ``file://`` protocol. To get around this, use a local server." msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:19 @@ -41,7 +41,7 @@ msgid "WebGL 2" msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:27 -msgid "Until the *OpenGL ES 3* renderer is removed from Godot in favor of *Vulkan*, HTML5 export uses *WebGL 2* when the *GLES3* option selected." +msgid "Until the *OpenGL ES 3* renderer is removed from Godot in favor of *Vulkan*, HTML5 export uses *WebGL 2* when the *GLES3* option is selected." msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:30 diff --git a/sphinx/templates/getting_started/workflow/export/exporting_pcks.pot b/sphinx/templates/getting_started/workflow/export/exporting_pcks.pot index 9ea125fef9..75a6fff00b 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_pcks.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_pcks.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_projects.pot b/sphinx/templates/getting_started/workflow/export/exporting_projects.pot index f9243d39dd..6ff85adf6e 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_projects.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_projects.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -149,18 +149,10 @@ msgid "This will export to ``some_name.exe``, assuming there is a preset called msgstr "" #: ../../docs/getting_started/workflow/export/exporting_projects.rst:152 -msgid "You can also configure it to export only the PCK or ZIP file (allowing a single export to be used with multiple Godot executables). This takes place if:" +msgid "You can also configure it to export only the PCK or ZIP file, allowing a single export to be used with multiple Godot executables. This takes place if the target name ends with ``.pck`` or ``.zip``." msgstr "" #: ../../docs/getting_started/workflow/export/exporting_projects.rst:156 -msgid "the export preset is not marked as runnable," -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_projects.rst:157 -msgid "the target name ends with ``.pck`` or ``.zip``." -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_projects.rst:159 msgid "It is often useful to combine the ``--export`` flag with the ``--path`` flag, and to create a dedicated export preset for automated export:" msgstr "" diff --git a/sphinx/templates/getting_started/workflow/export/feature_tags.pot b/sphinx/templates/getting_started/workflow/export/feature_tags.pot index 3e02eda820..ebd8d2c637 100644 --- a/sphinx/templates/getting_started/workflow/export/feature_tags.pot +++ b/sphinx/templates/getting_started/workflow/export/feature_tags.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/index.pot b/sphinx/templates/getting_started/workflow/export/index.pot index 7c08299fbb..e198aec8d9 100644 --- a/sphinx/templates/getting_started/workflow/export/index.pot +++ b/sphinx/templates/getting_started/workflow/export/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/one-click_deploy.pot b/sphinx/templates/getting_started/workflow/export/one-click_deploy.pot index d69842fa2d..2a933ce9c1 100644 --- a/sphinx/templates/getting_started/workflow/export/one-click_deploy.pot +++ b/sphinx/templates/getting_started/workflow/export/one-click_deploy.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/index.pot b/sphinx/templates/getting_started/workflow/index.pot index 119e97e148..832f93e205 100644 --- a/sphinx/templates/getting_started/workflow/index.pot +++ b/sphinx/templates/getting_started/workflow/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/project_setup/index.pot b/sphinx/templates/getting_started/workflow/project_setup/index.pot index 5d9dc12cda..68fef982fc 100644 --- a/sphinx/templates/getting_started/workflow/project_setup/index.pot +++ b/sphinx/templates/getting_started/workflow/project_setup/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/project_setup/project_organization.pot b/sphinx/templates/getting_started/workflow/project_setup/project_organization.pot index 9062e414b7..e24b04e7dd 100644 --- a/sphinx/templates/getting_started/workflow/project_setup/project_organization.pot +++ b/sphinx/templates/getting_started/workflow/project_setup/project_organization.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/index.pot b/sphinx/templates/index.pot index 2210ce40b8..13d20adc27 100644 --- a/sphinx/templates/index.pot +++ b/sphinx/templates/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -80,7 +80,7 @@ msgstr "" msgid "Development" msgstr "" -#: ../../docs/index.rst:117 +#: ../../docs/index.rst:118 msgid "Community" msgstr "" diff --git a/sphinx/templates/tutorials/2d/2d_lights_and_shadows.pot b/sphinx/templates/tutorials/2d/2d_lights_and_shadows.pot index 362f7c653d..1bbccf5d11 100644 --- a/sphinx/templates/tutorials/2d/2d_lights_and_shadows.pot +++ b/sphinx/templates/tutorials/2d/2d_lights_and_shadows.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/2d_meshes.pot b/sphinx/templates/tutorials/2d/2d_meshes.pot index e7e2150eee..3d5b26ab8c 100644 --- a/sphinx/templates/tutorials/2d/2d_meshes.pot +++ b/sphinx/templates/tutorials/2d/2d_meshes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/2d_movement.pot b/sphinx/templates/tutorials/2d/2d_movement.pot index 7951171d00..acf0aaf6e3 100644 --- a/sphinx/templates/tutorials/2d/2d_movement.pot +++ b/sphinx/templates/tutorials/2d/2d_movement.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/2d_sprite_animation.pot b/sphinx/templates/tutorials/2d/2d_sprite_animation.pot index e204815c6a..583d002b0c 100644 --- a/sphinx/templates/tutorials/2d/2d_sprite_animation.pot +++ b/sphinx/templates/tutorials/2d/2d_sprite_animation.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/2d_transforms.pot b/sphinx/templates/tutorials/2d/2d_transforms.pot index 8e65ceb259..084ea107cd 100644 --- a/sphinx/templates/tutorials/2d/2d_transforms.pot +++ b/sphinx/templates/tutorials/2d/2d_transforms.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/canvas_layers.pot b/sphinx/templates/tutorials/2d/canvas_layers.pot index dd3a327461..2f7be98ed7 100644 --- a/sphinx/templates/tutorials/2d/canvas_layers.pot +++ b/sphinx/templates/tutorials/2d/canvas_layers.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/custom_drawing_in_2d.pot b/sphinx/templates/tutorials/2d/custom_drawing_in_2d.pot index b33162d38a..093837fe02 100644 --- a/sphinx/templates/tutorials/2d/custom_drawing_in_2d.pot +++ b/sphinx/templates/tutorials/2d/custom_drawing_in_2d.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/index.pot b/sphinx/templates/tutorials/2d/index.pot index 15e17059d3..346e362243 100644 --- a/sphinx/templates/tutorials/2d/index.pot +++ b/sphinx/templates/tutorials/2d/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/particle_systems_2d.pot b/sphinx/templates/tutorials/2d/particle_systems_2d.pot index ab0fcedca4..e590e44f13 100644 --- a/sphinx/templates/tutorials/2d/particle_systems_2d.pot +++ b/sphinx/templates/tutorials/2d/particle_systems_2d.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/using_tilemaps.pot b/sphinx/templates/tutorials/2d/using_tilemaps.pot index 191765e8b0..72a4b3aa96 100644 --- a/sphinx/templates/tutorials/2d/using_tilemaps.pot +++ b/sphinx/templates/tutorials/2d/using_tilemaps.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/3d_performance_and_limitations.pot b/sphinx/templates/tutorials/3d/3d_performance_and_limitations.pot index 3605a62df5..135a34c018 100644 --- a/sphinx/templates/tutorials/3d/3d_performance_and_limitations.pot +++ b/sphinx/templates/tutorials/3d/3d_performance_and_limitations.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/baked_lightmaps.pot b/sphinx/templates/tutorials/3d/baked_lightmaps.pot index 1eadbf180e..63810270e7 100644 --- a/sphinx/templates/tutorials/3d/baked_lightmaps.pot +++ b/sphinx/templates/tutorials/3d/baked_lightmaps.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/csg_tools.pot b/sphinx/templates/tutorials/3d/csg_tools.pot index e39cd4727c..80ad88a489 100644 --- a/sphinx/templates/tutorials/3d/csg_tools.pot +++ b/sphinx/templates/tutorials/3d/csg_tools.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/environment_and_post_processing.pot b/sphinx/templates/tutorials/3d/environment_and_post_processing.pot index 46a1cfbe22..19921c5e97 100644 --- a/sphinx/templates/tutorials/3d/environment_and_post_processing.pot +++ b/sphinx/templates/tutorials/3d/environment_and_post_processing.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/fps_tutorial/index.pot b/sphinx/templates/tutorials/3d/fps_tutorial/index.pot index 5cc00f4126..79462bef0a 100644 --- a/sphinx/templates/tutorials/3d/fps_tutorial/index.pot +++ b/sphinx/templates/tutorials/3d/fps_tutorial/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/fps_tutorial/part_five.pot b/sphinx/templates/tutorials/3d/fps_tutorial/part_five.pot index 8d41b833ff..e8d71e3545 100644 --- a/sphinx/templates/tutorials/3d/fps_tutorial/part_five.pot +++ b/sphinx/templates/tutorials/3d/fps_tutorial/part_five.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/fps_tutorial/part_four.pot b/sphinx/templates/tutorials/3d/fps_tutorial/part_four.pot index 768b0abbd7..dacf764d89 100644 --- a/sphinx/templates/tutorials/3d/fps_tutorial/part_four.pot +++ b/sphinx/templates/tutorials/3d/fps_tutorial/part_four.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/fps_tutorial/part_one.pot b/sphinx/templates/tutorials/3d/fps_tutorial/part_one.pot index 43b6a95cc1..fce9b00074 100644 --- a/sphinx/templates/tutorials/3d/fps_tutorial/part_one.pot +++ b/sphinx/templates/tutorials/3d/fps_tutorial/part_one.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/fps_tutorial/part_six.pot b/sphinx/templates/tutorials/3d/fps_tutorial/part_six.pot index 35da168bdc..9f980a2457 100644 --- a/sphinx/templates/tutorials/3d/fps_tutorial/part_six.pot +++ b/sphinx/templates/tutorials/3d/fps_tutorial/part_six.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/fps_tutorial/part_three.pot b/sphinx/templates/tutorials/3d/fps_tutorial/part_three.pot index 19706abe2f..1c92f6e445 100644 --- a/sphinx/templates/tutorials/3d/fps_tutorial/part_three.pot +++ b/sphinx/templates/tutorials/3d/fps_tutorial/part_three.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/fps_tutorial/part_two.pot b/sphinx/templates/tutorials/3d/fps_tutorial/part_two.pot index 0b8cc8e00f..746bd7f8dd 100644 --- a/sphinx/templates/tutorials/3d/fps_tutorial/part_two.pot +++ b/sphinx/templates/tutorials/3d/fps_tutorial/part_two.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/gi_probes.pot b/sphinx/templates/tutorials/3d/gi_probes.pot index 2bba120873..cb4e7fe1d1 100644 --- a/sphinx/templates/tutorials/3d/gi_probes.pot +++ b/sphinx/templates/tutorials/3d/gi_probes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/high_dynamic_range.pot b/sphinx/templates/tutorials/3d/high_dynamic_range.pot index 3ef802d241..93b36a67d0 100644 --- a/sphinx/templates/tutorials/3d/high_dynamic_range.pot +++ b/sphinx/templates/tutorials/3d/high_dynamic_range.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -17,7 +17,7 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/3d/high_dynamic_range.rst:4 -msgid "High dynamic range" +msgid "Light transport in game engines" msgstr "" #: ../../docs/tutorials/3d/high_dynamic_range.rst:7 @@ -29,86 +29,90 @@ msgid "Normally, an artist does all the 3D modelling, then all the texturing, lo msgstr "" #: ../../docs/tutorials/3d/high_dynamic_range.rst:14 -msgid "So at what point does all this HDR business come into play? The idea is that instead of dealing with colors that go from black to white (0 to 1), we use colors whiter than white (for example, 0 to 8 times white)." +msgid "So at what point does all this \"HDR\" business come into play? To understand the answer, we need to look at how displays behave." msgstr "" -#: ../../docs/tutorials/3d/high_dynamic_range.rst:18 -msgid "To be more practical, imagine that in a regular scene, the intensity of a light (generally 1.0) is set to 5.0. The whole scene will turn very bright (towards white) and look horrible." +#: ../../docs/tutorials/3d/high_dynamic_range.rst:17 +msgid "Your display outputs linear light ratios from some maximum to some minimum intensity. Modern game engines perform complex math on linear light values in their respective scenes. So what's the problem?" msgstr "" -#: ../../docs/tutorials/3d/high_dynamic_range.rst:22 -msgid "After this, the luminance of the scene is computed by averaging the luminance of every pixel of it, and this value is used to bring the scene back to normal ranges. This last operation is called tone-mapping. Finally, we are at a similar place from where we started:" +#: ../../docs/tutorials/3d/high_dynamic_range.rst:21 +msgid "The display has a limited range of intensity, depending on the display type. The game engine renders to an unlimited range of intensity values, however. While \"maximum intensity\" means something to an sRGB display, it has no bearing in the game engine; there is only a potentially infinitely wide range of intensity values generated per frame of rendering." msgstr "" -#: ../../docs/tutorials/3d/high_dynamic_range.rst:30 -msgid "Except the scene is more contrasted because there is a higher light range at play. What is this all useful for? The idea is that the scene luminance will change while you move through the world, allowing situations like this to happen:" +#: ../../docs/tutorials/3d/high_dynamic_range.rst:27 +msgid "This means that some transformation of the scene light intensity, also known as _scene referred_ light ratios, need to be transformed and mapped to fit within the particular output range of the chosen display. This can be most easily understood if we consider virtually photographing our game engine scene through a virtual camera. Here, our virtual camera would apply a particular camera rendering transform to the scene data, and the output would be ready for display on a particular display type." msgstr "" -#: ../../docs/tutorials/3d/high_dynamic_range.rst:37 -msgid "Additionally, it is possible to set a threshold value to send to the glow buffer depending on the pixel luminance. This allows for more realistic light bleeding effects in the scene." +#: ../../docs/tutorials/3d/high_dynamic_range.rst:36 +msgid "Computer displays" msgstr "" -#: ../../docs/tutorials/3d/high_dynamic_range.rst:42 -msgid "Linear color space" +#: ../../docs/tutorials/3d/high_dynamic_range.rst:38 +msgid "Almost all displays require a nonlinear encoding for the code values sent to them. The display in turn, using its unique transfer characteristic, \"decodes\" the code value into linear light ratios of output, and projects the ratios out of the uniquely colored lights at each reddish, greenish, and blueish emission site." msgstr "" #: ../../docs/tutorials/3d/high_dynamic_range.rst:44 -msgid "The problem with this technique is that computer monitors apply a gamma curve to adapt better to the way the human eye sees. Artists create their art on the screen too, so their art has an implicit gamma curve applied to it." +msgid "For a majority of computer displays, the specifications of the display are outlined in accordance with IEC 61966-2-1, also known as the 1996 sRGB specification. This specification outlines how an sRGB display is to behave, including the color of the lights in the LED pixels as well as the transfer characteristics of the input (OETF) and output (EOTF)." msgstr "" -#: ../../docs/tutorials/3d/high_dynamic_range.rst:49 -msgid "The color space where images created on computer monitors exist is called \"sRGB\". All visual content that people have on their computers or download from the internet (such as pictures, movies, etc.) is in this colorspace." +#: ../../docs/tutorials/3d/high_dynamic_range.rst:50 +msgid "Not all displays use the same OETF and EOTF as a computer display however, for example, television broadcast displays use the BT.1886 EOTF. It should be noted that Godot is limited in its pixel management chain, and only supports sRGB displays currently." msgstr "" -#: ../../docs/tutorials/3d/high_dynamic_range.rst:56 -msgid "The mathematics of HDR require that we multiply the scene by different values to adjust the luminance and exposure to different light ranges, and this curve gets in the way, as we need colors in linear space for this." +#: ../../docs/tutorials/3d/high_dynamic_range.rst:55 +msgid "The sRGB standard is based around the nonlinear relationship between the current to light output of common desktop computing CRT displays." msgstr "" -#: ../../docs/tutorials/3d/high_dynamic_range.rst:62 -msgid "Linear color space & asset pipeline" +#: ../../docs/tutorials/3d/high_dynamic_range.rst:60 +msgid "The mathematics of a scene referred model require that we multiply the scene by different values to adjust the intensities and exposure to different light ranges. The transfer function of the display cannot appropriately render the wider dynamic range of the game engine's scene output using the simple transfer function of the display however, and therefore a more complex approach to encoding is required." msgstr "" -#: ../../docs/tutorials/3d/high_dynamic_range.rst:64 -msgid "Working in HDR is not just pressing a switch. First, imported image assets must be converted to linear space on import. There are two ways to do this:" +#: ../../docs/tutorials/3d/high_dynamic_range.rst:68 +msgid "Scene linear & asset pipelines" msgstr "" -#: ../../docs/tutorials/3d/high_dynamic_range.rst:69 -msgid "sRGB -> linear conversion on image import" +#: ../../docs/tutorials/3d/high_dynamic_range.rst:70 +msgid "Working in scene linear sRGB is not as simple as just pressing a switch. First, imported image assets must be converted to linear light ratios on import. Even when linearized, those assets may not be perfectly well suited for use as textures, depending on how they were generated." msgstr "" -#: ../../docs/tutorials/3d/high_dynamic_range.rst:71 -msgid "This is the most compatible way of using linear-space assets, and it will work everywhere, including all mobile devices. The main issue with this is loss of quality, as sRGB exists to avoid this same problem. Using 8 bits per channel to represent linear colors is inefficient from the point of view of the human eye. These textures might later be compressed too, which makes the problem worse." +#: ../../docs/tutorials/3d/high_dynamic_range.rst:75 +msgid "There are two ways to do this:" msgstr "" #: ../../docs/tutorials/3d/high_dynamic_range.rst:78 -msgid "In any case, though, this is the easy solution that works everywhere." +msgid "sRGB transfer function to display linear ratios on image import" msgstr "" -#: ../../docs/tutorials/3d/high_dynamic_range.rst:81 -msgid "Hardware sRGB -> linear conversion" +#: ../../docs/tutorials/3d/high_dynamic_range.rst:80 +msgid "This is the easiest, but not the most ideal, method of using sRGB assets. One issue with this is loss of quality. Using 8 bit per channel to represent linear light ratios is not a sufficient but depth to quantise the values correctly. These textures might later be compressed too, which can exacerbate the problem." msgstr "" -#: ../../docs/tutorials/3d/high_dynamic_range.rst:83 -msgid "This is the most correct way to use assets in linear-space, as the texture sampler on the GPU will do the conversion after reading the texel using floating point. This works fine on PC and consoles, but most mobile devices do no support it, or do not support it on compressed texture format (iOS for example)." +#: ../../docs/tutorials/3d/high_dynamic_range.rst:86 +msgid "Hardware sRGB transfer function to display linear conversion" msgstr "" -#: ../../docs/tutorials/3d/high_dynamic_range.rst:90 -msgid "Linear -> sRGB at the end" +#: ../../docs/tutorials/3d/high_dynamic_range.rst:88 +msgid "The GPU will do the conversion after reading the texel using floating point. This works fine on PC and consoles, but most mobile devices do no support it, or do not support it on compressed texture format (iOS for example)." msgstr "" -#: ../../docs/tutorials/3d/high_dynamic_range.rst:92 -msgid "After all the rendering is done, the linear-space rendered image must be converted back to sRGB. To do this, simply enable sRGB conversion in the current :ref:`Environment ` (more on that below)." +#: ../../docs/tutorials/3d/high_dynamic_range.rst:94 +msgid "Scene linear to display referred nonlinear" msgstr "" #: ../../docs/tutorials/3d/high_dynamic_range.rst:96 -msgid "Keep in mind that sRGB -> Linear and Linear -> sRGB conversions must always be **both** enabled. Failing to enable one of them will result in horrible visuals suitable only for avant-garde experimental indie games." +msgid "After all the rendering is done, the scene linear render requires transforming to a suitable output such as an sRGB display. To do this, enable sRGB conversion in the current :ref:`Environment ` (more on that below)." msgstr "" -#: ../../docs/tutorials/3d/high_dynamic_range.rst:102 +#: ../../docs/tutorials/3d/high_dynamic_range.rst:100 +msgid "Keep in mind that sRGB -> Display Linear and Display Linear -> sRGB conversions must always be **both** enabled. Failing to enable one of them will result in horrible visuals suitable only for avant-garde experimental indie games." +msgstr "" + +#: ../../docs/tutorials/3d/high_dynamic_range.rst:106 msgid "Parameters of HDR" msgstr "" -#: ../../docs/tutorials/3d/high_dynamic_range.rst:104 +#: ../../docs/tutorials/3d/high_dynamic_range.rst:108 msgid "HDR setting can be found in the :ref:`Environment ` resource. These are found most of the time inside a :ref:`WorldEnvironment ` node or set in a camera. For more information see :ref:`doc_environment_and_post_processing`." msgstr "" diff --git a/sphinx/templates/tutorials/3d/index.pot b/sphinx/templates/tutorials/3d/index.pot index 5cb65526b8..3c2fd3d03a 100644 --- a/sphinx/templates/tutorials/3d/index.pot +++ b/sphinx/templates/tutorials/3d/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/introduction_to_3d.pot b/sphinx/templates/tutorials/3d/introduction_to_3d.pot index 5f2bd66bfc..a6ad76b327 100644 --- a/sphinx/templates/tutorials/3d/introduction_to_3d.pot +++ b/sphinx/templates/tutorials/3d/introduction_to_3d.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -153,7 +153,7 @@ msgid "Some useful keybindings:" msgstr "" #: ../../docs/tutorials/3d/introduction_to_3d.rst:162 -msgid "To snap placement or rotation, press the \"s\" key while moving, scaling or rotating." +msgid "To snap placement or rotation, press the \"Ctrl\" key while moving, scaling or rotating." msgstr "" #: ../../docs/tutorials/3d/introduction_to_3d.rst:164 diff --git a/sphinx/templates/tutorials/3d/lights_and_shadows.pot b/sphinx/templates/tutorials/3d/lights_and_shadows.pot index 6532bf8693..db0d10980c 100644 --- a/sphinx/templates/tutorials/3d/lights_and_shadows.pot +++ b/sphinx/templates/tutorials/3d/lights_and_shadows.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/reflection_probes.pot b/sphinx/templates/tutorials/3d/reflection_probes.pot index d6a568f576..7c3040f282 100644 --- a/sphinx/templates/tutorials/3d/reflection_probes.pot +++ b/sphinx/templates/tutorials/3d/reflection_probes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/spatial_material.pot b/sphinx/templates/tutorials/3d/spatial_material.pot index a4b3cda39e..59ffce4602 100644 --- a/sphinx/templates/tutorials/3d/spatial_material.pot +++ b/sphinx/templates/tutorials/3d/spatial_material.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/using_gridmaps.pot b/sphinx/templates/tutorials/3d/using_gridmaps.pot index 8849859a4c..7138a9f38f 100644 --- a/sphinx/templates/tutorials/3d/using_gridmaps.pot +++ b/sphinx/templates/tutorials/3d/using_gridmaps.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/using_multi_mesh_instance.pot b/sphinx/templates/tutorials/3d/using_multi_mesh_instance.pot index 80de5fdd56..c44abb968c 100644 --- a/sphinx/templates/tutorials/3d/using_multi_mesh_instance.pot +++ b/sphinx/templates/tutorials/3d/using_multi_mesh_instance.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/using_transforms.pot b/sphinx/templates/tutorials/3d/using_transforms.pot index f038687431..a9aef7fe3e 100644 --- a/sphinx/templates/tutorials/3d/using_transforms.pot +++ b/sphinx/templates/tutorials/3d/using_transforms.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/vertex_animation/animating_thousands_of_fish.pot b/sphinx/templates/tutorials/3d/vertex_animation/animating_thousands_of_fish.pot index 750a6d6c4a..947a7b73fd 100644 --- a/sphinx/templates/tutorials/3d/vertex_animation/animating_thousands_of_fish.pot +++ b/sphinx/templates/tutorials/3d/vertex_animation/animating_thousands_of_fish.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/vertex_animation/controlling_thousands_of_fish.pot b/sphinx/templates/tutorials/3d/vertex_animation/controlling_thousands_of_fish.pot index 8829fc3418..db008aed4f 100644 --- a/sphinx/templates/tutorials/3d/vertex_animation/controlling_thousands_of_fish.pot +++ b/sphinx/templates/tutorials/3d/vertex_animation/controlling_thousands_of_fish.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/vertex_animation/index.pot b/sphinx/templates/tutorials/3d/vertex_animation/index.pot index 0e8c42cca6..5a220603e4 100644 --- a/sphinx/templates/tutorials/3d/vertex_animation/index.pot +++ b/sphinx/templates/tutorials/3d/vertex_animation/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/animation/2d_skeletons.pot b/sphinx/templates/tutorials/animation/2d_skeletons.pot index 8b20f8a6fe..0cd9d09e33 100644 --- a/sphinx/templates/tutorials/animation/2d_skeletons.pot +++ b/sphinx/templates/tutorials/animation/2d_skeletons.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/animation/animation_tree.pot b/sphinx/templates/tutorials/animation/animation_tree.pot index 435bc1fcc3..1977c0232e 100644 --- a/sphinx/templates/tutorials/animation/animation_tree.pot +++ b/sphinx/templates/tutorials/animation/animation_tree.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/animation/cutout_animation.pot b/sphinx/templates/tutorials/animation/cutout_animation.pot index 9d770c5b89..96c98e9f4e 100644 --- a/sphinx/templates/tutorials/animation/cutout_animation.pot +++ b/sphinx/templates/tutorials/animation/cutout_animation.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/animation/index.pot b/sphinx/templates/tutorials/animation/index.pot index 8e20632e2b..f88244aa9f 100644 --- a/sphinx/templates/tutorials/animation/index.pot +++ b/sphinx/templates/tutorials/animation/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/animation/introduction_2d.pot b/sphinx/templates/tutorials/animation/introduction_2d.pot index d0cbb2b9b3..2b2c3aa99d 100644 --- a/sphinx/templates/tutorials/animation/introduction_2d.pot +++ b/sphinx/templates/tutorials/animation/introduction_2d.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -69,7 +69,7 @@ msgid "The AnimationPlayer node" msgstr "" #: ../../docs/tutorials/animation/introduction_2d.rst:39 -msgid "Click on the AnimationPlayer node in the Node tab to open the Animation Panel at the bottom of the viewport." +msgid "After creating one click on the AnimationPlayer node in the Node tab to open the Animation Panel at the bottom of the viewport." msgstr "" #: ../../docs/tutorials/animation/introduction_2d.rst:45 @@ -77,7 +77,7 @@ msgid "The animation panel position" msgstr "" #: ../../docs/tutorials/animation/introduction_2d.rst:47 -msgid "It consists of five parts:" +msgid "It consists of four parts:" msgstr "" #: ../../docs/tutorials/animation/introduction_2d.rst:52 @@ -97,27 +97,23 @@ msgid "The timeline with keyframes" msgstr "" #: ../../docs/tutorials/animation/introduction_2d.rst:57 -msgid "The keyframe editor (when enabled)" -msgstr "" - -#: ../../docs/tutorials/animation/introduction_2d.rst:58 msgid "The timeline and track controls, where you can zoom the timeline and edit tracks for example." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:61 +#: ../../docs/tutorials/animation/introduction_2d.rst:60 msgid "See the `animation panel reference <#animation-panel-reference>`__ below for details." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:65 +#: ../../docs/tutorials/animation/introduction_2d.rst:64 msgid "Computer animation relies on keyframes" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:67 +#: ../../docs/tutorials/animation/introduction_2d.rst:66 msgid "A keyframe defines the value of a property at a certain point in time." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:69 -msgid "White and blue diamond shapes represent keyframes in the timeline." +#: ../../docs/tutorials/animation/introduction_2d.rst:68 +msgid "Diamond shapes represent keyframes in the timeline. A line between two keyframes indicates that the value hasn't changed." msgstr "" #: ../../docs/tutorials/animation/introduction_2d.rst:74 @@ -161,7 +157,7 @@ msgid "Scene setup" msgstr "" #: ../../docs/tutorials/animation/introduction_2d.rst:114 -msgid "For this tutorial, we'll going to create an AnimationPlayer node and a sprite node as an AnimationPlayer node child." +msgid "For this tutorial, we'll going to create an AnimationPlayer node and a sprite node as its child." msgstr "" #: ../../docs/tutorials/animation/introduction_2d.rst:120 @@ -169,119 +165,115 @@ msgid "Our scene setup" msgstr "" #: ../../docs/tutorials/animation/introduction_2d.rst:122 -msgid "The sprite holds an image texture and we animate that sprite to move between two points on the screen. As a starting point, move the sprite to a left position on the screen." +msgid "The sprite holds an image texture and we animate that sprite to move between two points on the screen. For this tutorial use the default Godot Icon as the sprites' texture. As a starting point, move the sprite to a left position on the screen." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:128 +#: ../../docs/tutorials/animation/introduction_2d.rst:129 msgid "Adding animated nodes as children to the AnimationPlayer node is not required, but it is a nice way of distinguishing animated nodes from non-animated nodes in the Scene Tree." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:132 -msgid "Select the AnimationPlayer node and click on \"Add animation\" (|Add Animation|) in the animation tab to add a new animation." +#: ../../docs/tutorials/animation/introduction_2d.rst:133 +msgid "Select the AnimationPlayer node, then click the \"Animation\" button in the animation editor. From the list select \"New\" (|Add Animation|) to add a new animation. And Enter a name for the animation in the dialog box." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:135 -msgid "Enter a name for the animation in the dialog box." -msgstr "" - -#: ../../docs/tutorials/animation/introduction_2d.rst:140 +#: ../../docs/tutorials/animation/introduction_2d.rst:141 msgid "Add a new animation" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:143 +#: ../../docs/tutorials/animation/introduction_2d.rst:144 msgid "Adding a track" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:145 +#: ../../docs/tutorials/animation/introduction_2d.rst:146 msgid "To add a new track for our sprite, select it and take a look in the toolbar:" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:151 +#: ../../docs/tutorials/animation/introduction_2d.rst:152 msgid "Convenience buttons" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:153 +#: ../../docs/tutorials/animation/introduction_2d.rst:154 msgid "These switches and buttons allow you to add keyframes for the selected node's location, rotation, and scale respectively." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:156 +#: ../../docs/tutorials/animation/introduction_2d.rst:157 msgid "Deselect rotation, because we are only interested in the location of our sprite for this tutorial and click on the key button." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:159 +#: ../../docs/tutorials/animation/introduction_2d.rst:160 msgid "As we don't have a track already set up for the transform/location property, Godot asks, whether it should set it up for us. Click on \"Create\"." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:163 +#: ../../docs/tutorials/animation/introduction_2d.rst:164 msgid "This creates a new track and our first keyframe at the beginning of the timeline:" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:169 +#: ../../docs/tutorials/animation/introduction_2d.rst:170 msgid "The sprite track" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:171 +#: ../../docs/tutorials/animation/introduction_2d.rst:172 msgid "The track name consists of a Node Path, followed by a colon, followed by a reference to its property, that we would like to modify." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:174 +#: ../../docs/tutorials/animation/introduction_2d.rst:175 msgid "In our example, the path is ``AnimationPlayer/Sprite`` and the property is ``position``." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:177 +#: ../../docs/tutorials/animation/introduction_2d.rst:178 msgid "The path always starts at the AnimationPlayer node's parent (so paths always have to include the AnimationPlayer node itself)." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:182 +#: ../../docs/tutorials/animation/introduction_2d.rst:183 msgid "Don't worry if you change the names of nodes in the Scene Tree, that you already have tracks for. Godot automatically updates the paths in the tracks." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:187 +#: ../../docs/tutorials/animation/introduction_2d.rst:188 msgid "The second keyframe" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:189 +#: ../../docs/tutorials/animation/introduction_2d.rst:190 msgid "Now we need to set the destination where our sprite should be headed and how much time it takes to get there." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:192 +#: ../../docs/tutorials/animation/introduction_2d.rst:193 msgid "Let's say, we want it to take 2 seconds to go to the other point. By default the animation is set to last only 1 second, so change this in the timeline controls in animation panel's lower panel to 2." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:199 +#: ../../docs/tutorials/animation/introduction_2d.rst:200 msgid "Animation length" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:201 +#: ../../docs/tutorials/animation/introduction_2d.rst:202 msgid "Click on the timeline header near the 2 second mark and move the sprite to the target destination on the right side." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:204 +#: ../../docs/tutorials/animation/introduction_2d.rst:205 msgid "Again, click the key button in the toolbar. This creates our second keyframe." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:208 +#: ../../docs/tutorials/animation/introduction_2d.rst:209 msgid "Run the animation" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:210 +#: ../../docs/tutorials/animation/introduction_2d.rst:211 msgid "Click on the \"Play from beginning\" (|Play from beginning|) button." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:212 +#: ../../docs/tutorials/animation/introduction_2d.rst:213 msgid "Yay! Our animation runs:" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:217 +#: ../../docs/tutorials/animation/introduction_2d.rst:218 msgid "The animation" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:220 +#: ../../docs/tutorials/animation/introduction_2d.rst:221 msgid "Back and forth" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:222 -msgid "As you can see, the \"loop\" button is enabled by default and our animation loops. Godot has an additional feature here. Like said before, Godot always calculates the frames between two keyframes. In a loop, the first keyframe is also the last keyframe, if no keyframe is specified at the end." +#: ../../docs/tutorials/animation/introduction_2d.rst:223 +msgid "Godot has an additional feature here. Like said before, Godot always calculates the frames between two keyframes. In a loop, the first keyframe is also the last keyframe, if no keyframe is specified at the end." msgstr "" #: ../../docs/tutorials/animation/introduction_2d.rst:231 @@ -298,11 +290,11 @@ msgid "Track settings" msgstr "" #: ../../docs/tutorials/animation/introduction_2d.rst:240 -msgid "Each track has a settings panel at the end, where you can set the update rate, the track interpolation, and the loop mode." +msgid "Each track has a settings panel at the end, where you can set the update mode, the track interpolation, and the loop mode." msgstr "" #: ../../docs/tutorials/animation/introduction_2d.rst:248 -msgid "The update rate of a track tells Godot when to update the property values. This can be:" +msgid "The update mode of a track tells Godot when to update the property values. This can be:" msgstr "" #: ../../docs/tutorials/animation/introduction_2d.rst:251 @@ -317,313 +309,144 @@ msgstr "" msgid "Trigger: Only update the property on keyframes or triggers" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:258 -msgid "Track rate" +#: ../../docs/tutorials/animation/introduction_2d.rst:254 +msgid "Capture: The current value of a property is remembered, and it will blend with the first animation key found" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:260 +#: ../../docs/tutorials/animation/introduction_2d.rst:259 +msgid "Track mode" +msgstr "" + +#: ../../docs/tutorials/animation/introduction_2d.rst:261 msgid "In normal animations, you usually use \"Continuous\". The other types are used to script complex animations." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:263 +#: ../../docs/tutorials/animation/introduction_2d.rst:264 msgid "The interpolation tells Godot how to calculate the frame values between the keyframes. These interpolation modes are supported:" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:266 +#: ../../docs/tutorials/animation/introduction_2d.rst:267 msgid "Nearest: Set the nearest keyframe value" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:267 +#: ../../docs/tutorials/animation/introduction_2d.rst:268 msgid "Linear: Set the value based on a linear function calculation between the two keyframes" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:269 +#: ../../docs/tutorials/animation/introduction_2d.rst:270 msgid "Cubic: Set the value based on a cubic function calculation between the two keyframes" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:275 +#: ../../docs/tutorials/animation/introduction_2d.rst:276 msgid "Track interpolation" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:277 +#: ../../docs/tutorials/animation/introduction_2d.rst:278 msgid "Cubic interpolation leads to a more natural movement, where the animation is slower at a keyframe and faster between keyframes. This is usually used for character animation. Linear interpolation creates more of a robotic movement." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:282 +#: ../../docs/tutorials/animation/introduction_2d.rst:283 msgid "Godot supports two loop modes, which affect the animation if it's set to loop:" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:288 +#: ../../docs/tutorials/animation/introduction_2d.rst:289 msgid "Loop modes" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:290 +#: ../../docs/tutorials/animation/introduction_2d.rst:291 msgid "Clamp loop interpolation: When this is selected, the animation stops after the last keyframe for this track. When the first keyframe is reached again, the animation will reset to its values." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:293 +#: ../../docs/tutorials/animation/introduction_2d.rst:294 msgid "Wrap loop interpolation: When this is selected, Godot calculates the animation after the last keyframe to reach the values of the first keyframe again." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:298 -#: ../../docs/tutorials/animation/introduction_2d.rst:311 +#: ../../docs/tutorials/animation/introduction_2d.rst:299 +#: ../../docs/tutorials/animation/introduction_2d.rst:312 msgid "Keyframes for other properties" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:300 +#: ../../docs/tutorials/animation/introduction_2d.rst:301 msgid "Godot doesn't restrict you to only edit transform properties. Every property can be used as a track where you can set keyframes." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:303 +#: ../../docs/tutorials/animation/introduction_2d.rst:304 msgid "If you select your sprite while the animation panel is visible, you get a small keyframe button for all of the sprite's properties. Click on this button and Godot automatically adds a track and keyframe to the current animation." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:314 +#: ../../docs/tutorials/animation/introduction_2d.rst:315 msgid "Edit keyframes" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:316 -msgid "For advanced use and to edit keyframe in detail, enable the keyframe editor (|Keyframe editor|)." +#: ../../docs/tutorials/animation/introduction_2d.rst:317 +msgid "For advanced use and to edit keyframes in detail, You can click on them to bring up the keyframe editor in the inspector. You can use this to directly edit its values." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:319 -msgid "This adds an editor pane on the right side of the track settings. When you select a keyframe, you can directly edit its values in this editor:" -msgstr "" - -#: ../../docs/tutorials/animation/introduction_2d.rst:325 +#: ../../docs/tutorials/animation/introduction_2d.rst:324 msgid "Keyframe editor editing a key" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:327 -msgid "Additionally, you can also edit the transition value for this keyframe:" +#: ../../docs/tutorials/animation/introduction_2d.rst:326 +msgid "Additionally, you can also edit the easing value for this keyframe by clicking and dragging the easing setting. This tells Godot, how to change the property values when it reaches this keyframe." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:332 -msgid "Keyframe editor editing a transition" -msgstr "" - -#: ../../docs/tutorials/animation/introduction_2d.rst:334 -msgid "This tells Godot, how to change the property values when it reaches this keyframe." -msgstr "" - -#: ../../docs/tutorials/animation/introduction_2d.rst:337 +#: ../../docs/tutorials/animation/introduction_2d.rst:330 msgid "You usually tweak your animations this way, when the movement doesn't \"look right\"." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:341 -msgid "Advanced: Call Func tracks" +#: ../../docs/tutorials/animation/introduction_2d.rst:334 +msgid "Advanced: Call Method tracks" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:343 -msgid "Godot's animation engine doesn't stop here. If you're already comfortable with Godot's scripting language :ref:`doc_gdscript` and :doc:`/classes/index` you know that each node type is a class and has a bunch of callable functions." +#: ../../docs/tutorials/animation/introduction_2d.rst:336 +msgid "Godot's animation engine doesn't stop here. If you're already comfortable with Godot's scripting language :ref:`doc_gdscript` and :doc:`/classes/index` you know that each node type is a class and has a bunch of callable methods." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:349 -msgid "For example, the :ref:`class_AudioStreamPlayer` node type has a function to play an audio stream." +#: ../../docs/tutorials/animation/introduction_2d.rst:342 +msgid "For example, the :ref:`class_AudioStreamPlayer` node type has a method to play an audio stream." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:352 -msgid "Wouldn't it be great to play a stream at a specific keyframe in an animation? This is where \"Call Func Tracks\" come in handy. These tracks reference a node again, this time without a reference to a property. Instead, a keyframe holds the name and arguments of a function, that Godot should call when it reaches this keyframe." +#: ../../docs/tutorials/animation/introduction_2d.rst:345 +msgid "Wouldn't it be great to use a method at a specific keyframe in an animation? This is where \"Call Method Tracks\" come in handy. These tracks reference a node again, this time without a reference to a property. Instead, a keyframe holds the name and arguments of a method, that Godot should call when it reaches this keyframe." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:358 -msgid "To let Godot play a sample when it reaches a keyframe, follow this list:" +#: ../../docs/tutorials/animation/introduction_2d.rst:351 +msgid "To demonstrate, we're going to use a call method track to play audio at a specific keyframe. Normally to play audio you should use an audio track, but for the sake of demonstrating methods we're going to do it this way." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:360 +#: ../../docs/tutorials/animation/introduction_2d.rst:355 msgid "Add a :ref:`class_AudioStreamPlayer` to the Scene Tree and setup a stream using an audio file you put in your project." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:366 -msgid "Add AudioStreamPlayer" -msgstr "" - -#: ../../docs/tutorials/animation/introduction_2d.rst:368 +#: ../../docs/tutorials/animation/introduction_2d.rst:358 msgid "Click on \"Add track\" (|Add track|) on the animation panel's track controls." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:371 -msgid "Select \"Add Call Func Track\" from the list of possible track types." +#: ../../docs/tutorials/animation/introduction_2d.rst:361 +msgid "Select \"Add Call Method Track\" from the list of possible track types." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:376 -msgid "Add Call Func Track" +#: ../../docs/tutorials/animation/introduction_2d.rst:366 +msgid "Add Call Method Track" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:378 +#: ../../docs/tutorials/animation/introduction_2d.rst:368 msgid "Select the :ref:`class_AudioStreamPlayer` node in the selection window. Godot adds the track with the reference to the node." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:384 +#: ../../docs/tutorials/animation/introduction_2d.rst:374 msgid "Select AudioStreamPlayer" msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:386 -msgid "Select the timeline position, where Godot should play the sample by clicking on the timeline header." +#: ../../docs/tutorials/animation/introduction_2d.rst:376 +msgid "Right click the timeline where Godot should play the sample and click the \"Insert Key\" option. This will bring up a list of methods that can be called for the AudioStreamPlayer node. Select the first one." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:389 -msgid "Enable the Keyframe Editor by clicking on |Keyframe editor|." -msgstr "" - -#: ../../docs/tutorials/animation/introduction_2d.rst:391 -msgid "Click on \"Add keyframe\" near the settings of our func track (|Add keyframe|) and select the keyframe." -msgstr "" - -#: ../../docs/tutorials/animation/introduction_2d.rst:397 -msgid "Add a keyframe to the call func track" -msgstr "" - -#: ../../docs/tutorials/animation/introduction_2d.rst:399 -msgid "Enter \"play\" as the function name." -msgstr "" - -#: ../../docs/tutorials/animation/introduction_2d.rst:404 -msgid "Keyframe settings of a call func track" -msgstr "" - -#: ../../docs/tutorials/animation/introduction_2d.rst:406 +#: ../../docs/tutorials/animation/introduction_2d.rst:383 msgid "When Godot reaches the keyframe, Godot calls the :ref:`class_AnimationPlayer` node's \"play\" function and the stream plays." msgstr "" -#: ../../docs/tutorials/animation/introduction_2d.rst:411 -msgid "References" -msgstr "" - -#: ../../docs/tutorials/animation/introduction_2d.rst:414 -msgid "Animation panel reference" -msgstr "" - -#: ../../docs/tutorials/animation/introduction_2d.rst:419 -msgid "The animation panel reference" -msgstr "" - -#: ../../docs/tutorials/animation/introduction_2d.rst:421 -msgid "The animation panel has the following parts (from left to right):" -msgstr "" - -#: ../../docs/tutorials/animation/introduction_2d.rst:424 -#: ../../docs/tutorials/animation/introduction_2d.rst:429 -msgid "Animation controls" -msgstr "" - -#: ../../docs/tutorials/animation/introduction_2d.rst:431 -msgid "Play animation backwards from current position" -msgstr "" - -#: ../../docs/tutorials/animation/introduction_2d.rst:432 -msgid "Play animation backwards from the animation end" -msgstr "" - -#: ../../docs/tutorials/animation/introduction_2d.rst:433 -msgid "Stop animation" -msgstr "" - -#: ../../docs/tutorials/animation/introduction_2d.rst:434 -msgid "Play animation forwards from the animation beginning" -msgstr "" - -#: ../../docs/tutorials/animation/introduction_2d.rst:435 -msgid "Play animation forwards from the current position" -msgstr "" - -#: ../../docs/tutorials/animation/introduction_2d.rst:436 -msgid "Direct time selection" -msgstr "" - -#: ../../docs/tutorials/animation/introduction_2d.rst:439 -#: ../../docs/tutorials/animation/introduction_2d.rst:444 -msgid "Animation management" -msgstr "" - -#: ../../docs/tutorials/animation/introduction_2d.rst:446 -msgid "Create a new animation" -msgstr "" - -#: ../../docs/tutorials/animation/introduction_2d.rst:447 -msgid "Load animation" -msgstr "" - -#: ../../docs/tutorials/animation/introduction_2d.rst:448 -msgid "Save animation" -msgstr "" - -#: ../../docs/tutorials/animation/introduction_2d.rst:449 -msgid "Duplicate animation" -msgstr "" - -#: ../../docs/tutorials/animation/introduction_2d.rst:450 -msgid "Rename animation" -msgstr "" - -#: ../../docs/tutorials/animation/introduction_2d.rst:451 -msgid "Delete animation" -msgstr "" - -#: ../../docs/tutorials/animation/introduction_2d.rst:452 -msgid "Animation selection" -msgstr "" - -#: ../../docs/tutorials/animation/introduction_2d.rst:453 -msgid "Automatically play selected animation" -msgstr "" - -#: ../../docs/tutorials/animation/introduction_2d.rst:454 -msgid "Edit animation blend times" -msgstr "" - -#: ../../docs/tutorials/animation/introduction_2d.rst:455 -msgid "Extended animation Tools" -msgstr "" - -#: ../../docs/tutorials/animation/introduction_2d.rst:458 -#: ../../docs/tutorials/animation/introduction_2d.rst:463 -msgid "Timeline zoom level control" -msgstr "" - -#: ../../docs/tutorials/animation/introduction_2d.rst:466 -#: ../../docs/tutorials/animation/introduction_2d.rst:471 -msgid "Timeline control" -msgstr "" - -#: ../../docs/tutorials/animation/introduction_2d.rst:473 -msgid "Length of animation" -msgstr "" - -#: ../../docs/tutorials/animation/introduction_2d.rst:474 -msgid "Steps of animation" -msgstr "" - -#: ../../docs/tutorials/animation/introduction_2d.rst:475 -msgid "Toggle loop animation" -msgstr "" - -#: ../../docs/tutorials/animation/introduction_2d.rst:478 -#: ../../docs/tutorials/animation/introduction_2d.rst:483 -msgid "Track control" -msgstr "" - -#: ../../docs/tutorials/animation/introduction_2d.rst:485 -msgid "Add track" -msgstr "" - -#: ../../docs/tutorials/animation/introduction_2d.rst:486 -msgid "Move track up" -msgstr "" - -#: ../../docs/tutorials/animation/introduction_2d.rst:487 -msgid "Move track down" -msgstr "" - -#: ../../docs/tutorials/animation/introduction_2d.rst:488 -msgid "Delete track" -msgstr "" - -#: ../../docs/tutorials/animation/introduction_2d.rst:489 -msgid "Extended track tools" -msgstr "" - -#: ../../docs/tutorials/animation/introduction_2d.rst:490 -msgid "Toggle keyframe editor" +#: ../../docs/tutorials/animation/introduction_2d.rst:387 +msgid "You can change its position by dragging it on the timeline, you can also click on the keyframe and use the keyframe settings in the inspector." msgstr "" diff --git a/sphinx/templates/tutorials/assetlib/index.pot b/sphinx/templates/tutorials/assetlib/index.pot index eb8a888454..89d157442a 100644 --- a/sphinx/templates/tutorials/assetlib/index.pot +++ b/sphinx/templates/tutorials/assetlib/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/assetlib/uploading_to_assetlib.pot b/sphinx/templates/tutorials/assetlib/uploading_to_assetlib.pot index bd810f2fc9..9b104cae44 100644 --- a/sphinx/templates/tutorials/assetlib/uploading_to_assetlib.pot +++ b/sphinx/templates/tutorials/assetlib/uploading_to_assetlib.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/assetlib/using_assetlib.pot b/sphinx/templates/tutorials/assetlib/using_assetlib.pot index 13d4103227..286657f1f6 100644 --- a/sphinx/templates/tutorials/assetlib/using_assetlib.pot +++ b/sphinx/templates/tutorials/assetlib/using_assetlib.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/assetlib/what_is_assetlib.pot b/sphinx/templates/tutorials/assetlib/what_is_assetlib.pot index 17e459250e..584539a208 100644 --- a/sphinx/templates/tutorials/assetlib/what_is_assetlib.pot +++ b/sphinx/templates/tutorials/assetlib/what_is_assetlib.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/audio/audio_buses.pot b/sphinx/templates/tutorials/audio/audio_buses.pot index ad8c7eacb3..6b944841d6 100644 --- a/sphinx/templates/tutorials/audio/audio_buses.pot +++ b/sphinx/templates/tutorials/audio/audio_buses.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -17,7 +17,7 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/audio/audio_buses.rst:4 -#: ../../docs/tutorials/audio/audio_buses.rst:32 +#: ../../docs/tutorials/audio/audio_buses.rst:48 msgid "Audio buses" msgstr "" @@ -29,291 +29,291 @@ msgstr "" msgid "Godot's audio processing code has been written with games in mind, with the aim of achieving an optimal balance between performance and sound quality." msgstr "" -#: ../../docs/tutorials/audio/audio_buses.rst:11 +#: ../../docs/tutorials/audio/audio_buses.rst:12 msgid "Godot's audio engine allows any number of audio buses to be created and any number of effect processors can be added to each bus. Only the hardware of the device running your game will limit the number of buses and effects that can be used before performance starts to suffer." msgstr "" -#: ../../docs/tutorials/audio/audio_buses.rst:14 +#: ../../docs/tutorials/audio/audio_buses.rst:18 msgid "Decibel scale" msgstr "" -#: ../../docs/tutorials/audio/audio_buses.rst:16 -msgid "Godot's sound interface is designed to meet the expectations of sound design professionals. To this end it primarily uses the decibel scale." -msgstr "" - -#: ../../docs/tutorials/audio/audio_buses.rst:19 -msgid "For those unfamiliar with it, it can be explained with a few facts:" -msgstr "" - -#: ../../docs/tutorials/audio/audio_buses.rst:21 -msgid "The decibel (dB) scale is a relative scale. It represents the ratio of sound power by using 10 times the base 10 logarithm of the ratio (10×log\\ :sub:`10`\\ (P/P\\ :sub:`0`\\ ))." -msgstr "" - -#: ../../docs/tutorials/audio/audio_buses.rst:22 -msgid "For every 3dB, sound amplitude doubles or halves. 6dB represents a factor of 4, 9dB a factor of 8, 10dB a factor of 10, 20dB a factor of 100, etc." +#: ../../docs/tutorials/audio/audio_buses.rst:20 +msgid "Godot's sound interface is designed to meet the expectations of sound design professionals. To this end, it primarily uses the decibel scale." msgstr "" #: ../../docs/tutorials/audio/audio_buses.rst:23 -msgid "Since the scale is logarithmic, true zero (no audio) can't be represented." -msgstr "" - -#: ../../docs/tutorials/audio/audio_buses.rst:24 -msgid "0dB is the maximum amplitude possible in a digital audio system. This limit is not the human limit, but a limit from the sound hardware. Audio with amplitudes that are too high to be represented properly below 0dB create a kind of distortion called clipping." +msgid "For those unfamiliar with it, it can be explained with a few facts:" msgstr "" #: ../../docs/tutorials/audio/audio_buses.rst:25 -msgid "To avoid clipping, your sound mix be arranged so that the output of the *Master Bus* (more on that later) never exceeds 0dB." +msgid "The decibel (dB) scale is a relative scale. It represents the ratio of sound power by using 10 times the base 10 logarithm of the ratio (10 × log\\ :sub:`10`\\ (P/P\\ :sub:`0`\\ ))." msgstr "" -#: ../../docs/tutorials/audio/audio_buses.rst:26 -msgid "Every 3dB below the 0dB limit, sound energy is *halved*. It means the sound volume at -3dB is half as loud as 0dB. -6dB is half as loud as -3dB and so on." +#: ../../docs/tutorials/audio/audio_buses.rst:28 +msgid "For every 3 dB, sound amplitude doubles or halves. 6 dB represents a factor of 4, 9 dB a factor of 8, 10 dB a factor of 10, 20 dB a factor of 100, etc." msgstr "" -#: ../../docs/tutorials/audio/audio_buses.rst:27 -msgid "When working with decibels, sound is considered no longer audible between -60dB and -80dB. This makes your working range generally between -60dB and 0dB." +#: ../../docs/tutorials/audio/audio_buses.rst:30 +msgid "Since the scale is logarithmic, true zero (no audio) can't be represented." msgstr "" -#: ../../docs/tutorials/audio/audio_buses.rst:29 -msgid "This can take a bit getting used to, but it's friendlier in the end and will allow you to communicate better with audio professionals." +#: ../../docs/tutorials/audio/audio_buses.rst:31 +msgid "0 dB is the maximum amplitude possible in a digital audio system. This limit is not the human limit, but a limit from the sound hardware. Audio with amplitudes that are too high to be represented properly below 0 dB create a kind of distortion called *clipping*." msgstr "" -#: ../../docs/tutorials/audio/audio_buses.rst:34 -msgid "Audio buses can be found in the bottom panel of the Godot Editor:" +#: ../../docs/tutorials/audio/audio_buses.rst:35 +msgid "To avoid clipping, your sound mix be arranged so that the output of the *master bus* (more on that later) never exceeds 0 dB." msgstr "" -#: ../../docs/tutorials/audio/audio_buses.rst:38 -msgid "An *Audio Bus* (also called an *Audio Channel*) can be considered a place that audio is channeled through on the way to playback through a device's speakers. Audio data can be *modified* and *re-routed* by an *Audio Bus*. An *Audio Bus* has a VU meter (the bars that light up when sound is played) which indicates the amplitude of the signal passing through." +#: ../../docs/tutorials/audio/audio_buses.rst:37 +msgid "Every 3 dB below the 0 dB limit, sound energy is *halved*. It means the sound volume at -3 dB is half as loud as 0dB. -6 dB is half as loud as -3 dB and so on." msgstr "" #: ../../docs/tutorials/audio/audio_buses.rst:40 -msgid "The leftmost bus is the *Master Bus*. This bus outputs the mix to your speakers so, as mentioned in the item above (Decibel Scale), make sure that your mix level doesn't reach 0dB in this bus. The rest of the audio buses can be flexibly routed. After modifying the sound, they send it to another bus to the left. The destination bus can be specified for each of the non-master audio buses. Routing always passes audio from buses on the right to buses further to the left. This avoids infinite routing loops." +msgid "When working with decibels, sound is considered no longer audible between -60 dB and -80 dB. This makes your working range generally between -60 dB and 0 dB." msgstr "" -#: ../../docs/tutorials/audio/audio_buses.rst:46 -msgid "In the above image, the output of *Bus 2* has been routed to the *Master* bus." +#: ../../docs/tutorials/audio/audio_buses.rst:44 +msgid "This can take a bit getting used to, but it's friendlier in the end and will allow you to communicate better with audio professionals." msgstr "" -#: ../../docs/tutorials/audio/audio_buses.rst:49 -msgid "Playback of audio through a bus" +#: ../../docs/tutorials/audio/audio_buses.rst:50 +msgid "Audio buses can be found in the bottom panel of the Godot editor:" msgstr "" -#: ../../docs/tutorials/audio/audio_buses.rst:51 -msgid "To test passing audio to a bus, create an AudioStreamPlayer node, load an AudioStream and select a target bus for playback:" -msgstr "" - -#: ../../docs/tutorials/audio/audio_buses.rst:55 -msgid "Finally, toggle the \"playing\" property to on and sound will flow." -msgstr "" - -#: ../../docs/tutorials/audio/audio_buses.rst:57 -msgid "You may also be interested in reading about :ref:`doc_audio-streams` now." +#: ../../docs/tutorials/audio/audio_buses.rst:54 +msgid "An *audio bus* (also called an *audio channel*) can be considered a place that audio is channeled through on the way to playback through a device's speakers. Audio data can be *modified* and *re-routed* by an audio bus. An audio bus has a VU meter (the bars that light up when sound is played) which indicates the amplitude of the signal passing through." msgstr "" #: ../../docs/tutorials/audio/audio_buses.rst:60 -msgid "Adding effects" +msgid "The leftmost bus is the *master bus*. This bus outputs the mix to your speakers so, as mentioned in the *Decibel scale* section above, make sure that your mix level doesn't reach 0 dB in this bus. The rest of the audio buses can be flexibly routed. After modifying the sound, they send it to another bus to the left. The destination bus can be specified for each of the non-master audio buses. Routing always passes audio from buses on the right to buses further to the left. This avoids infinite routing loops." msgstr "" -#: ../../docs/tutorials/audio/audio_buses.rst:62 -msgid "Audio buses can contain all sorts of effects. These effects modify the sound in one way or another and are applied in order." +#: ../../docs/tutorials/audio/audio_buses.rst:70 +msgid "In the above image, the output of *Bus 2* has been routed to the *Master* bus." msgstr "" -#: ../../docs/tutorials/audio/audio_buses.rst:66 -msgid "Try them all out to get a sense of how they alter sound. Here follows a short description of available effects:" +#: ../../docs/tutorials/audio/audio_buses.rst:73 +msgid "Playback of audio through a bus" msgstr "" -#: ../../docs/tutorials/audio/audio_buses.rst:69 -msgid "Amplify" +#: ../../docs/tutorials/audio/audio_buses.rst:75 +msgid "To test passing audio to a bus, create an AudioStreamPlayer node, load an AudioStream and select a target bus for playback:" msgstr "" -#: ../../docs/tutorials/audio/audio_buses.rst:71 -msgid "Amplify changes the amplitude of the signal. Some care needs to be taken. Setting the level too high can make the sound clip, which is usually undesirable." -msgstr "" - -#: ../../docs/tutorials/audio/audio_buses.rst:74 -msgid "BandLimit and BandPass" -msgstr "" - -#: ../../docs/tutorials/audio/audio_buses.rst:76 -msgid "These are resonant filters which block frequencies around the *Cutoff* point. BandPass can be used to simulate sound passing through an old telephone line or megaphone. Modulating the BandPass frequency can simulate the sound of a wah-wah guitar pedal, think of the guitar in Jimi Hendrix's *Voodoo Child (Slight Return)*." -msgstr "" - -#: ../../docs/tutorials/audio/audio_buses.rst:79 -msgid "Chorus" -msgstr "" - -#: ../../docs/tutorials/audio/audio_buses.rst:81 -msgid "The Chorus effect duplicates the incoming audio, delays the duplicate slightly and uses an LFO to continuously modulate the pitch of the duplicated signal before mixing the duplicatated signal(s) and the original together again. This creates a shimmering effect and adds stereo width to the sound." +#: ../../docs/tutorials/audio/audio_buses.rst:80 +msgid "Finally, toggle the **Playing** property to **On** and sound will flow." msgstr "" #: ../../docs/tutorials/audio/audio_buses.rst:84 -msgid "Compressor" +msgid "You may also be interested in reading about :ref:`doc_audio_streams` now." msgstr "" -#: ../../docs/tutorials/audio/audio_buses.rst:86 -msgid "A dynamic range compressor automatically attenuates the level of the incoming signal when its amplitude exceeds a certain threshold. The level of attenuation applied is proportional to how far the incoming audio exceeds the threshold. The compressor's Ratio parameter controls the degree of attenuation. One of the main uses of a compressor is to reduce the dynamic range of signals with very loud and quiet parts. Reducing the dynamic range of a signal can make it easier to mix." +#: ../../docs/tutorials/audio/audio_buses.rst:87 +msgid "Adding effects" msgstr "" #: ../../docs/tutorials/audio/audio_buses.rst:89 -msgid "The compressor has many uses. For example:" -msgstr "" - -#: ../../docs/tutorials/audio/audio_buses.rst:91 -msgid "It can be used in the Master bus to compress the whole output." -msgstr "" - -#: ../../docs/tutorials/audio/audio_buses.rst:92 -msgid "It can be used in voice channels to ensure they sound as even as possible." -msgstr "" - -#: ../../docs/tutorials/audio/audio_buses.rst:93 -msgid "It can be *Sidechained*. This means it can reduce the sound level of one signal using the level of another audio bus for threshold detection. This technique is very common in video game mixing to 'duck' the level of music or sound effects when voices need to be heard." +msgid "Audio buses can contain all sorts of effects. These effects modify the sound in one way or another and are applied in order." msgstr "" #: ../../docs/tutorials/audio/audio_buses.rst:94 -msgid "It can accentuate transients by using a slower attack. This can make sound effects more punchy." +msgid "Try them all out to get a sense of how they alter sound. Here follows a short description of the available effects:" msgstr "" #: ../../docs/tutorials/audio/audio_buses.rst:98 -msgid "If your goal is to prevent a signal from exceeding a given amplitude altogether, rather that to reduce the dynamic range of the signal, a limiter is likely a better choice than a compressor. See below." +msgid "Amplify" msgstr "" -#: ../../docs/tutorials/audio/audio_buses.rst:102 -msgid "Delay" +#: ../../docs/tutorials/audio/audio_buses.rst:100 +msgid "Amplify changes the amplitude of the signal. Some care needs to be taken. Setting the level too high can make the sound clip, which is usually undesirable." msgstr "" -#: ../../docs/tutorials/audio/audio_buses.rst:104 -msgid "Adds an \"Echo\" effect with a feedback loop. It can be used, together with Reverb, to simulate wide rooms, canyons, etc. where sound bounces are far apart." +#: ../../docs/tutorials/audio/audio_buses.rst:105 +msgid "BandLimit and BandPass" msgstr "" #: ../../docs/tutorials/audio/audio_buses.rst:107 -msgid "Distortion" +msgid "These are resonant filters which block frequencies around the *Cutoff* point. BandPass can be used to simulate sound passing through an old telephone line or megaphone. Modulating the BandPass frequency can simulate the sound of a wah-wah guitar pedal, think of the guitar in Jimi Hendrix's *Voodoo Child (Slight Return)*." msgstr "" -#: ../../docs/tutorials/audio/audio_buses.rst:109 -msgid "Distortion effects make the sound 'dirty'. Godot offers several types of distortion: Overdrive, tan and bit crushing. Distortion can be used simulate sound coming through a low-quality speaker or device." +#: ../../docs/tutorials/audio/audio_buses.rst:114 +msgid "Chorus" msgstr "" -#: ../../docs/tutorials/audio/audio_buses.rst:113 -msgid "EQ, EQ6, EQ10, EQ21" +#: ../../docs/tutorials/audio/audio_buses.rst:116 +msgid "The Chorus effect duplicates the incoming audio, delays the duplicate slightly and uses an LFO to continuously modulate the pitch of the duplicated signal before mixing the duplicatated signal(s) and the original together again. This creates a shimmering effect and adds stereo width to the sound." msgstr "" -#: ../../docs/tutorials/audio/audio_buses.rst:115 -msgid "Godot provides four equalizers with different numbers of bands. An equalizer on the master bus can be useful to cut frequencies that the device's speakers can't reproduce well (e.g. a mobile phone's speakers won't reproduce bass content well). The equalizer effect can be disabled when headphones are plugged in." +#: ../../docs/tutorials/audio/audio_buses.rst:122 +msgid "Compressor" msgstr "" -#: ../../docs/tutorials/audio/audio_buses.rst:118 -msgid "Filter" +#: ../../docs/tutorials/audio/audio_buses.rst:124 +msgid "A dynamic range compressor automatically attenuates the level of the incoming signal when its amplitude exceeds a certain threshold. The level of attenuation applied is proportional to how far the incoming audio exceeds the threshold. The compressor's Ratio parameter controls the degree of attenuation. One of the main uses of a compressor is to reduce the dynamic range of signals with very loud and quiet parts. Reducing the dynamic range of a signal can make it easier to mix." msgstr "" -#: ../../docs/tutorials/audio/audio_buses.rst:120 -msgid "Filter is what all other effects processors inherit from and should not be used directly." +#: ../../docs/tutorials/audio/audio_buses.rst:132 +msgid "The compressor has many uses. For example:" msgstr "" -#: ../../docs/tutorials/audio/audio_buses.rst:123 -msgid "HighPassFilter, HighShelfFilter" -msgstr "" - -#: ../../docs/tutorials/audio/audio_buses.rst:125 -msgid "These are filters that cut frequencies below a specific *Cutoff* frequency. HighPassFilter and HighShelfFilter are used to reduce the bass content of a signal." -msgstr "" - -#: ../../docs/tutorials/audio/audio_buses.rst:128 -msgid "Limiter" -msgstr "" - -#: ../../docs/tutorials/audio/audio_buses.rst:130 -msgid "A limiter is similar to a compressor, but it's less flexible and designed to prevent a signal's amplitude exceeding a given dB threshold. Adding a limiter to the *Master Bus* is a safeguard against clipping." -msgstr "" - -#: ../../docs/tutorials/audio/audio_buses.rst:133 -msgid "LowPassFilter, LowShelfFilter" +#: ../../docs/tutorials/audio/audio_buses.rst:134 +msgid "It can be used in the Master bus to compress the whole output." msgstr "" #: ../../docs/tutorials/audio/audio_buses.rst:135 -msgid "These are the most common filters, they cut frequencies above a specific *Cutoff* frequency and can also resonate (boost frequencies close to the *Cutoff* frequency). Low pass filters can be used to simulate 'muffled' sound. For instance underwater sound, sound blocked by walls, or distant sound." +msgid "It can be used in voice channels to ensure they sound as even as possible." msgstr "" -#: ../../docs/tutorials/audio/audio_buses.rst:138 -msgid "NotchFilter" +#: ../../docs/tutorials/audio/audio_buses.rst:136 +msgid "It can be *sidechained*. This means it can reduce the sound level of one signal using the level of another audio bus for threshold detection. This technique is very common in video game mixing to \"duck\" the level of music or sound effects when voices need to be heard." msgstr "" #: ../../docs/tutorials/audio/audio_buses.rst:140 -msgid "The opposite to the BandPassFilter, it removes a band of sound from the frequency spectrum at a given *Cutoff* frequency." -msgstr "" - -#: ../../docs/tutorials/audio/audio_buses.rst:143 -msgid "Panner" +msgid "It can accentuate transients by using a slower attack. This can make sound effects more punchy." msgstr "" #: ../../docs/tutorials/audio/audio_buses.rst:145 -msgid "The Panner allows the stereo balance of a signal to be adjusted between left and right channels (wear headphones to audition this effect)." +msgid "If your goal is to prevent a signal from exceeding a given amplitude altogether, rather than to reduce the dynamic range of the signal, a :ref:`limiter ` is likely a better choice than a compressor." msgstr "" -#: ../../docs/tutorials/audio/audio_buses.rst:148 -msgid "Phaser" +#: ../../docs/tutorials/audio/audio_buses.rst:152 +msgid "Delay" msgstr "" -#: ../../docs/tutorials/audio/audio_buses.rst:150 -msgid "It probably does not make much sense to explain that this effect is formed by two signals being dephased and cancelling each other out. You can make a Darth Vader voice with it, or jet-like sounds." +#: ../../docs/tutorials/audio/audio_buses.rst:154 +msgid "Adds an \"echo\" effect with a feedback loop. It can be used together with *Reverb* to simulate wide rooms, canyons, etc. where sound bounces are far apart." msgstr "" -#: ../../docs/tutorials/audio/audio_buses.rst:153 -msgid "PitchShift" +#: ../../docs/tutorials/audio/audio_buses.rst:159 +msgid "Distortion" msgstr "" -#: ../../docs/tutorials/audio/audio_buses.rst:155 -msgid "This effect allows the adjustment of the signal's pitch independently of its speed. All frequencies can be increased/decreased with minimal effect on transients. PitchShift can be useful to create unusually high or deep voices." +#: ../../docs/tutorials/audio/audio_buses.rst:161 +msgid "Distortion effects make the sound \"dirty\". Godot offers several types of distortion: *overdrive*, *tan* and *bit crushing*. Distortion can be used to simulate sound coming through a low-quality speaker or device." msgstr "" -#: ../../docs/tutorials/audio/audio_buses.rst:158 -msgid "Record" +#: ../../docs/tutorials/audio/audio_buses.rst:166 +msgid "EQ, EQ6, EQ10, EQ21" msgstr "" -#: ../../docs/tutorials/audio/audio_buses.rst:160 -msgid "The Record effect allows audio passing through the bus to be written to a file." -msgstr "" - -#: ../../docs/tutorials/audio/audio_buses.rst:163 -msgid "Reverb" -msgstr "" - -#: ../../docs/tutorials/audio/audio_buses.rst:165 -msgid "Reverb simulates rooms of different sizes. It has adjustable parameters that can be tweaked to obtain the sound of a specific room. Reverb is commonly outputted from :ref:`Areas ` (see :ref:`doc_audio-streams` tutorial, look for the \"Reverb buses\" section), or to apply chamber feel to all sounds." -msgstr "" - -#: ../../docs/tutorials/audio/audio_buses.rst:169 -msgid "StereoEnhance" -msgstr "" - -#: ../../docs/tutorials/audio/audio_buses.rst:171 -msgid "This effect has a few algorithms for enhancing a signal's stereo spectrum." +#: ../../docs/tutorials/audio/audio_buses.rst:168 +msgid "Godot provides four equalizers with different numbers of bands. An equalizer on the Master bus can be useful to cut frequencies that the device's speakers can't reproduce well (e.g. a mobile phone's speakers won't reproduce bass content well). The equalizer effect can be disabled when headphones are plugged in." msgstr "" #: ../../docs/tutorials/audio/audio_buses.rst:174 -msgid "Automatic bus disabling" +msgid "Filter" msgstr "" #: ../../docs/tutorials/audio/audio_buses.rst:176 -msgid "There is no need to disable buses manually when not in use; Godot detects that the bus has been silent for a few seconds and disables it (including all effects)." +msgid "Filter is what all other effects processors inherit from and should not be used directly." msgstr "" #: ../../docs/tutorials/audio/audio_buses.rst:180 -msgid "Disabled buses have a blue VU meter." +msgid "HighPassFilter, HighShelfFilter" msgstr "" -#: ../../docs/tutorials/audio/audio_buses.rst:183 -msgid "Bus rearrangement" -msgstr "" - -#: ../../docs/tutorials/audio/audio_buses.rst:185 -msgid "Stream Players use bus names to identify a bus, which allows adding, removing and moving buses around while the reference to them is kept. If a bus is renamed, however, the reference will be lost and the Stream Player will output to Master. This system was chosen because rearranging buses is a more common process than renaming them." +#: ../../docs/tutorials/audio/audio_buses.rst:182 +msgid "These are filters that cut frequencies below a specific *Cutoff* frequency. HighPassFilter and HighShelfFilter are used to reduce the bass content of a signal." msgstr "" #: ../../docs/tutorials/audio/audio_buses.rst:189 -msgid "Default bus layout" +msgid "Limiter" msgstr "" #: ../../docs/tutorials/audio/audio_buses.rst:191 -msgid "The default bus layout is automatically saved to the ``res://default_bus_layout.tres`` file. Custom bus arrangements can saved and loaded from disk." +msgid "A limiter is similar to a compressor, but it's less flexible and designed to prevent a signal's amplitude exceeding a given dB threshold. Adding a limiter to the Master bus is a safeguard against clipping." +msgstr "" + +#: ../../docs/tutorials/audio/audio_buses.rst:196 +msgid "LowPassFilter, LowShelfFilter" +msgstr "" + +#: ../../docs/tutorials/audio/audio_buses.rst:198 +msgid "These are the most common filters, they cut frequencies above a specific *Cutoff* frequency and can also resonate (boost frequencies close to the *Cutoff* frequency). Low pass filters can be used to simulate \"muffled\" sound. For instance, underwater sounds, sounds blocked by walls, or distant sounds." +msgstr "" + +#: ../../docs/tutorials/audio/audio_buses.rst:204 +msgid "NotchFilter" +msgstr "" + +#: ../../docs/tutorials/audio/audio_buses.rst:206 +msgid "The opposite of the BandPassFilter, it removes a band of sound from the frequency spectrum at a given *Cutoff* frequency." +msgstr "" + +#: ../../docs/tutorials/audio/audio_buses.rst:210 +msgid "Panner" +msgstr "" + +#: ../../docs/tutorials/audio/audio_buses.rst:212 +msgid "The Panner allows the stereo balance of a signal to be adjusted between the left and right channels (wear headphones to audition this effect)." +msgstr "" + +#: ../../docs/tutorials/audio/audio_buses.rst:216 +msgid "Phaser" +msgstr "" + +#: ../../docs/tutorials/audio/audio_buses.rst:218 +msgid "It probably does not make much sense to explain that this effect is formed by two signals being dephased and cancelling each other out. You can make a Darth Vader voice with it, or jet-like sounds." +msgstr "" + +#: ../../docs/tutorials/audio/audio_buses.rst:223 +msgid "PitchShift" +msgstr "" + +#: ../../docs/tutorials/audio/audio_buses.rst:225 +msgid "This effect allows the adjustment of the signal's pitch independently of its speed. All frequencies can be increased/decreased with minimal effect on transients. PitchShift can be useful to create unusually high or deep voices." +msgstr "" + +#: ../../docs/tutorials/audio/audio_buses.rst:230 +msgid "Record" +msgstr "" + +#: ../../docs/tutorials/audio/audio_buses.rst:232 +msgid "The Record effect allows audio passing through the bus to be written to a file." +msgstr "" + +#: ../../docs/tutorials/audio/audio_buses.rst:235 +msgid "Reverb" +msgstr "" + +#: ../../docs/tutorials/audio/audio_buses.rst:237 +msgid "Reverb simulates rooms of different sizes. It has adjustable parameters that can be tweaked to obtain the sound of a specific room. Reverb is commonly outputted from :ref:`Areas ` (see :ref:`Reverb buses `), or to apply a \"chamber\" feel to all sounds." +msgstr "" + +#: ../../docs/tutorials/audio/audio_buses.rst:244 +msgid "StereoEnhance" +msgstr "" + +#: ../../docs/tutorials/audio/audio_buses.rst:246 +msgid "This effect uses a few algorithms to enhance a signal's stereo spectrum." +msgstr "" + +#: ../../docs/tutorials/audio/audio_buses.rst:249 +msgid "Automatic bus disabling" +msgstr "" + +#: ../../docs/tutorials/audio/audio_buses.rst:251 +msgid "There is no need to disable buses manually when not in use. Godot detects that the bus has been silent for a few seconds and disables it (including all effects)." +msgstr "" + +#: ../../docs/tutorials/audio/audio_buses.rst:257 +msgid "Disabled buses have a blue VU meter instead of a red-green one." +msgstr "" + +#: ../../docs/tutorials/audio/audio_buses.rst:260 +msgid "Bus rearrangement" +msgstr "" + +#: ../../docs/tutorials/audio/audio_buses.rst:262 +msgid "Stream Players use bus names to identify a bus, which allows adding, removing and moving buses around while the reference to them is kept. However, if a bus is renamed, the reference will be lost and the Stream Player will output to Master. This system was chosen because rearranging buses is a more common process than renaming them." +msgstr "" + +#: ../../docs/tutorials/audio/audio_buses.rst:269 +msgid "Default bus layout" +msgstr "" + +#: ../../docs/tutorials/audio/audio_buses.rst:271 +msgid "The default bus layout is automatically saved to the ``res://default_bus_layout.tres`` file. Custom bus arrangements can be saved and loaded from disk." msgstr "" diff --git a/sphinx/templates/tutorials/audio/audio_streams.pot b/sphinx/templates/tutorials/audio/audio_streams.pot index b2608981ea..820f045e1f 100644 --- a/sphinx/templates/tutorials/audio/audio_streams.pot +++ b/sphinx/templates/tutorials/audio/audio_streams.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -25,102 +25,98 @@ msgid "Introduction" msgstr "" #: ../../docs/tutorials/audio/audio_streams.rst:9 -msgid "As you might have already read in the :ref:`Audio Buses Tutorial`, sound is sent to each bus via an AudioStreamPlayer." +msgid "As you might have already read in :ref:`doc_audio_buses`, sound is sent to each bus via an AudioStreamPlayer node. There are different kinds of AudioStreamPlayers. Each one loads an AudioStream and plays it back." msgstr "" -#: ../../docs/tutorials/audio/audio_streams.rst:12 -msgid "There are different kinds of AudioStreamPlayer. Each one loads an AudioStream and plays it back." -msgstr "" - -#: ../../docs/tutorials/audio/audio_streams.rst:16 +#: ../../docs/tutorials/audio/audio_streams.rst:14 msgid "AudioStream" msgstr "" -#: ../../docs/tutorials/audio/audio_streams.rst:18 -msgid "An audio stream is an abstract object that emits sound. The sound can come from many places, but most commonly from the filesystem. Audio files, such as .wav or .ogg, can be loaded as AudioStreams and placed inside an AudioStreamPlayer." +#: ../../docs/tutorials/audio/audio_streams.rst:16 +msgid "An audio stream is an abstract object that emits sound. The sound can come from many places, but is most commonly loaded from the filesystem. Audio files such as WAV (``.wav``) or Ogg Vorbis (``.ogg``) can be loaded as AudioStreams and placed inside an AudioStreamPlayer." msgstr "" -#: ../../docs/tutorials/audio/audio_streams.rst:22 -msgid "Here is a comparison of the two types of file to help you choose the one that fits your use case best:" +#: ../../docs/tutorials/audio/audio_streams.rst:21 +msgid "Here is a comparison of the two file types to help you choose the one that fits your use case best:" msgstr "" #: ../../docs/tutorials/audio/audio_streams.rst:24 -msgid "Audio files of type *.wav* are quite large, but use little CPU power to play back. Hundreds of them can be played simultaneously with little impact to performance. This format is usually best for short sound effects." -msgstr "" - -#: ../../docs/tutorials/audio/audio_streams.rst:25 -msgid "Audio files of type *.ogg* are much smaller, but use considerably more CPU power to play back, so only a few can be played back (especially on mobile!). This format works well for music, long sound effect sequences, and voice at relatively low bitrates." +msgid "WAV files are quite large, but use little CPU power to play back. Hundreds of them can be played simultaneously with little impact on performance. This format is usually best for short sound effects." msgstr "" #: ../../docs/tutorials/audio/audio_streams.rst:27 -msgid "Keep in mind neither .wav nor .ogg usually contains looping information. If looping is desired it must be set up using the import options of each file type:" +msgid "Ogg Vorbis files are much smaller, but use considerably more CPU power to play back, so only a few can be played back at once (especially on mobile). This format works well for music, long sound effect sequences, and voice at relatively low bitrates." msgstr "" -#: ../../docs/tutorials/audio/audio_streams.rst:31 -msgid "There are other types of AudioStreamPlayer, such as AudioStreamRandomPitch. This one makes a random adjustment to the sound's pitch every time it's played back. This can be helpful for adding interest to sounds that are played back often." +#: ../../docs/tutorials/audio/audio_streams.rst:32 +msgid "Keep in mind Ogg Vorbis files don't contain looping information. If looping an Ogg Vorbis file is desired, it must be set up using the import options:" msgstr "" -#: ../../docs/tutorials/audio/audio_streams.rst:34 -msgid "AudioStreamPlayer" -msgstr "" - -#: ../../docs/tutorials/audio/audio_streams.rst:36 -msgid "This is the standard stream player; it can play to any bus. In 5.1 sound, it can send to stereo mix or front speakers." -msgstr "" - -#: ../../docs/tutorials/audio/audio_streams.rst:39 -msgid "AudioStreamPlayer2D" -msgstr "" - -#: ../../docs/tutorials/audio/audio_streams.rst:41 -msgid "This is a variant of AudioStreamPlayer, but emits sound in a 2D positional environment. When close to the left of the screen, the panning will go left. When close to the right side, it will go right." +#: ../../docs/tutorials/audio/audio_streams.rst:37 +msgid "There are other types of AudioStreamPlayer, such as AudioStreamRandomPitch. This one makes a random adjustment to the sound's pitch every time it's played back. This can be helpful for adding variation to sounds that are played back often." msgstr "" #: ../../docs/tutorials/audio/audio_streams.rst:43 -msgid "Area2Ds can be used to divert sound from any AudioStreamPlayer2Ds they contain to specific buses. This makes it possible to create buses with different reverb or sound qualities to handle action happening in a particular parts of your game world." +msgid "AudioStreamPlayer" msgstr "" -#: ../../docs/tutorials/audio/audio_streams.rst:48 -msgid "AudioStreamPlayer3D" +#: ../../docs/tutorials/audio/audio_streams.rst:45 +msgid "This is the standard, non-positional stream player. It can play to any bus. In 5.1 sound setups, it can send audio to stereo mix or front speakers." msgstr "" -#: ../../docs/tutorials/audio/audio_streams.rst:50 -msgid "This is a variant of AudioStreamPlayer, but emits sound in a 3D positional environment. Depending on the location of the player relative to the screen, it can position sound in Stereo, 5.1 or 7.1 depending on the chosen audio setup." +#: ../../docs/tutorials/audio/audio_streams.rst:49 +msgid "AudioStreamPlayer2D" msgstr "" -#: ../../docs/tutorials/audio/audio_streams.rst:53 -msgid "Similar to AudioStreamPlayer2D, an Area can divert the sound to an audio bus." +#: ../../docs/tutorials/audio/audio_streams.rst:51 +msgid "This is a variant of AudioStreamPlayer, but emits sound in a 2D positional environment. When close to the left of the screen, the panning will go left. When close to the right side, it will go right." msgstr "" #: ../../docs/tutorials/audio/audio_streams.rst:57 -msgid "Unlike for 2D, the 3D version of AudioStreamPlayer has a few more advanced options:" +msgid "Area2Ds can be used to divert sound from any AudioStreamPlayer2Ds they contain to specific buses. This makes it possible to create buses with different reverb or sound qualities to handle action happening in a particular parts of your game world." msgstr "" -#: ../../docs/tutorials/audio/audio_streams.rst:60 -msgid "Reverb buses" -msgstr "" - -#: ../../docs/tutorials/audio/audio_streams.rst:62 -msgid "Godot allows 3D Audio Streams that enter a specific *Area* to send dry and wet audio to separate buses. This is useful when you have several reverb configurations for different types of rooms. This is done by enabling this type of reverb in the *Reverb Bus* section of *Area* properties:" +#: ../../docs/tutorials/audio/audio_streams.rst:65 +msgid "AudioStreamPlayer3D" msgstr "" #: ../../docs/tutorials/audio/audio_streams.rst:67 -msgid "At the same time, a special bus layout is created where each area receives the reverb info from each area. A Reverb effect needs to be created and configured in each reverb bus to complete the setup for the desired effect:" +msgid "This is a variant of AudioStreamPlayer, but emits sound in a 3D positional environment. Depending on the location of the player relative to the screen, it can position sound in stereo, 5.1 or 7.1 depending on the chosen audio setup." msgstr "" #: ../../docs/tutorials/audio/audio_streams.rst:71 -msgid "The Area Reverb Bus section also has a parameter named \"Uniformity\". Some types of rooms bounce sounds more than others (like a warehouse), so reverberation can be heard almost uniformly across the room even though the source may be far away. Playing around with this parameter can simulate that effect." +msgid "Similar to AudioStreamPlayer2D, an Area can divert the sound to an audio bus." msgstr "" #: ../../docs/tutorials/audio/audio_streams.rst:75 -msgid "Doppler" +msgid "Unlike for 2D, the 3D version of AudioStreamPlayer has a few more advanced options:" msgstr "" -#: ../../docs/tutorials/audio/audio_streams.rst:77 -msgid "When the relative velocity between an emitter and listener changes, this is perceived as an increase or decrease in the pitch of the emitted sound. Godot can track changes in velocities of *AudioStreamPlayer3D* or *Camera*. Both have this property, which must be enabled manually:" +#: ../../docs/tutorials/audio/audio_streams.rst:80 +msgid "Reverb buses" msgstr "" #: ../../docs/tutorials/audio/audio_streams.rst:82 -msgid "Enable it by setting it depending on how objects will be moved (whether on regular *process* or *physics_process* step) and the tracking will happen automatically." +msgid "Godot allows for 3D audio streams that enter a specific Area node to send dry and wet audio to separate buses. This is useful when you have several reverb configurations for different types of rooms. This is done by enabling this type of reverb in the **Reverb Bus** section of the Area's properties:" +msgstr "" + +#: ../../docs/tutorials/audio/audio_streams.rst:89 +msgid "At the same time, a special bus layout is created where each area receives the reverb info from each area. A Reverb effect needs to be created and configured in each reverb bus to complete the setup for the desired effect:" +msgstr "" + +#: ../../docs/tutorials/audio/audio_streams.rst:95 +msgid "The Area's **Reverb Bus** section also has a parameter named **Uniformity**. Some types of rooms bounce sounds more than others (like a warehouse), so reverberation can be heard almost uniformly across the room even though the source may be far away. Playing around with this parameter can simulate that effect." +msgstr "" + +#: ../../docs/tutorials/audio/audio_streams.rst:102 +msgid "Doppler" +msgstr "" + +#: ../../docs/tutorials/audio/audio_streams.rst:104 +msgid "When the relative velocity between an emitter and listener changes, this is perceived as an increase or decrease in the pitch of the emitted sound. Godot can track velocity changes in the AudioStreamPlayer3D and Camera nodes. Both nodes have this property, which must be enabled manually:" +msgstr "" + +#: ../../docs/tutorials/audio/audio_streams.rst:111 +msgid "Enable it by setting it depending on how objects will be moved: use **Idle** for objects moved using ``_process``, or **Physics** for objects moved using ``_physics_process``. The tracking will happen automatically." msgstr "" diff --git a/sphinx/templates/tutorials/audio/index.pot b/sphinx/templates/tutorials/audio/index.pot index 33264d4f40..4a5c1e277e 100644 --- a/sphinx/templates/tutorials/audio/index.pot +++ b/sphinx/templates/tutorials/audio/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/audio/sync_with_audio.pot b/sphinx/templates/tutorials/audio/sync_with_audio.pot index f61973be6d..97149da05c 100644 --- a/sphinx/templates/tutorials/audio/sync_with_audio.pot +++ b/sphinx/templates/tutorials/audio/sync_with_audio.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -89,7 +89,7 @@ msgid "This way, obtaining the actual playback position during *_process()* is p msgstr "" #: ../../docs/tutorials/audio/sync_with_audio.rst:66 -msgid "In the long run, though, as the sound hardware clock is never exactly in sync with the system clock, they timing information will slowly drift away." +msgid "In the long run, though, as the sound hardware clock is never exactly in sync with the system clock, the timing information will slowly drift away." msgstr "" #: ../../docs/tutorials/audio/sync_with_audio.rst:68 diff --git a/sphinx/templates/tutorials/content/index.pot b/sphinx/templates/tutorials/content/index.pot index 8dbc86d6f7..f8d63728f3 100644 --- a/sphinx/templates/tutorials/content/index.pot +++ b/sphinx/templates/tutorials/content/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/content/making_trees.pot b/sphinx/templates/tutorials/content/making_trees.pot index c07cdf69ce..91a230a963 100644 --- a/sphinx/templates/tutorials/content/making_trees.pot +++ b/sphinx/templates/tutorials/content/making_trees.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/content/procedural_geometry.pot b/sphinx/templates/tutorials/content/procedural_geometry.pot deleted file mode 100644 index f001906ed8..0000000000 --- a/sphinx/templates/tutorials/content/procedural_geometry.pot +++ /dev/null @@ -1,74 +0,0 @@ -# SOME DESCRIPTIVE TITLE. -# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) -# This file is distributed under the same license as the Godot Engine package. -# FIRST AUTHOR , YEAR. -# -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine latest\n" -"Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -#: ../../docs/tutorials/content/procedural_geometry.rst:4 -msgid "Procedural geometry generation" -msgstr "" - -#: ../../docs/tutorials/content/procedural_geometry.rst:6 -msgid "Users often ask how to generate geometry from code. This is not very complicated, but it's not obvious. Godot provides a few classes entirely dedicated to make it this easy. Still, the best tool for the job depends entirely on the use case." -msgstr "" - -#: ../../docs/tutorials/content/procedural_geometry.rst:11 -msgid "SurfaceTool" -msgstr "" - -#: ../../docs/tutorials/content/procedural_geometry.rst:13 -msgid "This is the most common helper. :ref:`SurfaceTool` is a class you can instantiate to generate :ref:`Meshes`, specifically *Mesh Surfaces*." -msgstr "" - -#: ../../docs/tutorials/content/procedural_geometry.rst:15 -msgid "It has a similar API to OpenGL 1.x, and it's meant for static content. This means, the mesh is generated once and then used." -msgstr "" - -#: ../../docs/tutorials/content/procedural_geometry.rst:17 -msgid "Here is a simple example of how to use it to add a single triangle." -msgstr "" - -#: ../../docs/tutorials/content/procedural_geometry.rst:46 -msgid "Just explore the APIs and the possibilities." -msgstr "" - -#: ../../docs/tutorials/content/procedural_geometry.rst:49 -msgid "ImmediateGeometry" -msgstr "" - -#: ../../docs/tutorials/content/procedural_geometry.rst:51 -msgid "Unlike *SurfaceTool*, :ref:`ImmediateGeometry` is an actual node. It's similar in the \"OpenGL 1.x\" style API, but it's actually designed to create content on the fly and modify it every frame efficiently." -msgstr "" - -#: ../../docs/tutorials/content/procedural_geometry.rst:54 -msgid "Generating complex geometry (several thousand vertices) with this node is inefficient, even if it's done only once. Instead, *ImmediateGeometry* is designed to generate simple geometry that changes every frame." -msgstr "" - -#: ../../docs/tutorials/content/procedural_geometry.rst:56 -msgid "It's used similar to *SurfaceTool*." -msgstr "" - -#: ../../docs/tutorials/content/procedural_geometry.rst:88 -msgid "Arrays" -msgstr "" - -#: ../../docs/tutorials/content/procedural_geometry.rst:90 -msgid "Lastly, the final way to do this is to create arrays themselves. This is the most efficient way to create static geometry, and is only recommended when SurfaceTool is not fast enough." -msgstr "" - -#: ../../docs/tutorials/content/procedural_geometry.rst:93 -msgid "Similar code as before, but draw a square using indices:" -msgstr "" - diff --git a/sphinx/templates/tutorials/content/procedural_geometry/arraymesh.pot b/sphinx/templates/tutorials/content/procedural_geometry/arraymesh.pot new file mode 100644 index 0000000000..5330862724 --- /dev/null +++ b/sphinx/templates/tutorials/content/procedural_geometry/arraymesh.pot @@ -0,0 +1,162 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine latest\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:4 +msgid "Using the ArrayMesh" +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:6 +msgid "This tutorial will present the basics of using an :ref:`ArrayMesh `" +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:8 +msgid "To do so, we will use the function :ref:`add_surface_from_arrays() `, which takes up to four parameters. The first two are required, while the second two are optional." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:11 +msgid "The first is the ``PrimitiveType``, this is an OpenGL concept that instructs the GPU how to arrange the primitive based on the vertices given whether it is triangles, lines, points, etc. A complete list can be found under the :ref:`Mesh ` class reference page." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:16 +msgid "The second is the actual Array that stores the mesh information. The array is a normal Godot array that is constructed with empty brackets ``[]``. It stores a ``Pool**Array`` (e.g. PoolVector3Array, PoolIntArray, etc.) for each type of information." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:20 +msgid "``ARRAY_VERTEX`` = 0 | PoolVector3Array or PoolVector2Array" +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:21 +msgid "``ARRAY_NORMAL`` = 1 | PoolVector3Array" +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:22 +msgid "``ARRAY_TANGENT`` = 2 | PoolRealArray of groups of 4 floats. first 3 floats determine the tangent, and the last the binormal direction as -1 or 1." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:24 +msgid "``ARRAY_COLOR`` = 3 | PoolColorArray" +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:25 +msgid "``ARRAY_TEX_UV`` = 4 | PoolVector2Array or PoolVector3Array" +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:26 +msgid "``ARRAY_TEX_UV2`` = 5 | PoolVector2Array or PoolVector3Array" +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:27 +msgid "``ARRAY_BONES`` = 6 | PoolRealArray of groups of 4 floats or PoolIntArray of groups of 4 ints" +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:28 +msgid "``ARRAY_WEIGHTS`` = 7 | PoolRealArray of groups of 4 floats" +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:29 +msgid "``ARRAY_INDEX`` = 8 | PoolIntArray" +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:31 +msgid "The Array of vertices is always required. All the others are optional and will only be used if included." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:33 +msgid "Each array needs to have the same number of elements as the vertex array except for the index array. For arrays like tangents, an element is a group of 4 floats. So the array size will be four times the size of the vertex array size, but they will have the same number of elements" +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:37 +msgid "The index array is unique." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:39 +msgid "The third parameter is an array of blendshapes for the Mesh to use. While this tutorial does not cover using blendshapes, it is possible to specify them when creating a surface from arrays." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:42 +msgid "The last parameter is the compress flags which specifies which arrays to store with half as many bits. The values can be found in the classref for :ref:`VisualServer ` under :ref:`ArrayFormat `." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:45 +msgid "For normal usage you will find it is best to leave the last two parameters empty." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:48 +msgid "ArrayMesh" +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:50 +msgid "Add an :ref:`ArrayMesh ` to a MeshInstance. Normally, adding an ArrayMesh in the editor is not useful, but in this case it allows as to access the ArrayMesh from code without creating one." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:54 +msgid "Next, add a script to the MeshInstance." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:56 +msgid "Under ``_ready()``, create a new Array." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:63 +msgid "This will be the array that we keep our surface information in, it will hold all the arrays of data that the surface needs. Godot will expect it to be of size ``Mesh.ARRAY_MAX``, so resize it accordingly." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:73 +msgid "Next create the arrays for each data type you will use." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:83 +msgid "Once you have filled your data arrays with your geometry you can create a mesh by adding each array to ``surface_array`` and then committing to the mesh." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:96 +msgid "In this example, we used ``Mesh.PRIMITIVE_TRIANGLES``, but you can use any primitive type available from mesh." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:99 +msgid "Put together the full code looks like:" +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:130 +msgid "The code that goes in the middle can be whatever you want. Below we will present some example code that could go in the middle." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:134 +msgid "Generating geometry" +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:136 +msgid "Here is sample code for generating a sphere. Although the code is presented in GDScript, there is nothing Godot specific about the approach to generating it. This implementation has nothing in particular to do with ArrayMeshes and is just a generic approach to generating a sphere. If you are having trouble understanding it or want to learn more about procedural geometry in general, you can use any tutorial that you find online." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:203 +msgid "Combined with the code above, this code will generate a sphere." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:205 +msgid "When it comes to generating geometry with the ArrayMesh you need to understand what goes in each array and then you can follow tutorials for any language/engine and convert it into Godot." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:209 +msgid "Saving" +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/arraymesh.rst:211 +msgid "Finally, Godot provides a single method to save ArrayMeshes using the :ref:`ResourceSaver ` class. This is useful when you want to generate a mesh and then use it later without having to re-generate." +msgstr "" + diff --git a/sphinx/templates/tutorials/content/procedural_geometry/immediategeometry.pot b/sphinx/templates/tutorials/content/procedural_geometry/immediategeometry.pot new file mode 100644 index 0000000000..baf5578370 --- /dev/null +++ b/sphinx/templates/tutorials/content/procedural_geometry/immediategeometry.pot @@ -0,0 +1,54 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine latest\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/tutorials/content/procedural_geometry/immediategeometry.rst:4 +msgid "Using ImmediateGeometry" +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/immediategeometry.rst:6 +msgid "Unlike the SurfaceTool or ArrayMesh, :ref:`ImmediateGeometry ` is an actual node. Being an node makes it quick to add to a scene and get visual output. It uses an \"OpenGL 1.x\" style API like the SurfaceTool, but it's actually designed to create content on the fly." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/immediategeometry.rst:10 +msgid "Generating complex geometry (several thousand vertices) with this node is inefficient, even if it's done only once. Instead, it is designed to generate simple geometry that changes every frame." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/immediategeometry.rst:13 +msgid "Before starting, you should clear the clear the geometry by calling ``clear()``. This ensures that you are not building upon the geometry from the previous frame. If you want to keep geometry between frames, do not call ``clear()``." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/immediategeometry.rst:17 +msgid "To begin generating geometry you must call ``begin()``. ``begin()`` takes a ``PrimitiveType`` as an argument. ``PrimitiveType`` is an OpenGL concept that instructs the GPU how to arrange the primitive based on the vertices given whether it is triangles, lines, points, etc. A complete list can be found under the :ref:`Mesh ` class reference page." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/immediategeometry.rst:22 +msgid "Once you have called ``begin()`` you are ready to start adding vertices. You add vertices one at a time. First you add vertex specific attributes such as normals or UVs using ``set_****()`` (e.g. ``set_normal()``). Then you call ``add_vertex()`` to add a vertex with those attributes. For example:" +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/immediategeometry.rst:34 +msgid "Only attributes added before the call to ``add_vertex()`` will be included in that vertex." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/immediategeometry.rst:36 +msgid "Finally, once you have added all your vertices call ``end()`` to signal that you have finished generating the mesh." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/immediategeometry.rst:38 +msgid "The example code below draws a single triangle." +msgstr "" + diff --git a/sphinx/templates/tutorials/content/procedural_geometry/index.pot b/sphinx/templates/tutorials/content/procedural_geometry/index.pot new file mode 100644 index 0000000000..425a325837 --- /dev/null +++ b/sphinx/templates/tutorials/content/procedural_geometry/index.pot @@ -0,0 +1,162 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine latest\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/tutorials/content/procedural_geometry/index.rst:2 +msgid "Procedural geometry" +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/index.rst:4 +msgid "There are many ways to procedurally generate geometry in Godot. In this tutorial series we will explore a few of them. Each technique has its own benefits and drawbacks, so it is best to understand each one and how it can be useful in a given situation." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/index.rst:18 +msgid "What is geometry?" +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/index.rst:20 +msgid "Geometry is a fancy way of saying shape. In computer graphics, geometry is typically represented by an array of positions called \"vertices\". In Godot, geometry is represented by Meshes." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/index.rst:24 +msgid "What is a Mesh?" +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/index.rst:26 +msgid "Many things in Godot have mesh in their name: the :ref:`Mesh `, the :ref:`ArrayMesh `, the :ref:`MeshInstance `, the :ref:`MultiMesh `, and the :ref:`MultiMeshInstance `. While they are all related, they have slightly different uses." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/index.rst:30 +msgid "Meshes and ArrayMeshes are resources that are drawn using a MeshInstance node. Resources like Meshes and ArrayMeshes cannot be added to the scene directly. A MeshInstance represents one instance of a mesh in your scene. You can reuse a single mesh in multiple MeshInstances to draw it in different parts of your scene with different materials or transformations (scale, rotation, position etc.)." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/index.rst:36 +msgid "If you are going to draw the same object many times, it can be helpful to use a MultiMesh with a MultiMeshInstance. The MultiMeshInstance draws meshes thousands of times very cheaply. It takes advantage of hardware instancing in order to do so. The drawback with using a MultiMeshInstance is that you are limited to one material for all instances. It uses an instance array to store different colors and transformations for each instance, but all the instances use the same material." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/index.rst:44 +msgid "What a Mesh is" +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/index.rst:46 +msgid "A Mesh is composed of one or more surfaces. A surface is an array composed of multiple sub-arrays containing vertices, normals, UVs, etc. Normally the process of constructing surfaces and meshes is hidden from the user in the :ref:`VisualServer `, but with ArrayMeshes, the user can construct a Mesh manually by passing in an array containing the surface information." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/index.rst:52 +msgid "Surfaces" +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/index.rst:54 +msgid "Each surface has its own material. Alternatively, you can override the material for all surfaces in the Mesh when you use a MeshInstance using ``MeshInstance.override_material``." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/index.rst:58 +msgid "Surface array" +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/index.rst:60 +msgid "The surface array is an array of length ``ArrayMesh.ARRAY_MAX``. Each position in the array is filled with a sub-array containing per-vertex information. For example, the array located at ``ArrayMesh.ARRAY_NORMAL`` is a :ref:`PoolVector3Array ` of vertex normals." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/index.rst:64 +msgid "The surface array can be indexed or non-indexed. Creating a non-indexed array is as easy as not assigning an array at the index ``ArrayMesh.ARRAY_INDEX``. A non-indexed array stores unique vertex information for every triangle, meaning that when two triangle share a vertex, the vertex is duplicated in the array. An indexed surface array only stores vertex information for each unique vertex and then also stores an array of indices which maps out how to construct the triangles from the vertex array. In general, using an indexed array is faster, but it means you have to share vertex data between triangles, which is not always desired (e.g. when you want per-face normals)." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/index.rst:73 +msgid "Tools" +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/index.rst:75 +msgid "Godot provides different ways of accessing and working with geometry. More information on each will be provided in the following tutorials." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/index.rst:79 +msgid "ArrayMesh" +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/index.rst:81 +msgid "The ArrayMesh resource extends Mesh to add a few different quality of life functions, and most importantly, the ability to construct a Mesh surface through scripting." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/index.rst:84 +msgid "For more information about the ArrayMesh, please see the :ref:`ArrayMesh tutorial `." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/index.rst:87 +msgid "MeshDataTool" +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/index.rst:89 +msgid "The MeshDataTool is a resource that converts Mesh data into arrays of vertices, faces, and edges that can be modified at runtime." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/index.rst:92 +msgid "For more information about the MeshDataTool, please see the :ref:`MeshDataTool tutorial `." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/index.rst:95 +msgid "SurfaceTool" +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/index.rst:97 +msgid "The SurfaceTool allows the creation of Meshes using an OpenGL 1.x immediate mode style interface." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/index.rst:99 +msgid "For more information about the SurfaceTool, please see the :ref:`SurfaceTool tutorial `." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/index.rst:102 +msgid "ImmediateGeometry" +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/index.rst:104 +msgid "ImmediateGeometry is a node that uses an immediate mode style interface (like SurfaceTool) to draw objects. The difference between ImmediateGeometry and the SurfaceTool is that ImmediateGeometry is a node itself that can be added to the scene tree and is drawn directly from the code. The SurfaceTool generates a Mesh that needs to be added a MeshInstance to be seen." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/index.rst:109 +msgid "ImmediateGeometry is useful for prototyping because of the straightforward API, but it is slow because the geometry is rebuilt every frame. It is most useful for quickly adding simple geometry to debug visually (e.g. by drawing lines to visualize physics raycasts etc.)." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/index.rst:113 +msgid "For more information about ImmediateGeometry, please see the :ref:`ImmediateGeometry tutorial `." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/index.rst:116 +msgid "Which one should I use?" +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/index.rst:118 +msgid "Which method you use depends on what you are trying to do and what kind of procedure you are comfortable with." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/index.rst:120 +msgid "Both SurfaceTool and ArrayMesh are excellent for generating static geometry (meshes) that don't change over time." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/index.rst:122 +msgid "Using an ArrayMesh is slightly faster than using a SurfaceTool, but the API is more a little more challenging. Additionally, SurfaceTool has a few quality of life methods such as ``generate_normals()`` and ``index()``." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/index.rst:125 +msgid "ImmediateGeometry regenerates the mesh every frame, so it is much slower than ArrayMesh or SurfaceTool. However, if you need the geometry to change every frame anyway it provides a much easier interface that may even be a little faster than generating an ArrayMesh every frame." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/index.rst:129 +msgid "The MeshDataTool is not fast, but it gives you access to all kinds of properties of the mesh that you don't get with the others (edges, faces, etc.). It is incredibly useful when you need that sort of data to transform the mesh, but it is not a good idea to use if that information is not needed. The MeshDataTool is best used if you are going to be using an algorithm that requires access to the face or edge array." +msgstr "" + diff --git a/sphinx/templates/tutorials/content/procedural_geometry/meshdatatool.pot b/sphinx/templates/tutorials/content/procedural_geometry/meshdatatool.pot new file mode 100644 index 0000000000..4db6724fc5 --- /dev/null +++ b/sphinx/templates/tutorials/content/procedural_geometry/meshdatatool.pot @@ -0,0 +1,74 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine latest\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/tutorials/content/procedural_geometry/meshdatatool.rst:4 +msgid "Using the MeshDataTool" +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/meshdatatool.rst:6 +msgid "The MeshDataTool is not used to generate geometry. But it is helpful for dynamically altering geometry, for example if you want to write a script to tessellate, simplify, or deform meshes." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/meshdatatool.rst:9 +msgid "The MeshDataTool is not as fast as altering arrays directly using ArrayMesh. However, it provides more information and tools to work with meshes than the ArrayMesh does. When the MeshDataTool is used, it calculates mesh data that is not available in ArrayMeshes such as faces and edges, which are necessary for certain mesh algorithms. If you do not need this extra information then it may be better to use an ArrayMesh." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/meshdatatool.rst:14 +msgid "MeshDataTool can only be used on Meshes that use the PrimitiveType ``Mesh.PRIMITIVE_TRIANGLES``." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/meshdatatool.rst:16 +msgid "As an example, let's walk through the process of deforming the mesh generated in the :ref:`ArrayMesh tutorial `." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/meshdatatool.rst:18 +msgid "Assume the mesh is stored in an ArrayMesh named ``mesh``. We then initialize the MeshDataTool from ``mesh`` by calling ``create_from_surface()``. If there is already data initialized in the MeshDataTool calling ``create_from_surface()`` will clear it for you. Alternatively, you can call ``clear()`` yourself before re-using the MeshDataTool" +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/meshdatatool.rst:29 +msgid "``create_from_surface()`` uses the vertex arrays from the ArrayMesh to calculate two additional arrays, one for edges and one for faces." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/meshdatatool.rst:32 +msgid "An edge is a connection between any two vertices. Each edge in the edge array contains a reference to the two vertices it is composed of, and up to two faces that it is contained within." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/meshdatatool.rst:35 +msgid "A face is a triangle made up of three vertices and three corresponding edges. Each face in the face array contains a reference to the three triangles and three edges it is composed of." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/meshdatatool.rst:38 +msgid "The vertex array contains edges, faces, normals, color, tangent, uv, uv2, bones, and weight information connected with each vertex." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/meshdatatool.rst:41 +msgid "To access information from these arrays you use a function of the form ``get_****()``:" +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/meshdatatool.rst:51 +msgid "What you choose to do with these functions is up to you. A common use case is to iterate over all vertices and transform them in some way:" +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/meshdatatool.rst:62 +msgid "Finally, ``commit_to_surface()`` adds a new surface to the ArrayMesh. So if you are dynamically updating an existing ArrayMesh, first delete the existing surface before adding a new one." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/meshdatatool.rst:71 +msgid "Below is a complete example that creates a pulsing blob complete with new normals and vertex colors." +msgstr "" + diff --git a/sphinx/templates/tutorials/content/procedural_geometry/surfacetool.pot b/sphinx/templates/tutorials/content/procedural_geometry/surfacetool.pot new file mode 100644 index 0000000000..5b90cc72ef --- /dev/null +++ b/sphinx/templates/tutorials/content/procedural_geometry/surfacetool.pot @@ -0,0 +1,58 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine latest\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/tutorials/content/procedural_geometry/surfacetool.rst:4 +msgid "Using the SurfaceTool" +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/surfacetool.rst:6 +msgid "The :ref:`SurfaceTool ` provides a useful interface for constructing geometry. The interface is similar to the :ref:`ImmediateGeometry ` node. You set each per-vertex attribute (e.g. normal, uv, color) and then when you add a vertex it captures the attributes." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/surfacetool.rst:11 +msgid "The SurfaceTool also provides some useful helper functions like ``index()`` and ``generate_normals()``." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/surfacetool.rst:13 +msgid "Attributes are added before each vertex is added:" +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/surfacetool.rst:24 +msgid "When finished generating your geometry with the :ref:`SurfaceTool ` call ``commit()`` to finished generating the mesh. If an :ref:`ArrayMesh ` is passed to ``commit()`` then it appends a new surface to the end of the ArrayMesh. While if nothing is passed in, ``commit()`` returns an ArrayMesh." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/surfacetool.rst:36 +msgid "Code creates a triangle with indices" +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/surfacetool.rst:62 +msgid "You can optionally add an index array, either by calling ``add_index()`` and adding vertices to the index array or by calling ``index()`` which shrinks the vertex array to remove duplicate vertices." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/surfacetool.rst:82 +msgid "Similarly, if you have an index array, but you want each vertex to be unique (e.g. because you want to use unique normals or colors per face instead of per-vertex), you can call ``deindex()``." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/surfacetool.rst:90 +msgid "If you don't add custom normals yourself, you can add them using ``generate_normals()``. The same goes for tangents." +msgstr "" + +#: ../../docs/tutorials/content/procedural_geometry/surfacetool.rst:98 +msgid "By default, when generating normals, they will be calculated on a per-face basis. If you want smooth vertex normals, when adding vertices, call ``add_smooth_group()``. ``add_smooth_group()`` needs to be called while building the geometry, e.g. before the call to ``add_vertex()`` (if non-indexed) or ``add_index()`` (if indexed)." +msgstr "" + diff --git a/sphinx/templates/tutorials/debug/index.pot b/sphinx/templates/tutorials/debug/index.pot index 99270c1bd8..8434143fa3 100644 --- a/sphinx/templates/tutorials/debug/index.pot +++ b/sphinx/templates/tutorials/debug/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/debug/overview_of_debugging_tools.pot b/sphinx/templates/tutorials/debug/overview_of_debugging_tools.pot index 0c94a7e1d3..0ed20e677a 100644 --- a/sphinx/templates/tutorials/debug/overview_of_debugging_tools.pot +++ b/sphinx/templates/tutorials/debug/overview_of_debugging_tools.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/gui/bbcode_in_richtextlabel.pot b/sphinx/templates/tutorials/gui/bbcode_in_richtextlabel.pot index 942338affa..36aec43c13 100644 --- a/sphinx/templates/tutorials/gui/bbcode_in_richtextlabel.pot +++ b/sphinx/templates/tutorials/gui/bbcode_in_richtextlabel.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/gui/custom_gui_controls.pot b/sphinx/templates/tutorials/gui/custom_gui_controls.pot index 8d757e15d4..1805071f35 100644 --- a/sphinx/templates/tutorials/gui/custom_gui_controls.pot +++ b/sphinx/templates/tutorials/gui/custom_gui_controls.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/gui/gui_containers.pot b/sphinx/templates/tutorials/gui/gui_containers.pot index f7b8b131f8..26333ad91a 100644 --- a/sphinx/templates/tutorials/gui/gui_containers.pot +++ b/sphinx/templates/tutorials/gui/gui_containers.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/gui/gui_skinning.pot b/sphinx/templates/tutorials/gui/gui_skinning.pot index 24e03f920e..572ea77d43 100644 --- a/sphinx/templates/tutorials/gui/gui_skinning.pot +++ b/sphinx/templates/tutorials/gui/gui_skinning.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/gui/index.pot b/sphinx/templates/tutorials/gui/index.pot index 75d2adee58..deab86d1e6 100644 --- a/sphinx/templates/tutorials/gui/index.pot +++ b/sphinx/templates/tutorials/gui/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/gui/size_and_anchors.pot b/sphinx/templates/tutorials/gui/size_and_anchors.pot index f523f73c0a..ba0968630c 100644 --- a/sphinx/templates/tutorials/gui/size_and_anchors.pot +++ b/sphinx/templates/tutorials/gui/size_and_anchors.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/i18n/index.pot b/sphinx/templates/tutorials/i18n/index.pot index 89955cafbd..83bf58cca1 100644 --- a/sphinx/templates/tutorials/i18n/index.pot +++ b/sphinx/templates/tutorials/i18n/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/i18n/internationalizing_games.pot b/sphinx/templates/tutorials/i18n/internationalizing_games.pot index ecc3957ebb..3f8999bab3 100644 --- a/sphinx/templates/tutorials/i18n/internationalizing_games.pot +++ b/sphinx/templates/tutorials/i18n/internationalizing_games.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/i18n/locales.pot b/sphinx/templates/tutorials/i18n/locales.pot index efed8f40b9..ffeb65929d 100644 --- a/sphinx/templates/tutorials/i18n/locales.pot +++ b/sphinx/templates/tutorials/i18n/locales.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/i18n/localization_using_gettext.pot b/sphinx/templates/tutorials/i18n/localization_using_gettext.pot index a9166f8961..c34b4f968f 100644 --- a/sphinx/templates/tutorials/i18n/localization_using_gettext.pot +++ b/sphinx/templates/tutorials/i18n/localization_using_gettext.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/inputs/custom_mouse_cursor.pot b/sphinx/templates/tutorials/inputs/custom_mouse_cursor.pot index 5443669511..f3edb5dda1 100644 --- a/sphinx/templates/tutorials/inputs/custom_mouse_cursor.pot +++ b/sphinx/templates/tutorials/inputs/custom_mouse_cursor.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/inputs/index.pot b/sphinx/templates/tutorials/inputs/index.pot index 1b31bf0f7a..0b44dd89ff 100644 --- a/sphinx/templates/tutorials/inputs/index.pot +++ b/sphinx/templates/tutorials/inputs/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/inputs/input_examples.pot b/sphinx/templates/tutorials/inputs/input_examples.pot index 768675f232..c5b0ba6af3 100644 --- a/sphinx/templates/tutorials/inputs/input_examples.pot +++ b/sphinx/templates/tutorials/inputs/input_examples.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/inputs/inputevent.pot b/sphinx/templates/tutorials/inputs/inputevent.pot index e901795cfd..355cc386f2 100644 --- a/sphinx/templates/tutorials/inputs/inputevent.pot +++ b/sphinx/templates/tutorials/inputs/inputevent.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/inputs/mouse_and_input_coordinates.pot b/sphinx/templates/tutorials/inputs/mouse_and_input_coordinates.pot index 68abee460d..f9904def22 100644 --- a/sphinx/templates/tutorials/inputs/mouse_and_input_coordinates.pot +++ b/sphinx/templates/tutorials/inputs/mouse_and_input_coordinates.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/io/background_loading.pot b/sphinx/templates/tutorials/io/background_loading.pot index c22b28250a..4056a14de3 100644 --- a/sphinx/templates/tutorials/io/background_loading.pot +++ b/sphinx/templates/tutorials/io/background_loading.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/io/data_paths.pot b/sphinx/templates/tutorials/io/data_paths.pot index a8b3d2936f..799652315a 100644 --- a/sphinx/templates/tutorials/io/data_paths.pot +++ b/sphinx/templates/tutorials/io/data_paths.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -37,7 +37,7 @@ msgid "Resource path" msgstr "" #: ../../docs/tutorials/io/data_paths.rst:18 -msgid "As mentioned before, Godot considers that a project exists in any given folder that contains a ``project.godot`` text file, even if such file is empty." +msgid "As mentioned in the :ref:`doc_command_line_tutorial`, Godot considers that a project exists in any given folder that contains a ``project.godot`` text file, even if such file is empty." msgstr "" #: ../../docs/tutorials/io/data_paths.rst:22 @@ -60,3 +60,89 @@ msgstr "" msgid "On some devices (for example, mobile and consoles), this path is unique to the project. On desktop operating systems, the engine uses the typical ``~/.local/share/godot/app_userdata/Name`` on macOS and Linux, and ``%APPDATA%/Name`` on Windows. ``Name`` is taken from the application name defined in the Project Settings, but it can be overridden on a per-platform basis using :ref:`feature tags `." msgstr "" +#: ../../docs/tutorials/io/data_paths.rst:45 +msgid "Editor data paths" +msgstr "" + +#: ../../docs/tutorials/io/data_paths.rst:47 +msgid "The editor uses different paths for user data, user settings and cache depending on the platform. By default, these paths are:" +msgstr "" + +#: ../../docs/tutorials/io/data_paths.rst:51 +msgid "Type" +msgstr "" + +#: ../../docs/tutorials/io/data_paths.rst:51 +msgid "Location" +msgstr "" + +#: ../../docs/tutorials/io/data_paths.rst:53 +msgid "User data" +msgstr "" + +#: ../../docs/tutorials/io/data_paths.rst:53 +#: ../../docs/tutorials/io/data_paths.rst:57 +msgid "Windows: ``%APPDATA%\\Godot\\``" +msgstr "" + +#: ../../docs/tutorials/io/data_paths.rst:54 +#: ../../docs/tutorials/io/data_paths.rst:58 +msgid "macOS: ``~/Library/Application Support/Godot/``" +msgstr "" + +#: ../../docs/tutorials/io/data_paths.rst:55 +msgid "Linux: ``~/.local/share/godot/``" +msgstr "" + +#: ../../docs/tutorials/io/data_paths.rst:57 +msgid "User settings" +msgstr "" + +#: ../../docs/tutorials/io/data_paths.rst:59 +msgid "Linux: ``~/.config/godot/``" +msgstr "" + +#: ../../docs/tutorials/io/data_paths.rst:61 +msgid "Cache" +msgstr "" + +#: ../../docs/tutorials/io/data_paths.rst:61 +msgid "Windows: ``%TEMP%\\Godot\\``" +msgstr "" + +#: ../../docs/tutorials/io/data_paths.rst:62 +msgid "macOS: ``~/Library/Caches/Godot/``" +msgstr "" + +#: ../../docs/tutorials/io/data_paths.rst:63 +msgid "Linux: ``~/.cache/godot/``" +msgstr "" + +#: ../../docs/tutorials/io/data_paths.rst:66 +msgid "**User data** contains export templates and project-specific data." +msgstr "" + +#: ../../docs/tutorials/io/data_paths.rst:67 +msgid "**User settings** contains editor settings, text editor themes, script templates, etc." +msgstr "" + +#: ../../docs/tutorials/io/data_paths.rst:69 +msgid "**Cache** contains temporary data. It can safely be removed when Godot is closed." +msgstr "" + +#: ../../docs/tutorials/io/data_paths.rst:72 +msgid "Godot complies with the `XDG Base Directory Specification `__ on all platforms. Environment variables can be overridden as per the specification to change the editor (and project) data paths." +msgstr "" + +#: ../../docs/tutorials/io/data_paths.rst:78 +msgid "Self-contained mode" +msgstr "" + +#: ../../docs/tutorials/io/data_paths.rst:80 +msgid "If you create a file called ``._sc_`` or ``_sc_`` in the same directory as the editor binary, Godot will enable *self-contained mode*. This will make Godot write all user data to a directory named ``editor_data/`` in the same directory as the editor binary. This is useful to create a \"portable\" installation, which can then be placed on an USB drive." +msgstr "" + +#: ../../docs/tutorials/io/data_paths.rst:86 +msgid "The `Steam release of Godot `__ uses self-contained mode by default." +msgstr "" + diff --git a/sphinx/templates/tutorials/io/encrypting_save_games.pot b/sphinx/templates/tutorials/io/encrypting_save_games.pot index 7ba1cbfa7c..96c5843617 100644 --- a/sphinx/templates/tutorials/io/encrypting_save_games.pot +++ b/sphinx/templates/tutorials/io/encrypting_save_games.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/io/index.pot b/sphinx/templates/tutorials/io/index.pot index b9382099d0..43d92328cf 100644 --- a/sphinx/templates/tutorials/io/index.pot +++ b/sphinx/templates/tutorials/io/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/io/saving_games.pot b/sphinx/templates/tutorials/io/saving_games.pot index 65a9058bf5..e23dc308c3 100644 --- a/sphinx/templates/tutorials/io/saving_games.pot +++ b/sphinx/templates/tutorials/io/saving_games.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/legal/complying_with_licenses.pot b/sphinx/templates/tutorials/legal/complying_with_licenses.pot index dd0ee6aa26..6060768dae 100644 --- a/sphinx/templates/tutorials/legal/complying_with_licenses.pot +++ b/sphinx/templates/tutorials/legal/complying_with_licenses.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/legal/index.pot b/sphinx/templates/tutorials/legal/index.pot index f356e667c6..6c55ff3a4e 100644 --- a/sphinx/templates/tutorials/legal/index.pot +++ b/sphinx/templates/tutorials/legal/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/math/beziers_and_curves.pot b/sphinx/templates/tutorials/math/beziers_and_curves.pot index 2f8d815b4d..6aa4b19745 100644 --- a/sphinx/templates/tutorials/math/beziers_and_curves.pot +++ b/sphinx/templates/tutorials/math/beziers_and_curves.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/math/index.pot b/sphinx/templates/tutorials/math/index.pot index f64bd67cc4..582912ddde 100644 --- a/sphinx/templates/tutorials/math/index.pot +++ b/sphinx/templates/tutorials/math/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/math/interpolation.pot b/sphinx/templates/tutorials/math/interpolation.pot index 5a9fb09948..ddb2260154 100644 --- a/sphinx/templates/tutorials/math/interpolation.pot +++ b/sphinx/templates/tutorials/math/interpolation.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/math/matrices_and_transforms.pot b/sphinx/templates/tutorials/math/matrices_and_transforms.pot index 25709b672e..fc54204f95 100644 --- a/sphinx/templates/tutorials/math/matrices_and_transforms.pot +++ b/sphinx/templates/tutorials/math/matrices_and_transforms.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/math/vector_math.pot b/sphinx/templates/tutorials/math/vector_math.pot index 7fc27b743b..44a095cd97 100644 --- a/sphinx/templates/tutorials/math/vector_math.pot +++ b/sphinx/templates/tutorials/math/vector_math.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/math/vectors_advanced.pot b/sphinx/templates/tutorials/math/vectors_advanced.pot index fc0e70dbbd..63541d4c03 100644 --- a/sphinx/templates/tutorials/math/vectors_advanced.pot +++ b/sphinx/templates/tutorials/math/vectors_advanced.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/binary_serialization_api.pot b/sphinx/templates/tutorials/misc/binary_serialization_api.pot index 8d503d2439..50623d69ab 100644 --- a/sphinx/templates/tutorials/misc/binary_serialization_api.pot +++ b/sphinx/templates/tutorials/misc/binary_serialization_api.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/change_scenes_manually.pot b/sphinx/templates/tutorials/misc/change_scenes_manually.pot index e129b7f596..61cc496dc2 100644 --- a/sphinx/templates/tutorials/misc/change_scenes_manually.pot +++ b/sphinx/templates/tutorials/misc/change_scenes_manually.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/gles2_gles3_differences.pot b/sphinx/templates/tutorials/misc/gles2_gles3_differences.pot index 5ca067f691..9bd6da88dd 100644 --- a/sphinx/templates/tutorials/misc/gles2_gles3_differences.pot +++ b/sphinx/templates/tutorials/misc/gles2_gles3_differences.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/handling_quit_requests.pot b/sphinx/templates/tutorials/misc/handling_quit_requests.pot index aa1d923cea..1dda724dca 100644 --- a/sphinx/templates/tutorials/misc/handling_quit_requests.pot +++ b/sphinx/templates/tutorials/misc/handling_quit_requests.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/index.pot b/sphinx/templates/tutorials/misc/index.pot index 667159e30e..dac3de9feb 100644 --- a/sphinx/templates/tutorials/misc/index.pot +++ b/sphinx/templates/tutorials/misc/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/instancing_with_signals.pot b/sphinx/templates/tutorials/misc/instancing_with_signals.pot index a1cda01614..e9ff3909b2 100644 --- a/sphinx/templates/tutorials/misc/instancing_with_signals.pot +++ b/sphinx/templates/tutorials/misc/instancing_with_signals.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/jitter_stutter.pot b/sphinx/templates/tutorials/misc/jitter_stutter.pot index ebe24d8fe5..0d2ef29cbd 100644 --- a/sphinx/templates/tutorials/misc/jitter_stutter.pot +++ b/sphinx/templates/tutorials/misc/jitter_stutter.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/pausing_games.pot b/sphinx/templates/tutorials/misc/pausing_games.pot index 6db8d8ba62..7305d09be4 100644 --- a/sphinx/templates/tutorials/misc/pausing_games.pot +++ b/sphinx/templates/tutorials/misc/pausing_games.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/running_code_in_the_editor.pot b/sphinx/templates/tutorials/misc/running_code_in_the_editor.pot index dcbc13dda0..c85626bfe2 100644 --- a/sphinx/templates/tutorials/misc/running_code_in_the_editor.pot +++ b/sphinx/templates/tutorials/misc/running_code_in_the_editor.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/networking/high_level_multiplayer.pot b/sphinx/templates/tutorials/networking/high_level_multiplayer.pot index 74b67162ae..43c76d6018 100644 --- a/sphinx/templates/tutorials/networking/high_level_multiplayer.pot +++ b/sphinx/templates/tutorials/networking/high_level_multiplayer.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/networking/http_client_class.pot b/sphinx/templates/tutorials/networking/http_client_class.pot index f9115f6459..db3a435ba9 100644 --- a/sphinx/templates/tutorials/networking/http_client_class.pot +++ b/sphinx/templates/tutorials/networking/http_client_class.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/networking/http_request_class.pot b/sphinx/templates/tutorials/networking/http_request_class.pot index 4a80308c17..8890a79e66 100644 --- a/sphinx/templates/tutorials/networking/http_request_class.pot +++ b/sphinx/templates/tutorials/networking/http_request_class.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/networking/index.pot b/sphinx/templates/tutorials/networking/index.pot index b468b7de97..13deda982a 100644 --- a/sphinx/templates/tutorials/networking/index.pot +++ b/sphinx/templates/tutorials/networking/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/networking/ssl_certificates.pot b/sphinx/templates/tutorials/networking/ssl_certificates.pot index 91db34329e..c9eb2987c8 100644 --- a/sphinx/templates/tutorials/networking/ssl_certificates.pot +++ b/sphinx/templates/tutorials/networking/ssl_certificates.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/networking/webrtc.pot b/sphinx/templates/tutorials/networking/webrtc.pot index 35ec2ea3f8..affdf76a9b 100644 --- a/sphinx/templates/tutorials/networking/webrtc.pot +++ b/sphinx/templates/tutorials/networking/webrtc.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/networking/websocket.pot b/sphinx/templates/tutorials/networking/websocket.pot new file mode 100644 index 0000000000..d7da66ccce --- /dev/null +++ b/sphinx/templates/tutorials/networking/websocket.pot @@ -0,0 +1,82 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine latest\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/tutorials/networking/websocket.rst:4 +msgid "WebSocket" +msgstr "" + +#: ../../docs/tutorials/networking/websocket.rst:7 +msgid "HTML5 and WebSocket" +msgstr "" + +#: ../../docs/tutorials/networking/websocket.rst:9 +msgid "The WebSocket protocol was standardized in 2011 with the original goal of allowing browsers to create stable and bidirectional connections with a server. Before that, browsers used to only suppport HTTPRequests, which is not well suited for bidirectional communication." +msgstr "" + +#: ../../docs/tutorials/networking/websocket.rst:12 +msgid "The protocol is quite simple, message based, and a very powerful tool to send push notifications to browsers, and has been used to implement chats, turn-based games, etc. It still uses a TCP connection, which is good for reliability but not for latency, so not good for real-time applications like VoIP and fast-paced games (see :ref:`WebRTC ` for those use cases)." +msgstr "" + +#: ../../docs/tutorials/networking/websocket.rst:14 +msgid "Due to its simplicity, its wide compatibility, and being easier to use than a raw TCP connection, WebSocket soon started to spread outside the browsers, in native applications as a mean to communicate with network servers." +msgstr "" + +#: ../../docs/tutorials/networking/websocket.rst:16 +msgid "Godot supports WebSocket in both native and HTML5 exports." +msgstr "" + +#: ../../docs/tutorials/networking/websocket.rst:19 +msgid "Using WebSocket in Godot" +msgstr "" + +#: ../../docs/tutorials/networking/websocket.rst:21 +msgid "WebSocket is implemented in Godot via three main classes :ref:`WebSocketClient `, :ref:`WebSocketServer `, and :ref:`WebSocketPeer `. The WebSocket implementation is compatibile with the High Level Multiplayer. See section on :ref:`high-level multiplayer ` for more details." +msgstr "" + +#: ../../docs/tutorials/networking/websocket.rst:24 +msgid "Minimal client example" +msgstr "" + +#: ../../docs/tutorials/networking/websocket.rst:26 +msgid "This example will show you how to create a WebSocket connection to a remote server, and how to send and receive data." +msgstr "" + +#: ../../docs/tutorials/networking/websocket.rst:79 +msgid "This will print:" +msgstr "" + +#: ../../docs/tutorials/networking/websocket.rst:87 +msgid "Minimal server example" +msgstr "" + +#: ../../docs/tutorials/networking/websocket.rst:89 +msgid "This example will show you how to create a WebSocket server that listen for remote connections, and how to send and receive data." +msgstr "" + +#: ../../docs/tutorials/networking/websocket.rst:145 +msgid "This will print (when a client connects) something similar to this:" +msgstr "" + +#: ../../docs/tutorials/networking/websocket.rst:153 +msgid "Advanced chat demo" +msgstr "" + +#: ../../docs/tutorials/networking/websocket.rst:155 +msgid "A more advanced chat demo which optionally uses the multiplayer mid-level abstraction and a high level multiplayer demo are available in the `godot demo projects `_ under `networking/websocket_chat` and `networking/websocket_multiplayer`." +msgstr "" + diff --git a/sphinx/templates/tutorials/optimization/index.pot b/sphinx/templates/tutorials/optimization/index.pot index c6917ebc5e..d6a86eda7c 100644 --- a/sphinx/templates/tutorials/optimization/index.pot +++ b/sphinx/templates/tutorials/optimization/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/optimization/using_multimesh.pot b/sphinx/templates/tutorials/optimization/using_multimesh.pot index 45ae20907a..c0f53921c3 100644 --- a/sphinx/templates/tutorials/optimization/using_multimesh.pot +++ b/sphinx/templates/tutorials/optimization/using_multimesh.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/optimization/using_servers.pot b/sphinx/templates/tutorials/optimization/using_servers.pot index 4b2cc21259..fbd1e21e96 100644 --- a/sphinx/templates/tutorials/optimization/using_servers.pot +++ b/sphinx/templates/tutorials/optimization/using_servers.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/index.pot b/sphinx/templates/tutorials/physics/index.pot index f40f65a44c..42a7ca232b 100644 --- a/sphinx/templates/tutorials/physics/index.pot +++ b/sphinx/templates/tutorials/physics/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/kinematic_character_2d.pot b/sphinx/templates/tutorials/physics/kinematic_character_2d.pot index c93c503e77..02ec72fecc 100644 --- a/sphinx/templates/tutorials/physics/kinematic_character_2d.pot +++ b/sphinx/templates/tutorials/physics/kinematic_character_2d.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/physics_introduction.pot b/sphinx/templates/tutorials/physics/physics_introduction.pot index 9720b9e636..7575fbbe6d 100644 --- a/sphinx/templates/tutorials/physics/physics_introduction.pot +++ b/sphinx/templates/tutorials/physics/physics_introduction.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/ragdoll_system.pot b/sphinx/templates/tutorials/physics/ragdoll_system.pot index f0d3350f95..e1e82de3ad 100644 --- a/sphinx/templates/tutorials/physics/ragdoll_system.pot +++ b/sphinx/templates/tutorials/physics/ragdoll_system.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/ray-casting.pot b/sphinx/templates/tutorials/physics/ray-casting.pot index 7d2772c724..1dd5e53ba0 100644 --- a/sphinx/templates/tutorials/physics/ray-casting.pot +++ b/sphinx/templates/tutorials/physics/ray-casting.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/rigid_body.pot b/sphinx/templates/tutorials/physics/rigid_body.pot index a14caa954a..2d9f2173f7 100644 --- a/sphinx/templates/tutorials/physics/rigid_body.pot +++ b/sphinx/templates/tutorials/physics/rigid_body.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/soft_body.pot b/sphinx/templates/tutorials/physics/soft_body.pot index e1b7551ead..ef166eef33 100644 --- a/sphinx/templates/tutorials/physics/soft_body.pot +++ b/sphinx/templates/tutorials/physics/soft_body.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/using_area_2d.pot b/sphinx/templates/tutorials/physics/using_area_2d.pot new file mode 100644 index 0000000000..c365115b57 --- /dev/null +++ b/sphinx/templates/tutorials/physics/using_area_2d.pot @@ -0,0 +1,186 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine latest\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/tutorials/physics/using_area_2d.rst:4 +msgid "Using Area2D" +msgstr "" + +#: ../../docs/tutorials/physics/using_area_2d.rst:7 +msgid "Introduction" +msgstr "" + +#: ../../docs/tutorials/physics/using_area_2d.rst:9 +msgid "Godot offers a number of collision objects to provide both collision detection and response. Trying to decide which one to use for your project can be confusing. You can avoid problems and simplify development if you understand how each of them works and what their pros and cons are. In this tutorial, we'll look at the :ref:`Area2D ` node and show some examples of how it can be used." +msgstr "" + +#: ../../docs/tutorials/physics/using_area_2d.rst:15 +msgid "This document assumes you're familiar with Godot's various physics bodies. Please read :ref:`doc_physics_introduction` first." +msgstr "" + +#: ../../docs/tutorials/physics/using_area_2d.rst:19 +msgid "What is an area?" +msgstr "" + +#: ../../docs/tutorials/physics/using_area_2d.rst:21 +msgid "An Area2D defines a region of 2D space. In this space you can detect other :ref:`CollisionObject2D ` nodes overlapping, entering, and exiting. Areas also allow for overriding local physics properties. We'll explore each of these functions below." +msgstr "" + +#: ../../docs/tutorials/physics/using_area_2d.rst:27 +msgid "Area properties" +msgstr "" + +#: ../../docs/tutorials/physics/using_area_2d.rst:29 +msgid "Areas have many properties you can use to customize their behavior." +msgstr "" + +#: ../../docs/tutorials/physics/using_area_2d.rst:33 +msgid "The first eight properties are used to configure the area's physics override behavior. We'll look at how to use those in the section below." +msgstr "" + +#: ../../docs/tutorials/physics/using_area_2d.rst:36 +msgid "*Monitoring* and *Monitorable* are used to enable and disable the area." +msgstr "" + +#: ../../docs/tutorials/physics/using_area_2d.rst:38 +msgid "The \"Collision\" section is where you configure the area's collision layer(s) and mask(s)." +msgstr "" + +#: ../../docs/tutorials/physics/using_area_2d.rst:41 +msgid "The \"Audio Bus\" section allows you to override audio in the area, for example to apply an audio effect when the player moves through." +msgstr "" + +#: ../../docs/tutorials/physics/using_area_2d.rst:44 +msgid "Note that Area2D extends :ref:`CollisionObject2D `, so it also provides properties inherited from that class, such as ``input_pickable``." +msgstr "" + +#: ../../docs/tutorials/physics/using_area_2d.rst:48 +msgid "Overlap detection" +msgstr "" + +#: ../../docs/tutorials/physics/using_area_2d.rst:50 +msgid "Perhaps the most common use of Area2D nodes is for contact and overlap detection. When you need to know that two objects have touched, but don't need physical collision, you can use an area to notify you of the contact." +msgstr "" + +#: ../../docs/tutorials/physics/using_area_2d.rst:54 +msgid "For example, let's say we're making a coin for the player to pick up. The coin is not a solid object - the player can't stand on it or push it - we just want it to disappear when the player touches it." +msgstr "" + +#: ../../docs/tutorials/physics/using_area_2d.rst:58 +msgid "Here's the node setup for the coin:" +msgstr "" + +#: ../../docs/tutorials/physics/using_area_2d.rst:62 +msgid "To detect the overlap, we'll connect the appropriate signal on the Area2d. Which signal to use depends on the player's node type. If the player is another area, use ``area_entered``. However, let's assume our player is a ``KinematicBody2D`` (and therefore a ``CollisionObject2D`` type), so we'll connect the ``body_entered`` signal." +msgstr "" + +#: ../../docs/tutorials/physics/using_area_2d.rst:68 +msgid "If you're not familiar with using signals, see :ref:`doc_signals` for an introduction." +msgstr "" + +#: ../../docs/tutorials/physics/using_area_2d.rst:90 +msgid "Now our player can collect the coins!" +msgstr "" + +#: ../../docs/tutorials/physics/using_area_2d.rst:92 +msgid "Some other usage examples:" +msgstr "" + +#: ../../docs/tutorials/physics/using_area_2d.rst:94 +msgid "Areas are great for bullets and other projectiles that hit and deal damage, but don't need any other physics such as bouncing." +msgstr "" + +#: ../../docs/tutorials/physics/using_area_2d.rst:95 +msgid "Use a large circular area around an enemy to define its \"detect\" radius. When the player is outside the area, the enemy can't \"see\" it." +msgstr "" + +#: ../../docs/tutorials/physics/using_area_2d.rst:96 +msgid "\"Security cameras\" - In a large level with multiple cameras, attach areas to each camera and activate them when the player enters." +msgstr "" + +#: ../../docs/tutorials/physics/using_area_2d.rst:98 +msgid "See the :ref:`doc_your_first_game` for an example of using Area2D in a game." +msgstr "" + +#: ../../docs/tutorials/physics/using_area_2d.rst:101 +msgid "Area influence" +msgstr "" + +#: ../../docs/tutorials/physics/using_area_2d.rst:103 +msgid "The second major use for area nodes is to alter physics. By default, the area won't do this, but you can enable this with the *Space Override* property. When areas overlap, they are processed in *Priority* order (higher priority areas are processed first). There are four options for override:" +msgstr "" + +#: ../../docs/tutorials/physics/using_area_2d.rst:108 +msgid "*Combine* - The area adds its values to what has been calculated so far." +msgstr "" + +#: ../../docs/tutorials/physics/using_area_2d.rst:109 +msgid "*Replace* - The area replaces physics properties, and lower priority areas are ignored." +msgstr "" + +#: ../../docs/tutorials/physics/using_area_2d.rst:110 +msgid "*Combine-Replace* - The area adds its gravity/damping values to whatever has been calculated so far (in priority order), ignoring any lower priority areas." +msgstr "" + +#: ../../docs/tutorials/physics/using_area_2d.rst:111 +msgid "*Replace-Combine* - The area replaces any gravity/damping calculated so far, but keeps calculating the rest of the areas." +msgstr "" + +#: ../../docs/tutorials/physics/using_area_2d.rst:113 +msgid "Using these properties, you can create very complex behavior with multiple overlapping areas." +msgstr "" + +#: ../../docs/tutorials/physics/using_area_2d.rst:116 +msgid "The physics properties that can be overridden are:" +msgstr "" + +#: ../../docs/tutorials/physics/using_area_2d.rst:118 +msgid "*Gravity* - Gravity's strength inside the area." +msgstr "" + +#: ../../docs/tutorials/physics/using_area_2d.rst:119 +msgid "*Gravity Vec* - Gravity's direction. This vector does not need to be normalized." +msgstr "" + +#: ../../docs/tutorials/physics/using_area_2d.rst:120 +msgid "*Linear Damp* - How quickly objects stop moving - linear velocity lost per second." +msgstr "" + +#: ../../docs/tutorials/physics/using_area_2d.rst:121 +msgid "*Angular Damp* - How quickly objects stop spinning - angular velocity lost per second." +msgstr "" + +#: ../../docs/tutorials/physics/using_area_2d.rst:124 +msgid "Point gravity" +msgstr "" + +#: ../../docs/tutorials/physics/using_area_2d.rst:126 +msgid "The *Gravity Point* property allows you to create an \"attractor\". Gravity in the area will be calculated towards a point, given by the *Gravity Vec* property. Values are relative to the Area2D, so for example using ``(0, 0)`` will attract objects to the center of the area." +msgstr "" + +#: ../../docs/tutorials/physics/using_area_2d.rst:132 +msgid "Examples" +msgstr "" + +#: ../../docs/tutorials/physics/using_area_2d.rst:134 +msgid "The example project attached below has three areas demonstrating physics override." +msgstr "" + +#: ../../docs/tutorials/physics/using_area_2d.rst:139 +msgid "You can download this project here: :download:`using_area_2d.zip `" +msgstr "" + diff --git a/sphinx/templates/tutorials/physics/using_kinematic_body_2d.pot b/sphinx/templates/tutorials/physics/using_kinematic_body_2d.pot index 59cd8cf232..674c690a7d 100644 --- a/sphinx/templates/tutorials/physics/using_kinematic_body_2d.pot +++ b/sphinx/templates/tutorials/physics/using_kinematic_body_2d.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/platform/android_in_app_purchases.pot b/sphinx/templates/tutorials/platform/android_in_app_purchases.pot index 331b57a479..3526c9770d 100644 --- a/sphinx/templates/tutorials/platform/android_in_app_purchases.pot +++ b/sphinx/templates/tutorials/platform/android_in_app_purchases.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/platform/consoles.pot b/sphinx/templates/tutorials/platform/consoles.pot index ad4471c323..beab8e69b6 100644 --- a/sphinx/templates/tutorials/platform/consoles.pot +++ b/sphinx/templates/tutorials/platform/consoles.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -64,3 +64,7 @@ msgstr "" msgid "`Lone Wolf Technology `_ offers Switch, PS4 and Xbox One porting and publishing of Godot games." msgstr "" +#: ../../docs/tutorials/platform/consoles.rst:37 +msgid "If your company offers porting and/or publishing services for Godot games, feel free to `open an issue or pull request `_ to add your company to the list above." +msgstr "" + diff --git a/sphinx/templates/tutorials/platform/customizing_html5_shell.pot b/sphinx/templates/tutorials/platform/customizing_html5_shell.pot index a7d5176a9d..89e618d626 100644 --- a/sphinx/templates/tutorials/platform/customizing_html5_shell.pot +++ b/sphinx/templates/tutorials/platform/customizing_html5_shell.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/platform/index.pot b/sphinx/templates/tutorials/platform/index.pot index 47502b7e51..b2aa5de762 100644 --- a/sphinx/templates/tutorials/platform/index.pot +++ b/sphinx/templates/tutorials/platform/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/platform/services_for_ios.pot b/sphinx/templates/tutorials/platform/services_for_ios.pot index 5ab7557617..79cc71a1ef 100644 --- a/sphinx/templates/tutorials/platform/services_for_ios.pot +++ b/sphinx/templates/tutorials/platform/services_for_ios.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/android/android_plugin.pot b/sphinx/templates/tutorials/plugins/android/android_plugin.pot index b5bbd2b0ed..4a7d5c1584 100644 --- a/sphinx/templates/tutorials/plugins/android/android_plugin.pot +++ b/sphinx/templates/tutorials/plugins/android/android_plugin.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/android/index.pot b/sphinx/templates/tutorials/plugins/android/index.pot index d9faffdae9..3dd1a97f63 100644 --- a/sphinx/templates/tutorials/plugins/android/index.pot +++ b/sphinx/templates/tutorials/plugins/android/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/editor/import_plugins.pot b/sphinx/templates/tutorials/plugins/editor/import_plugins.pot index 167a2c0198..0807d82465 100644 --- a/sphinx/templates/tutorials/plugins/editor/import_plugins.pot +++ b/sphinx/templates/tutorials/plugins/editor/import_plugins.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -25,7 +25,7 @@ msgid "Introduction" msgstr "" #: ../../docs/tutorials/plugins/editor/import_plugins.rst:9 -msgid "An import plugin is a special type of editor tool that allows custom resources to be imported by Godot and be treated as first-class resources. The editor itself comes bundled with a lot of import plugins to handle the common resources like PNG images, Collada and glTF models, OGG Vorbis sounds, and many more." +msgid "An import plugin is a special type of editor tool that allows custom resources to be imported by Godot and be treated as first-class resources. The editor itself comes bundled with a lot of import plugins to handle the common resources like PNG images, Collada and glTF models, Ogg Vorbis sounds, and many more." msgstr "" #: ../../docs/tutorials/plugins/editor/import_plugins.rst:14 diff --git a/sphinx/templates/tutorials/plugins/editor/index.pot b/sphinx/templates/tutorials/plugins/editor/index.pot index 67995ac452..da38c7d15f 100644 --- a/sphinx/templates/tutorials/plugins/editor/index.pot +++ b/sphinx/templates/tutorials/plugins/editor/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/editor/inspector_plugins.pot b/sphinx/templates/tutorials/plugins/editor/inspector_plugins.pot index 42483ef636..6e0cce87ec 100644 --- a/sphinx/templates/tutorials/plugins/editor/inspector_plugins.pot +++ b/sphinx/templates/tutorials/plugins/editor/inspector_plugins.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/editor/making_main_screen_plugins.pot b/sphinx/templates/tutorials/plugins/editor/making_main_screen_plugins.pot index ed0649612b..029c308fc3 100644 --- a/sphinx/templates/tutorials/plugins/editor/making_main_screen_plugins.pot +++ b/sphinx/templates/tutorials/plugins/editor/making_main_screen_plugins.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/editor/making_plugins.pot b/sphinx/templates/tutorials/plugins/editor/making_plugins.pot index f99e5ed8d5..5700fab3eb 100644 --- a/sphinx/templates/tutorials/plugins/editor/making_plugins.pot +++ b/sphinx/templates/tutorials/plugins/editor/making_plugins.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/editor/spatial_gizmos.pot b/sphinx/templates/tutorials/plugins/editor/spatial_gizmos.pot index aa7e1d36de..6f69acb67b 100644 --- a/sphinx/templates/tutorials/plugins/editor/spatial_gizmos.pot +++ b/sphinx/templates/tutorials/plugins/editor/spatial_gizmos.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/editor/visual_shader_plugins.pot b/sphinx/templates/tutorials/plugins/editor/visual_shader_plugins.pot new file mode 100644 index 0000000000..33bf63e310 --- /dev/null +++ b/sphinx/templates/tutorials/plugins/editor/visual_shader_plugins.pot @@ -0,0 +1,70 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine latest\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/tutorials/plugins/editor/visual_shader_plugins.rst:4 +msgid "Visual Shader Plugins" +msgstr "" + +#: ../../docs/tutorials/plugins/editor/visual_shader_plugins.rst:7 +msgid "Introduction" +msgstr "" + +#: ../../docs/tutorials/plugins/editor/visual_shader_plugins.rst:9 +msgid "Visual Shader Plugins are used to create custom Visual Shader nodes in GDScript." +msgstr "" + +#: ../../docs/tutorials/plugins/editor/visual_shader_plugins.rst:11 +msgid "The creation process is different from EditorPlugins - you simply create and save a script file and it will be ready to use." +msgstr "" + +#: ../../docs/tutorials/plugins/editor/visual_shader_plugins.rst:14 +msgid "Visual Shader Plugin" +msgstr "" + +#: ../../docs/tutorials/plugins/editor/visual_shader_plugins.rst:16 +msgid "This short tutorial will explain how to make a Perlin-3D noise node (original code from https://github.com/curly-brace/Godot-3.0-Noise-Shaders/blob/master/assets/gpu_noise_shaders/classic_perlin3d.tres)." +msgstr "" + +#: ../../docs/tutorials/plugins/editor/visual_shader_plugins.rst:18 +msgid "Create a sprite and assign a :ref:`ShaderMaterial ` to its material slot:" +msgstr "" + +#: ../../docs/tutorials/plugins/editor/visual_shader_plugins.rst:22 +msgid "Assign :ref:`VisualShader ` to the shader slot of the material:" +msgstr "" + +#: ../../docs/tutorials/plugins/editor/visual_shader_plugins.rst:26 +msgid "Don't forget to change its mode to CanvasItem (if you are using a sprite):" +msgstr "" + +#: ../../docs/tutorials/plugins/editor/visual_shader_plugins.rst:30 +msgid "Create a script which derives from :ref:`VisualShaderNodeCustom `. This is all you need to initialize your plugin." +msgstr "" + +#: ../../docs/tutorials/plugins/editor/visual_shader_plugins.rst:181 +msgid "Save it and open the visual shader. You should see your new node type inside the member's dialog (if you can't see your new node, try restarting the editor):" +msgstr "" + +#: ../../docs/tutorials/plugins/editor/visual_shader_plugins.rst:185 +msgid "Place it on a graph and connect the required ports:" +msgstr "" + +#: ../../docs/tutorials/plugins/editor/visual_shader_plugins.rst:189 +msgid "That is everything you need to do, as you can see it is very easy to create your own custom VisualShader nodes!" +msgstr "" + diff --git a/sphinx/templates/tutorials/plugins/gdnative/gdnative-c-example.pot b/sphinx/templates/tutorials/plugins/gdnative/gdnative-c-example.pot index a4d637997c..f3b696f2e5 100644 --- a/sphinx/templates/tutorials/plugins/gdnative/gdnative-c-example.pot +++ b/sphinx/templates/tutorials/plugins/gdnative/gdnative-c-example.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/gdnative/gdnative-cpp-example.pot b/sphinx/templates/tutorials/plugins/gdnative/gdnative-cpp-example.pot index 12fc3c971e..e30d1adb0c 100644 --- a/sphinx/templates/tutorials/plugins/gdnative/gdnative-cpp-example.pot +++ b/sphinx/templates/tutorials/plugins/gdnative/gdnative-cpp-example.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/gdnative/index.pot b/sphinx/templates/tutorials/plugins/gdnative/index.pot index 0272a2b765..65d02fc874 100644 --- a/sphinx/templates/tutorials/plugins/gdnative/index.pot +++ b/sphinx/templates/tutorials/plugins/gdnative/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/index.pot b/sphinx/templates/tutorials/plugins/index.pot index b7a8947773..a51f867b00 100644 --- a/sphinx/templates/tutorials/plugins/index.pot +++ b/sphinx/templates/tutorials/plugins/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/advanced_postprocessing.pot b/sphinx/templates/tutorials/shading/advanced_postprocessing.pot index 2cbe85c149..bd1625e5d9 100644 --- a/sphinx/templates/tutorials/shading/advanced_postprocessing.pot +++ b/sphinx/templates/tutorials/shading/advanced_postprocessing.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/index.pot b/sphinx/templates/tutorials/shading/index.pot index 5e7f2cf104..86b93ef583 100644 --- a/sphinx/templates/tutorials/shading/index.pot +++ b/sphinx/templates/tutorials/shading/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/intro_to_shaders_water_workshop.pot b/sphinx/templates/tutorials/shading/intro_to_shaders_water_workshop.pot index 1c14983a55..c92abc0403 100644 --- a/sphinx/templates/tutorials/shading/intro_to_shaders_water_workshop.pot +++ b/sphinx/templates/tutorials/shading/intro_to_shaders_water_workshop.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/migrating_to_godot_shader_language.pot b/sphinx/templates/tutorials/shading/migrating_to_godot_shader_language.pot index f8c8138e62..24df4564a9 100644 --- a/sphinx/templates/tutorials/shading/migrating_to_godot_shader_language.pot +++ b/sphinx/templates/tutorials/shading/migrating_to_godot_shader_language.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/screen-reading_shaders.pot b/sphinx/templates/tutorials/shading/screen-reading_shaders.pot index 6811df3402..3998520f7c 100644 --- a/sphinx/templates/tutorials/shading/screen-reading_shaders.pot +++ b/sphinx/templates/tutorials/shading/screen-reading_shaders.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/shader_materials.pot b/sphinx/templates/tutorials/shading/shader_materials.pot index 951f19ab77..992ec48b61 100644 --- a/sphinx/templates/tutorials/shading/shader_materials.pot +++ b/sphinx/templates/tutorials/shading/shader_materials.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -77,14 +77,34 @@ msgid "Create a new ShaderMaterial in some object of your choice. Go to the \"Ma msgstr "" #: ../../docs/tutorials/shading/shader_materials.rst:39 -msgid "Edit the newly created shader, and the shader editor will open:" +msgid "Next, click on the shader material to see its properties. From here you can create a shader or visual shader. Regular shaders use code to set their properties while a visual shader uses a node based workflow." msgstr "" -#: ../../docs/tutorials/shading/shader_materials.rst:44 -msgid "Converting to ShaderMaterial" +#: ../../docs/tutorials/shading/shader_materials.rst:43 +msgid "There is no way to convert between the two, so if you decide you want to change to a visual shader or vice versa, you will have to start from scratch." msgstr "" #: ../../docs/tutorials/shading/shader_materials.rst:46 +msgid "Choose one of them and you can start editing your shader." +msgstr "" + +#: ../../docs/tutorials/shading/shader_materials.rst:50 +msgid "If you create a regular shader click on it and the shader editor will open." +msgstr "" + +#: ../../docs/tutorials/shading/shader_materials.rst:54 +msgid "If you create a visual shader the visual shader editor will open automatically." +msgstr "" + +#: ../../docs/tutorials/shading/shader_materials.rst:59 +msgid "Converting to ShaderMaterial" +msgstr "" + +#: ../../docs/tutorials/shading/shader_materials.rst:61 msgid "It is possible to convert from SpatialMaterial, CanvasItemMaterial and ParticlesMaterial to ShaderMaterial. To do so, go to the material properties and select the convert option." msgstr "" +#: ../../docs/tutorials/shading/shader_materials.rst:69 +msgid "Using the convert option will turn the SpatialMaterial into a ShaderMaterial with a text shader, not a visual shader." +msgstr "" + diff --git a/sphinx/templates/tutorials/shading/shading_reference/canvas_item_shader.pot b/sphinx/templates/tutorials/shading/shading_reference/canvas_item_shader.pot index f7d752c4dc..10d423315e 100644 --- a/sphinx/templates/tutorials/shading/shading_reference/canvas_item_shader.pot +++ b/sphinx/templates/tutorials/shading/shading_reference/canvas_item_shader.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/shading_reference/index.pot b/sphinx/templates/tutorials/shading/shading_reference/index.pot index 40336181d4..36ee31f40e 100644 --- a/sphinx/templates/tutorials/shading/shading_reference/index.pot +++ b/sphinx/templates/tutorials/shading/shading_reference/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/shading_reference/particle_shader.pot b/sphinx/templates/tutorials/shading/shading_reference/particle_shader.pot index 8e5fc2d369..0d9fea437a 100644 --- a/sphinx/templates/tutorials/shading/shading_reference/particle_shader.pot +++ b/sphinx/templates/tutorials/shading/shading_reference/particle_shader.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/shading_reference/shaders.pot b/sphinx/templates/tutorials/shading/shading_reference/shaders.pot index d1e61f39a5..a160f4177f 100644 --- a/sphinx/templates/tutorials/shading/shading_reference/shaders.pot +++ b/sphinx/templates/tutorials/shading/shading_reference/shaders.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/shading_reference/shading_language.pot b/sphinx/templates/tutorials/shading/shading_reference/shading_language.pot index 8c3a12cc9d..b2112c3c95 100644 --- a/sphinx/templates/tutorials/shading/shading_reference/shading_language.pot +++ b/sphinx/templates/tutorials/shading/shading_reference/shading_language.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -41,14 +41,14 @@ msgid "Most GLSL ES 3.0 datatypes are supported:" msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:21 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:437 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:492 msgid "Type" msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:21 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:393 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:437 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:523 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:448 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:492 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:560 msgid "Description" msgstr "" @@ -61,8 +61,8 @@ msgid "Void datatype, useful only for functions that return nothing." msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:25 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:462 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:462 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:517 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:517 msgid "**bool**" msgstr "" @@ -95,8 +95,8 @@ msgid "Four-component vector of booleans." msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:33 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:464 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:464 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:519 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:519 msgid "**int**" msgstr "" @@ -161,8 +161,8 @@ msgid "Four-component vector of unsigned integers." msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:49 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:466 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:466 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:521 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:521 msgid "**float**" msgstr "" @@ -171,7 +171,7 @@ msgid "Floating point scalar." msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:51 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:468 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:523 msgid "**vec2**" msgstr "" @@ -180,7 +180,7 @@ msgid "Two-component vector of floating point values." msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:53 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:470 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:525 msgid "**vec3**" msgstr "" @@ -189,8 +189,8 @@ msgid "Three-component vector of floating point values." msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:55 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:439 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:472 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:494 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:527 msgid "**vec4**" msgstr "" @@ -215,8 +215,8 @@ msgid "3x3 matrix, in column major order." msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:61 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:474 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:476 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:529 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:531 msgid "**mat4**" msgstr "" @@ -225,12 +225,12 @@ msgid "4x4 matrix, in column major order." msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:63 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:443 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:445 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:447 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:449 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:451 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:453 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:498 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:500 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:502 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:504 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:506 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:508 msgid "**sampler2D**" msgstr "" @@ -415,1183 +415,1191 @@ msgid "Note: If you use an index below 0 or greater than array size - the shader msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:250 -msgid "Operators" +msgid "Constants" msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:252 -msgid "Godot shading language supports the same set of operators as GLSL ES 3.0. Below is the list of them in precedence order:" +msgid "Use the ``const`` keyword before the variable declaration to make that variable immutable, which means that it cannot be modified. All basic types, except samplers can be declared as constants. Accessing and using a constant value is slightly faster than using a uniform. Constants must be initialized at their declaration." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:255 -msgid "Precedence" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:255 -msgid "Class" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:255 -msgid "Operator" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:257 -msgid "1 (highest)" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:257 -msgid "parenthetical grouping" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:257 -msgid "**()**" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:259 -msgid "2" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:259 -msgid "unary" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:259 -msgid "**+, -, !, ~**" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:261 -msgid "3" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:261 -msgid "multiplicative" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:261 -msgid "**/, \\*, %**" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:263 -msgid "4" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:263 -msgid "additive" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:263 -msgid "**+, -**" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:265 -msgid "5" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:265 -msgid "bit-wise shift" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:265 -msgid "**<<, >>**" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:267 -msgid "6" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:267 -msgid "relational" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:267 -msgid "**<, >, <=, >=**" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:269 -msgid "7" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:269 -msgid "equality" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:269 -msgid "**==, !=**" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:271 -msgid "8" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:271 -msgid "bit-wise and" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:271 -msgid "**&**" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:273 -msgid "9" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:273 -msgid "bit-wise exclusive or" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:273 -msgid "**^**" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:275 -msgid "10" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:275 -msgid "bit-wise inclusive or" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:275 -msgid "**|**" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:277 -msgid "11" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:277 -msgid "logical and" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:277 -msgid "**&&**" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:279 -msgid "12 (lowest)" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:279 -msgid "logical inclusive or" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:279 -msgid "**||**" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:283 -msgid "Flow control" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:285 -msgid "Godot Shading language supports the most common types of flow control:" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:307 -msgid "Keep in mind that, in modern GPUs, an infinite loop can exist and can freeze your application (including editor). Godot can't protect you from this, so be careful not to make this mistake!" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:311 -msgid "Discarding" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:313 -msgid "Fragment and light functions can use the **discard** keyword. If used, the fragment is discarded and nothing is written." -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:316 -msgid "Functions" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:318 -msgid "It is possible to define functions in a Godot shader. They use the following syntax:" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:333 -msgid "You can only use functions that have been defined above (higher in the editor) the function from which you are calling them." -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:336 -msgid "Function arguments can have special qualifiers:" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:338 -msgid "**in**: Means the argument is only for reading (default)." -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:339 -msgid "**out**: Means the argument is only for writing." -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:340 -msgid "**inout**: Means the argument is fully passed via reference." -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:342 -msgid "Example below:" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:351 -msgid "Varyings" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:353 -msgid "To send data from the vertex to the fragment processor function, *varyings* are used. They are set for every primitive vertex in the *vertex processor*, and the value is interpolated for every pixel in the fragment processor." -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:371 -msgid "Interpolation qualifiers" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:373 -msgid "Certain values are interpolated during the shading pipeline. You can modify how these interpolations are done by using *interpolation qualifiers*." -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:390 -msgid "There are two possible interpolation qualifiers:" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:393 -msgid "Qualifier" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:395 -msgid "**flat**" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:395 -msgid "The value is not interpolated." -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:397 -msgid "**smooth**" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:397 -msgid "The value is interpolated in a perspective-correct fashion. This is the default." -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:402 -msgid "Uniforms" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:404 -msgid "Passing values to shaders is possible. These are global to the whole shader and are called *uniforms*. When a shader is later assigned to a material, the uniforms will appear as editable parameters in it. Uniforms can't be written from within the shader." -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:414 -msgid "You can set uniforms in the editor in the material. Or you can set them through GDScript:" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:420 -msgid "The first argument to ``set_shader_param`` is the name of the uniform in the shader. It must match *exactly* to the name of the uniform in the shader or else it will not be recognized." -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:423 -msgid "Any GLSL type except for *void* can be a uniform. Additionally, Godot provides optional shader hints to make the compiler understand for what the uniform is used." -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:434 -msgid "Full list of hints below:" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:437 -msgid "Hint" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:439 -msgid "hint_color" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:439 -msgid "Used as color" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:441 -msgid "**int, float**" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:441 -msgid "hint_range(min,max [,step] )" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:441 -msgid "Used as range (with min/max/step)" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:443 -msgid "hint_albedo" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:443 -msgid "Used as albedo color, default white" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:445 -msgid "hint_black_albedo" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:445 -msgid "Used as albedo color, default black" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:447 -msgid "hint_normal" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:447 -msgid "Used as normalmap" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:449 -msgid "hint_white" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:449 -msgid "As value, default to white." -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:451 -msgid "hint_black" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:451 -msgid "As value, default to black" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:453 -msgid "hint_aniso" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:453 -msgid "As flowmap, default to right." -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:456 -msgid "GDScript uses different variable types than GLSL does, so when passing variables from GDScript to shaders, Godot converts the type automatically. Below is a table of the corresponding types:" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:460 -msgid "GDScript type" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:460 -msgid "GLSL type" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:468 -msgid "**Vector2**" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:470 -msgid "**Vector3**" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:472 -msgid "**Color**" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:474 -msgid "**Transform**" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:476 -msgid "**Transform2D**" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:479 -msgid "Be careful when setting shader uniforms from GDScript, no error will be thrown if the type does not match. Your shader will just exhibit undefined behaviour." -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:482 -msgid "As Godot's 3D engine renders in linear color space, it's important to understand that textures that are supplied as color (i.e. albedo) need to be specified as such for proper sRGB->linear conversion." -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:486 -msgid "Uniforms can also be assigned default values:" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:496 -msgid "Global constants" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:498 -msgid "Like uniforms, global constants are shared between all shader stages. However, they are not accessible outside of the shader and must be initialized at declaration. Use the **const** keyword to declare a variable as a constant. All basic types, except samplers can be declared as constants. Constants are useful when you want to have access to a value throughout your shader that does not need to be modified. Accessing and using a constant value is slightly faster than using a uniform." -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:507 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:262 msgid "Constants cannot be modified and additionally cannot have hints, but multiple of them (if they have the same type) can be declared in a single expression e.g" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:514 -msgid "Built-in functions" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:268 +msgid "Similar to variables, arrays can also be declared with ``const``." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:516 -msgid "A large number of built-in functions are supported, conforming to GLSL ES 3.0. When vec_type (float), vec_int_type, vec_uint_type, vec_bool_type nomenclature is used, it can be scalar or vector." +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:278 +msgid "Constants can be declared both globally (outside of any function) or locally (inside a function). Global constants are useful when you want to have access to a value throughout your shader that does not need to be modified. Like uniforms, global constants are shared between all shader stages, but they are not accessible outside of the shader." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:519 -msgid "For a list of the functions that are not available in the GLES2 backend, please see the :ref:`Differences between GLES2 and GLES3 doc `." +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:288 +msgid "Operators" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:290 +msgid "Godot shading language supports the same set of operators as GLSL ES 3.0. Below is the list of them in precedence order:" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:293 +msgid "Precedence" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:293 +msgid "Class" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:293 +msgid "Operator" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:295 +msgid "1 (highest)" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:295 +msgid "parenthetical grouping" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:295 +msgid "**()**" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:297 +msgid "2" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:297 +msgid "unary" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:297 +msgid "**+, -, !, ~**" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:299 +msgid "3" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:299 +msgid "multiplicative" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:299 +msgid "**/, \\*, %**" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:301 +msgid "4" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:301 +msgid "additive" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:301 +msgid "**+, -**" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:303 +msgid "5" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:303 +msgid "bit-wise shift" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:303 +msgid "**<<, >>**" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:305 +msgid "6" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:305 +msgid "relational" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:305 +msgid "**<, >, <=, >=**" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:307 +msgid "7" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:307 +msgid "equality" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:307 +msgid "**==, !=**" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:309 +msgid "8" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:309 +msgid "bit-wise and" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:309 +msgid "**&**" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:311 +msgid "9" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:311 +msgid "bit-wise exclusive or" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:311 +msgid "**^**" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:313 +msgid "10" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:313 +msgid "bit-wise inclusive or" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:313 +msgid "**|**" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:315 +msgid "11" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:315 +msgid "logical and" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:315 +msgid "**&&**" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:317 +msgid "12 (lowest)" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:317 +msgid "logical inclusive or" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:317 +msgid "**||**" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:321 +msgid "Flow control" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:323 +msgid "Godot Shading language supports the most common types of flow control:" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:362 +msgid "Keep in mind that, in modern GPUs, an infinite loop can exist and can freeze your application (including editor). Godot can't protect you from this, so be careful not to make this mistake!" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:366 +msgid "Discarding" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:368 +msgid "Fragment and light functions can use the **discard** keyword. If used, the fragment is discarded and nothing is written." +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:371 +msgid "Functions" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:373 +msgid "It is possible to define functions in a Godot shader. They use the following syntax:" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:388 +msgid "You can only use functions that have been defined above (higher in the editor) the function from which you are calling them." +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:391 +msgid "Function arguments can have special qualifiers:" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:393 +msgid "**in**: Means the argument is only for reading (default)." +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:394 +msgid "**out**: Means the argument is only for writing." +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:395 +msgid "**inout**: Means the argument is fully passed via reference." +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:397 +msgid "Example below:" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:406 +msgid "Varyings" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:408 +msgid "To send data from the vertex to the fragment processor function, *varyings* are used. They are set for every primitive vertex in the *vertex processor*, and the value is interpolated for every pixel in the fragment processor." +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:426 +msgid "Interpolation qualifiers" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:428 +msgid "Certain values are interpolated during the shading pipeline. You can modify how these interpolations are done by using *interpolation qualifiers*." +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:445 +msgid "There are two possible interpolation qualifiers:" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:448 +msgid "Qualifier" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:450 +msgid "**flat**" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:450 +msgid "The value is not interpolated." +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:452 +msgid "**smooth**" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:452 +msgid "The value is interpolated in a perspective-correct fashion. This is the default." +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:457 +msgid "Uniforms" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:459 +msgid "Passing values to shaders is possible. These are global to the whole shader and are called *uniforms*. When a shader is later assigned to a material, the uniforms will appear as editable parameters in it. Uniforms can't be written from within the shader." +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:469 +msgid "You can set uniforms in the editor in the material. Or you can set them through GDScript:" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:475 +msgid "The first argument to ``set_shader_param`` is the name of the uniform in the shader. It must match *exactly* to the name of the uniform in the shader or else it will not be recognized." +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:478 +msgid "Any GLSL type except for *void* can be a uniform. Additionally, Godot provides optional shader hints to make the compiler understand for what the uniform is used." +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:489 +msgid "Full list of hints below:" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:492 +msgid "Hint" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:494 +msgid "hint_color" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:494 +msgid "Used as color" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:496 +msgid "**int, float**" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:496 +msgid "hint_range(min,max [,step] )" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:496 +msgid "Used as range (with min/max/step)" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:498 +msgid "hint_albedo" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:498 +msgid "Used as albedo color, default white" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:500 +msgid "hint_black_albedo" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:500 +msgid "Used as albedo color, default black" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:502 +msgid "hint_normal" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:502 +msgid "Used as normalmap" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:504 +msgid "hint_white" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:504 +msgid "As value, default to white." +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:506 +msgid "hint_black" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:506 +msgid "As value, default to black" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:508 +msgid "hint_aniso" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:508 +msgid "As flowmap, default to right." +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:511 +msgid "GDScript uses different variable types than GLSL does, so when passing variables from GDScript to shaders, Godot converts the type automatically. Below is a table of the corresponding types:" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:515 +msgid "GDScript type" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:515 +msgid "GLSL type" msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:523 +msgid "**Vector2**" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:525 +msgid "**Vector3**" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:527 +msgid "**Color**" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:529 +msgid "**Transform**" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:531 +msgid "**Transform2D**" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:534 +msgid "Be careful when setting shader uniforms from GDScript, no error will be thrown if the type does not match. Your shader will just exhibit undefined behaviour." +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:537 +msgid "As Godot's 3D engine renders in linear color space, it's important to understand that textures that are supplied as color (i.e. albedo) need to be specified as such for proper sRGB->linear conversion." +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:541 +msgid "Uniforms can also be assigned default values:" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:551 +msgid "Built-in functions" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:553 +msgid "A large number of built-in functions are supported, conforming to GLSL ES 3.0. When vec_type (float), vec_int_type, vec_uint_type, vec_bool_type nomenclature is used, it can be scalar or vector." +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:556 +msgid "For a list of the functions that are not available in the GLES2 backend, please see the :ref:`Differences between GLES2 and GLES3 doc `." +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:560 msgid "Function" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:525 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:562 msgid "vec_type **radians** ( vec_type degrees )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:525 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:562 msgid "Convert degrees to radians" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:527 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:564 msgid "vec_type **degrees** ( vec_type radians )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:527 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:564 msgid "Convert radians to degrees" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:529 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:566 msgid "vec_type **sin** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:529 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:566 msgid "Sine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:531 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:568 msgid "vec_type **cos** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:531 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:568 msgid "Cosine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:533 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:570 msgid "vec_type **tan** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:533 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:570 msgid "Tangent" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:535 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:572 msgid "vec_type **asin** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:535 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:572 msgid "Arc-Sine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:537 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:574 msgid "vec_type **acos** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:537 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:574 msgid "Arc-Cosine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:539 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:576 msgid "vec_type **atan** ( vec_type y_over_x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:539 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:576 msgid "Arc-Tangent" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:541 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:578 msgid "vec_type **atan** ( vec_type y, vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:541 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:578 msgid "Arc-Tangent to convert vector to angle" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:543 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:580 msgid "vec_type **sinh** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:543 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:580 msgid "Hyperbolic-Sine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:545 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:582 msgid "vec_type **cosh** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:545 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:582 msgid "Hyperbolic-Cosine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:547 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:584 msgid "vec_type **tanh** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:547 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:584 msgid "Hyperbolic-Tangent" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:549 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:586 msgid "vec_type **asinh** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:549 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:586 msgid "Inverse-Hyperbolic-Sine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:551 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:588 msgid "vec_type **acosh** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:551 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:588 msgid "Inverse-Hyperbolic-Cosine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:553 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:590 msgid "vec_type **atanh** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:553 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:590 msgid "Inverse-Hyperbolic-Tangent" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:555 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:592 msgid "vec_type **pow** ( vec_type x, vec_type y )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:555 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:592 msgid "Power" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:557 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:594 msgid "vec_type **exp** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:557 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:594 msgid "Base-e Exponential" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:559 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:596 msgid "vec_type **exp2** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:559 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:596 msgid "Base-2 Exponential" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:561 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:598 msgid "vec_type **log** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:561 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:598 msgid "Natural Logarithm" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:563 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:600 msgid "vec_type **log2** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:563 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:600 msgid "Base-2 Logarithm" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:565 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:602 msgid "vec_type **sqrt** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:565 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:602 msgid "Square Root" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:567 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:604 msgid "vec_type **inversesqrt** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:567 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:604 msgid "Inverse Square Root" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:569 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:606 msgid "vec_type **abs** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:569 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:571 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:606 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:608 msgid "Absolute" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:571 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:608 msgid "ivec_type **abs** ( ivec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:573 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:610 msgid "vec_type **sign** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:573 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:575 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:610 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:612 msgid "Sign" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:575 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:612 msgid "ivec_type **sign** ( ivec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:577 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:614 msgid "vec_type **floor** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:577 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:614 msgid "Floor" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:579 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:616 msgid "vec_type **round** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:579 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:616 msgid "Round" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:581 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:618 msgid "vec_type **roundEven** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:581 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:618 msgid "Round nearest even" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:583 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:620 msgid "vec_type **trunc** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:583 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:620 msgid "Truncation" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:585 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:622 msgid "vec_type **ceil** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:585 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:622 msgid "Ceil" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:587 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:624 msgid "vec_type **fract** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:587 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:624 msgid "Fractional" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:589 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:626 msgid "vec_type **mod** ( vec_type x, vec_type y )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:589 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:591 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:626 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:628 msgid "Remainder" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:591 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:628 msgid "vec_type **mod** ( vec_type x , float y )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:593 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:630 msgid "vec_type **modf** ( vec_type x, out vec_type i )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:593 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:630 msgid "Fractional of x, with i has integer part" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:595 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:632 msgid "vec_type **min** ( vec_type a, vec_type b )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:595 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:632 msgid "Minimum" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:597 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:634 msgid "vec_type **max** ( vec_type a, vec_type b )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:597 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:634 msgid "Maximum" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:636 msgid "vec_type **clamp** ( vec_type x, vec_type min, vec_type max )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:599 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:636 msgid "Clamp to Min-Max" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:638 msgid "vec_type **mix** ( float a, float b, float c )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:601 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:638 msgid "Linear Interpolate" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:640 msgid "vec_type **mix** ( vec_type a, vec_type b, float c )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:603 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:640 msgid "Linear Interpolate (Scalar Coef.)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:642 msgid "vec_type **mix** ( vec_type a, vec_type b, vec_type c )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:605 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:642 msgid "Linear Interpolate (Vector Coef.)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:644 msgid "vec_type **mix** ( vec_type a, vec_type b, bvec_type c )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:607 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:644 msgid "Linear Interpolate (Boolean-Vector Selection)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:646 msgid "vec_type **step** ( vec_type a, vec_type b )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:609 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:646 msgid "``b[i] < a[i] ? 0.0 : 1.0``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:648 msgid "vec_type **step** ( float a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:611 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:648 msgid "``b[i] < a ? 0.0 : 1.0``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:650 msgid "vec_type **smoothstep** ( vec_type a, vec_type b, vec_type c )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:613 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:650 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:652 msgid "Hermite Interpolate" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:615 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:652 msgid "vec_type **smoothstep** ( float a, float b, vec_type c )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:654 msgid "bvec_type **isnan** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:617 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:654 msgid "Scalar, or vector component being NaN" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:656 msgid "bvec_type **isinf** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:619 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:656 msgid "Scalar, or vector component being INF" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:658 msgid "ivec_type **floatBitsToInt** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:621 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:658 msgid "Float->Int bit copying, no conversion" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:660 msgid "uvec_type **floatBitsToUint** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:623 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:660 msgid "Float->UInt bit copying, no conversion" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:662 msgid "vec_type **intBitsToFloat** ( ivec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:625 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:662 msgid "Int->Float bit copying, no conversion" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:664 msgid "vec_type **uintBitsToFloat** ( uvec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:627 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:664 msgid "UInt->Float bit copying, no conversion" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:666 msgid "float **length** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:629 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:666 msgid "Vector Length" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:668 msgid "float **distance** ( vec_type a, vec_type b )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:631 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:668 msgid "Distance between vectors i.e ``length(a - b)``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:670 msgid "float **dot** ( vec_type a, vec_type b )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:633 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:670 msgid "Dot Product" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:672 msgid "vec3 **cross** ( vec3 a, vec3 b )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:635 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:672 msgid "Cross Product" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:674 msgid "vec_type **normalize** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:637 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:674 msgid "Normalize to unit length" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:676 msgid "vec3 **reflect** ( vec3 I, vec3 N )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:639 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:676 msgid "Reflect" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:678 msgid "vec3 **refract** ( vec3 I, vec3 N, float eta )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:641 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:678 msgid "Refract" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:680 msgid "vec_type **faceforward** ( vec_type N, vec_type I, vec_type Nref )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:643 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:680 msgid "If dot(Nref, I) < 0, return N, otherwise –N" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:682 msgid "mat_type **matrixCompMult** ( mat_type x, mat_type y )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:645 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:682 msgid "Matrix Component Multiplication" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:684 msgid "mat_type **outerProduct** ( vec_type column, vec_type row )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:647 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:684 msgid "Matrix Outer Product" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:686 msgid "mat_type **transpose** ( mat_type m )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:649 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:686 msgid "Transpose Matrix" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:688 msgid "float **determinant** ( mat_type m )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:651 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:688 msgid "Matrix Determinant" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:690 msgid "mat_type **inverse** ( mat_type m )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:653 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:690 msgid "Inverse Matrix" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:692 msgid "bvec_type **lessThan** ( vec_type x, vec_type y )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:655 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:692 msgid "Bool vector cmp on < int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:694 msgid "bvec_type **greaterThan** ( vec_type x, vec_type y )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:657 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:694 msgid "Bool vector cmp on > int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:696 msgid "bvec_type **lessThanEqual** ( vec_type x, vec_type y )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:659 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:696 msgid "Bool vector cmp on <= int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:698 msgid "bvec_type **greaterThanEqual** ( vec_type x, vec_type y )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:661 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:698 msgid "Bool vector cmp on >= int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:700 msgid "bvec_type **equal** ( vec_type x, vec_type y )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:663 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:700 msgid "Bool vector cmp on == int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:702 msgid "bvec_type **notEqual** ( vec_type x, vec_type y )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:665 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:702 msgid "Bool vector cmp on != int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:704 msgid "bool **any** ( bvec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:667 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:704 msgid "Any component is true" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:706 msgid "bool **all** ( bvec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:669 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:706 msgid "All components are true" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:708 msgid "bvec_type **not** ( bvec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:671 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:708 msgid "Invert boolean vector" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:710 msgid "ivec2 **textureSize** ( sampler2D_type s, int lod )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:673 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:710 msgid "Get the size of a 2D texture" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:712 msgid "ivec3 **textureSize** ( sampler2DArray_type s, int lod )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:675 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:712 msgid "Get the size of a 2D texture array" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:714 msgid "ivec3 **textureSize** ( sampler3D s, int lod )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:677 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:714 msgid "Get the size of a 3D texture" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:716 msgid "ivec2 **textureSize** ( samplerCube s, int lod )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:679 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:716 msgid "Get the size of a Cube texture" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:718 msgid "vec4_type **texture** ( sampler2D_type s, vec2 uv [, float bias] )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:681 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:718 msgid "Perform a 2D texture read" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:720 msgid "vec4_type **texture** ( sampler2DArray_type s, vec3 uv [, float bias] )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:683 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:720 msgid "Perform a 2D texture array read" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:722 msgid "vec4_type **texture** ( sampler3D_type s, vec3 uv [, float bias] )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:685 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:722 msgid "Perform a 3D texture read" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:724 msgid "vec4 **texture** ( samplerCube s, vec3 uv [, float bias] )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:687 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:724 msgid "Perform an Cube texture read" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:726 msgid "vec4_type **textureProj** ( sampler2D_type s, vec3 uv [, float bias] )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:689 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:726 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:728 msgid "Perform a 2D texture read with projection" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:691 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:728 msgid "vec4_type **textureProj** ( sampler2D_type s, vec4 uv [, float bias] )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:730 msgid "vec4_type **textureProj** ( sampler3D_type s, vec4 uv [, float bias] )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:693 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:730 msgid "Perform a 3D texture read with projection" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:732 msgid "vec4_type **textureLod** ( sampler2D_type s, vec2 uv, float lod )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:695 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:732 msgid "Perform a 2D texture read at custom mipmap" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:734 msgid "vec4_type **textureLod** ( sampler2DArray_type s, vec3 uv, float lod )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:697 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:734 msgid "Perform a 2D texture array read at custom mipmap" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:736 msgid "vec4_type **textureLod** ( sampler3D_type s, vec3 uv, float lod )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:699 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:736 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:738 msgid "Perform a 3D texture read at custom mipmap" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:701 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:738 msgid "vec4 **textureLod** ( samplerCube s, vec3 uv, float lod )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:740 msgid "vec4_type **textureProjLod** ( sampler2D_type s, vec3 uv, float lod )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:703 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:740 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:742 msgid "Perform a 2D texture read with projection/lod" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:705 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:742 msgid "vec4_type **textureProjLod** ( sampler2D_type s, vec4 uv, float lod )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:744 msgid "vec4_type **textureProjLod** ( sampler3D_type s, vec4 uv, float lod )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:707 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:744 msgid "Perform a 3D texture read with projection/lod" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:746 msgid "vec4_type **texelFetch** ( sampler2D_type s, ivec2 uv, int lod )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:709 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:746 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:748 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:750 msgid "Fetch a single texel using integer coords" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:711 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:748 msgid "vec4_type **texelFetch** ( sampler2DArray_type s, ivec3 uv, int lod )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:713 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:750 msgid "vec4_type **texelFetch** ( sampler3D_type s, ivec3 uv, int lod )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:752 msgid "vec_type **dFdx** ( vec_type p )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:715 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:752 msgid "Derivative in x using local differencing" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:754 msgid "vec_type **dFdy** ( vec_type p )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:717 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:754 msgid "Derivative in y using local differencing" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:756 msgid "vec_type **fwidth** ( vec_type p )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:719 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:756 msgid "Sum of absolute derivative in x and y" msgstr "" diff --git a/sphinx/templates/tutorials/shading/shading_reference/spatial_shader.pot b/sphinx/templates/tutorials/shading/shading_reference/spatial_shader.pot index bcf15ad521..8750d47809 100644 --- a/sphinx/templates/tutorials/shading/shading_reference/spatial_shader.pot +++ b/sphinx/templates/tutorials/shading/shading_reference/spatial_shader.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/your_first_shader/index.pot b/sphinx/templates/tutorials/shading/your_first_shader/index.pot index 129a940f8c..2cc9e4bd64 100644 --- a/sphinx/templates/tutorials/shading/your_first_shader/index.pot +++ b/sphinx/templates/tutorials/shading/your_first_shader/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/your_first_shader/what_are_shaders.pot b/sphinx/templates/tutorials/shading/your_first_shader/what_are_shaders.pot index 88b45406b8..35b0f81bc9 100644 --- a/sphinx/templates/tutorials/shading/your_first_shader/what_are_shaders.pot +++ b/sphinx/templates/tutorials/shading/your_first_shader/what_are_shaders.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/your_first_shader/your_first_canvasitem_shader.pot b/sphinx/templates/tutorials/shading/your_first_shader/your_first_canvasitem_shader.pot index 25a90a06e8..c99f35c6fe 100644 --- a/sphinx/templates/tutorials/shading/your_first_shader/your_first_canvasitem_shader.pot +++ b/sphinx/templates/tutorials/shading/your_first_shader/your_first_canvasitem_shader.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/your_first_shader/your_first_spatial_shader.pot b/sphinx/templates/tutorials/shading/your_first_shader/your_first_spatial_shader.pot index 4750745e20..161333608d 100644 --- a/sphinx/templates/tutorials/shading/your_first_shader/your_first_spatial_shader.pot +++ b/sphinx/templates/tutorials/shading/your_first_shader/your_first_spatial_shader.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/your_first_shader/your_second_spatial_shader.pot b/sphinx/templates/tutorials/shading/your_first_shader/your_second_spatial_shader.pot index f54f0c3646..bad51d045d 100644 --- a/sphinx/templates/tutorials/shading/your_first_shader/your_second_spatial_shader.pot +++ b/sphinx/templates/tutorials/shading/your_first_shader/your_second_spatial_shader.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/threads/index.pot b/sphinx/templates/tutorials/threads/index.pot index ea0906d94e..ba0791189b 100644 --- a/sphinx/templates/tutorials/threads/index.pot +++ b/sphinx/templates/tutorials/threads/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/threads/thread_safe_apis.pot b/sphinx/templates/tutorials/threads/thread_safe_apis.pot index 448e11b8c5..acea242c53 100644 --- a/sphinx/templates/tutorials/threads/thread_safe_apis.pot +++ b/sphinx/templates/tutorials/threads/thread_safe_apis.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/threads/using_multiple_threads.pot b/sphinx/templates/tutorials/threads/using_multiple_threads.pot index d966952321..590d376400 100644 --- a/sphinx/templates/tutorials/threads/using_multiple_threads.pot +++ b/sphinx/templates/tutorials/threads/using_multiple_threads.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/viewports/custom_postprocessing.pot b/sphinx/templates/tutorials/viewports/custom_postprocessing.pot index f073e8bae3..10c1e9fc1b 100644 --- a/sphinx/templates/tutorials/viewports/custom_postprocessing.pot +++ b/sphinx/templates/tutorials/viewports/custom_postprocessing.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/viewports/index.pot b/sphinx/templates/tutorials/viewports/index.pot index a7795bd688..7261d1f2cf 100644 --- a/sphinx/templates/tutorials/viewports/index.pot +++ b/sphinx/templates/tutorials/viewports/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/viewports/multiple_resolutions.pot b/sphinx/templates/tutorials/viewports/multiple_resolutions.pot index deeab66788..7fe62b3853 100644 --- a/sphinx/templates/tutorials/viewports/multiple_resolutions.pot +++ b/sphinx/templates/tutorials/viewports/multiple_resolutions.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/viewports/using_viewport_as_texture.pot b/sphinx/templates/tutorials/viewports/using_viewport_as_texture.pot index 3d1502ca72..7d896c2cb0 100644 --- a/sphinx/templates/tutorials/viewports/using_viewport_as_texture.pot +++ b/sphinx/templates/tutorials/viewports/using_viewport_as_texture.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/viewports/viewports.pot b/sphinx/templates/tutorials/viewports/viewports.pot index a3816bffa1..bd0288f372 100644 --- a/sphinx/templates/tutorials/viewports/viewports.pot +++ b/sphinx/templates/tutorials/viewports/viewports.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -77,7 +77,7 @@ msgid "Listener" msgstr "" #: ../../docs/tutorials/viewports/viewports.rst:53 -msgid "Godot supports 3D sound (in both 2D and 3D nodes); more on this can be found in the :ref:`Audio Streams Tutorial`. For this type of sound to be audible, the :ref:`Viewport ` needs to be enabled as a listener (for 2D or 3D). If you are using a custom :ref:`Viewport ` to display your :ref:`World `, don't forget to enable this!" +msgid "Godot supports 3D sound (in both 2D and 3D nodes); more on this can be found in the :ref:`Audio Streams Tutorial`. For this type of sound to be audible, the :ref:`Viewport ` needs to be enabled as a listener (for 2D or 3D). If you are using a custom :ref:`Viewport ` to display your :ref:`World `, don't forget to enable this!" msgstr "" #: ../../docs/tutorials/viewports/viewports.rst:60 diff --git a/sphinx/templates/tutorials/vr/index.pot b/sphinx/templates/tutorials/vr/index.pot index 5458ebdfbe..407f6ce049 100644 --- a/sphinx/templates/tutorials/vr/index.pot +++ b/sphinx/templates/tutorials/vr/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/vr/vr_primer.pot b/sphinx/templates/tutorials/vr/vr_primer.pot index 3e74a51f07..77d9b1bcfa 100644 --- a/sphinx/templates/tutorials/vr/vr_primer.pot +++ b/sphinx/templates/tutorials/vr/vr_primer.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/vr/vr_starter_tutorial.pot b/sphinx/templates/tutorials/vr/vr_starter_tutorial.pot index 296f6c543f..f525676710 100644 --- a/sphinx/templates/tutorials/vr/vr_starter_tutorial.pot +++ b/sphinx/templates/tutorials/vr/vr_starter_tutorial.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-29 21:34+0200\n" +"POT-Creation-Date: 2019-09-02 11:13+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/templates_list.txt b/templates_list.txt index 8c4df2a1d8..2dc17bf30d 100644 --- a/templates_list.txt +++ b/templates_list.txt @@ -32,6 +32,7 @@ getting_started/scripting/index.pot getting_started/scripting/gdscript/index.pot getting_started/scripting/gdscript/gdscript_basics.pot getting_started/scripting/gdscript/gdscript_advanced.pot +getting_started/scripting/gdscript/gdscript_exports.pot getting_started/scripting/gdscript/gdscript_styleguide.pot getting_started/scripting/gdscript/static_typing.pot getting_started/scripting/gdscript/gdscript_format_string.pot @@ -124,6 +125,7 @@ tutorials/audio/sync_with_audio.pot tutorials/physics/index.pot tutorials/physics/physics_introduction.pot tutorials/physics/rigid_body.pot +tutorials/physics/using_area_2d.pot tutorials/physics/using_kinematic_body_2d.pot tutorials/physics/ray-casting.pot tutorials/physics/ragdoll_system.pot @@ -187,6 +189,7 @@ tutorials/networking/high_level_multiplayer.pot tutorials/networking/http_request_class.pot tutorials/networking/http_client_class.pot tutorials/networking/ssl_certificates.pot +tutorials/networking/websocket.pot tutorials/networking/webrtc.pot tutorials/assetlib/index.pot tutorials/assetlib/what_is_assetlib.pot @@ -202,6 +205,7 @@ tutorials/plugins/editor/making_main_screen_plugins.pot tutorials/plugins/editor/import_plugins.pot tutorials/plugins/editor/spatial_gizmos.pot tutorials/plugins/editor/inspector_plugins.pot +tutorials/plugins/editor/visual_shader_plugins.pot tutorials/plugins/gdnative/index.pot tutorials/plugins/gdnative/gdnative-c-example.pot tutorials/plugins/gdnative/gdnative-cpp-example.pot @@ -216,7 +220,11 @@ tutorials/threads/index.pot tutorials/threads/using_multiple_threads.pot tutorials/threads/thread_safe_apis.pot tutorials/content/index.pot -tutorials/content/procedural_geometry.pot +tutorials/content/procedural_geometry/index.pot +tutorials/content/procedural_geometry/arraymesh.pot +tutorials/content/procedural_geometry/meshdatatool.pot +tutorials/content/procedural_geometry/surfacetool.pot +tutorials/content/procedural_geometry/immediategeometry.pot tutorials/content/making_trees.pot tutorials/optimization/index.pot tutorials/optimization/using_servers.pot @@ -260,6 +268,9 @@ development/cpp/binding_to_external_libraries.pot development/cpp/custom_resource_format_loaders.pot development/cpp/custom_audiostreams.pot development/cpp/custom_godot_servers.pot +development/editor/index.pot +development/editor/introduction.pot +development/editor/creating_icons.pot development/file_formats/index.pot development/file_formats/tscn.pot community/contributing/index.pot