From d021a9c64ec94641f57a5e37fdc02264269b27fc Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Tue, 9 Apr 2019 11:39:35 +0200 Subject: [PATCH] Sync translations with Weblate --- weblate/ca.po | 43 ++-- weblate/de.po | 47 ++-- weblate/el.po | 23 +- weblate/es.po | 634 ++++++++++++++++++++++------------------------- weblate/es_MX.po | 91 ++++--- weblate/fil.po | 21 +- weblate/fr.po | 317 ++++++++++++------------ weblate/hu.po | 53 ++-- weblate/it.po | 140 +++++++---- weblate/ja.po | 3 +- weblate/ko.po | 561 ++++++++++++++++++++++++++++++++--------- weblate/pl.po | 257 ++++++++++--------- weblate/pt_BR.po | 302 ++++++++++++++++------ weblate/ru.po | 237 +++++++++++------- weblate/tr.po | 59 ++++- weblate/zh_CN.po | 149 +++++------ weblate/zh_TW.po | 4 +- 17 files changed, 1818 insertions(+), 1123 deletions(-) diff --git a/weblate/ca.po b/weblate/ca.po index 6c272f3d64..f4d1e6f084 100644 --- a/weblate/ca.po +++ b/weblate/ca.po @@ -3,6 +3,7 @@ # This file is distributed under the same license as the Godot Engine package. # # Alejandro Álvarez Monllor , 2018. +# roger <616steam@gmail.com>, 2019. # Roger Blanco Ribera , 2018. # msgid "" @@ -10,8 +11,8 @@ msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" "POT-Creation-Date: 2019-03-28 09:54+0100\n" -"PO-Revision-Date: 2018-09-12 03:14+0000\n" -"Last-Translator: Roger Blanco Ribera \n" +"PO-Revision-Date: 2019-03-30 22:57+0000\n" +"Last-Translator: roger <616steam@gmail.com>\n" "Language-Team: Catalan \n" "Language: ca\n" @@ -19,7 +20,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 3.2-dev\n" +"X-Generator: Weblate 3.6-dev\n" #: ../../docs/index.rst:2 msgid "Godot Docs – *master* branch" @@ -30,6 +31,9 @@ msgid "" "Godot's documentation is available in various languages and versions. Expand " "the \"Read the Docs\" panel at the bottom of the sidebar to see the list." msgstr "" +"La documentació de Godot està disponible en diversos llenguatges i versions. " +"Expandiu el panell \"Read the Docs\" al peu de la barra lateral per a veure " +"la llista." #: ../../docs/index.rst:10 #, fuzzy @@ -262,7 +266,6 @@ msgstr "" "resum ràpid sobre el motor Godot Engine." #: ../../docs/about/introduction.rst:27 -#, fuzzy msgid "" "Godot Engine is a feature-packed, cross-platform game engine to create 2D " "and 3D games from a unified interface. It provides a comprehensive set of " @@ -275,7 +278,7 @@ msgstr "" "la creació jocs 2D i 3D, a través d'interfície unificada.Proporciona un " "ampli conjunt d'eines per a poder centrar-se en el procés creatiu sense " "haver d'anar reinventant la roda a cada pas. En un simple clic, es poden " -"exportar els jocs vers diverese plataformes incloent-hi els principals " +"exportar els jocs vers diverses plataformes incloent-hi els principals " "plataformes d'escriptori (Linux, macOS, Windows) així com per a mòbils " "(Android, iOS) i web (HTML5)." @@ -482,6 +485,8 @@ msgid "" "You are free to download and use Godot for any purpose, personal, non-" "profit, commercial, or otherwise;" msgstr "" +"Ets lliure de descarregar i utilitzar Godot per qualsevol propòsit: " +"personal, sense anim de lucre, comercial i de qualsevol altra forma;" #: ../../docs/about/faq.rst:14 #, fuzzy @@ -597,18 +602,18 @@ msgid "" "Some users also report building and using Godot successfully on ARM-based " "systems with Linux, like the Raspberry Pi." msgstr "" +"Alguns usuaris han reeixit muntar Godot en sistemes amb Linux basats en " +"ARM , com el Raspberry Pi." #: ../../docs/about/faq.rst:54 -#, fuzzy msgid "" "Additionally, there is some unofficial third-party work being done on " "building for some consoles. However, none of this is included in the default " "build scripts or export templates at this time." msgstr "" -"Alguns usuaris han reeixit muntar Godot en sistemes amb Linux basats en " -"ARM , com el Raspberry Pi. Existeixen també, projectes no oficials per " -"portar el Godot a diverses consoles. Res d'això però, s'inclou per defecte " -"en els scripts de muntatge o en les plantilles d'exportació." +"Existeixen també, projectes no oficials per portar el Godot a diverses " +"consoles. Res d'això però, s'inclou per defecte en els scripts de muntatge o " +"en les plantilles d'exportació." #: ../../docs/about/faq.rst:58 msgid "" @@ -670,7 +675,7 @@ msgstr "" #: ../../docs/about/faq.rst:88 msgid "What is GDScript and why should I use it?" -msgstr "" +msgstr "Què es GDScript i per què l'hauria d'utilitzar?" #: ../../docs/about/faq.rst:90 msgid "" @@ -690,6 +695,10 @@ msgid "" "next AAA title--but the most salient reason is the overall **reduction of " "complexity.**" msgstr "" +"Hi ha diverses raons per utilitzar GDScript--especialment en prototipatge, " +"en les etapes alpha/beta del teu projecte, o si no estàs creant el pròxim " +"títol AAA--però la raó mes destacada es la general **reducció de la " +"complexitat**" #: ../../docs/about/faq.rst:101 msgid "" @@ -736,7 +745,7 @@ msgstr "" #: ../../docs/about/faq.rst:122 msgid "What were the motivations behind creating GDScript?" -msgstr "" +msgstr "Quines van ser les motivacions per a crear GDScript?" #: ../../docs/about/faq.rst:124 msgid "" @@ -804,13 +813,15 @@ msgstr "" #: ../../docs/about/faq.rst:145 msgid "What type of 3D model formats does Godot support?" -msgstr "" +msgstr "Quins tipus de formats per a models 3D suporta Godot?" #: ../../docs/about/faq.rst:147 msgid "" "Godot supports Collada via the `OpenCollada `_ exporter (Maya, 3DSMax)." msgstr "" +"Godot suporta Collada mitjançant el exportador `OpenCollada `_(Maya, 3DSMax)." #: ../../docs/about/faq.rst:149 msgid "" @@ -820,7 +831,7 @@ msgstr "" #: ../../docs/about/faq.rst:151 msgid "As of Godot 3.0, glTF is supported." -msgstr "" +msgstr "A partir de Godot 3.0, glTF es suportat." #: ../../docs/about/faq.rst:153 #, fuzzy @@ -13543,7 +13554,7 @@ msgstr "" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:240 msgid "Action" -msgstr "" +msgstr "Acció" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:242 msgid "" @@ -47301,7 +47312,7 @@ msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:184 msgid "Class" -msgstr "" +msgstr "Classe" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:184 msgid "Operator" diff --git a/weblate/de.po b/weblate/de.po index 11f3a6a206..193bb70a8f 100644 --- a/weblate/de.po +++ b/weblate/de.po @@ -3,10 +3,12 @@ # This file is distributed under the same license as the Godot Engine package. # # Alexander , 2018. +# Andreas Binczyk , 2019. # Andreas During , 2019. # Arthur S. Muszynski , 2018-2019. # Carsten Nikiel , 2018-2019. # chillhelm , 2018. +# Christoph Brosch , 2019. # Constantin , 2019. # DafabHoid , 2018. # datenbauer , 2019. @@ -47,6 +49,7 @@ # Philipp Wabnitz , 2018. # rama0x9 <5393a6cuwlun@opayq.com>, 2018. # RamonP.FreedomUnited , 2018. +# Reneator , 2019. # R. K , 2018. # Robin Bauknecht , 2018. # Schweini07 , 2019. @@ -66,8 +69,8 @@ msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" "POT-Creation-Date: 2019-03-28 09:54+0100\n" -"PO-Revision-Date: 2019-03-28 08:39+0000\n" -"Last-Translator: Fabian Böhle \n" +"PO-Revision-Date: 2019-04-07 14:09+0000\n" +"Last-Translator: Christoph Brosch \n" "Language-Team: German \n" "Language: de\n" @@ -1306,9 +1309,8 @@ msgstr "" "org/contact>`_." #: ../../docs/about/docs_changelog.rst:4 -#, fuzzy msgid "Documentation changelog" -msgstr "Richtlinien Dokumentation" +msgstr "Änderungen Dokumentation" #: ../../docs/about/docs_changelog.rst:6 msgid "" @@ -1317,6 +1319,10 @@ msgid "" "many updates to the class reference. Below is a list of new tutorials added " "since version 3.0." msgstr "" +"Die Dokumentation wird stetig verbessert. Version 3.1 beinhaltet viele neue " +"Tutorials, Fehlerbehebungen, Updates für alte Tutorials und viele " +"Aktualisierungen bei dem Nachschlagewerk für Klassen-Referenzen. Anbei ist " +"eine Liste aller neuen Tutorials die seit Version 3.0 hinzugefügt wurden." #: ../../docs/about/docs_changelog.rst:10 msgid "" @@ -1327,10 +1333,9 @@ msgstr "" #: ../../docs/about/docs_changelog.rst:14 msgid "New tutorials since version 3.0" -msgstr "" +msgstr "Neue Tutorials seit Version 3.0" #: ../../docs/about/docs_changelog.rst:17 -#, fuzzy msgid "Step-by-step" msgstr "Schritt für Schritt" @@ -1347,27 +1352,27 @@ msgstr ":ref:`String `" #: ../../docs/about/docs_changelog.rst:23 #: ../../docs/getting_started/workflow/index.rst:2 msgid "Project workflow" -msgstr "" +msgstr "Projekt-Workflow" #: ../../docs/about/docs_changelog.rst:34 msgid "Best Practices:" -msgstr "" +msgstr "Best Practices:" #: ../../docs/about/docs_changelog.rst:25 msgid ":ref:`Introduction `" -msgstr "" +msgstr ":ref:`Einführung `" #: ../../docs/about/docs_changelog.rst:26 msgid ":ref:`What are Godot classes `" -msgstr "" +msgstr ":ref:`Was sind Godot Klassen `" #: ../../docs/about/docs_changelog.rst:27 msgid ":ref:`Scene organization `" -msgstr "" +msgstr ":ref:`Szenen Organisation `" #: ../../docs/about/docs_changelog.rst:28 msgid ":ref:`Scenes versus scripts `" -msgstr "" +msgstr ":ref:`Szenen Versus Skripte `" #: ../../docs/about/docs_changelog.rst:29 msgid "" @@ -1376,23 +1381,23 @@ msgstr "" #: ../../docs/about/docs_changelog.rst:30 msgid ":ref:`Node alternatives `" -msgstr "" +msgstr ":ref:`Node Alternativen `" #: ../../docs/about/docs_changelog.rst:31 msgid ":ref:`Godot interfaces `" -msgstr "" +msgstr ":ref:`Godot Interfaces `" #: ../../docs/about/docs_changelog.rst:32 msgid ":ref:`Godot notifications `" -msgstr "" +msgstr ":ref:`Godot Benachrichtigungen `" #: ../../docs/about/docs_changelog.rst:33 msgid ":ref:`Data preferences `" -msgstr "" +msgstr ":ref:`Datenvoreinstellungen `" #: ../../docs/about/docs_changelog.rst:34 msgid ":ref:`Logic preferences `" -msgstr "" +msgstr ":ref:`Logikvoreinstellungen `" #: ../../docs/about/docs_changelog.rst:37 #: ../../docs/getting_started/step_by_step/scripting.rst:4 @@ -1407,7 +1412,7 @@ msgstr "" #: ../../docs/about/docs_changelog.rst:42 ../../docs/tutorials/2d/index.rst:2 msgid "2D" -msgstr "" +msgstr "2D" #: ../../docs/about/docs_changelog.rst:44 msgid ":ref:`2D lights and shadows `" @@ -1419,7 +1424,7 @@ msgstr "" #: ../../docs/about/docs_changelog.rst:48 ../../docs/tutorials/3d/index.rst:2 msgid "3D" -msgstr "" +msgstr "3D" #: ../../docs/about/docs_changelog.rst:50 #, fuzzy @@ -1441,7 +1446,7 @@ msgstr "" #: ../../docs/about/docs_changelog.rst:55 #: ../../docs/tutorials/physics/index.rst:2 msgid "Physics" -msgstr "" +msgstr "Physik" #: ../../docs/about/docs_changelog.rst:57 msgid ":ref:`Ragdoll system `" @@ -1545,7 +1550,7 @@ msgstr "" #: ../../docs/about/docs_changelog.rst:93 #: ../../docs/tutorials/platform/index.rst:2 msgid "Platform-specific" -msgstr "" +msgstr "Plattformspezifisches" #: ../../docs/about/docs_changelog.rst:95 msgid "" diff --git a/weblate/el.po b/weblate/el.po index cc72bc8937..8fc4792afe 100644 --- a/weblate/el.po +++ b/weblate/el.po @@ -2,6 +2,7 @@ # 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. # +# agrocs , 2019. # Andy , 2018. # George Tsiamasiotis , 2018. # Konstantinos Poulopoulos , 2018. @@ -12,8 +13,8 @@ msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" "POT-Creation-Date: 2019-03-28 09:54+0100\n" -"PO-Revision-Date: 2018-09-25 10:27+0000\n" -"Last-Translator: George Tsiamasiotis \n" +"PO-Revision-Date: 2019-04-08 10:35+0000\n" +"Last-Translator: agrocs \n" "Language-Team: Greek \n" "Language: el\n" @@ -21,7 +22,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 3.2-dev\n" +"X-Generator: Weblate 3.6-dev\n" #: ../../docs/index.rst:2 msgid "Godot Docs – *master* branch" @@ -32,6 +33,9 @@ msgid "" "Godot's documentation is available in various languages and versions. Expand " "the \"Read the Docs\" panel at the bottom of the sidebar to see the list." msgstr "" +"Το εγχειρίδιο Gobot είναι διαθέσιμο σε ποικίλες γλώσσες και εκδόσεις. " +"Αναπτύξτε το πάνελ «Διαβάστε τα Εγχειρίδια» στο κάτω μέρος της πλευρικής " +"μπάρας(sidebar), για να δείτε τη λίστα." #: ../../docs/index.rst:10 msgid "" @@ -39,6 +43,9 @@ msgid "" "the documentation of the current **stable** branch? `Have a look here " "`_." msgstr "" +"Αυτό είναι το εγχειρίδιο για την ανάπτυξη της κύριας διακλάδωσης (master " +"branch). Ψάχνετε το εγχειρίδιο από τη τωρινή **σταθερή** διακλάδωση (stable " +"branch); Κοιτάξτε εδώ ." #: ../../docs/index.rst:16 msgid "" @@ -46,6 +53,9 @@ msgid "" "docs.godotengine.org/en/latest>`_ by community members on `Weblate `_." msgstr "" +"Αυτό το εγχειρίδιο είναι μεταφρασμένο από την αρχική Αγγλική έκδοση `_ από μέλη της κοινότητας `Weblate `_." #: ../../docs/index.rst:20 msgid "" @@ -54,6 +64,10 @@ msgid "" "community by providing new translations or reviewing existing ones on " "Weblate." msgstr "" +"Ανάλογα με τη προσπάθεια του μεταφραστή, μπορεί να βρείτε παραγράφους ή " +"ολόκληρες σελίδες που είναι ακόμα στα Αγγλικά. Μπορείτε να βοηθήσετε την " +"κοινότητα παρέχωντας καινούργιες μεταφράσεις ή αξιολογώντας υπάρχοντες στο " +"Weblate." #: ../../docs/index.rst:25 msgid "" @@ -83,6 +97,9 @@ msgid "" "the documentation for your topic of interest. You can also use the search " "function in the top left corner." msgstr "" +"Ο πίνακας περιεχομένων από κάτω και στη πλευρική μπάρα (sidebar) σας " +"επιτρέπει εύκολη πρόσβαση στο εγχειρίδιο για το θέμα που σας ενδιαφέρει. " +"Μπορείτε ακόμη να χρησιμοποιήσετε την αναζήτηση στην άνω αριστερή γωνία." #: ../../docs/index.rst:38 msgid "" diff --git a/weblate/es.po b/weblate/es.po index a6d0cf0626..498c6b20c0 100644 --- a/weblate/es.po +++ b/weblate/es.po @@ -3,7 +3,9 @@ # This file is distributed under the same license as the Godot Engine package. # # Alan Arrecis , 2018. +# Alberto Jimenez , 2019. # Aldo Orozco , 2019. +# Aldux , 2019. # Alejo , 2018. # Alvaro García , 2019. # Andrus Diaz German , 2018. @@ -49,6 +51,7 @@ # Kevin S Mojica , 2018. # Kevin Soto Vallejo , 2018. # korge Rodriguez , 2018. +# LuisHerasme , 2019. # Max R.R. Collada , 2018. # Nahum Rosillo Lopez , 2018. # Oscar Vila , 2018. @@ -71,8 +74,8 @@ msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" "POT-Creation-Date: 2019-03-28 09:54+0100\n" -"PO-Revision-Date: 2019-03-23 15:24+0000\n" -"Last-Translator: Javier Ocampos \n" +"PO-Revision-Date: 2019-04-09 09:32+0000\n" +"Last-Translator: Alberto Jimenez \n" "Language-Team: Spanish \n" "Language: es\n" @@ -1301,7 +1304,7 @@ msgstr "" #: ../../docs/about/docs_changelog.rst:4 msgid "Documentation changelog" -msgstr "" +msgstr "Registro de cambios en la Documentación" #: ../../docs/about/docs_changelog.rst:6 msgid "" @@ -1310,6 +1313,10 @@ msgid "" "many updates to the class reference. Below is a list of new tutorials added " "since version 3.0." msgstr "" +"La documentación está continuamente siendo mejorada. El lanzamiento de la " +"versión 3.1 incluye muchos nuevos tutoriales, actualizaciones para viejos " +"tutoriales y muchas actualizaciones para la clase de referencia, abajo hay " +"una lista de los nuevos tutoriales desde la versión 3.0." #: ../../docs/about/docs_changelog.rst:10 msgid "" @@ -1317,25 +1324,25 @@ msgid "" "many tutorials have been substantially updated but are not reflected in this " "document." msgstr "" +"Este documento solo contiene nuevos tutoriales así que no todos los cambios " +"están reflejados, varios tutoriales han sido sustancialmente actualizados, " +"pero no se ha reflejo en este documento." #: ../../docs/about/docs_changelog.rst:14 msgid "New tutorials since version 3.0" -msgstr "" +msgstr "Nuevos tutoriales desde la versión 3.0" #: ../../docs/about/docs_changelog.rst:17 -#, fuzzy msgid "Step-by-step" msgstr "Paso a paso" #: ../../docs/about/docs_changelog.rst:19 -#, fuzzy msgid ":ref:`Signals `" -msgstr ":ref:`Basis `" +msgstr ":ref:`Señales `" #: ../../docs/about/docs_changelog.rst:20 -#, fuzzy msgid ":ref:`Exporting `" -msgstr ":ref:`String `" +msgstr ":ref:`Exportar `" #: ../../docs/about/docs_changelog.rst:23 #: ../../docs/getting_started/workflow/index.rst:2 @@ -1343,52 +1350,51 @@ msgid "Project workflow" msgstr "Flujo de trabajo del proyecto" #: ../../docs/about/docs_changelog.rst:34 -#, fuzzy msgid "Best Practices:" -msgstr "Buenas prácticas" +msgstr "Mejores prácticas:" #: ../../docs/about/docs_changelog.rst:25 msgid ":ref:`Introduction `" -msgstr "" +msgstr ":ref:`Introducción " #: ../../docs/about/docs_changelog.rst:26 msgid ":ref:`What are Godot classes `" -msgstr "" +msgstr ":ref: 'Que son las Clases de Godot " #: ../../docs/about/docs_changelog.rst:27 -#, fuzzy msgid ":ref:`Scene organization `" -msgstr ":ref:`Canalización de Animaciones`" +msgstr ":ref:`Organización de la escena `" #: ../../docs/about/docs_changelog.rst:28 msgid ":ref:`Scenes versus scripts `" -msgstr "" +msgstr ":ref: 'Escenas versus Scripts '" #: ../../docs/about/docs_changelog.rst:29 msgid "" ":ref:`Autoloads versus internal nodes `" msgstr "" +":ref: 'Autocargas versus Nodos internos " +"" #: ../../docs/about/docs_changelog.rst:30 msgid ":ref:`Node alternatives `" -msgstr "" +msgstr ":ref: 'Alternativas de nodos " #: ../../docs/about/docs_changelog.rst:31 msgid ":ref:`Godot interfaces `" -msgstr "" +msgstr " :ref:`Interfaces en Godot `" #: ../../docs/about/docs_changelog.rst:32 -#, fuzzy msgid ":ref:`Godot notifications `" -msgstr ":ref:`Canalización de Animaciones`" +msgstr ":ref:`Notificaciones de Godot `" #: ../../docs/about/docs_changelog.rst:33 msgid ":ref:`Data preferences `" -msgstr "" +msgstr ":ref:`Preferencia de datos `" #: ../../docs/about/docs_changelog.rst:34 msgid ":ref:`Logic preferences `" -msgstr "" +msgstr ":ref:`Preferencias de lógica`" #: ../../docs/about/docs_changelog.rst:37 #: ../../docs/getting_started/step_by_step/scripting.rst:4 @@ -1398,9 +1404,8 @@ msgid "Scripting" msgstr "Scripting" #: ../../docs/about/docs_changelog.rst:39 -#, fuzzy msgid ":ref:`Typed GDscript `" -msgstr ":ref:`Integrados `" +msgstr ":ref:`Typed GDscript `" #: ../../docs/about/docs_changelog.rst:42 ../../docs/tutorials/2d/index.rst:2 msgid "2D" @@ -1408,7 +1413,7 @@ msgstr "2D" #: ../../docs/about/docs_changelog.rst:44 msgid ":ref:`2D lights and shadows `" -msgstr "" +msgstr ":ref:`Iluminación y sombras 2D `" #: ../../docs/about/docs_changelog.rst:45 msgid ":ref:`2D meshes `" @@ -1419,22 +1424,24 @@ msgid "3D" msgstr "3D" #: ../../docs/about/docs_changelog.rst:50 -#, fuzzy msgid ":ref:`CSG `" -msgstr ":ref:`CSGBox `" +msgstr ":ref:`CSG `" #: ../../docs/about/docs_changelog.rst:51 -#, fuzzy msgid "" ":ref:`Animating thousands of fish with MultiMesh " "`" -msgstr "Animar la pérdida de vida con el nodo Tween" +msgstr "" +":ref:`Animación de miles de objetos con MultiMesh " +"`" #: ../../docs/about/docs_changelog.rst:52 msgid "" ":ref:`Controlling thousands of fish with Particles " "`" msgstr "" +":ref:`Controlando cientos de peces con partículas " +"`" #: ../../docs/about/docs_changelog.rst:55 #: ../../docs/tutorials/physics/index.rst:2 @@ -1443,7 +1450,7 @@ msgstr "Física" #: ../../docs/about/docs_changelog.rst:57 msgid ":ref:`Ragdoll system `" -msgstr "" +msgstr ":ref:`Sistema de fisica ragdoll " #: ../../docs/about/docs_changelog.rst:58 msgid ":ref:`Softbody `" @@ -1462,9 +1469,8 @@ msgid ":ref:`2D skeletons `" msgstr "" #: ../../docs/about/docs_changelog.rst:64 -#, fuzzy msgid ":ref:`AnimationTree `" -msgstr ":ref:`Canalización de Animaciones`" +msgstr ":ref:`AnimationTree `" #: ../../docs/about/docs_changelog.rst:67 #: ../../docs/tutorials/viewports/index.rst:2 @@ -1508,34 +1514,28 @@ msgid ":ref:`Advanced post-processing `" msgstr "" #: ../../docs/about/docs_changelog.rst:85 -#, fuzzy msgid "Shading Reference:" -msgstr "Referencia de shading" +msgstr "Referencia de Shading:" #: ../../docs/about/docs_changelog.rst:81 -#, fuzzy msgid ":ref:`Shaders `" -msgstr ":ref:`Shaders fáciles de escribir `" +msgstr ":ref:`Shaders `" #: ../../docs/about/docs_changelog.rst:82 -#, fuzzy msgid ":ref:`Shading language `" -msgstr ":ref:`Shaders fáciles de escribir `" +msgstr ":ref:`Lenguaje de Shading `" #: ../../docs/about/docs_changelog.rst:83 -#, fuzzy msgid ":ref:`Spatial shaders `" -msgstr ":ref:`spatial `: Para rendering 3D." +msgstr ":ref:`Spatial shaders `" #: ../../docs/about/docs_changelog.rst:84 -#, fuzzy msgid ":ref:`CanvasItem shaders `" -msgstr ":ref:`canvas_item `: Para rendering 2D." +msgstr ":ref:`CanvasItem shaders `" #: ../../docs/about/docs_changelog.rst:85 -#, fuzzy msgid ":ref:`Particles shaders `" -msgstr ":ref:`particles `: Para sistemas de partículas." +msgstr ":ref:`Shaders de partículas `" #: ../../docs/about/docs_changelog.rst:88 ../../docs/tutorials/vr/index.rst:2 msgid "VR" @@ -1551,10 +1551,11 @@ msgid "Platform-specific" msgstr "" #: ../../docs/about/docs_changelog.rst:95 -#, fuzzy msgid "" ":ref:`Customizing the Web export HTML page `" -msgstr "Personalizando la página HTML de exportación a Web" +msgstr "" +":ref:`Personalizar la página HTML de exportación Web " +"`" #: ../../docs/about/docs_changelog.rst:98 #: ../../docs/tutorials/threads/index.rst:2 @@ -1583,10 +1584,9 @@ msgid ":ref:`Change scenes manually `" msgstr "" #: ../../docs/about/docs_changelog.rst:108 -#, fuzzy msgid "" ":ref:`Differences between GLES2 and GLES3 `" -msgstr "Diferencias generales entre C# y GDScript" +msgstr ":ref:`Diferencias entre GLES2 y GLES3 `" #: ../../docs/about/docs_changelog.rst:111 #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:231 @@ -1615,21 +1615,19 @@ msgid "Engine development" msgstr "" #: ../../docs/about/docs_changelog.rst:119 -#, fuzzy msgid "" ":ref:`Binding to external libraries `" -msgstr ":ref:`Los editores externos son posibles `" +msgstr "" +":ref:`Vinculación con librerías externas `" #: ../../docs/about/docs_changelog.rst:122 #: ../../docs/tutorials/content/index.rst:2 -#, fuzzy msgid "Creating content" msgstr "Creación de contenido" #: ../../docs/about/docs_changelog.rst:124 -#, fuzzy msgid ":ref:`Making trees `" -msgstr ":ref:`Canalización de Animaciones`" +msgstr ":ref:`Creando árboles `" #: ../../docs/about/docs_changelog.rst:127 #: ../../docs/tutorials/plugins/index.rst:2 @@ -1641,9 +1639,8 @@ msgid ":ref:`Making main screen plugins `" msgstr "" #: ../../docs/about/docs_changelog.rst:130 -#, fuzzy msgid ":ref:`Spatial gizmo plugins `" -msgstr ":ref:`Canalización de Animaciones`" +msgstr ":ref:`Spatial gizmo plugins `" #: ../../docs/getting_started/step_by_step/index.rst:2 #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:108 @@ -2600,17 +2597,14 @@ msgid "" msgstr "" #: ../../docs/getting_started/step_by_step/instancing.rst:103 -#, fuzzy msgid "" "Press \"Play\" and notice that all of the instanced balls are now much more " "bouncy. Because the instanced balls are based on the saved scene, changes to " "that scene will affect all instances." msgstr "" -"Abre la escena ``Ball`` y cambia la propiedad ``Bounce`` (elasticidad) en el " -"inspector a `1`. Presiona \"Play\" y observa que las escenas Ball " -"instanciadas ahora son mucho más elásticas. Como las instancias están " -"basadas en la escena guardada, los cambios en la escena afectarán todas las " -"instancias." +"Presiona \"Play\" y observa que todas las bolas instanciadas ahora rebotan " +"mucho más. Debido a que las bolas instanciadas están basadas en la escena " +"guardada, los cambios en esa escena afectarán a todas las instancias." #: ../../docs/getting_started/step_by_step/instancing.rst:107 msgid "" @@ -5711,16 +5705,16 @@ msgid "" msgstr "" #: ../../docs/getting_started/step_by_step/exporting.rst:38 -#, fuzzy msgid "" "Before we change the input method, in the project settings go to *Display*, " "then click on *Window*. In the *Stretch* options, set *Mode* to \"2d\" and " "*Aspect* to \"keep\". This ensures that the game scales consistently on " "different sized screens." msgstr "" -"En la sección *Stretch*, establece *Mode* en \"2d\" y *Aspect* en \"keep\". " -"Esto asegura que el juego se escale de forma consistente en pantallas de " -"diferentes tamaños." +"Antes de cambiar el método de entrada, en los ajustes del proyecto ve a " +"*Display*, luego haz clic en *Window*. En las opciones *Stretch*, establece " +"*Mode* en \"2d\" y *Aspect* en \"keep\". Esto asegura que el juego se escale " +"consistentemente en pantallas de diferentes tamaños." #: ../../docs/getting_started/step_by_step/exporting.rst:44 msgid "" @@ -7278,7 +7272,6 @@ msgid "The GUI you're going to create" msgstr "El GUI que vas a crear" #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:22 -#, fuzzy msgid "" "Download the project files: :download:`ui_main_menu_design.zip ` and extract the archive. Import the ``start/`` " @@ -7287,7 +7280,7 @@ msgid "" "folder." msgstr "" "Descarga los archivos del proyecto: :download:`ui_main_menu_design.zip " -"` y extrae el archivo. Importa el proyecto " +"` y extrae el fichero. Importa el proyecto " "``start/`` en Godot para seguir este tutorial. La carpeta ``end/`` contiene " "el resultado final. Encontrarás todos los sprites en la carpeta ``start/" "assets/main_menu``." @@ -7586,16 +7579,15 @@ msgstr "" "veces para crear cinco instancias adicionales de ``TextureRect``." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:159 -#, fuzzy msgid "" "Click each of the nodes to select it. In the inspector, find the ``Texture`` " "property and click ``[empty]`` -> ``Load``. A file browser opens and lets " "you pick a sprite to load into the texture slot." msgstr "" -"Haz clic en cada uno de los nodos para seleccionarlo. En el inspector, haz " -"clic en el icono ``...`` situado a la derecha de la propiedad Texture, y haz " -"clic en ``Load``. Se abre un navegador de archivos que te permite elegir un " -"sprite para cargarlo en la ranura de texturas." +"Haz clic en cada uno de los nodos para seleccionarlos. En el inspector, " +"encuentra la propiedad ``Texture`` y haz clic en ``[empty]`` -> ``Load``. Se " +"abre un explorador de archivos que te permite elegir un sprite para cargarlo " +"en el slot de texturas." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:165 msgid "The file browser lets you find and load textures" @@ -10352,13 +10344,13 @@ msgid "Creating the animation" msgstr "Crear una animación" #: ../../docs/getting_started/step_by_step/animations.rst:33 -#, fuzzy msgid "" "It's time to create a new animation! Press the Animation button then select " "new from the menu. Name the animation \"intro\" when the dialog appears." msgstr "" -"¡Es hora de crear una nueva animación! Presiona el botón de nueva animación " -"y nombra la animación \"intro\" cuando aparezca el cuadro de diálogo." +"Es hora de crear una nueva animación! Presiona el botón de Animación y luego " +"selecciona nuevo en el menú. Ponle un nombre a la animación \"intro\" cuando " +"aparezca el diálogo." #: ../../docs/getting_started/step_by_step/animations.rst:40 msgid "" @@ -10780,7 +10772,6 @@ msgid "" msgstr "Pueden extender ** otros ** tipos de recursos además del recurso base." #: ../../docs/getting_started/step_by_step/resources.rst:185 -#, fuzzy msgid "" "Resources and Dictionaries are both passed by reference, but only Resources " "are reference-counted. This means that if a Dictionary is passed between " @@ -10788,12 +10779,12 @@ msgid "" "the Dictinoary will be invalidated. Conversely, Resources will not be freed " "from memory until *all* the objects are deleted." msgstr "" -"Los recursos y los diccionarios también difieren en que ambos se pasan por " -"referencia, pero solo los recursos se cuentan como referencia. Esto " -"significa que si se pasa un Diccionario entre objetos y se elimina el primer " -"objeto, se invalidará la variable del segundo objeto. Esto no es así para " -"los Recursos que no liberarán su memoria hasta que * todas * las instancias " -"hayan desaparecido." +"Tanto los Recursos como los Diccionarios se pasan por referencia, pero sólo " +"los Recursos se cuentan por referencia. Esto significa que si se pasa un " +"Diccionario entre objetos y se borra el primer objeto, las referencias de " +"todos los demás objetos al diccionario se invalidarán. Por el contrario, los " +"Recursos no serán liberados de la memoria hasta que *todos* los objetos sean " +"borrados." #: ../../docs/getting_started/step_by_step/resources.rst:215 msgid "Godot makes it easy to create custom Resources in the Inspector." @@ -12487,32 +12478,29 @@ msgid "Connections: groups and signals" msgstr "Conexiones: grupos y señales" #: ../../docs/getting_started/editor/unity_to_godot.rst:233 -#, fuzzy msgid "" "You can control nodes by accessing them via script and calling built-in or " "user-defined functions on them. You can also place nodes in a group and call " "functions on all nodes in this group. See more in the :ref:`scripting " "documentation `." msgstr "" -"Se puede controlar los nodos accediendo a ellos mediante un script, y llamar " -"sus funciones (integradas o definidas por el usuario). Pero hay más: " -"¡también puedes colocarlos en un grupo y llamar a una función en todos los " -"nodos que contiene este grupo! Esto se explica en esta página :ref:" -"`scripting documentation `." +"Puedes controlar los nodos accediendo a ellos mediante un script y llamando " +"a funciones incorporadas o definidas por el usuario. También es posible " +"colocar nodos en un grupo y llamar funciones en todos los nodos de este " +"grupo. Ver más en la :ref:`documentación de scripting " +"`." #: ../../docs/getting_started/editor/unity_to_godot.rst:238 -#, fuzzy msgid "" "Nodes can send a signal when a specified action occurs. A signal can be set " "to call any function. You can define custom signals and specify when they " "are triggered. See more in the :ref:`signals documentation " "`." msgstr "" -"¡Pero hay más! Algunos nodos emiten señales cuando ocurren ciertas acciones. " -"Se pueden conectar estas señales para llamar a una función específica en el " -"momento en que se produce. Hay que tener en cuenta que puedes definir tus " -"propias señales y enviarlas cuando quieras. Esta característica está " -"documentada aquí :ref:`signals documentation ` ." +"Los nodos pueden enviar una señal cuando ocurre una acción especificada. Se " +"puede configurar una señal para llamar a cualquier función. Puedes definir " +"señales personalizadas y especificar cuándo se activan. Ver más en la :ref:" +"`documentación de señales `." #: ../../docs/getting_started/editor/unity_to_godot.rst:243 msgid "Script serialization" @@ -12574,17 +12562,16 @@ msgid "Using Godot in C++" msgstr "Usando Godot en C++" #: ../../docs/getting_started/editor/unity_to_godot.rst:262 -#, fuzzy msgid "" "Godot allows you to develop your project directly in C++ by using its API, " "which is not possible with Unity at the moment. As an example, you can " "consider Godot Engine's editor as a \"game\" written in C++ using the Godot " "API." msgstr "" -"Para tu información, Godot también permite desarrollar un proyecto " -"directamente en C++ utilizando su API, lo que no es posible con Unity en " -"este momento. Por ejemplo, puedes considerar el editor de Godot Engine como " -"un \"juego\" escrito en C++ usando la API de Godot." +"Godot te permite desarrollar tu proyecto directamente en C++ utilizando su " +"API, lo que no es posible con Unity en este momento. Por ejemplo, puedes " +"considerar el editor de Godot Engine como un \"juego\" escrito en C++ usando " +"la API de Godot." #: ../../docs/getting_started/editor/unity_to_godot.rst:265 msgid "" @@ -16360,13 +16347,12 @@ msgid "Define the return type of a function with the arrow ->" msgstr "Define el tipo de retorno de una función con la flecha ->" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:213 -#, fuzzy msgid "" "To define the return type of a function, write a dash and a right angle " "bracket ``->`` after its declaration, followed by the return type:" msgstr "" -"PAra definir el tipo de retorno de una función, escribe un guión y un " -"símbolo mayor ``->`` después de su declaración, seguido del tipo de " +"Para definir el tipo de retorno de una función, escribe un guion y un " +"símbolo mayor que ``->`` después de su declaración, seguido del tipo de " "retorno:" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:221 @@ -18477,7 +18463,6 @@ msgid "Setting up C# for Godot" msgstr "Configuración C# para Godot" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:41 -#, fuzzy msgid "" "Download and install the latest version of `Visual Studio `_ (*not* Visual Studio Code), which " @@ -18488,12 +18473,15 @@ msgid "" "Framework 4.5 targeting pack installed, you can get it using any of the " "installers mentioned above inside the \"Individual components\" tab." msgstr "" -"Descarga e instala la última versión de Visual Studio (*NO el código de Visual Studio*), la cual contiene " -"servicios requeridos para el uso de C# en Godot. Si no vas a utilizar el IDE " -"de Visual Studio , simplemente descarga los Build Tools de Visual Studio " -" en su lugar." +"Descarga e instala la última versión de `Visual Studio `_ (*no* Visual Studio Code), que contiene las " +"utilidades necesarias para utilizar C# en Godot. Si no planeas usar el IDE " +"de Visual Studio, puedes descargar sólo `Visual Studio Build Tools `_ en su lugar. Asegúrate de tener instalado al menos " +"el paquete .NET Framework 4.5, puedes obtenerlo usando cualquiera de los " +"instaladores mencionados anteriormente dentro de la pestaña \"Componentes " +"individuales\"." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:51 msgid "macOS and Linux" @@ -18553,7 +18541,6 @@ msgid "Configuring an external editor" msgstr "Configuración de un editor externo" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:79 -#, fuzzy msgid "" "C# support in Godot's script editor is minimal. Consider using an external " "IDE or editor, such as `Visual Studio Code `_ o MonoDevelop. Éstos " -"proporcionan autocompletado, depuración y otras características útiles " -"cuando se trabaja con C#. Para configurarlo en Godot, haz clic en **Editor → " -"Ajustes del editor** y desplázate hacia abajo hasta los ajustes de **Mono**. " -"En **Mono**, haz clic en **Editor** y elige el editor externo que desees." +"El soporte de C# en el editor de scripts de Godot es mínimo. Considera la " +"posibilidad de utilizar un IDE o editor externo, como `Visual Studio Code " +"`_ o MonoDevelop. Éstos proporcionan " +"autocompletado, depuración y otras características útiles para C#. Para " +"seleccionar un editor externo en Godot, haz clic en **Editor → Ajustes del " +"Editor** y ve hacia abajo hasta **Mono**. En **Mono**, haz clic en " +"**Editor** y selecciona el editor externo que desees." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:87 msgid "" @@ -18661,15 +18648,14 @@ msgstr "" "y busca el ``ItemGroup``, debería haber una línea incluida como la siguiente:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:136 -#, fuzzy msgid "" "Simply remove that line and your project should build correctly again. Same " "for renaming and moving things, simply rename and move them in the project " "file if needed." msgstr "" -"Simplemente elimine esa línea y su proyecto debería volver a compilarse " +"Simplemente elimina esa línea y tu proyecto debería volver a compilarse " "correctamente. Lo mismo para renombrar y mover cosas, simplemente " -"renombrarlas y moverlas en el archivo del proyecto si fuera necesario." +"renómbralas y muévelas en el archivo del proyecto si es necesario." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:141 #: ../../docs/tutorials/io/background_loading.rst:87 @@ -18685,7 +18671,6 @@ msgstr "" "funciona." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:170 -#, fuzzy msgid "" "As you can see, functions normally in global scope in GDScript like Godot's " "``print`` function are available in the ``GD`` class which is part of the " @@ -18693,23 +18678,22 @@ msgid "" "class reference pages for :ref:`@GDScript ` and :ref:" "`@GlobalScope `." msgstr "" -"Como puedes ver, las cosas que normalmente están en el ámbito global de " -"GDScript como la función ``print`` de Godot están disponibles en el espacio " -"de nombres ``GD``. Para ver una lista de éstos, mira las páginas de " -"referencia de la clase para :ref:`@GDScript ` y :ref:" -"`@GlobalScope `." +"Como se puede ver, las funciones de alcance global en GDScript como la " +"función ``print`` de Godot están disponibles en la clase ``GD`` que forma " +"parte del espacio de nombres ``Godot``. Para ver una lista de los métodos de " +"la clase ``GD``, consulta las páginas de referencia de la clase para :ref:" +"`@GDScript ` y :ref:`@GlobalScope `." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:177 -#, fuzzy msgid "" "Keep in mind that the class you wish to attach to your node should be named " "as the ``.cs`` file. Otherwise, you will get the following error and won't " "be able to run the scene: *\"Cannot find class XXX for script res://XXX.cs\"*" msgstr "" -"Ten en cuenta que la clase que deseas adjuntar a tu nodo debe de ser " -"nombrada como el archivo ``.cs``. De lo contrario, obtendrás el siguiente " -"error y no podrás ejecutar la escena: ``Cannot find class XXX for script " -"res://XXX.cs``." +"Tén en cuenta que la clase que deseas adjuntar a tu nodo debe ser nombrada " +"como un archivo ``.cs``. De lo contrario, se producirá el siguiente error y " +"no se podrá ejecutar la escena: *\"Cannot find class XXX for script res://" +"XXX.cs\"*" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:183 msgid "General differences between C# and GDScript" @@ -18728,7 +18712,6 @@ msgstr "" "idiomática dentro de lo razonable." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:189 -#, fuzzy msgid "For more information, see the :ref:`doc_c_sharp_differences` page." msgstr "" "Para más información, consulta la página :ref:`doc_c_sharp_differences`." @@ -18738,7 +18721,6 @@ msgid "Current gotchas and known issues" msgstr "Problemas actuales y problemas conocidos" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:194 -#, fuzzy msgid "" "As C# support is quite new in Godot, there are some growing pains and things " "that need to be ironed out. Below is a list of the most important issues you " @@ -18746,15 +18728,14 @@ msgid "" "a look over the official `issue tracker for Mono issues `_." msgstr "" -"Como el soporte de C# es bastante nuevo para Godot, existen algunos " -"problemas de desarrollo y asuntos que aún deben ser resueltos. Abajo hay una " -"lista de los temas más importantes que debes tener en cuenta cuando te " -"sumerjas en C# con Godot, pero si tienes alguna duda, también puedes echar " -"un vistazo al `rastreador de incidencias para incidencias Mono `_." +"Como el soporte de C# es bastante nuevo en Godot, hay algunos problemas de " +"desarrollo y cosas que necesitan ser solucionadas. Abajo hay una lista de " +"los temas más importantes que debes tener en cuenta cuando te sumerjas en C# " +"en Godot, pero si tienes alguna duda, también puedes echar un vistazo al " +"`rastreador oficial de incidencias de Mono `_." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:200 -#, fuzzy msgid "" "As explained above, the C# project isn't always kept in sync automatically " "when things are deleted, renamed or moved in Godot (`#12917 `_)" +"issues/12917>`_)." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:203 -#, fuzzy msgid "" "Writing editor plugins is possible, but it is currently quite convoluted." msgstr "" -"La creación de plugins para el editor y scripts en modo tool todavía no está " -"soportado por C#" +"Es posible crear plugins para el editor, pero actualmente es bastante " +"complicado." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:204 msgid "" @@ -18782,7 +18762,6 @@ msgstr "" "en caliente, con la excepción de las variables exportadas." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:206 -#, fuzzy msgid "" "Exporting Mono projects is only supported for desktop platforms (Linux, " "Windows and macOS). Android, iOS, HTML5 and UWP are not currently supported " @@ -18791,10 +18770,13 @@ msgid "" "github.com/godotengine/godot/issues/20270>`_ `#20271 `_)." msgstr "" -"Los proyectos Mono sólo soportan exportar a plataformas de escritorio " -"(Linux, Windows y macOS). HTML5, Android, iOS y UWP no están soportados " -"actualmente (`#18364 comment `_)" +"La exportación de proyectos Mono sólo es compatible con plataformas de " +"escritorio (Linux, Windows y macOS). Android, iOS, HTML5 y UWP no son " +"compatibles actualmente (`#20267 `_, `#20268 `_ `#20270 `_ `#20271 `_)." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:212 msgid "" @@ -18810,7 +18792,6 @@ msgid "Performance of C# in Godot" msgstr "Rendimiento de C# en Godot" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:218 -#, fuzzy msgid "" "According to some preliminary `benchmarks `_, the performance of C# in Godot — while generally in the same " @@ -18820,45 +18801,41 @@ msgid "" "scripting workloads. C# is faster, but requires some expensive marshalling " "when talking to Godot." msgstr "" -"De acuerdo con algunos datos preliminares `benchmarks `_, el rendimiento de C# en Godot - aunque " -"generalmente es en el mismo orden de magnitud - es aproximadamente **~4x** " -"el de GDScript en algunos casos sencillos. Para un rendimiento completo, C++ " -"es todavía un poco más rápido; las especificaciones van a variar de acuerdo " -"a su caso de uso. GDScript es probablemente lo suficientemente rápido para " -"la mayoría de las cargas de trabajo de scripting general. C# es más rápido, " -"pero requiere un procedimiento (marshalling) más costoso al comunicarse con " -"Godot." +"De acuerdo con algunos `benchmarks preliminares `_, el rendimiento de C# en Godot - aunque generalmente en " +"el mismo orden de magnitud - es aproximadamente **~4×** el de GDScript en " +"algunos casos ingenuos. C++ es todavía un poco más rápido; las " +"especificaciones van a variar de acuerdo a su caso de uso. GDScript " +"probablemente sea lo suficientemente rápido para la mayoría de las cargas de " +"trabajo de scripting habituales. C# es más rápido, pero requiere de una " +"organización más costosa cuando se comunica con Godot." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:226 -#, fuzzy msgid "Using NuGet packages in Godot" -msgstr "Uso de los paquetes Nuget en Godot" +msgstr "Uso de los paquetes NuGet en Godot" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:228 -#, fuzzy msgid "" "`NuGet `_ packages can be installed and used with " "Godot, as with any C# project. Many IDEs are able to add packages directly. " "They can also be added manually by adding the package reference in the ``." "csproj`` file located in the project root:" msgstr "" -"`NuGet `_ Los paquetes pueden ser instalados y " -"usados con Godot, como con cualquier proyecto. Muchos IDEs (como VS Code) " -"pueden añadir paquetes directamente. También se pueden añadir manualmente " -"añadiendo la referencia del paquete en el archivo ``.csproj`` ubicado en la " -"raíz del proyecto:" +"Los paquetes `NuGet `_ pueden ser instalados y " +"usados en Godot, como en cualquier proyecto C#. Muchos IDEs pueden añadir " +"paquetes directamente. También se pueden añadir manualmente añadiendo la " +"referencia del paquete en el archivo ``.csproj`` ubicado en la raíz del " +"proyecto:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:243 -#, fuzzy msgid "" "Whenever packages are added or modified, run ``nuget restore`` in the root " "of the project directory. To ensure that NuGet packages will be available " "for msbuild to use, run:" msgstr "" -"Cada vez que se añadan o modifiquen paquetes, ejecuta nuget restore en la " -"raíz del directorio del proyecto, para asegurarte de que los paquetes nuget " -"están disponibles para ser usados por msbuild, ejecuta:" +"Cada vez que se añadan o modifiquen paquetes, ejecuta ``nuget restore`` en " +"la raíz del directorio del proyecto. Para asegurarse de que los paquetes " +"NuGet estén disponibles para ser usados por msbuild, ejecuta:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:4 msgid "Features" @@ -19058,13 +19035,12 @@ msgid "General differences" msgstr "Diferencias generales" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:11 -#, fuzzy msgid "" "As explained in the :ref:`doc_c_sharp`, C# generally uses ``PascalCase`` " "instead of the ``snake_case`` used in GDScript and C++." msgstr "" -"Como se explica en el :ref:`doc_c_sharp`, C# generalmente usa ``PascalCase`` " -"en lugar de ``snake_case`` en GDScript y C++." +"Como se explica en el apartado :ref:``doc_c_sharp``, C# utiliza generalmente " +"``PascalCase`` en lugar del ``snake_case`` utilizado en GDScript y C++." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:15 #: ../../docs/tutorials/threads/thread_safe_apis.rst:15 @@ -19374,14 +19350,12 @@ msgstr "" "nombres cambiados:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:205 -#, fuzzy msgid "``get_rotation()``" -msgstr "get_rotation()" +msgstr "``get_rotation()``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:205 -#, fuzzy msgid "``Rotation``" -msgstr "Rotación" +msgstr "``Rotation``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:210 msgid "Plane" @@ -19396,14 +19370,12 @@ msgstr "" "nombres ligeramente cambiados:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:217 -#, fuzzy msgid "``center()``" -msgstr "center()" +msgstr "``center()``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:217 -#, fuzzy msgid "``Center``" -msgstr "Center" +msgstr "``Center``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:221 msgid "Rect2" @@ -19426,14 +19398,12 @@ msgid "``End``" msgstr "End" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:236 -#, fuzzy msgid "``get_area()``" -msgstr "get_area()" +msgstr "``get_area()``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:236 -#, fuzzy msgid "``Area``" -msgstr "Area" +msgstr "``Area``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:240 msgid "Quat" @@ -19451,21 +19421,19 @@ msgstr "" "en GDScript y C++." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:246 -#, fuzzy msgid "" "The following methods were converted to a property with a different name:" msgstr "" -"Los siguientes métodos fueron convertidos a propiedades con sus respectivos " -"nombres cambiados:" +"Los siguientes métodos fueron convertidos a propiedades con un nombre " +"diferente:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:251 msgid "``length()``" msgstr "length()" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:251 -#, fuzzy msgid "``Length``" -msgstr "``$NodePath``" +msgstr "``Length``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:252 msgid "``length_squared()``" @@ -19476,93 +19444,76 @@ msgid "``LengthSquared``" msgstr "LengthSquared" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:258 -#, fuzzy msgid "" "*This is temporary. PoolArrays will need their own types to be used the way " "they are meant to.*" msgstr "" -"*Esto es temporal. Array es contado por referencia, así que necesita su " -"propio tipo que lo encapsule en el lado nativo. PoolArrays también necesitan " -"su propio tipo para poder ser usados del modo en que deben funcionar" +"*Esto es temporal. Los PoolArrays necesitarán sus propios tipos para ser " +"usados de la manera en que están destinados.*" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:263 -#, fuzzy msgid "``Array``" -msgstr "Arreglo" +msgstr "``Array``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:263 msgid "``Godot.Array``" msgstr "Godot.Array" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:264 -#, fuzzy msgid "``PoolIntArray``" -msgstr "PoolIntArray" +msgstr "``PoolIntArray``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:264 -#, fuzzy msgid "``int[]``" -msgstr "``in``" +msgstr "``int[]``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:265 -#, fuzzy msgid "``PoolByteArray``" -msgstr "PoolByteArray" +msgstr "``PoolByteArray``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:265 -#, fuzzy msgid "``byte[]``" -msgstr "byte[]" +msgstr "``byte[]``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:266 -#, fuzzy msgid "``PoolFloatArray``" -msgstr "PoolFloatArray" +msgstr "``PoolFloatArray``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:266 -#, fuzzy msgid "``float[]``" -msgstr "float[]" +msgstr "``float[]``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:267 -#, fuzzy msgid "``PoolStringArray``" -msgstr "PoolStringArray" +msgstr "``PoolStringArray``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:267 -#, fuzzy msgid "``String[]``" -msgstr "String[]" +msgstr "``String[]``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:268 -#, fuzzy msgid "``PoolColorArray``" -msgstr "PoolColorArray" +msgstr "``PoolColorArray``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:268 -#, fuzzy msgid "``Color[]``" -msgstr "Color[]" +msgstr "``Color[]``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:269 -#, fuzzy msgid "``PoolVector2Array``" -msgstr "PoolVector2Array" +msgstr "``PoolVector2Array``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:269 -#, fuzzy msgid "``Vector2[]``" -msgstr "Vector2[]" +msgstr "``Vector2[]``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:270 -#, fuzzy msgid "``PoolVector3Array``" -msgstr "PoolVector3Array" +msgstr "``PoolVector3Array``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:270 -#, fuzzy msgid "``Vector3[]``" -msgstr "Vector3[]" +msgstr "``Vector3[]``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:273 msgid "" @@ -19573,9 +19524,8 @@ msgstr "" "el constructor ``Godot.Array(Godot.Array)`` para crear uno." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:279 -#, fuzzy msgid "Use ``Godot.Dictionary``." -msgstr "Utilice ``Dictionary``." +msgstr "Usa ``Godot.Dictionary``." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:281 msgid "" @@ -19599,7 +19549,6 @@ msgid "Communicating with other scripting languages" msgstr "Comunicándose con otros lenguajes de scripting" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:292 -#, fuzzy msgid "" "The methods ``object Object.Call(string method, params object[] args)``, " "``object Object.Get(string field)`` and ``object Object.Set(string field, " @@ -19608,8 +19557,8 @@ msgid "" msgstr "" "Los métodos ``object Object.call(string method, params object[] args)``, " "``object Object.get(string field)`` y ``object Object.set(string field, " -"object value)`` son proporcionados para comunicarse con instancias de otros " -"lenguajes de scripting a través de la API Variant." +"object value)`` se proporcionan para comunicarse con instancias de otros " +"lenguajes de scripting a través de Variant API." #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:300 msgid "" @@ -19646,50 +19595,41 @@ msgid "Other differences:" msgstr "Otras diferencias:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:323 -#, fuzzy msgid "``Color8``" -msgstr "Color8" +msgstr "``Color8``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:323 -#, fuzzy msgid "``Color.Color8``" -msgstr "Color.Color8" +msgstr "``Color.Color8``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:324 -#, fuzzy msgid "``is_inf``" -msgstr "is_inf" +msgstr "``is_inf``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:324 -#, fuzzy msgid "``float.IsInfinity``" -msgstr "float.IsInfinity" +msgstr "``float.IsInfinity``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:325 -#, fuzzy msgid "``is_nan``" -msgstr "is_nan" +msgstr "``is_nan``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:325 -#, fuzzy msgid "``float.IsNaN``" -msgstr "float.IsNaN" +msgstr "``float.IsNaN``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:326 -#, fuzzy msgid "``dict2inst``" -msgstr "dict2inst" +msgstr "``dict2inst``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:326 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:327 -#, fuzzy msgid "TODO" -msgstr "? TODO" +msgstr "TODO" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:327 -#, fuzzy msgid "``inst2dict``" -msgstr "inst2dict" +msgstr "``inst2dict``" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:4 msgid "C# style guide" @@ -20327,9 +20267,8 @@ msgstr "" "Ninguno - No buscar materiales. Expórtalos desde el archivo de Blender." #: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:37 -#, fuzzy msgid "Export of Cycles/EEVEE materials" -msgstr "Exportar materiales de Blender" +msgstr "Exportar materiales de Cycles/EEVEE" #: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:39 msgid "" @@ -20373,16 +20312,16 @@ msgstr "" "correcto. Otras están basadas en aproximación." #: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:52 -#, fuzzy msgid "" "Sometimes materials may not be valid for exporting (e.g. has some " "unsupported node) or it is using Blender Internal Engine, only the diffuse " "color and a few flags (e.g. unshaded) are exported and form a Spatial " "Material." msgstr "" -"La otra forma en que los materiales pueden ser tratados es que el exportador " -"los exporte desde Blender. Actualmente sólo se exportan diffuse color y " -"algunos flags (por ejemplo, unshaded)." +"A veces los materiales pueden no ser válidos para ser exportados (por " +"ejemplo, tiene algún nodo no soportado) o está usando Blender Internal " +"Engine, sólo se exportan el color difuso y unos pocos flags (por ejemplo, " +"unshaded) y forman un Spatial Material." #: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:58 msgid "Generate external materials" @@ -20791,40 +20730,37 @@ msgstr "" "(incluyendo la acción action) que será exportada." #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:41 -#, fuzzy msgid "**3. Export the scene**" -msgstr "**4. Exportar la escena**" +msgstr "**3. Exportar la escena**" #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:43 msgid "Make sure the ``Export Stashed Actions`` option has been turned on." msgstr "Asegurate que la opción “Exportar acciones ocultas” ha sido activada." #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:47 -#, fuzzy msgid "" "Then all the stashed actions, as well as the active action, are exported to " "an AnimationPlayer." msgstr "" -"Todas las acciones ocultas, así como la acción activa, se exportan a un " -"AnimationPlayer." +"A continuación, todas las acciones ocultas, así como la acción activa, se " +"exportan a un AnimationPlayer." #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:54 msgid "Constraints" msgstr "Constraints" #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:55 -#, fuzzy msgid "" "Sometimes complicated animation is built with object constraint; a usual " "example is inverse kinematics. The add-on would automatically check if an " "object has some constraint; if it does, all the constraints are baked into " "actions and then exported along with the object." msgstr "" -"La animación a veces complicada se construye con restricción de objetos; Un " -"ejemplo habitual es la cinemática inversa. El complemento verificará " +"A veces se construye una animación complicada con restricciones de objetos; " +"un ejemplo habitual es inverse kinematics. El complemento comprobaría " "automáticamente si un objeto tiene alguna restricción; si la tiene, todas " -"las restricciones se incorporan a cada acción que tiene el objeto y luego se " -"exportan." +"las restricciones se convierten en acciones y luego se exportan junto con el " +"objeto." #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:62 msgid "Animation Mode" @@ -21620,13 +21556,11 @@ msgid "12kb" msgstr "12kb" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:35 -#, fuzzy msgid "" "Consider using WAV for short and repetitive sound effects, and OGG for " "music, speech, and long sound effects." msgstr "" -"En general, lo que se recomienda es usar WAV para la mayoría de los efectos " -"de sonido, especialmente aquellos que son cortos y repetitivos, y OGG para " +"Considera usar WAV para efectos de sonido cortos y repetitivos, y OGG para " "música, voz y efectos de sonido largos." #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:39 @@ -25391,7 +25325,6 @@ msgstr "" "dentro de sí mismas." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:43 -#, fuzzy msgid "" "If a scene must interact with an external context, experienced developers " "recommend the use of `Dependency Injection ` _. Esta técnica " -"implica tener una API de alto nivel que proporcione las dependencias a la " -"API de bajo nivel. ¿Por qué hacer esto? porque las clases que dependen de un " -"entorno externo pueden desencadenar errores y comportamientos inesperados." +"Si una escena debe interactuar en un contexto externo, los desarrolladores " +"experimentados recomiendan el uso de `Inyección de dependencias `_. Esta técnica implica que " +"una API de alto nivel proporcione las dependencias de la API de bajo nivel. " +"¿Por qué hacer esto? Porque las clases que dependen de su entorno externo " +"pueden desencadenar errores y comportamientos inesperados sin darse cuenta." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:50 msgid "" @@ -25947,9 +25880,8 @@ msgid "There are two systems for registering types..." msgstr "Existen dos modos de registrar tipos..." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:98 -#, fuzzy msgid ":ref:`Custom Types `" -msgstr ":ref:`Shaders fáciles de escribir `" +msgstr ":ref:`Tipos Personalizados `" #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:100 msgid "Editor-only. Typenames are not accessible at runtime." @@ -28659,9 +28591,8 @@ msgstr "" "aleatoriedad de la variación de tono." #: ../../docs/tutorials/2d/particle_systems_2d.rst:288 -#, fuzzy msgid "Emission Shapes" -msgstr "Formas de Colisión" +msgstr "Formas de Emisión" #: ../../docs/tutorials/2d/particle_systems_2d.rst:290 msgid "" @@ -28689,9 +28620,8 @@ msgid "A dialog box with several settings will appear." msgstr "" #: ../../docs/tutorials/2d/particle_systems_2d.rst:310 -#, fuzzy msgid "Emission Mask" -msgstr "Emission" +msgstr "Máscara de Emisión" #: ../../docs/tutorials/2d/particle_systems_2d.rst:312 msgid "Three types of emission masks can be generated from a texture:" @@ -28717,9 +28647,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/2d/particle_systems_2d.rst:331 -#, fuzzy msgid "Emission Colors" -msgstr "Emission" +msgstr "Colores de Emisión" #: ../../docs/tutorials/2d/particle_systems_2d.rst:333 msgid "" @@ -35031,9 +34960,8 @@ msgid ":ref:`CSGBox `" msgstr ":ref:`CSGBox `" #: ../../docs/tutorials/3d/csg_tools.rst:23 -#, fuzzy msgid ":ref:`CSGCylinder ` (also supports cone)" -msgstr ":ref:`CSGCylinder ` (También soporta conos)" +msgstr ":ref:`CSGCylinder ` (también soporta conos)" #: ../../docs/tutorials/3d/csg_tools.rst:24 msgid ":ref:`CSGSphere `" @@ -35123,9 +35051,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/csg_tools.rst:76 -#, fuzzy msgid "it must be closed," -msgstr "Debe ser cerrada" +msgstr "debe ser cerrada," #: ../../docs/tutorials/3d/csg_tools.rst:77 msgid "it must not self-intersect," @@ -35150,7 +35077,6 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/csg_tools.rst:90 -#, fuzzy msgid "Processing order" msgstr "Orden de procesamiento" @@ -35299,11 +35225,12 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/csg_tools.rst:183 -#, fuzzy msgid "" "Undo the re-parent after observing the effect. The bed you've built should " "look like this:" -msgstr "La cama construida debe verse así:" +msgstr "" +"Deshacer el parentesco después de observar el efecto. La cama que has " +"construido debería ser así:" #: ../../docs/tutorials/3d/csg_tools.rst:188 msgid "Create a CSGCombiner and name it ``lamp``." @@ -37229,36 +37156,41 @@ msgstr "Analicemos el script:" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:497 msgid "First we define a few class variables:" -msgstr "" +msgstr "Primero, declaramos unas cuantas clases variables:" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:499 msgid "``BULLET_SPEED``: The speed at which the bullet travels." -msgstr "" +msgstr "``BULLET_SPEED``: La velocidad a la que la bala viaja." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:500 msgid "" "``BULLET_DAMAGE``: The damage the bullet will cause to anything with which " "it collides." msgstr "" +"``BULLET_DAMAGE``: El daño que causa una bala cuando colisiona con algo." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:501 msgid "``KILL_TIMER``: How long the bullet can last without hitting anything." msgstr "" +"``KILL_TIMER``: El tiempo que la bala puede viajar sin colisionar con algo." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:502 msgid "``timer``: A float for tracking how long the bullet has been alive." -msgstr "" +msgstr "Un float para saber cuanto tiempo la bala ha estado viva." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:503 msgid "" "``hit_something``: A boolean for tracking whether or not we've hit something." msgstr "" +"``hit_something``: Un boolean para saber si hemos colisionado con algo o no." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:505 msgid "" "With the exception of ``timer`` and ``hit_something``, all of these " "variables change how the bullet interacts with the world." msgstr "" +"Salvo las excepciones de ``timer``y ``hit_something``, todas estas variables " +"cambian como la bala interactua con su ambiente." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:508 msgid "" @@ -37266,6 +37198,9 @@ msgid "" "get a bullet travelling forever. By using a kill timer, we can ensure that " "no bullets will travel forever and consume resources." msgstr "" +"La razon por la cual utilizamos un contador es para que no ocurra el caso en " +"el que la bala viaja infinitamente. Al utilizar un contador, nos aseguramos " +"que ninguna bala viajara infinitamente ni consumira recursos." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:512 msgid "" @@ -37276,6 +37211,12 @@ msgid "" "need to change the damage and speed of these bullets, so we need them to be " "variables and not constants." msgstr "" +"Tal cual es presentado en:ref:`doc_fps_tutorial_part_one`, hay dos variables " +"con solo mayusculas. La razon por esto es la misma a la razon presentadada " +"en :ref:`doc_fps_tutorial_part_one`: queremos tratar estas variables como " +"constantes, pero queremos poder cambiarlas. En este caso necesitaremos " +"cambiar el daño y la velocidad de las balas mas tarde, por lo tanto, " +"necesitaremos que sean variables y no constantes." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:519 msgid "" @@ -40986,86 +40927,110 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:787 msgid "``FIRE_TIME``: The amount of time (in seconds) needed to fire a bullet." msgstr "" +"``FIRE_TIME``: El tiempo(en segundos) necesitados para disparar una bala." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:788 msgid "" "``fire_timer``: A variable for tracking how much time has passed since the " "turret last fired." msgstr "" +"``fire_timer``: Una variable para traquear cuanto tiempo ha pasado desde el " +"ultimo disparo de la torreta." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:789 msgid "``node_turret_head``: A variable to hold the ``Head`` node." -msgstr "" +msgstr "``node_turret_head``: Una variable para mantener el nodo``Head``." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:790 msgid "" "``node_raycast``: A variable to hold the :ref:`Raycast ` node " "attached to the turret's head." msgstr "" +"``node_raycast``: Una variable para mantener el nodo :ref:`Raycast " +"` junto a la cabeza de la torreta." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:791 msgid "" "``node_flash_one``: A variable to hold the first muzzle flash :ref:" "`MeshInstance `." msgstr "" +"``node_flash_one``: Una variable para mantener el primer flash de disparo:" +"ref:`MeshInstance `." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:792 msgid "" "``node_flash_two``: A variable to hold the second muzzle flash :ref:" "`MeshInstance `." msgstr "" +"``node_flash_two``: Una variable para mentener el segundo flash de disparo :" +"ref:`MeshInstance `." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:793 msgid "``ammo_in_turret``: The amount of ammo currently in the turret." -msgstr "" +msgstr "``ammo_in_turret``: Cuanta municion hay en la torreta en el momento." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:794 msgid "``AMMO_IN_FULL_TURRET``: The amount of ammo in a full turret." -msgstr "" +msgstr "``AMMO_IN_FULL_TURRET``: La cantidad de municion en una torreta llena." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:795 msgid "``AMMO_RELOAD_TIME``: The amount of time it takes the turret to reload." msgstr "" +"``AMMO_RELOAD_TIME``: La cantidad de tiempo necesaria para recargar la " +"torreta." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:796 msgid "" "``ammo_reload_timer``: A variable for tracking how long the turret has been " "reloading." msgstr "" +"``ammo_reload_timer``: Una variable para traquear cuanto tiempo la torreta " +"ha estado recargando." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:797 msgid "``current_target``: The turret's current target." -msgstr "" +msgstr "``current_target``: El objetivo de la torreta en el momento." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:798 msgid "" "``is_active``: A variable for tracking whether the turret is able to fire at " "the target." msgstr "" +"``is_active``: Una variable para traquear si la torreta tiene la posibilidad " +"de disparar a su objetivo." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:799 msgid "" "``PLAYER_HEIGHT``: The amount of height we're adding to the target so we're " "not shooting at its feet." msgstr "" +"``PLAYER_HEIGHT``: La altura que le añadimos al objetivo para que no estemos " +"disparandole a sus pies." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:800 msgid "``smoke_particles``: A variable to hold the smoke particles node." msgstr "" +"``smoke_particles``: Una variable para mantener el nodo de particulas de " +"humo." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:801 msgid "``turret_health``: The amount of health the turret currently has." msgstr "" +"``turret_health``: La cantidad de vida que tiene la torreta en el momento." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:802 msgid "``MAX_TURRET_HEALTH``: The amount of health a fully healed turret has." msgstr "" +"``MAX_TURRET_HEALTH``: La cantidad de vida que una torreta al maximo de vida " +"tiene." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:803 msgid "" "``DESTROYED_TIME``: The amount of time (in seconds) it takes for a destroyed " "turret to repair itself." msgstr "" +"``DESTROYED_TIME``: La cantidad de tiempo (en segundos) que son necesarios " +"para que una torreta destrozada se repare." #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:804 msgid "" @@ -42803,14 +42768,12 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/vertex_animation/index.rst:2 -#, fuzzy msgid "Animating thousands of objects" -msgstr "Transformación de la animación de todo tipo de objetos" +msgstr "Animación de miles de objetos" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:4 -#, fuzzy msgid "Animating thousands of fish with MultiMeshInstance" -msgstr "Animar la pérdida de vida con el nodo Tween" +msgstr "Animación de miles de objetos con MultiMeshInstance" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:6 msgid "" @@ -42835,9 +42798,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:18 -#, fuzzy msgid "Animating one Fish" -msgstr "Animaciones" +msgstr "Animando un objeto" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:20 msgid "" @@ -42922,9 +42884,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:69 -#, fuzzy msgid "The resulting animation should look something like this:" -msgstr "El contador de esmeraldas debería verse así" +msgstr "La animación resultante debería ser algo así:" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:73 msgid "" @@ -42944,9 +42905,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:91 -#, fuzzy msgid "With only the pivot applied you should see something like this:" -msgstr "Si seleccionas ambos nodos, deberías ver algo como esto" +msgstr "Con sólo el pivote aplicado, deberías ver algo como esto:" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:95 msgid "" @@ -42985,9 +42945,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:133 -#, fuzzy msgid "Here is the fish with twist applied:" -msgstr "Aquí está el código de ejemplo de GDScript:" +msgstr "Aquí está el objeto con el giro aplicado:" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:137 msgid "" @@ -43045,11 +43004,12 @@ msgid "Making a school of fish" msgstr "" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:184 -#, fuzzy msgid "" "Godot makes it easy to render thousands of the same object using a " "MultiMeshInstance node." -msgstr "Godot facilita la creación de recursos personalizados en el Inspector." +msgstr "" +"Godot facilita la renderización de miles de un mismo objeto utilizando un " +"nodo MultiMeshInstance." #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:186 msgid "" @@ -43232,9 +43192,8 @@ msgid "Set the ``shader_type`` to ``particles``." msgstr "" #: ../../docs/tutorials/3d/vertex_animation/controlling_thousands_of_fish.rst:27 -#, fuzzy msgid "Then add the following two functions:" -msgstr "Hay las siguientes advertencias:" +msgstr "A continuación, añade dos funciones:" #: ../../docs/tutorials/3d/vertex_animation/controlling_thousands_of_fish.rst:51 msgid "" @@ -43337,9 +43296,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/vertex_animation/controlling_thousands_of_fish.rst:137 -#, fuzzy msgid "This code gives you the following behavior:" -msgstr "El objeto tiene sólo los siguientes métodos:" +msgstr "Este código proporciona el siguiente comportamiento:" #: ../../docs/tutorials/3d/vertex_animation/controlling_thousands_of_fish.rst:141 msgid "" @@ -43540,7 +43498,7 @@ msgstr "" #: ../../docs/tutorials/audio/audio_buses.rst:95 msgid "Compressor" -msgstr "" +msgstr "Compresor" #: ../../docs/tutorials/audio/audio_buses.rst:97 msgid "" @@ -43552,18 +43510,20 @@ msgstr "" #: ../../docs/tutorials/audio/audio_buses.rst:100 msgid "The compressor has many uses in the mix, for example:" -msgstr "" +msgstr "El compresor tiene muchos usos en el mix, por ejemplo:" #: ../../docs/tutorials/audio/audio_buses.rst:102 msgid "" "It can be used in the Master bus to compress the whole output (Although a " "Limiter would probably be better)" msgstr "" +"Puede ser usado en el 'Master bus' para comprimir todo el resultado (Aunque " +"un limitador seria mejor opcion)" #: ../../docs/tutorials/audio/audio_buses.rst:103 msgid "" "It can be used in voice channels to ensure they sound as even as possible." -msgstr "" +msgstr "Se puede usar en canales de voz para asegurar que suenan por igual." #: ../../docs/tutorials/audio/audio_buses.rst:104 msgid "" @@ -43584,10 +43544,12 @@ msgid "" "There is a lot of bibliography written about compressors, and the Godot " "implementation is rather standard." msgstr "" +"Hay muchas secciones en la bibliografia escritas sobre compresores, y la " +"implementacion de godot es standard." #: ../../docs/tutorials/audio/audio_buses.rst:110 msgid "Delay" -msgstr "" +msgstr "Retraso" #: ../../docs/tutorials/audio/audio_buses.rst:112 msgid "" @@ -43595,10 +43557,13 @@ msgid "" "Reverb, to simulate wide rooms, canyons, etc. where sound bounces are far " "apart." msgstr "" +"Añade un efecto \"Eco\" con loop en reaccion. Puede ser usado junto con " +"\"Reverb\", para simular habitaciones espaciosas, cañones, etc. Donde el " +"sonido rebota lejos." #: ../../docs/tutorials/audio/audio_buses.rst:115 msgid "Distortion" -msgstr "" +msgstr "Distorsion" #: ../../docs/tutorials/audio/audio_buses.rst:117 msgid "" @@ -43634,7 +43599,7 @@ msgstr "" #: ../../docs/tutorials/audio/audio_buses.rst:133 msgid "Limiter" -msgstr "" +msgstr "Limitador" #: ../../docs/tutorials/audio/audio_buses.rst:135 msgid "" @@ -43642,6 +43607,9 @@ msgid "" "disallow sound going over a given dB threshold. Adding one in the *Master " "Bus* is always recommended to reduce the effects of clipping." msgstr "" +"Un limitador es similar a un compresor, pero es menos flexible y esta " +"diseñado para omitir el sonido al pasar el limite de dB. Añadir uno al " +"*Master Bus* es siempre recomendado para reducir los efectos de los recortes." #: ../../docs/tutorials/audio/audio_buses.rst:139 msgid "LowPassFilter, LowShelfFilter" @@ -43663,6 +43631,8 @@ msgid "" "The opposite to the BandPassFilter, it removes a band of sound from the " "frequency spectrum at a given *Cutoff*." msgstr "" +"Lo opuesto al \"BandPassFilter\", remueve una banda del sonido del espectro " +"de frecuencias en un cierto *Cutoff*." #: ../../docs/tutorials/audio/audio_buses.rst:150 msgid "Panner" @@ -43671,8 +43641,7 @@ msgstr "" #: ../../docs/tutorials/audio/audio_buses.rst:152 msgid "This is a simple helper to pan sound left or right." msgstr "" -"Este es un simple helper para ajustar el sonido a la izquierda o a la " -"derecha." +"Este es un ayudante para ajustar el sonido a la izquierda o a la derecha." #: ../../docs/tutorials/audio/audio_buses.rst:155 msgid "Phaser" @@ -43719,10 +43688,12 @@ msgid "" "This effect has a few algorithms available to enhance the stereo spectrum, " "in case this is needed." msgstr "" +"Este efecto tiene algunos algoritmos disponibles para incremental el " +"espectro de sonido, en este caso es necesario." #: ../../docs/tutorials/audio/audio_buses.rst:177 msgid "Automatic bus disabling" -msgstr "" +msgstr "deshabilitador automatico de \"Bus\"" #: ../../docs/tutorials/audio/audio_buses.rst:179 msgid "" @@ -43737,7 +43708,7 @@ msgstr "" #: ../../docs/tutorials/audio/audio_buses.rst:186 msgid "Bus rearrangement" -msgstr "" +msgstr "Reorganizamiento de \"Bus\"" #: ../../docs/tutorials/audio/audio_buses.rst:188 msgid "" @@ -43762,7 +43733,7 @@ msgstr "" #: ../../docs/tutorials/audio/audio_streams.rst:4 msgid "Audio streams" -msgstr "" +msgstr "Corriente de Audio" #: ../../docs/tutorials/audio/audio_streams.rst:9 msgid "" @@ -43793,6 +43764,8 @@ msgid "" "Here is a comparison of the two, to help you choose which one fits your " "specific use case best:" msgstr "" +"Aqui hay una comparacion de los dos, para ayudarte a elegir cual es mejor " +"para tu uso especifico:" #: ../../docs/tutorials/audio/audio_streams.rst:24 msgid "" @@ -47665,19 +47638,16 @@ msgid "Call functions with the powerful Call Function Tracks" msgstr "Funciones de llamada con la potente Pista de Llamada a Funciones" #: ../../docs/tutorials/animation/introduction_2d.rst:19 -#, fuzzy msgid "" "In Godot, you can animate anything available in the Inspector, such as Node " "transforms, sprites, UI elements, particles, visibility and color of " "materials, and so on. You can also modify values of script variables and " "call any function." msgstr "" -"En Godot puedes animar cualquier cosa que encuentres en el Inspector. Las " -"animaciones son cambios en las propiedades en el transcurso del tiempo. Esto " -"significa que puedes animar cualquier elemento visual que tengas a mano: " -"sprites, elementos de UI, partículas, la visibilidad y el color de las " -"texturas. Pero no solo eso, también puedes controlar los valores " -"relacionados con el juego y llamar a cualquier función." +"En Godot, puedes animar cualquier cosa disponible en el Inspector, como " +"transformaciones de nodos, sprites, elementos UI, partículas, visibilidad y " +"color de materiales, etc. También puedes modificar los valores de las " +"variables de script y llamar a cualquier función." #: ../../docs/tutorials/animation/introduction_2d.rst:25 msgid "Create an AnimationPlayer node" diff --git a/weblate/es_MX.po b/weblate/es_MX.po index 8879555cbc..1957a43c6e 100644 --- a/weblate/es_MX.po +++ b/weblate/es_MX.po @@ -3,8 +3,9 @@ # This file is distributed under the same license as the Godot Engine package. # # Adrian FHS , 2018. +# Alec Marsicovetere , 2019. # Alvaro Antonio Baena Rubio , 2018. -# Api Api dev , 2018. +# Api Api dev , 2018-2019. # Gato Wormius , 2018. # jacobopus , 2018. # Javier Elias Barrón López , 2018. @@ -24,9 +25,8 @@ msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" "POT-Creation-Date: 2019-03-28 09:54+0100\n" -"PO-Revision-Date: 2019-01-20 08:54+0000\n" -"Last-Translator: Josue Nicolas Hernandez Reyes \n" +"PO-Revision-Date: 2019-04-08 10:36+0000\n" +"Last-Translator: Api Api dev \n" "Language-Team: Spanish (Mexico) \n" "Language: es_MX\n" @@ -34,7 +34,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 3.4-dev\n" +"X-Generator: Weblate 3.6-dev\n" #: ../../docs/index.rst:2 msgid "Godot Docs – *master* branch" @@ -45,17 +45,19 @@ msgid "" "Godot's documentation is available in various languages and versions. Expand " "the \"Read the Docs\" panel at the bottom of the sidebar to see the list." msgstr "" +"La documentación de Godot esta disponible en diferentes lenguajes y " +"distintas versiones. Expande la opción \"Leer Documentos\" en el panel al " +"final de la barra lateral para ver la lista." #: ../../docs/index.rst:10 -#, fuzzy msgid "" "This is the documentation for the development (master) branch. Looking for " "the documentation of the current **stable** branch? `Have a look here " "`_." msgstr "" -"Esta es la documentación para la rama inestable (principal). ¿Está buscando " -"la documentación de la rama **estable** actual? Mira aquí `_." +"Esta es la documentación para la rama de desarrollo (principal). ¿Buscas la " +"documentación mas actual de rama estable? Mira aquí `_." #: ../../docs/index.rst:16 msgid "" @@ -63,6 +65,9 @@ msgid "" "docs.godotengine.org/en/latest>`_ by community members on `Weblate `_." msgstr "" +"Esta documentación se traduce del `original en inglés ` _ por miembros de la comunidad en `Weblate " +"`_." #: ../../docs/index.rst:20 msgid "" @@ -71,6 +76,10 @@ msgid "" "community by providing new translations or reviewing existing ones on " "Weblate." msgstr "" +"Según el nivel de finalización del esfuerzo de traducción, puede encontrar " +"párrafos o páginas enteras que todavía están en inglés. Puede ayudar a la " +"comunidad proporcionando nuevas traducciones o revisando las existentes en " +"Weblate." #: ../../docs/index.rst:25 msgid "" @@ -78,6 +87,9 @@ msgid "" "\"latest\" (development) branch, but should be suitable to learn how to use " "stable Godot releases nevertheless." msgstr "" +"Por el momento, las traducciones localizadas solo están disponibles para la " +"rama \"más reciente\" (desarrollo), pero deben ser adecuadas para aprender a " +"usar las versiones estables de Godot." #: ../../docs/index.rst:29 msgid "" @@ -276,7 +288,6 @@ msgstr "" "explicación breve acerca de este." #: ../../docs/about/introduction.rst:27 -#, fuzzy msgid "" "Godot Engine is a feature-packed, cross-platform game engine to create 2D " "and 3D games from a unified interface. It provides a comprehensive set of " @@ -324,7 +335,6 @@ msgid "About the documentation" msgstr "Sobre la documentación" #: ../../docs/about/introduction.rst:48 -#, fuzzy msgid "" "This documentation is continuously written, corrected, edited, and revamped " "by members of the Godot Engine community. It is edited via text files in the " @@ -333,13 +343,12 @@ msgid "" "open source `Sphinx `_ and `ReadTheDocs `_ tools." msgstr "" -"Esta documentación está continuamente escrita, corregida, editada y renovada " -"por miembros de la comunidad Godot Engine. Se edita a través de archivos de " -"texto en `reStructuredText `_ " -"mediante lenguaje de marcado y luego compilado en un sitio web estático / y " -"el documento sin conexión usando la fuente abierta `Sphinx `_ y las herramientas `ReadTheDocs `_." +"Esta documentación está continuamente siendo escrita, corregida, editada y " +"renovada por miembros de la comunidad Godot Engine. Se edita a través de " +"archivos de texto en `reStructuredText `_ mediante lenguaje de marcado y luego compilado en un sitio web " +"estático sin conexión usando la fuente abierta `Sphinx `_ y las herramientas `ReadTheDocs `_." #: ../../docs/about/introduction.rst:55 msgid "" @@ -405,13 +414,12 @@ msgstr "" "usuarios nuevos." #: ../../docs/about/introduction.rst:80 -#, fuzzy msgid "" "The :ref:`sec-tutorials` section can be read as needed, in any order. It " "contains feature-specific tutorials and documentation." msgstr "" "La sección :ref:`sec-tutorials`por otra parte, se puede leer según sea " -"necesario, en cualquier orden. Contiene muchas funciones específicas " +"necesario, en cualquier orden. Contiene muchas funciones específicas, " "tutoriales y documentaciones." #: ../../docs/about/introduction.rst:82 @@ -425,7 +433,6 @@ msgstr "" "del motor, el desarrollo de módulos C ++ o plugins de edición." #: ../../docs/about/introduction.rst:85 -#, fuzzy msgid "" "The :ref:`sec-community` section gives information related to contributing " "to engine development and the life of its community, e.g. how to report " @@ -437,7 +444,7 @@ msgstr "" "contribución al desarrollo del motor y la vida de su comunidad, e.g. cómo " "reportar errores, ayuda con la documentación, etc. También apunta a varios " "canales de la comunidad como IRC y Discord y contiene una lista de " -"tutoriales de terceros recomendados fuera de esta documentación." +"tutoriales recomendados de terceros fuera de esta documentación." #: ../../docs/about/introduction.rst:90 msgid "" @@ -707,7 +714,6 @@ msgid "What is GDScript and why should I use it?" msgstr "¿Qué es GDScript y por qué debería usarlo?" #: ../../docs/about/faq.rst:90 -#, fuzzy msgid "" "GDScript is Godot's integrated scripting language. It was built from the " "ground up to maximize Godot's potential in the least amount of code, " @@ -719,11 +725,11 @@ msgid "" msgstr "" "GDScript es el lenguaje de scripting integrado en Godot. Fue construido " "desde cero para maximizar el potencial de Godot con la mínima cantidad de " -"código, permitiendo a desarrolladores tanto novatos como expertos aprovechar " +"código, permitiendo a desarrolladores tanto novatos y expertos aprovechar " "las fortalezas de Godot lo más rápido posible. Si usted alguna vez escribió " "algo en un lenguaje como Python, entonces se va a sentir como en casa. Para " -"ejemplos, historia, y un panorama completo del poder que le ofrece GDScript, " -"revise la `Guía de scripting con GDScript `_." +"ejemplos, su historia, y un panorama completo del poder que le ofrece " +"GDScript, revise la :ref:`Guía de scripting con GDScript `." #: ../../docs/about/faq.rst:97 msgid "" @@ -902,12 +908,11 @@ msgstr "" "la pregunta de complementos arriba)" #: ../../docs/about/faq.rst:159 -#, fuzzy msgid "" "Will [insert closed SDK such as FMOD, GameWorks, etc.] be supported in Godot?" msgstr "" -"¿Se admitirá [Insertar los SDK cerrados como PhysX, GameWorks, etc.] y serán " -"apoyados en Godot?" +"¿Serán apoyados en Godot [los SDK cerrados como FMOD, PhysX, GameWorks, " +"etc.]?" #: ../../docs/about/faq.rst:161 msgid "" @@ -1251,7 +1256,7 @@ msgstr "" #: ../../docs/about/docs_changelog.rst:4 msgid "Documentation changelog" -msgstr "" +msgstr "Documentación lista de cambios" #: ../../docs/about/docs_changelog.rst:6 msgid "" @@ -1260,6 +1265,11 @@ msgid "" "many updates to the class reference. Below is a list of new tutorials added " "since version 3.0." msgstr "" +"La documentación se está mejorando continuamente. El lanzamiento de la " +"versión 3.1 incluye muchos tutoriales nuevos, muchas correcciones y " +"actualizaciones para tutoriales antiguos y muchas actualizaciones a la " +"referencia de clase. A continuación se muestra una lista de los nuevos " +"tutoriales agregados desde la versión 3.0." #: ../../docs/about/docs_changelog.rst:10 msgid "" @@ -1267,48 +1277,51 @@ msgid "" "many tutorials have been substantially updated but are not reflected in this " "document." msgstr "" +"Este documento solo contiene nuevos tutoriales, por lo que no se reflejan " +"todos los cambios, muchos tutoriales se han actualizado sustancialmente pero " +"no se reflejan en este documento." #: ../../docs/about/docs_changelog.rst:14 msgid "New tutorials since version 3.0" -msgstr "" +msgstr "Nuevos tutoriales desde la versión 3.0" #: ../../docs/about/docs_changelog.rst:17 -#, fuzzy msgid "Step-by-step" msgstr "Paso a paso" #: ../../docs/about/docs_changelog.rst:19 msgid ":ref:`Signals `" -msgstr "" +msgstr "referencia :ref: `Señales `" #: ../../docs/about/docs_changelog.rst:20 msgid ":ref:`Exporting `" -msgstr "" +msgstr "Referencia :ref:`Exportando `" #: ../../docs/about/docs_changelog.rst:23 #: ../../docs/getting_started/workflow/index.rst:2 msgid "Project workflow" -msgstr "" +msgstr "Flujo de trabajo del proyecto" #: ../../docs/about/docs_changelog.rst:34 msgid "Best Practices:" -msgstr "" +msgstr "Mejores prácticas:" #: ../../docs/about/docs_changelog.rst:25 msgid ":ref:`Introduction `" -msgstr "" +msgstr "Referencia :ref: `Introducción `" #: ../../docs/about/docs_changelog.rst:26 msgid ":ref:`What are Godot classes `" msgstr "" +"Referencia :ref: `Qué son las clases de Godot `" #: ../../docs/about/docs_changelog.rst:27 msgid ":ref:`Scene organization `" -msgstr "" +msgstr "Referencia :ref: `Organización de la escena `" #: ../../docs/about/docs_changelog.rst:28 msgid ":ref:`Scenes versus scripts `" -msgstr "" +msgstr "Referencia :ref: `Escenas y scripts `" #: ../../docs/about/docs_changelog.rst:29 msgid "" diff --git a/weblate/fil.po b/weblate/fil.po index 6f8c94ef99..bc0cd1df29 100644 --- a/weblate/fil.po +++ b/weblate/fil.po @@ -4,6 +4,7 @@ # # Daris C. Mondigo , 2018. # Joshua Dela Cruz , 2019. +# Marco Santos , 2019. # Prince Merluza , 2018. # msgid "" @@ -11,8 +12,8 @@ msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" "POT-Creation-Date: 2019-03-28 09:54+0100\n" -"PO-Revision-Date: 2019-02-18 08:22+0000\n" -"Last-Translator: Joshua Dela Cruz \n" +"PO-Revision-Date: 2019-04-08 10:35+0000\n" +"Last-Translator: Marco Santos \n" "Language-Team: Filipino \n" "Language: fil\n" @@ -21,7 +22,7 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1 && n != 2 && n != 3 && (n % 10 == 4 " "|| n % 10 == 6 || n % 10 == 9);\n" -"X-Generator: Weblate 3.5-dev\n" +"X-Generator: Weblate 3.6-dev\n" #: ../../docs/index.rst:2 msgid "Godot Docs – *master* branch" @@ -32,6 +33,9 @@ msgid "" "Godot's documentation is available in various languages and versions. Expand " "the \"Read the Docs\" panel at the bottom of the sidebar to see the list." msgstr "" +"Ang dokumentasyon ng Godot ay maaring makita sa iba't-ibang mga wika at " +"bersyon. I-expand ang \"Read the Docs\" na panel sa ibaba ng sidebar para " +"makita ang listahan." #: ../../docs/index.rst:10 msgid "" @@ -39,6 +43,9 @@ msgid "" "the documentation of the current **stable** branch? `Have a look here " "`_." msgstr "" +"Ito ang dokumentasyon para sa development (master) branch. Hinahanap ang " +"dokumentasyon para sa kasalukuyang **stable** na branch? `Tingnan ito " +"`_." #: ../../docs/index.rst:16 msgid "" @@ -67,6 +74,9 @@ msgid "" "\"latest\" (development) branch, but should be suitable to learn how to use " "stable Godot releases nevertheless." msgstr "" +"Sa ngayon, ang mga salin na lokal ay maaring makita sa \"pinaka-latest\" na " +"(development) branch, ngunit ito ay angkop pa rin para malaman kung paano " +"magamit ang mga stable na Godot release." #: ../../docs/index.rst:29 msgid "" @@ -76,6 +86,11 @@ msgid "" "` to get an overview of what this documentation has to " "offer." msgstr "" +"Maligayang pagdating sa opisyal na dokumentasyon ng Godot Engine, ang libre " +"at open source na 2D at 3D game engine na pinatatakbo ng komunidad! Kung " +"ikaw ay bago sa dokumentasyong ito, nirerekomenda namin na basahin mo ang :" +"ref: `introduction page ` para magkaroon ka ng ideya kung " +"ano ang ibinibigay ng dokumentasyong ito." #: ../../docs/index.rst:34 msgid "" diff --git a/weblate/fr.po b/weblate/fr.po index 2915968bf3..4de0d72337 100644 --- a/weblate/fr.po +++ b/weblate/fr.po @@ -7,8 +7,10 @@ # Alex FIALE , 2019. # Alexis Huvier , 2018. # Antoine Carrier , 2018. +# Antoine Garnier , 2019. # Arthus Belliqueux , 2019. # Aymen B'm , 2018. +# Baptiste Babu , 2019. # Benjamin Dambrine , 2018-2019. # benjamin thilliez , 2018. # Bresere , 2018. @@ -27,6 +29,7 @@ # Eric Chirnside , 2018. # EricRogerGarcia , 2018. # Ewan Lehnebach , 2018. +# Francois Dorval , 2019. # François Gazet , 2019. # Gilles Roudiere , 2018. # Guillaume Roy , 2018-2019. @@ -70,6 +73,7 @@ # Thomas Baijot , 2018. # Trystan SARRADE , 2018. # Valrog , 2018. +# Walter Bulbazor , 2019. # William Jayberlinos , 2018. # William U. Q. Lyo , 2018. # WOERTH NICOLAS , 2018. @@ -80,8 +84,8 @@ msgstr "" "Project-Id-Version: French (Godot Engine)\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" "POT-Creation-Date: 2019-03-28 09:54+0100\n" -"PO-Revision-Date: 2019-03-28 08:39+0000\n" -"Last-Translator: Caye Pierre \n" +"PO-Revision-Date: 2019-04-09 09:31+0000\n" +"Last-Translator: Francois Dorval \n" "Language-Team: French \n" "Language: fr\n" @@ -1323,7 +1327,7 @@ msgstr "" #: ../../docs/about/docs_changelog.rst:4 msgid "Documentation changelog" -msgstr "" +msgstr "Changelog de la documentation" #: ../../docs/about/docs_changelog.rst:6 msgid "" @@ -1332,6 +1336,11 @@ msgid "" "many updates to the class reference. Below is a list of new tutorials added " "since version 3.0." msgstr "" +"La documentation est continuellement en cours d'amélioration. La sortie de " +"la version 3.1 comprend de nombreux nouveaux tutoriels, de nombreuses " +"corrections et mises à jour pour les anciens tutoriels, ainsi que de " +"nombreuses mises à jour de class reference. Ci-dessous, une liste des " +"nouveaux tutoriels ajoutés depuis la version 3.0." #: ../../docs/about/docs_changelog.rst:10 msgid "" @@ -1339,25 +1348,25 @@ msgid "" "many tutorials have been substantially updated but are not reflected in this " "document." msgstr "" +"Ce document ne contient que les nouveaux tutoriels, il ne reflète pas " +"l'étendue des changements; de nombreux tutoriels ont été mis à jour de façon " +"substantielle mais ne sont pas listés dans ce document." #: ../../docs/about/docs_changelog.rst:14 msgid "New tutorials since version 3.0" -msgstr "" +msgstr "Nouveaux tutoriels depuis la version 3.0" #: ../../docs/about/docs_changelog.rst:17 -#, fuzzy msgid "Step-by-step" msgstr "Pas à pas" #: ../../docs/about/docs_changelog.rst:19 -#, fuzzy msgid ":ref:`Signals `" -msgstr ":ref:`Basis `" +msgstr ":ref:`Signaux `" #: ../../docs/about/docs_changelog.rst:20 -#, fuzzy msgid ":ref:`Exporting `" -msgstr ":ref:`String `" +msgstr ":ref:`Exporter `" #: ../../docs/about/docs_changelog.rst:23 #: ../../docs/getting_started/workflow/index.rst:2 @@ -1365,52 +1374,51 @@ msgid "Project workflow" msgstr "Gestion de projet" #: ../../docs/about/docs_changelog.rst:34 -#, fuzzy msgid "Best Practices:" -msgstr "Les meilleures pratiques" +msgstr "Les Meilleures Pratiques :" #: ../../docs/about/docs_changelog.rst:25 msgid ":ref:`Introduction `" -msgstr "" +msgstr ":ref:`Introduction `" #: ../../docs/about/docs_changelog.rst:26 msgid ":ref:`What are Godot classes `" -msgstr "" +msgstr ":ref:`Que sont les Classes Godot `" #: ../../docs/about/docs_changelog.rst:27 -#, fuzzy msgid ":ref:`Scene organization `" -msgstr ":ref:`Pipeline d’animation `" +msgstr ":ref:`Organisation des Scènes `" #: ../../docs/about/docs_changelog.rst:28 msgid ":ref:`Scenes versus scripts `" -msgstr "" +msgstr ":ref:`Scènes VS scripts `" #: ../../docs/about/docs_changelog.rst:29 msgid "" ":ref:`Autoloads versus internal nodes `" msgstr "" +":ref:`Chargements automatiques VS nœuds internes " +"`" #: ../../docs/about/docs_changelog.rst:30 msgid ":ref:`Node alternatives `" -msgstr "" +msgstr ":ref:`Nœuds alternatifs `" #: ../../docs/about/docs_changelog.rst:31 msgid ":ref:`Godot interfaces `" -msgstr "" +msgstr ":ref:`Interfaces de Godot `" #: ../../docs/about/docs_changelog.rst:32 -#, fuzzy msgid ":ref:`Godot notifications `" -msgstr ":ref:`Pipeline d’animation `" +msgstr ":ref:`Notifications de Godot `" #: ../../docs/about/docs_changelog.rst:33 msgid ":ref:`Data preferences `" -msgstr "" +msgstr ":ref:`Préférences des données `" #: ../../docs/about/docs_changelog.rst:34 msgid ":ref:`Logic preferences `" -msgstr "" +msgstr ":ref:`Préférences des logiques `" #: ../../docs/about/docs_changelog.rst:37 #: ../../docs/getting_started/step_by_step/scripting.rst:4 @@ -1420,9 +1428,8 @@ msgid "Scripting" msgstr "Les scripts" #: ../../docs/about/docs_changelog.rst:39 -#, fuzzy msgid ":ref:`Typed GDscript `" -msgstr ":ref:`Built-in `" +msgstr ":ref:`GDscript Dactylographié `" #: ../../docs/about/docs_changelog.rst:42 ../../docs/tutorials/2d/index.rst:2 msgid "2D" @@ -1430,33 +1437,35 @@ msgstr "2D" #: ../../docs/about/docs_changelog.rst:44 msgid ":ref:`2D lights and shadows `" -msgstr "" +msgstr ":ref:`Lumières 2D et ombres `" #: ../../docs/about/docs_changelog.rst:45 msgid ":ref:`2D meshes `" -msgstr "" +msgstr ":ref:`Mailles 2D `" #: ../../docs/about/docs_changelog.rst:48 ../../docs/tutorials/3d/index.rst:2 msgid "3D" msgstr "3D" #: ../../docs/about/docs_changelog.rst:50 -#, fuzzy msgid ":ref:`CSG `" -msgstr ":ref:`CSGBox `" +msgstr ":ref:`CSG `" #: ../../docs/about/docs_changelog.rst:51 -#, fuzzy msgid "" ":ref:`Animating thousands of fish with MultiMesh " "`" -msgstr "Animer des milliers de poissons avec MeshInstance" +msgstr "" +":ref: `Animer des milliers de poissons avec MultiMesh " +"`" #: ../../docs/about/docs_changelog.rst:52 msgid "" ":ref:`Controlling thousands of fish with Particles " "`" msgstr "" +":ref:`Contrôler des milliers de poissons avec des Particules " +"`" #: ../../docs/about/docs_changelog.rst:55 #: ../../docs/tutorials/physics/index.rst:2 @@ -1465,11 +1474,11 @@ msgstr "Physique" #: ../../docs/about/docs_changelog.rst:57 msgid ":ref:`Ragdoll system `" -msgstr "" +msgstr ":ref:`Système de ragdoll `" #: ../../docs/about/docs_changelog.rst:58 msgid ":ref:`Softbody `" -msgstr "" +msgstr ":ref:`Softbody `" #: ../../docs/about/docs_changelog.rst:61 #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:2 @@ -1481,37 +1490,39 @@ msgstr "Animation" #: ../../docs/about/docs_changelog.rst:63 msgid ":ref:`2D skeletons `" -msgstr "" +msgstr ":ref:`Squelettes 2D `" #: ../../docs/about/docs_changelog.rst:64 -#, fuzzy msgid ":ref:`AnimationTree `" -msgstr ":ref:`Pipeline d’animation `" +msgstr ":ref:`Arbre d'Animations `" #: ../../docs/about/docs_changelog.rst:67 #: ../../docs/tutorials/viewports/index.rst:2 #: ../../docs/tutorials/viewports/viewports.rst:4 +#, fuzzy msgid "Viewports" -msgstr "Viewports" +msgstr "Multifenêtrages" #: ../../docs/about/docs_changelog.rst:69 msgid ":ref:`Using a Viewport as a texture `" -msgstr "" +msgstr ":ref:`Utiliser une Vue comme une texture `" #: ../../docs/about/docs_changelog.rst:70 msgid ":ref:`Custom post-processing `" -msgstr "" +msgstr "ref:`Post-traitement personnalisé `" #: ../../docs/about/docs_changelog.rst:73 #: ../../docs/tutorials/shading/index.rst:2 msgid "Shading" -msgstr "Shaders" +msgstr "Ombrage" #: ../../docs/about/docs_changelog.rst:75 msgid "" ":ref:`Intro to shaders: 2D and 3D water (7 video tutorials) " "`" msgstr "" +":ref:`Introduction aux shaders: Eau 2D et 3D (7 tutoriels vidéo) " +"`" #: ../../docs/about/docs_changelog.rst:76 msgid "" @@ -1527,36 +1538,31 @@ msgstr "" #: ../../docs/about/docs_changelog.rst:78 msgid ":ref:`Advanced post-processing `" -msgstr "" +msgstr ":ref:`Post-traitement avancé `" #: ../../docs/about/docs_changelog.rst:85 -#, fuzzy msgid "Shading Reference:" -msgstr "Référence de shading" +msgstr "Référence de shading :" #: ../../docs/about/docs_changelog.rst:81 -#, fuzzy msgid ":ref:`Shaders `" -msgstr ":ref:`Facilité d’écriture de Shaders `" +msgstr ":ref:`Shaders `" #: ../../docs/about/docs_changelog.rst:82 -#, fuzzy msgid ":ref:`Shading language `" -msgstr ":ref:`Facilité d’écriture de Shaders `" +msgstr ":ref:`langage de shading `" #: ../../docs/about/docs_changelog.rst:83 -#, fuzzy msgid ":ref:`Spatial shaders `" -msgstr ":ref:`Facilité d’écriture de Shaders `" +msgstr ":ref:`Shaders spatiaux `" #: ../../docs/about/docs_changelog.rst:84 msgid ":ref:`CanvasItem shaders `" msgstr "" #: ../../docs/about/docs_changelog.rst:85 -#, fuzzy msgid ":ref:`Particles shaders `" -msgstr ":ref:`Facilité d’écriture de Shaders `" +msgstr ":ref:`Shaders de particule `" #: ../../docs/about/docs_changelog.rst:88 ../../docs/tutorials/vr/index.rst:2 msgid "VR" @@ -1564,7 +1570,7 @@ msgstr "Réalité virtuelle" #: ../../docs/about/docs_changelog.rst:90 msgid ":ref:`VR starter tutorial `" -msgstr "" +msgstr "ref:`Tutoriel de démarrage VR `" #: ../../docs/about/docs_changelog.rst:93 #: ../../docs/tutorials/platform/index.rst:2 @@ -1572,10 +1578,11 @@ msgid "Platform-specific" msgstr "Spécifique à la plateforme" #: ../../docs/about/docs_changelog.rst:95 -#, fuzzy msgid "" ":ref:`Customizing the Web export HTML page `" -msgstr "Personnalisation de la page HTML d'exportation Web" +msgstr "" +":ref:`Personnaliser l'exportation Web de la page HTML " +"`" #: ../../docs/about/docs_changelog.rst:98 #: ../../docs/tutorials/threads/index.rst:2 @@ -1593,21 +1600,21 @@ msgstr "Divers" #: ../../docs/about/docs_changelog.rst:105 msgid ":ref:`Fixing jitter and stutter `" -msgstr "" +msgstr ":ref:`Réparer jitter et stutter `" #: ../../docs/about/docs_changelog.rst:106 msgid ":ref:`Running code in the editor `" -msgstr "" +msgstr ":ref:`Lancer le code dans l'éditeur `" #: ../../docs/about/docs_changelog.rst:107 msgid ":ref:`Change scenes manually `" msgstr "" +":ref:`Changer les scènes manuellement `" #: ../../docs/about/docs_changelog.rst:108 -#, fuzzy msgid "" ":ref:`Differences between GLES2 and GLES3 `" -msgstr "Différences entre GLES2 et GLES3" +msgstr ":ref:`Différences entre GLES2 et GLES3 `" #: ../../docs/about/docs_changelog.rst:111 #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:231 @@ -1623,12 +1630,15 @@ msgstr "Compilation" #: ../../docs/about/docs_changelog.rst:113 msgid ":ref:`Optimizing a build for size `" msgstr "" +":ref:`Optimisation d'un build pour la taille `" #: ../../docs/about/docs_changelog.rst:114 msgid "" ":ref:`Compiling with script encryption key " "`" msgstr "" +":ref:`Compiler avec un script de clé de cryptage " +"`" #: ../../docs/about/docs_changelog.rst:117 #: ../../docs/development/cpp/index.rst:2 @@ -1636,21 +1646,18 @@ msgid "Engine development" msgstr "Développement du moteur" #: ../../docs/about/docs_changelog.rst:119 -#, fuzzy msgid "" ":ref:`Binding to external libraries `" -msgstr ":ref:`Les éditeurs externes sont possibles `" +msgstr ":ref:`Lier aux librairies externes `" #: ../../docs/about/docs_changelog.rst:122 #: ../../docs/tutorials/content/index.rst:2 -#, fuzzy msgid "Creating content" msgstr "Création de contenu" #: ../../docs/about/docs_changelog.rst:124 -#, fuzzy msgid ":ref:`Making trees `" -msgstr ":ref:`Pipeline d’animation `" +msgstr "ref:`Faire des arbres `" #: ../../docs/about/docs_changelog.rst:127 #: ../../docs/tutorials/plugins/index.rst:2 @@ -1662,9 +1669,8 @@ msgid ":ref:`Making main screen plugins `" msgstr "" #: ../../docs/about/docs_changelog.rst:130 -#, fuzzy msgid ":ref:`Spatial gizmo plugins `" -msgstr ":ref:`Pipeline d’animation `" +msgstr "ref:`Spatial gizmo plugins `" #: ../../docs/getting_started/step_by_step/index.rst:2 #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:108 @@ -2622,6 +2628,8 @@ msgid "" "Open the ``Ball`` scene and add a ``PhysicsMaterial`` by clicking on the " "down arrow and selecting \"New PhysicsMaterial\"." msgstr "" +"Ouvrez la scène ``Ball`` et ajoutez un ``PhysicsMaterial`` en cliquant sur " +"la flèche vers le bas et en sélectionnant \"New PhysicsMaterial\"." #: ../../docs/getting_started/step_by_step/instancing.rst:98 msgid "" @@ -2630,17 +2638,15 @@ msgid "" msgstr "" #: ../../docs/getting_started/step_by_step/instancing.rst:103 -#, fuzzy msgid "" "Press \"Play\" and notice that all of the instanced balls are now much more " "bouncy. Because the instanced balls are based on the saved scene, changes to " "that scene will affect all instances." msgstr "" -"Ouvrez la scène ``Ball`` et changez la propriété ``Bounce`` dans " -"l'inspecteur à `1`. Appuyez sur \"Jouer\" et remarquez que toutes les balles " -"instanciées sont maintenant beaucoup plus rebondissantes. Comme les boules " -"instanciées sont basées sur la scène sauvegardée, les changements apportés à " -"cette scène affecteront toutes les instances." +"Appuyez sur \"Play\" et remarquez que toutes les balles instanciées sont " +"maintenant beaucoup plus rebondissantes. Comme les balles instanciées sont " +"basées sur la scène sauvegardée, les modifications apportées à cette scène " +"affecteront toutes les instances." #: ../../docs/getting_started/step_by_step/instancing.rst:107 msgid "" @@ -5783,18 +5789,25 @@ msgid "" "input, you can do that in the \"Project Settings\" under *Input Devices* and " "*Pointing*" msgstr "" +"Par défaut, Godot émule l'entrée de la souris à partir de l'entrée tactile. " +"Cela signifie que si quelque chose est codé pour se produire lors d'un " +"événement souris, le toucher le déclenchera également. Si vous souhaitez " +"désactiver cette fonction pour quelque raison que ce soit, ou émuler le " +"toucher à partir de l'entrée de la souris, vous pouvez le faire dans les " +"\"Paramètres du projet\" sous *Dispositifs d'entrée* et *Pointing*" #: ../../docs/getting_started/step_by_step/exporting.rst:38 -#, fuzzy msgid "" "Before we change the input method, in the project settings go to *Display*, " "then click on *Window*. In the *Stretch* options, set *Mode* to \"2d\" and " "*Aspect* to \"keep\". This ensures that the game scales consistently on " "different sized screens." msgstr "" -"Dans la section *Stretch*, réglez *Mode* sur \"2d\" et *Aspect* sur \"keep" -"\". Cela permet de s'assurer que le jeu se met à l'échelle uniformément sur " -"des écrans de différentes tailles." +"Avant de changer la méthode d'entrée, dans les paramètres du projet, allez " +"dans *Display*, puis cliquez sur *Window*. Dans les options *Stretch*, " +"réglez *Mode* sur \"2d\" et *Aspect* sur \"keep\". Cela permet de s'assurer " +"que le jeu se mette à l'échelle uniformément sur des écrans de différentes " +"tailles." #: ../../docs/getting_started/step_by_step/exporting.rst:44 msgid "" @@ -7408,7 +7421,6 @@ msgid "The GUI you're going to create" msgstr "L'interface graphique que vous allez créer" #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:22 -#, fuzzy msgid "" "Download the project files: :download:`ui_main_menu_design.zip ` and extract the archive. Import the ``start/`` " @@ -7726,16 +7738,15 @@ msgstr "" "instances de ``TextureRect``." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:159 -#, fuzzy msgid "" "Click each of the nodes to select it. In the inspector, find the ``Texture`` " "property and click ``[empty]`` -> ``Load``. A file browser opens and lets " "you pick a sprite to load into the texture slot." msgstr "" -"Cliquez sur chacun des nœuds pour le sélectionner. Dans l'inspecteur, " -"cliquez sur l'icône ``...`` à droite de la propriété Texture, et cliquez sur " -"``Load``. Un navigateur de fichiers s'ouvre et vous permet de choisir un " -"sprite dans le slot de texture." +"Cliquez sur chacun des nœuds pour le sélectionner. Dans l'inspecteur, " +"trouvez la propriété ``Texture`` et cliquez sur ``[empty]`` -> ``Load``. Un " +"navigateur de fichiers s'ouvre et vous permet de choisir un sprite dans le " +"slot de texture." #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:165 msgid "The file browser lets you find and load textures" @@ -10575,14 +10586,13 @@ msgid "Creating the animation" msgstr "Créer l'animation" #: ../../docs/getting_started/step_by_step/animations.rst:33 -#, fuzzy msgid "" "It's time to create a new animation! Press the Animation button then select " "new from the menu. Name the animation \"intro\" when the dialog appears." msgstr "" -"Il est temps de créer une nouvelle animation ! Appuyez sur le bouton de " -"nouvelle animation et nommez l'animation \"intro\" lorsque la boite de " -"dialogue apparaît." +"Il est temps de créer une nouvelle animation ! Appuyez sur le bouton " +"Animation puis sélectionnez nouveau dans le menu. Nommez l'animation \"intro" +"\" lorsque la boite de dialogue apparaît." #: ../../docs/getting_started/step_by_step/animations.rst:40 msgid "" @@ -11019,7 +11029,6 @@ msgstr "" "base." #: ../../docs/getting_started/step_by_step/resources.rst:185 -#, fuzzy msgid "" "Resources and Dictionaries are both passed by reference, but only Resources " "are reference-counted. This means that if a Dictionary is passed between " @@ -12752,7 +12761,6 @@ msgid "Connections: groups and signals" msgstr "Connexions : groupes et signaux" #: ../../docs/getting_started/editor/unity_to_godot.rst:233 -#, fuzzy msgid "" "You can control nodes by accessing them via script and calling built-in or " "user-defined functions on them. You can also place nodes in a group and call " @@ -12760,24 +12768,23 @@ msgid "" "documentation `." msgstr "" "Vous pouvez contrôler les nœuds en y accédant à l'aide de scripts et de " -"fonctions d'appel (intégrées ou définies par l'utilisateur). Mais il y a " -"plus : vous pouvez également les placer dans un groupe et appeler une " -"fonction sur tous les nœuds contenus dans ce groupe! Ceci est expliqué dans :" -"ref: `cette page `." +"fonctions d'appel (intégrées ou définies par l'utilisateur). Vous pouvez " +"également les placer dans un groupe et appeler une fonction sur tous les " +"nœuds contenus dans ce groupe! Ceci est expliqué dans :ref: `cette page " +"`." #: ../../docs/getting_started/editor/unity_to_godot.rst:238 -#, fuzzy msgid "" "Nodes can send a signal when a specified action occurs. A signal can be set " "to call any function. You can define custom signals and specify when they " "are triggered. See more in the :ref:`signals documentation " "`." msgstr "" -"Mais il y a plus! Certains nœuds émettent des signaux lorsque certaines " -"actions se produisent. Vous pouvez connecter ces signaux pour appeler une " -"fonction spécifique lorsqu'ils se produisent. Notez que vous pouvez définir " -"vos propres signaux et les envoyer quand vous le souhaitez. Cette " -"fonctionnalité est documentée :ref:`ici `." +"Certains nœuds peuvent émettre des signaux lorsque certaines actions se " +"produisent. Vous pouvez connecter ces signaux pour appeler une fonction " +"spécifique lorsqu'ils se produisent. Notez que vous pouvez définir vos " +"propres signaux et les envoyer quand vous le souhaitez. Cette fonctionnalité " +"est documentée :ref:`ici `." #: ../../docs/getting_started/editor/unity_to_godot.rst:243 msgid "Script serialization" @@ -12840,17 +12847,16 @@ msgid "Using Godot in C++" msgstr "Utiliser Godot en C ++" #: ../../docs/getting_started/editor/unity_to_godot.rst:262 -#, fuzzy msgid "" "Godot allows you to develop your project directly in C++ by using its API, " "which is not possible with Unity at the moment. As an example, you can " "consider Godot Engine's editor as a \"game\" written in C++ using the Godot " "API." msgstr "" -"Pour votre information, Godot vous permet également de développer votre " -"projet directement en C ++ en utilisant son API, ce qui n'est pas possible " -"avec Unity pour le moment. Par exemple, vous pouvez considérer l'éditeur de " -"Godot Engine comme un \"jeu\" écrit en C ++ à l'aide de l'API Godot." +"Godot vous permet également de développer votre projet directement en C ++ " +"en utilisant son API, ce qui n'est pas possible avec Unity pour le moment. " +"Par exemple, vous pouvez considérer l'éditeur de Godot Engine comme un \"jeu" +"\" écrit en C ++ à l'aide de l'API Godot." #: ../../docs/getting_started/editor/unity_to_godot.rst:265 msgid "" @@ -16689,7 +16695,6 @@ msgid "Define the return type of a function with the arrow ->" msgstr "Définissez le type de retour d'une fonction à l'aide de la flèche ->" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:213 -#, fuzzy msgid "" "To define the return type of a function, write a dash and a right angle " "bracket ``->`` after its declaration, followed by the return type:" @@ -18926,7 +18931,6 @@ msgid "Configuring an external editor" msgstr "Configuration d'un éditeur externe" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:79 -#, fuzzy msgid "" "C# support in Godot's script editor is minimal. Consider using an external " "IDE or editor, such as `Visual Studio Code `_, ou " -"MonoDevelop. ceux-ci fournissent l'auto-complétion, le débogage et d'autres " +"MonoDevelop. Ceux-ci fournissent l'auto-complétion, le débogage et d'autres " "fonctionnalités utiles lorsque vous travaillez avec C#. Pour le configurer " "dans Godot, cliquez sur **Éditeur → Paramètres de l'éditeur** et faites " "défiler vers le bas, jusqu'aux réglages **Mono**. Sous **Mono**, cliquez sur " @@ -20441,6 +20445,11 @@ msgid "" "tutorial suggests a workflow which should be a good starting point. We will " "also cover using version control with Godot." msgstr "" +"Comme Godot n'a aucune restriction sur la structure du projet ou " +"l'utilisation du système de fichiers, l'organisation des fichiers lors de " +"l'apprentissage du moteur peut sembler difficile. Ce tutoriel propose un " +"workflow qui devrait être un bon point de départ. Nous couvrirons également " +"l'utilisation du contrôle de version avec Godot." #: ../../docs/getting_started/workflow/project_setup/project_organization.rst:14 msgid "Organization" @@ -21976,7 +21985,6 @@ msgid "12kb" msgstr "12kb" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:35 -#, fuzzy msgid "" "Consider using WAV for short and repetitive sound effects, and OGG for " "music, speech, and long sound effects." @@ -25806,7 +25814,6 @@ msgstr "" "l'intérieur d'elles-mêmes." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:43 -#, fuzzy msgid "" "If a scene must interact with an external context, experienced developers " "recommend the use of `Dependency Injection `." #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:311 -#, fuzzy msgid "" "Each subsystem within one's game should have its own section within the " "SceneTree. One should use parent-child relationships only in cases where " @@ -26513,9 +26519,8 @@ msgid "There are two systems for registering types..." msgstr "Il y a deux systèmes d’enregistrement des types..." #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:98 -#, fuzzy msgid ":ref:`Custom Types `" -msgstr "Types personnalisés `" +msgstr ":ref:`Types personnalisés `" #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:100 msgid "Editor-only. Typenames are not accessible at runtime." @@ -27730,7 +27735,6 @@ msgid "Etc." msgstr "Etc." #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:26 -#, fuzzy msgid "" "Imagine if one had to process 3 million data points within a single frame. " "It would be impossible to craft the feature with a linear-time algorithm " @@ -29923,9 +29927,8 @@ msgstr "" "variation aléatoire de teinte." #: ../../docs/tutorials/2d/particle_systems_2d.rst:288 -#, fuzzy msgid "Emission Shapes" -msgstr "Formes de collisions" +msgstr "Formes d'émission" #: ../../docs/tutorials/2d/particle_systems_2d.rst:290 msgid "" @@ -29942,24 +29945,26 @@ msgstr "" #: ../../docs/tutorials/2d/particle_systems_2d.rst:299 msgid "Open it and select \"Load Emission Mask\":" -msgstr "" +msgstr "Ouvrez-le et sélectionnez \"Load Emission Mask\" :" #: ../../docs/tutorials/2d/particle_systems_2d.rst:303 msgid "Then select which texture you want to use as your mask:" msgstr "" +"Sélectionnez ensuite la texture que vous voulez utiliser comme masque :" #: ../../docs/tutorials/2d/particle_systems_2d.rst:307 msgid "A dialog box with several settings will appear." -msgstr "" +msgstr "Une boîte de dialogue avec plusieurs paramètres apparaît." #: ../../docs/tutorials/2d/particle_systems_2d.rst:310 -#, fuzzy msgid "Emission Mask" -msgstr "Émission" +msgstr "Masque d'émission" #: ../../docs/tutorials/2d/particle_systems_2d.rst:312 msgid "Three types of emission masks can be generated from a texture:" msgstr "" +"Trois types de masques d'émission peuvent être générés à partir d'une " +"texture :" #: ../../docs/tutorials/2d/particle_systems_2d.rst:314 msgid "" @@ -29981,15 +29986,16 @@ msgid "" msgstr "" #: ../../docs/tutorials/2d/particle_systems_2d.rst:331 -#, fuzzy msgid "Emission Colors" -msgstr "Émission" +msgstr "Couleurs d'émission" #: ../../docs/tutorials/2d/particle_systems_2d.rst:333 msgid "" "``Capture from Pixel`` will cause the particles to inherit the color of the " "mask at their spawn points." msgstr "" +"\"Capture from Pixel\" fera en sorte que les particules hériteront de la " +"couleur du masque à leur point de naissance." #: ../../docs/tutorials/2d/particle_systems_2d.rst:335 msgid "" @@ -31326,7 +31332,6 @@ msgstr "" "_process(delta)." #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:342 -#, fuzzy msgid "" "We also increment our angle_from and angle_to values here. However, we must " "not forget to ``wrap()`` the resulting values between 0 and 360°! That is, " @@ -31343,8 +31348,7 @@ msgstr "" "correctement, mais les valeurs d'angle deviendront de plus en plus grandes " "avec le temps jusqu'à atteindre la valeur entière maximale que Godot peut " "gérer (``2^31 - 1``). Lorsque cela se produit, Godot peut planter ou " -"produire un comportement inattendu. Puisque Godot ne fournit pas de fonction " -"``wrap()``, nous allons la créer ici, car elle est relativement simple." +"produire un comportement inattendu." #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:349 msgid "" @@ -33817,6 +33821,12 @@ msgid "" "Textures are sampled in X, Y and Z and blended by the normal. Triplanar " "mapping can be performed in either world space or object space." msgstr "" +"La cartographie triplanaire est disponible pour UV1 et UV2. C'est une " +"méthode alternative permettant d'obtenir des coordonnées de textures, " +"parfois appelée \"texturage automatique\". Les textures sont échantillonnées " +"indépendamment suivant les axes X, Y et Z puis fusionnées selon la normale. " +"La cartographie triplanaire peut être calculée dans le système de " +"coordonnées global ou dans celui propre à l'objet." #: ../../docs/tutorials/3d/spatial_material.rst:443 msgid "" @@ -33914,15 +33924,13 @@ msgid "Light nodes" msgstr "Nœuds de lumière" #: ../../docs/tutorials/3d/lights_and_shadows.rst:25 -#, fuzzy msgid "" "There are three types of light nodes: `Directional light`_, `Omni light`_ " "and `Spot light`_. Let's take a look at the common parameters for lights:" msgstr "" -"Comme mentionné précédemment, il existe trois types de nœuds lumineux : " -"Directional, Omni et Spot. Chacun a des utilisations différentes et sera " -"décrit en détail ci-dessous, mais examinons d'abord les paramètres communs " -"pour les lumières :" +"Il existe trois types de nœuds lumière : `Directional light`_, `Omni light`_ " +"et `Spot light`_. Jetons un coup d’œil aux paramètres communs pour les " +"lumières :" #: ../../docs/tutorials/3d/lights_and_shadows.rst:31 msgid "Each one has a specific function:" @@ -35098,6 +35106,8 @@ msgid "" "And import normally. Remember you will need to set the texture size on the " "mesh after import." msgstr "" +"Et importe normalement. N'oubliez pas que vous devrez définir la taille de " +"la texture sur le maillage après l'importation." #: ../../docs/tutorials/3d/baked_lightmaps.rst:67 msgid "" @@ -35160,7 +35170,7 @@ msgstr "" #: ../../docs/tutorials/3d/baked_lightmaps.rst:107 msgid "Checking UV2" -msgstr "" +msgstr "Vérification UV2" #: ../../docs/tutorials/3d/baked_lightmaps.rst:109 msgid "" @@ -35168,6 +35178,9 @@ msgid "" "visualized. Make sure, if something is failing, to check that the meshes " "have these UV2 coordinates:" msgstr "" +"Dans le menu de maillage mentionné précédemment, les coordonnées de texture " +"UV2 peuvent être visualisées. S'assurer, si quelque chose ne fonctionne pas, " +"que les mailles ont ces coordonnées UV2 :" #: ../../docs/tutorials/3d/baked_lightmaps.rst:115 msgid "Setting up the scene" @@ -35189,7 +35202,7 @@ msgstr "" #: ../../docs/tutorials/3d/baked_lightmaps.rst:128 msgid "Configure bounds" -msgstr "" +msgstr "Configurer les limites" #: ../../docs/tutorials/3d/baked_lightmaps.rst:130 msgid "" @@ -36613,7 +36626,6 @@ msgid ":ref:`CSGBox `" msgstr ":ref:`CSGBox `" #: ../../docs/tutorials/3d/csg_tools.rst:23 -#, fuzzy msgid ":ref:`CSGCylinder ` (also supports cone)" msgstr ":ref:`CSGCylinder ` (supporte aussi les cônes)" @@ -36705,9 +36717,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/csg_tools.rst:76 -#, fuzzy msgid "it must be closed," -msgstr "Il doit-être fermer" +msgstr "Il doit-être fermer," #: ../../docs/tutorials/3d/csg_tools.rst:77 msgid "it must not self-intersect," @@ -36732,7 +36743,6 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/csg_tools.rst:90 -#, fuzzy msgid "Processing order" msgstr "Ordre de traitement" @@ -36881,11 +36891,12 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/csg_tools.rst:183 -#, fuzzy msgid "" "Undo the re-parent after observing the effect. The bed you've built should " "look like this:" -msgstr "Le lit que vous avez construit devrait ressembler à ceci :" +msgstr "" +"Défaire le re-parent après avoir observé l'effet. Le lit que vous avez " +"construit devrait ressembler à ceci :" #: ../../docs/tutorials/3d/csg_tools.rst:188 msgid "Create a CSGCombiner and name it ``lamp``." @@ -44207,9 +44218,8 @@ msgid "Animating thousands of objects" msgstr "Animer des milliers d'objets" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:4 -#, fuzzy msgid "Animating thousands of fish with MultiMeshInstance" -msgstr "Animer des milliers de poissons avec MeshInstance" +msgstr "Animer des milliers de poissons avec MultiMeshInstance" #: ../../docs/tutorials/3d/vertex_animation/animating_thousands_of_fish.rst:6 msgid "" @@ -64145,9 +64155,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/vr/vr_starter_tutorial.rst:1396 -#, fuzzy msgid "Let's go over what this does." -msgstr "Voyons ce que fait cette fonction :" +msgstr "Voyons ce que cela fait." #: ../../docs/tutorials/vr/vr_starter_tutorial.rst:1398 msgid "" @@ -67034,7 +67043,6 @@ msgstr "" "s`` pour démarrer un script de boucle principale" #: ../../docs/tutorials/platform/customizing_html5_shell.rst:23 -#, fuzzy msgid "" "Another sample HTML page is available at `/misc/dist/html/fixed-size.html " "`__. Quelques cas " -"d'utilisation simples où il est utile de personnaliser la page par défaut " -"inclus :" +"Un autre exemple de page HTML est disponible à l'adresse `/misc/dist/html/" +"fixed-size.html `__.Cette page utilise un canevas de taille fixe avec " +"un widget de sortie ci-dessous. Cependant, la console de navigation F12 doit " +"être préférée car elle peut afficher des informations supplémentaires, " +"telles que des erreurs WebGL." #: ../../docs/tutorials/platform/customizing_html5_shell.rst:29 msgid "Placeholder substitution" @@ -67685,13 +67694,12 @@ msgid "" msgstr "" #: ../../docs/tutorials/threads/thread_safe_apis.rst:12 -#, fuzzy msgid "" "Below is a list of ways multithreading can be used in different areas of " "Godot." msgstr "" -"Vous trouverez ci-dessous une liste des zones dans Godot et comment elles " -"peuvent être utilisées avec des threads." +"Vous trouverez ci-dessous une liste de façons dont le multithreading peut " +"être utilisé dans différents domaines de Godot." #: ../../docs/tutorials/threads/thread_safe_apis.rst:17 msgid "" @@ -78162,9 +78170,8 @@ msgid "" msgstr "" #: ../../docs/community/channels.rst:4 -#, fuzzy msgid "Community channels" -msgstr "Communauté" +msgstr "Canaux communautaires" #: ../../docs/community/channels.rst:6 msgid "" @@ -78191,7 +78198,6 @@ msgstr "" "internet `_." #: ../../docs/community/channels.rst:13 -#, fuzzy msgid "Q&A" msgstr "Q & R" @@ -78297,18 +78303,16 @@ msgid "`Forum (godotdevelopers.org) `_" msgstr "`Forum (godotdevelopers.org) `_" #: ../../docs/community/tutorials.rst:4 -#, fuzzy msgid "Tutorials and resources" -msgstr "Nœuds et ressources" +msgstr "Tutoriels et ressources" #: ../../docs/community/tutorials.rst:6 -#, fuzzy msgid "" "This is a list of third-party tutorials and other resources created by the " "community that may be of interest." msgstr "" -"Voici une liste de tutoriels tierces créés par la communauté qui peuvent " -"être intéressants." +"Voici une liste de tutoriels tiers et d'autres ressources créées par la " +"communauté qui peuvent être intéressant." #: ../../docs/community/tutorials.rst:10 msgid "Video tutorials" @@ -78351,9 +78355,8 @@ msgid "`Steincodes `_" msgstr "` Steincodes `_" #: ../../docs/community/tutorials.rst:19 -#, fuzzy msgid "Text tutorials" -msgstr "Tutoriels" +msgstr "Tutoriels texte" #: ../../docs/community/tutorials.rst:21 msgid "" diff --git a/weblate/hu.po b/weblate/hu.po index fc51fb9092..6d9b908a7d 100644 --- a/weblate/hu.po +++ b/weblate/hu.po @@ -5,14 +5,15 @@ # Árpád Horváth , 2018. # Gabor Csordas , 2018. # JanosHorak , 2019. +# Lilla Ozgyin , 2019. # msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" "POT-Creation-Date: 2019-03-28 09:54+0100\n" -"PO-Revision-Date: 2019-01-31 09:35+0000\n" -"Last-Translator: JanosHorak \n" +"PO-Revision-Date: 2019-04-09 09:31+0000\n" +"Last-Translator: Lilla Ozgyin \n" "Language-Team: Hungarian \n" "Language: hu\n" @@ -20,7 +21,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 3.5-dev\n" +"X-Generator: Weblate 3.6-dev\n" #: ../../docs/index.rst:2 msgid "Godot Docs – *master* branch" @@ -31,6 +32,9 @@ msgid "" "Godot's documentation is available in various languages and versions. Expand " "the \"Read the Docs\" panel at the bottom of the sidebar to see the list." msgstr "" +"A Godot dokumentációja többféle nyelven és verzióban is elérhető. A lista " +"megtekintéséhez nyissa le a az oldalsáv alján megjelenő \"Dokumentumok " +"megtekintése\" panelt." #: ../../docs/index.rst:10 #, fuzzy @@ -48,6 +52,10 @@ msgid "" "docs.godotengine.org/en/latest>`_ by community members on `Weblate `_." msgstr "" +"Jelen dokumentáció az 'eredeti, angol nyelvű forrásdokumentum `_ közösségi tagok által, a 'Weblate `_ fordításkezelő " +"rendszer keretein belül lefordított változata." #: ../../docs/index.rst:20 msgid "" @@ -56,6 +64,10 @@ msgid "" "community by providing new translations or reviewing existing ones on " "Weblate." msgstr "" +"A fordítások teljességétől függően találkozhat olyan paragrafusokkal illetve " +"teljes oldalakkal, amelyek továbbra is angol nyelven jelennek meg. A Weblate-" +"en keresztül segítséget nyújthat a fordítói közösségnek új fordítások " +"elkészítésével, esetleg már létező fordítások áttekintésével." #: ../../docs/index.rst:25 msgid "" @@ -63,6 +75,9 @@ msgid "" "\"latest\" (development) branch, but should be suitable to learn how to use " "stable Godot releases nevertheless." msgstr "" +"Jelenleg a fordítások csak a \"legújabb\" (fejlesztési) ágon érhetőek el, " +"mindazonáltal alkalmasnak kell lenniük a stabil Godot kiadások használatának " +"ismertetésére is." #: ../../docs/index.rst:29 msgid "" @@ -72,11 +87,11 @@ msgid "" "` to get an overview of what this documentation has to " "offer." msgstr "" -"Üdvözöljük a hivatalos Godot Engine dokumentációjánál, ami egy ingyenes, " -"szabad, nyílt forráskódú közösség-központú 2D-s, 3D-s játék motor! Ha Önnnek " -"új ez a dokumentáció akkor javasoljuk, hogy olvassa el a :ref:`introduction " -"page ` részt, hogy áttekintést kapjon arról, hogy mi is ez " -"a dokumentáció." +"Üdvözöljük a hivatalos Godot Engine dokumentációjában. A Godot egy ingyenes, " +"nyílt forráskódú, közösségi alapú 2D-s és 3D-s játék motor! Amennyiben Ön " +"most találkozik először ezzel a dokumentációval, akkor javasoljuk, hogy " +"olvassa el a :ref:`introduction page ` oldalt, hogy " +"áttekintést kaphasson a dokumentáció tartalmáról." #: ../../docs/index.rst:34 msgid "" @@ -228,11 +243,11 @@ msgid "" "will find a powerful yet user-friendly tool that you can use to develop any " "kind of game, for any platform and with no usage restriction whatsoever." msgstr "" -"Üdvözöljük a hivatalos Godot Engine dokumentációjánál, ami egy ingyenes, " -"szabad, nyílt forráskódú közösség-központú 2D-s, 3D-s játék motor! E mögött " -"a mondat mögött egy erőteljes, mégis felhasználóbarát eszközt fog találni, " -"amely segítségével fejleszthet mindenféle játékot, minden platformra, " -"bámiféle használati megszorítás nélkül." +"Üdvözöljük a Godot Engine hivatalos dokumentációjában. A Godot egy ingyenes, " +"nyílt forráskódú közösség-alapú 2D-s és 3D-s játék motor! E név mögött egy " +"erőteljes, mégis felhasználóbarát eszközt fog találni, amely segítségével " +"bármely típusú játékot fejleszthet bármely platformra, bámiféle használati " +"megszorítás nélkül." #: ../../docs/about/introduction.rst:16 #, fuzzy @@ -529,29 +544,31 @@ msgid "" "Also, see `the license page on the Godot website `_." msgstr "" +"Lásd még a `Godot weboldal licensz oldalát `_." #: ../../docs/about/faq.rst:31 msgid "Which platforms are supported by Godot?" -msgstr "" +msgstr "Milyen platformokat támogat a Godot?" #: ../../docs/about/faq.rst:33 msgid "**For the editor:**" -msgstr "" +msgstr "**Az editornak:**" #: ../../docs/about/faq.rst:35 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:39 #: ../../docs/tutorials/misc/jitter_stutter.rst:53 msgid "Windows" -msgstr "" +msgstr "Windows" #: ../../docs/about/faq.rst:36 ../../docs/about/faq.rst:42 #: ../../docs/tutorials/misc/jitter_stutter.rst:78 msgid "macOS" -msgstr "" +msgstr "macOS" #: ../../docs/about/faq.rst:37 ../../docs/about/faq.rst:43 msgid "X11 (Linux, \\*BSD)" -msgstr "" +msgstr "X11 (Linux, \\*BSD)" #: ../../docs/about/faq.rst:39 msgid "**For exporting your games:**" diff --git a/weblate/it.po b/weblate/it.po index 9a7827d71d..7890afe1a8 100644 --- a/weblate/it.po +++ b/weblate/it.po @@ -24,6 +24,7 @@ # Matteo , 2018. # Myself , 2018. # Nicolas Bonet , 2018. +# Omar Ruggero Manca , 2019. # Red Pill , 2018. # salahzar stenvaag , 2019. # Salvo Permiracolo , 2018. @@ -37,8 +38,8 @@ msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" "POT-Creation-Date: 2019-03-28 09:54+0100\n" -"PO-Revision-Date: 2019-03-28 08:39+0000\n" -"Last-Translator: MassiminoilTrace \n" +"PO-Revision-Date: 2019-04-09 09:31+0000\n" +"Last-Translator: Marco Galli \n" "Language-Team: Italian \n" "Language: it\n" @@ -727,7 +728,6 @@ msgid "What is GDScript and why should I use it?" msgstr "Che cos'è il GDScript e perché dovrei usarlo?" #: ../../docs/about/faq.rst:90 -#, fuzzy msgid "" "GDScript is Godot's integrated scripting language. It was built from the " "ground up to maximize Godot's potential in the least amount of code, " @@ -739,9 +739,9 @@ msgid "" msgstr "" "GDScript è il linguaggio di script integrato di Godot. E' stato costruito da " "zero per massimizzare il potenziale di Godot nella minor quantità di codice, " -"offrendo sia ai principianti che agli sviluppatori esperti di sfruttare i " -"punti di forza di Godot al meglio. Se avete già scritto qualcosa in un " -"linguaggio come Python allora vi sentirete a vostro agio. Per esempi, " +"offrendo sia ai principianti che agli sviluppatori esperti di sfruttare al " +"meglio i punti di forza di Godot. Se avete già scritto qualcosa in un " +"linguaggio come Python allora vi sentirete subito a vostro agio. Per esempi, " "evoluzione e una panoramica completa delle capacità che GDScript offre, " "potete leggere `GDScript scripting guide `_." @@ -1269,7 +1269,7 @@ msgstr "" #: ../../docs/about/docs_changelog.rst:4 msgid "Documentation changelog" -msgstr "" +msgstr "Changelog documentazione" #: ../../docs/about/docs_changelog.rst:6 msgid "" @@ -1278,137 +1278,155 @@ msgid "" "many updates to the class reference. Below is a list of new tutorials added " "since version 3.0." msgstr "" +"La documentazione viene continuamente migliorata. Il rilascio della versione " +"3.1 include molti nuovi tutorial, molte correzioni e aggiornamenti per i " +"vecchi tutorial e molti aggiornamenti per il riferimento delle classi. Di " +"seguito è riportato un elenco di nuovi tutorial aggiunto dalla versione 3.0." #: ../../docs/about/docs_changelog.rst:10 +#, fuzzy msgid "" "This document only contains new tutorials so not all changes are reflected, " "many tutorials have been substantially updated but are not reflected in this " "document." msgstr "" +"Questa documentazione contiene solo nuovi tutorial, quindi non tutte le " +"modifiche vengono considerate. Molti di questi tutorial sono stati " +"sostanzialmente aggiornati, ma non sono riportati in questo documento." #: ../../docs/about/docs_changelog.rst:14 msgid "New tutorials since version 3.0" -msgstr "" +msgstr "Nuovi tutorial dalla versione 3.0" #: ../../docs/about/docs_changelog.rst:17 -#, fuzzy msgid "Step-by-step" msgstr "Passo passo" #: ../../docs/about/docs_changelog.rst:19 +#, fuzzy msgid ":ref:`Signals `" -msgstr "" +msgstr ":ref:`Signals `" #: ../../docs/about/docs_changelog.rst:20 +#, fuzzy msgid ":ref:`Exporting `" -msgstr "" +msgstr ":ref:`Exporting `" #: ../../docs/about/docs_changelog.rst:23 #: ../../docs/getting_started/workflow/index.rst:2 msgid "Project workflow" -msgstr "" +msgstr "Flusso di lavoro del progetto" #: ../../docs/about/docs_changelog.rst:34 +#, fuzzy msgid "Best Practices:" -msgstr "" +msgstr "Metodi migliori:" #: ../../docs/about/docs_changelog.rst:25 msgid ":ref:`Introduction `" -msgstr "" +msgstr ":ref:`Introduzione `" #: ../../docs/about/docs_changelog.rst:26 msgid ":ref:`What are Godot classes `" -msgstr "" +msgstr ":ref:`Cosa sono le classi Godot `" #: ../../docs/about/docs_changelog.rst:27 msgid ":ref:`Scene organization `" -msgstr "" +msgstr ":ref:`Organizzazione della scena `" #: ../../docs/about/docs_changelog.rst:28 +#, fuzzy msgid ":ref:`Scenes versus scripts `" -msgstr "" +msgstr ":ref:`Scene contro script `" #: ../../docs/about/docs_changelog.rst:29 +#, fuzzy msgid "" ":ref:`Autoloads versus internal nodes `" msgstr "" +":ref:`Autoloads versus nodi interni `" #: ../../docs/about/docs_changelog.rst:30 +#, fuzzy msgid ":ref:`Node alternatives `" -msgstr "" +msgstr ":ref:`Alternative ai nodi `" #: ../../docs/about/docs_changelog.rst:31 msgid ":ref:`Godot interfaces `" -msgstr "" +msgstr ":ref:` Interfacce di Godot `" #: ../../docs/about/docs_changelog.rst:32 msgid ":ref:`Godot notifications `" -msgstr "" +msgstr ":ref:`Notifiche di Godot `" #: ../../docs/about/docs_changelog.rst:33 msgid ":ref:`Data preferences `" -msgstr "" +msgstr ":ref:`Preferenze sui dati `" #: ../../docs/about/docs_changelog.rst:34 msgid ":ref:`Logic preferences `" -msgstr "" +msgstr ":ref:`Preferenze logiche `" #: ../../docs/about/docs_changelog.rst:37 #: ../../docs/getting_started/step_by_step/scripting.rst:4 #: ../../docs/getting_started/scripting/index.rst:2 #: ../../docs/tutorials/networking/http_request_class.rst:22 -#, fuzzy msgid "Scripting" msgstr "Scripting" #: ../../docs/about/docs_changelog.rst:39 +#, fuzzy msgid ":ref:`Typed GDscript `" -msgstr "" +msgstr ":ref:`Tipizzazione forte di GDscript `" #: ../../docs/about/docs_changelog.rst:42 ../../docs/tutorials/2d/index.rst:2 msgid "2D" -msgstr "" +msgstr "2D" #: ../../docs/about/docs_changelog.rst:44 msgid ":ref:`2D lights and shadows `" -msgstr "" +msgstr ":ref:`Luci e ombre 2D `" #: ../../docs/about/docs_changelog.rst:45 msgid ":ref:`2D meshes `" -msgstr "" +msgstr ":ref:`Meshes 2D `" #: ../../docs/about/docs_changelog.rst:48 ../../docs/tutorials/3d/index.rst:2 msgid "3D" -msgstr "" +msgstr "3D" #: ../../docs/about/docs_changelog.rst:50 msgid ":ref:`CSG `" -msgstr "" +msgstr ":ref:`CSG `" #: ../../docs/about/docs_changelog.rst:51 msgid "" ":ref:`Animating thousands of fish with MultiMesh " "`" msgstr "" +":ref:`Animazione di migliaia di pesci con MultiMesh " +"`" #: ../../docs/about/docs_changelog.rst:52 msgid "" ":ref:`Controlling thousands of fish with Particles " "`" msgstr "" +":ref:`Controllare migliaia di pesci con Particles " +"`" #: ../../docs/about/docs_changelog.rst:55 #: ../../docs/tutorials/physics/index.rst:2 msgid "Physics" -msgstr "" +msgstr "Fisica" #: ../../docs/about/docs_changelog.rst:57 msgid ":ref:`Ragdoll system `" -msgstr "" +msgstr ":ref:`Sistema di ragdoll `" #: ../../docs/about/docs_changelog.rst:58 msgid ":ref:`Softbody `" -msgstr "" +msgstr ":ref:`Softbody `" #: ../../docs/about/docs_changelog.rst:61 #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:2 @@ -1416,46 +1434,51 @@ msgstr "" #: ../../docs/tutorials/animation/cutout_animation.rst:279 #: ../../docs/development/file_formats/tscn.rst:365 msgid "Animation" -msgstr "" +msgstr "Animazione" #: ../../docs/about/docs_changelog.rst:63 msgid ":ref:`2D skeletons `" -msgstr "" +msgstr ":ref:`Scheletri 2D `" #: ../../docs/about/docs_changelog.rst:64 msgid ":ref:`AnimationTree `" -msgstr "" +msgstr ":ref:`AnimationTree `" #: ../../docs/about/docs_changelog.rst:67 #: ../../docs/tutorials/viewports/index.rst:2 #: ../../docs/tutorials/viewports/viewports.rst:4 msgid "Viewports" -msgstr "" +msgstr "Viewports" #: ../../docs/about/docs_changelog.rst:69 msgid ":ref:`Using a Viewport as a texture `" msgstr "" +":ref:`Utilizzare una Viewport come una texture `" #: ../../docs/about/docs_changelog.rst:70 msgid ":ref:`Custom post-processing `" -msgstr "" +msgstr ":ref:`Post-process personalizzato `" #: ../../docs/about/docs_changelog.rst:73 #: ../../docs/tutorials/shading/index.rst:2 msgid "Shading" -msgstr "" +msgstr "Shading" #: ../../docs/about/docs_changelog.rst:75 msgid "" ":ref:`Intro to shaders: 2D and 3D water (7 video tutorials) " "`" msgstr "" +":ref:`Introduzione agli shaders: acqua 2D e 3D (7 video tutorial in inglese) " +"`" #: ../../docs/about/docs_changelog.rst:76 msgid "" ":ref:`Migrating to Godot’s shading language " "`" msgstr "" +":ref:`Migrare al linguaggio di shading di Godot " +"`" #: ../../docs/about/docs_changelog.rst:77 msgid "" @@ -1465,19 +1488,20 @@ msgstr "" #: ../../docs/about/docs_changelog.rst:78 msgid ":ref:`Advanced post-processing `" -msgstr "" +msgstr ":ref:`Post-process avanzato `" #: ../../docs/about/docs_changelog.rst:85 +#, fuzzy msgid "Shading Reference:" -msgstr "" +msgstr "Riferimenti allo Shading:" #: ../../docs/about/docs_changelog.rst:81 msgid ":ref:`Shaders `" -msgstr "" +msgstr ":ref:`Shaders `" #: ../../docs/about/docs_changelog.rst:82 msgid ":ref:`Shading language `" -msgstr "" +msgstr ":ref:`Linguaggio di shading `" #: ../../docs/about/docs_changelog.rst:83 msgid ":ref:`Spatial shaders `" @@ -1485,7 +1509,7 @@ msgstr "" #: ../../docs/about/docs_changelog.rst:84 msgid ":ref:`CanvasItem shaders `" -msgstr "" +msgstr ":ref:`Shader CanvasItem `" #: ../../docs/about/docs_changelog.rst:85 msgid ":ref:`Particles shaders `" @@ -1493,7 +1517,7 @@ msgstr "" #: ../../docs/about/docs_changelog.rst:88 ../../docs/tutorials/vr/index.rst:2 msgid "VR" -msgstr "" +msgstr "VR" #: ../../docs/about/docs_changelog.rst:90 msgid ":ref:`VR starter tutorial `" @@ -1549,7 +1573,7 @@ msgstr "" #: ../../docs/development/compiling/compiling_for_ios.rst:19 #: ../../docs/development/compiling/compiling_for_uwp.rst:24 msgid "Compiling" -msgstr "" +msgstr "Compilazione" #: ../../docs/about/docs_changelog.rst:113 msgid ":ref:`Optimizing a build for size `" @@ -1563,8 +1587,9 @@ msgstr "" #: ../../docs/about/docs_changelog.rst:117 #: ../../docs/development/cpp/index.rst:2 +#, fuzzy msgid "Engine development" -msgstr "" +msgstr "Sviluppo del motore grafico" #: ../../docs/about/docs_changelog.rst:119 msgid "" @@ -1575,7 +1600,7 @@ msgstr "" #: ../../docs/tutorials/content/index.rst:2 #, fuzzy msgid "Creating content" -msgstr "Creare contenuti" +msgstr "Creazione di contenuti" #: ../../docs/about/docs_changelog.rst:124 msgid ":ref:`Making trees `" @@ -1583,8 +1608,9 @@ msgstr "" #: ../../docs/about/docs_changelog.rst:127 #: ../../docs/tutorials/plugins/index.rst:2 +#, fuzzy msgid "Plugins" -msgstr "" +msgstr "Plugins" #: ../../docs/about/docs_changelog.rst:129 msgid ":ref:`Making main screen plugins `" @@ -2047,7 +2073,7 @@ msgstr "Ha delle proprietá modificabili." #, fuzzy msgid "It can receive a callback to process every frame." msgstr "" -"Puó ricevere una chiamata a funzione (callback) per eseguire delle azioni " +"Può ricevere una chiamata a funzione (callback) per eseguire delle azioni " "ogni frame." #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:38 @@ -2055,9 +2081,8 @@ msgid "It can be extended (to have more functions)." msgstr "Puó essere esteso (per aggiungere funzionalitá)." #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:39 -#, fuzzy msgid "It can be added to another node as a child." -msgstr "Puó essere aggiunto ad altri nodi come figlio." +msgstr "Può essere aggiunto ad altri nodi come figlio." #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:43 msgid "" @@ -2376,9 +2401,9 @@ msgid "" "read them in at run-time using the :ref:`ProjectSettings " "` singleton." msgstr "" -"Inoltre é anche possibile aggiungere opzioni personalizzate che possono " -"essere poi lette durante l'esecuzione attraverso il signleton :ref:" -"`ProjectSettings `." +"Inoltre è anche possibile aggiungere opzioni personalizzate e leggerle " +"durante l'esecuzione (run-time) usando il singleton :ref:`ProjectSettings " +"`." #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:200 msgid "To be continued..." @@ -2547,10 +2572,13 @@ msgid "" msgstr "" #: ../../docs/getting_started/step_by_step/instancing.rst:98 +#, fuzzy msgid "" "Then, expand the material by clicking on it, and set the ``Bounce`` property " "to ``1``." msgstr "" +"Poi, espandi il materiale cliccando su di esso ed imposta la proprietà " +"``Bounce`` ad 1" #: ../../docs/getting_started/step_by_step/instancing.rst:103 #, fuzzy @@ -3294,11 +3322,15 @@ msgid "" msgstr "" #: ../../docs/getting_started/step_by_step/scripting.rst:218 +#, fuzzy msgid "" "And that concludes the guide on how to use the visual interface. However, " "this is a scripting tutorial, so for the sake of learning, let's dive into " "the manual process!" msgstr "" +"Questo conclude la guida su come utilizzare l'Interfaccia grafica. Ad ogni " +"modo, questo è un tutorial di scripting, quindi per amor di comprensione, " +"approfondiamo il processo manuale!" #: ../../docs/getting_started/step_by_step/scripting.rst:222 msgid "" diff --git a/weblate/ja.po b/weblate/ja.po index 45bcc9374b..9dded6a349 100644 --- a/weblate/ja.po +++ b/weblate/ja.po @@ -16,7 +16,7 @@ msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" "POT-Creation-Date: 2019-03-28 09:54+0100\n" -"PO-Revision-Date: 2019-03-28 08:39+0000\n" +"PO-Revision-Date: 2019-04-08 10:35+0000\n" "Last-Translator: Wataru Onuki \n" "Language-Team: Japanese \n" @@ -1997,6 +1997,7 @@ msgstr "" #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:120 msgid "And finally, create the Label! A lot happens when Create is pressed:" msgstr "" +"最後に、Labelを作ります! 作成ボタンを押したときに、色々なことが起こります。" #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:124 msgid "" diff --git a/weblate/ko.po b/weblate/ko.po index 3e567c5a1f..36b6ad73e6 100644 --- a/weblate/ko.po +++ b/weblate/ko.po @@ -15,6 +15,7 @@ # leesang0612 , 2018. # lptprjh , 2018. # MJ Kim , 2018. +# moolow , 2019. # Octopus ET , 2019. # pgyage3263 , 2018. # pjh37 , 2018. @@ -31,8 +32,8 @@ msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" "POT-Creation-Date: 2019-03-28 09:54+0100\n" -"PO-Revision-Date: 2019-03-24 08:29+0000\n" -"Last-Translator: 송태섭 \n" +"PO-Revision-Date: 2019-04-09 09:31+0000\n" +"Last-Translator: moolow \n" "Language-Team: Korean \n" "Language: ko\n" @@ -755,7 +756,7 @@ msgid "" "typed languages can be found in the :ref:`doc_gdscript_more_efficiently` " "tutorial." msgstr "" -"GDScript 또는 동적타입 언어에 익숙해지고 싶다면 :ref:" +"GDScript 또는 동적 타입 언어에 익숙해지고 싶다면 :ref:" "`doc_gdscript_more_efficiently` 튜토리얼을 참고하세요." #: ../../docs/about/faq.rst:122 @@ -1182,7 +1183,7 @@ msgstr "" #: ../../docs/about/docs_changelog.rst:4 msgid "Documentation changelog" -msgstr "" +msgstr "문서 변경 내역" #: ../../docs/about/docs_changelog.rst:6 msgid "" @@ -1191,6 +1192,9 @@ msgid "" "many updates to the class reference. Below is a list of new tutorials added " "since version 3.0." msgstr "" +"문서는 지속적으로 개선되고 있습니다. 3.1 버전 출시에는 많은 새로운 튜토리얼, " +"과거 튜토리얼에서 개선된 사항들, 그리고 많은 클래스 참조에 대한 업데이트가 있" +"습니다. 다음은 3.0 버전에서 추가된 새 튜토리얼 목록입니다." #: ../../docs/about/docs_changelog.rst:10 msgid "" @@ -1198,25 +1202,24 @@ msgid "" "many tutorials have been substantially updated but are not reflected in this " "document." msgstr "" +"이 문서에는 새로운 튜토리얼만 포함되어 있기 때문에 변경 사항이 반영되지 않습" +"니다, 많은 튜토리얼이 업데이트되지만 이 문서에는 반영되지 않습니다." #: ../../docs/about/docs_changelog.rst:14 msgid "New tutorials since version 3.0" -msgstr "" +msgstr "3.0 버전 이후의 새로운 튜토리얼" #: ../../docs/about/docs_changelog.rst:17 -#, fuzzy msgid "Step-by-step" msgstr "단계별" #: ../../docs/about/docs_changelog.rst:19 -#, fuzzy msgid ":ref:`Signals `" -msgstr ":ref:`Basis `" +msgstr ":ref:`시그널 `" #: ../../docs/about/docs_changelog.rst:20 -#, fuzzy msgid ":ref:`Exporting `" -msgstr ":ref:`String `" +msgstr ":ref:`내보내기 `" #: ../../docs/about/docs_changelog.rst:23 #: ../../docs/getting_started/workflow/index.rst:2 @@ -1224,52 +1227,49 @@ msgid "Project workflow" msgstr "프로젝트 워크플로우" #: ../../docs/about/docs_changelog.rst:34 -#, fuzzy msgid "Best Practices:" -msgstr "모범 사례" +msgstr "모범 사례:" #: ../../docs/about/docs_changelog.rst:25 msgid ":ref:`Introduction `" -msgstr "" +msgstr ":ref:`소개 `" #: ../../docs/about/docs_changelog.rst:26 msgid ":ref:`What are Godot classes `" -msgstr "" +msgstr ":ref:`Godot 클래스란 무엇입니까 `" #: ../../docs/about/docs_changelog.rst:27 -#, fuzzy msgid ":ref:`Scene organization `" -msgstr ":ref:`Animation Pipeline `" +msgstr ":ref:`씬 조직 `" #: ../../docs/about/docs_changelog.rst:28 msgid ":ref:`Scenes versus scripts `" -msgstr "" +msgstr ":ref:`씬 vs 스크립트 `" #: ../../docs/about/docs_changelog.rst:29 msgid "" ":ref:`Autoloads versus internal nodes `" -msgstr "" +msgstr ":ref:`오토로드 vs 내장 노드 `" #: ../../docs/about/docs_changelog.rst:30 msgid ":ref:`Node alternatives `" -msgstr "" +msgstr ":ref:`노드 대안 `" #: ../../docs/about/docs_changelog.rst:31 msgid ":ref:`Godot interfaces `" -msgstr "" +msgstr ":ref:`Godot 인터페이스 `" #: ../../docs/about/docs_changelog.rst:32 -#, fuzzy msgid ":ref:`Godot notifications `" -msgstr ":ref:`Animation Pipeline `" +msgstr ":ref:`Godot 알림 `" #: ../../docs/about/docs_changelog.rst:33 msgid ":ref:`Data preferences `" -msgstr "" +msgstr ":ref:`데이터 환경 설정 `" #: ../../docs/about/docs_changelog.rst:34 msgid ":ref:`Logic preferences `" -msgstr "" +msgstr ":ref:`논리 환경 설정 `" #: ../../docs/about/docs_changelog.rst:37 #: ../../docs/getting_started/step_by_step/scripting.rst:4 @@ -1285,31 +1285,32 @@ msgstr ":ref:`내장 타입 `" #: ../../docs/about/docs_changelog.rst:42 ../../docs/tutorials/2d/index.rst:2 msgid "2D" -msgstr "" +msgstr "2D" #: ../../docs/about/docs_changelog.rst:44 msgid ":ref:`2D lights and shadows `" -msgstr "" +msgstr ":ref:`2D 빛과 그림자 `" #: ../../docs/about/docs_changelog.rst:45 msgid ":ref:`2D meshes `" -msgstr "" +msgstr ":ref:`2D meshes `" #: ../../docs/about/docs_changelog.rst:48 ../../docs/tutorials/3d/index.rst:2 msgid "3D" -msgstr "" +msgstr "3D" #: ../../docs/about/docs_changelog.rst:50 -#, fuzzy msgid ":ref:`CSG `" -msgstr ":ref:`CSGBox `" +msgstr ":ref:`CSG `" #: ../../docs/about/docs_changelog.rst:51 #, fuzzy msgid "" ":ref:`Animating thousands of fish with MultiMesh " "`" -msgstr "Tween 노드로 체력이 감소하는 것을 애니메이트하기" +msgstr "" +":ref:`Animating thousands of fish with MultiMesh " +"`" #: ../../docs/about/docs_changelog.rst:52 msgid "" @@ -2681,7 +2682,7 @@ msgstr "" "Godot에서 \"메인\" 언어는 GDScript와 VisualScript입니다. 이들이 선택된 주된 " "이유는 Godot와 통합 능력이 좋기 때문입니다, 둘다 기본 에디터에서 매끄럽게 사" "용할 수 있습니다, 반면 C#과 C++는 별도의 IDE에서 편집해야 합니다. 당신이 정" -"적 언어를 좋아한다면, C#과 C++을 선택하세요." +"적 타입 언어를 좋아한다면, C#과 C++을 선택하세요." #: ../../docs/getting_started/step_by_step/scripting.rst:22 #: ../../docs/getting_started/scripting/gdscript/index.rst:2 @@ -2741,8 +2742,8 @@ msgid "" "Supports multiple threads as efficiently as statically typed languages - one " "of the limitations that made us avoid VMs such as Lua, Squirrel, etc." msgstr "" -"정적 언어처럼 효율적인 여러 스레드를 지원합니다 - 이것이 Lua, Squirrel 등의 " -"가상 머신을 피하게 만든 이유입니다." +"정적 타입 언어처럼 효율적인 여러 스레드를 지원합니다 - 이것이 Lua, Squirrel " +"등의 가상 머신을 피하게 만든 이유입니다." #: ../../docs/getting_started/step_by_step/scripting.rst:33 msgid "" @@ -2766,8 +2767,8 @@ msgid "" "If you're undecided and have experience with programming, especially " "dynamically typed languages, go for GDScript!" msgstr "" -"아직 프로그래밍에 경험이 없고 특히 동적 언어를 정하지 않았다면, GDScript로 시" -"작해보세요!" +"아직 프로그래밍에 경험이 없고 특히 동적 타입 언어를 정하지 않았다면, GDScript" +"로 시작해보세요!" #: ../../docs/getting_started/step_by_step/scripting.rst:40 #: ../../docs/getting_started/scripting/visual_script/index.rst:2 @@ -3638,7 +3639,7 @@ msgid "" "other image you like. Attach a script to the root node, but don't add any " "code to it yet." msgstr "" -"시그널이 어떻게 작동하는지 알아보기 위해, :ref: `Timer ` 노드를 " +"시그널이 어떻게 작동하는지 알아보기 위해, :ref:`Timer ` 노드를 " "사용하겠습니다. Node와 두 자식 노드가 있는 씬을 만듭니다: 하나는 Timer이고 다" "른 하나는 :ref:`Sprite `\\ 입니다. 스프라이트의 텍스쳐로 Godot " "아이콘을 쓸 수도 있고, 원하는 어떤 이미지를 놓아도 좋습니다. 루트 노드에 스크" @@ -7597,9 +7598,9 @@ msgid "" "parent, the viewport by default. It will resize automatically on the " "vertical axis to make space for its child UI components." msgstr "" -"우리는 화면 맨 위에 우리의 인터페이스가 고정되기를 원합니다. \"GUI\" 노드를 " -"선택하고 뷰포트 상단에 있는 레이아웃 버튼을 클릭합니다. ``Top Wide\" 옵션을 " -"선택합니다. \"GUI\" 노드는 기본적으로 뷰포트의 상위 가장자리에 고정됩니다. 하" +"우리는 화면 맨 위에 우리의 인터페이스가 고정되기를 원합니다. ``GUI`` 노드를 " +"선택하고 뷰포트 상단에 있는 레이아웃 버튼을 클릭합니다. ``Top Wide`` 옵션을 " +"선택합니다. ``GUI`` 노드는 기본적으로 뷰포트의 상위 가장자리에 고정됩니다. 하" "위 UI 구성 요소를 위한 공간을 확보하기 위해 수직 축에서 자동으로 크기가 조정" "됩니다." @@ -9890,8 +9891,8 @@ msgid "" "`." msgstr "" "Godot에서 디스크에 저장하고 불러오는 모든 것이 리소스입니다. 씬이나 (.tscn 이" -"나 .scn 파일), 이미지, 스크립트... ``리소스`` 예제들입니다: ref:`Texture " -"`, ref:`Script `, :ref:`Mesh `, :" +"나 .scn 파일), 이미지, 스크립트... ``리소스`` 예제들입니다: :ref:`Texture " +"`, :ref:`Script `, :ref:`Mesh `, :" "ref:`Animation `, :ref:`AudioStream `, :" "ref:`Font `, :ref:`Translation `." @@ -10326,7 +10327,7 @@ msgid "" "designed file system also allows multiple developers to edit the same source " "files and assets while collaborating." msgstr "" -"파일 시스템은 하지만 엔진 개발에 있어 또 다른 주요 주제입니다. 파일 시스템은 " +"파일 시스템은 아직도 엔진 개발에 있어 또 다른 주요 주제입니다. 파일 시스템은 " "어떻게 에셋이 저장되고 액세스 되는 지를 관리합니다. 잘 설계된 파일 시스템은 " "여러 개발자들에게도 또한 서로 협력하면서 같은 소스 파일과 에셋을 편집할 수 있" "게 합니다." @@ -10416,10 +10417,10 @@ msgid "" "``c:\\project\\project.godot`` needs to be typed as ``c:/project/project." "godot``." msgstr "" -"Godot는 오직 ``/`` 만을 경로 구분 기호로 지원합니다. 그 이유는 이식 능력 입니" -"다. 모든 운영 시스템이, 심지어 윈도우까지, 이를 지원하기 때문에, ``c:" -"\\project\\project.godot`` 같은 경로는 ``c:/project/project.godot`` 와 같은 " -"타입이 되어야 합니다." +"Godot는 오직 ``/``\\ 만을 경로 구분 기호로 지원합니다. 그 이유는 이식 능력 입" +"니다. 윈도우를 포함한 모든 운영체제가 이 기호를 지원하기 때문에, ``c:" +"\\project\\project.godot``\\ 같은 경로는 ``c:/project/project.godot``\\ 로 적" +"어야 합니다." #: ../../docs/getting_started/step_by_step/filesystem.rst:65 #: ../../docs/tutorials/io/data_paths.rst:16 @@ -12218,8 +12219,8 @@ msgid "" "integrated with Godot Engine, allowing great flexibility for content " "creation and integration." msgstr "" -"*GDScript* 는 내용물을 생성하는데 사용되는, 하이 레벨인 동적 언어 프로그래밍 " -"언어입니다. `Python `_ 과 비슷한 문법을 사용합니다(블록은 들여쓰기 기" "반이고 많은 키워드가 유사합니다). 목적은 Godot 엔진에 최적화되고 긴밀하게 통" "합하도록 조직하여 콘텐츠 창작과 통합에 뛰어난 유연성을 주도록 하는 것입니다." @@ -15175,11 +15176,11 @@ msgstr "이 가이드에서 다음 내용을 배울 것입니다:" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:8 msgid "**How to use types in GDScript**" -msgstr "**GDScript에서 자료형(Type)을 사용하는 방법**" +msgstr "**GDScript에서 타입을 사용하는 방법**" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:9 msgid "That **static types can help you avoid bugs**" -msgstr "이 **정적 타입(Type)은 버그를 피하는데 도움을 줍니다**" +msgstr "이 **정적 타입은 버그를 피하는데 도움을 줍니다**" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:11 msgid "" @@ -15201,7 +15202,7 @@ msgstr "" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:20 msgid "Typed GDScript is available since Godot 3.1." -msgstr "타입된 GDScript는 Godot 3.1부터 사용할 수 있습니다." +msgstr "타입 GDScript는 Godot 3.1부터 사용할 수 있습니다." #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:23 msgid "A brief look at static typing" @@ -15213,9 +15214,9 @@ msgid "" "gives you and your teammates more information as you’re working, as the " "arguments’ types show up when you call a method." msgstr "" -"타입된 GDScript로, 코드를 작성할 수록 훨씬 더 많은 오류를 Godot가 감지할 수 " -"있습니다! 즉, 메서드를 호출할 때, 인수의 타입이 나타나기 때문에 작업하는 동" -"안 당신과 당신의 동료에게 더 많은 정보를 제공합니다." +"타입 GDScript로, 코드를 작성할 수록 훨씬 더 많은 오류를 Godot가 감지할 수 있" +"습니다! 즉, 메서드를 호출할 때, 인수의 타입이 나타나기 때문에 작업하는 동안 " +"당신과 당신의 동료에게 더 많은 정보를 제공합니다." #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:29 msgid "" @@ -15237,10 +15238,10 @@ msgid "" "issues at runtime, but lets you decide whether or not you want to leave the " "code as it is. More on that in a moment." msgstr "" -"타입형 GDScript의 또 다른 두드러진 장점은 새로운 **경고 시스템**입니다. 3.1버" -"전부터 Godot 은 당신이 코딩을 하는 중에 바로 경고를 보여줍니다: 엔진은 실행 " -"중에 문제가 될 수 있는 코드 부분을 식별하지만 당신이 코드를 그대로 둘지 말지" -"는 당신이 결정할 수 있도록 합니다. 잠시후에 더 설명합니다." +"타입 GDScript의 또 다른 두드러진 장점은 새로운 **경고 시스템**입니다. 3.1버전" +"부터 Godot는 당신이 코딩을 하는 중에 바로 경고를 보여줍니다: 엔진은 실행 중" +"에 문제가 될 수 있는 코드 부분을 식별하지만 당신이 코드를 그대로 둘지 말지는 " +"당신이 결정할 수 있도록 합니다. 잠시후에 더 설명합니다." #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:54 msgid "" @@ -21003,7 +21004,7 @@ msgid "" "nodes below the root will each be a separate scene and instanced into the " "imported one." msgstr "" -"기본적으로, Godot는 하나의 씬을 가져옵니다. 이 설정으로 루트 아래의 노드들을 " +"기본적으로, Godot은 하나의 씬을 가져옵니다. 이 설정으로 루트 아래의 노드들을 " "각자의 씬으로 만들고 가져온 것을 인스턴스 하도록 지정할 수 있습니다." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:128 @@ -25734,12 +25735,18 @@ msgid "" "they will inherit their transform. This means that when moving the parent, " "the children will be moved too." msgstr "" +":ref:`Node2D ` 또는 :ref:`Control `와 같은 2D 노" +"드는 모든 2D 노드의 기초가 되는 :ref:`CanvasItem `로부터 상" +"속됩니다. CanvasItems은 트리 형태로 배열될 수 있고 변형을 상속받게 됩니다. 이" +"는 부모를 옮길 때 자식들도 함께 움직이는 것을 의미합니다." #: ../../docs/tutorials/2d/canvas_layers.rst:16 msgid "" "These nodes are placed as direct or indirect children of a :ref:`Viewport " "`, and will be displayed through it." msgstr "" +"이러한 노드는 뷰포트의 간접 또는 직접적인 자식으로 배치되고 이를 통해 보여집" +"니다." #: ../../docs/tutorials/2d/canvas_layers.rst:19 msgid "" @@ -25749,14 +25756,23 @@ msgid "" "transform. Nodes such as :ref:`Camera2D ` work by changing " "that transform." msgstr "" +"뷰포트는 :ref:`Viewport.canvas_transform " +"` 속성을 가지는데 사용자 정의 :ref:" +"`Transform2D ` 변형을 통해 모든 CanvasItem 계층을 변형할 " +"수 있습니다. :ref:`Camera2D `와 같은 노드는 이 변형을 바꾸는 " +"것에 의해 작동됩니다." #: ../../docs/tutorials/2d/canvas_layers.rst:25 +#, fuzzy msgid "" "Changing the canvas transform is useful because it is a lot more efficient " "than moving the root canvas item (and hence the whole scene). Canvas " "transform is a simple matrix that offsets the whole 2D drawing, so it's the " "most efficient way to do scrolling." msgstr "" +"캔버스를 변형하는 것은 루트 캔버스 아이템(전체 씬)을 움직이는 것보다 많은 효" +"율이 있으므로 유용합니다. 캔버스 변형은 전체 2D 그림을 상쇄하는 간단한 행렬입" +"니다. 그래서 스크롤 하기에 대부분 효율적인 방법입니다." #: ../../docs/tutorials/2d/canvas_layers.rst:31 msgid "Not enough..." @@ -25768,28 +25784,35 @@ msgid "" "application may not want *everything* transformed by the canvas transform. " "Examples of this are:" msgstr "" +"하지만 이 방법이 충분하지 않습니다. 게임이나 어플리케이션에서 캔버스 변형에 " +"의해 모든 것이 변형되는 것을 종종 원하지 않는 상황이 있습니다. 다음과 같은 " +"예:" #: ../../docs/tutorials/2d/canvas_layers.rst:37 msgid "" "**Parallax Backgrounds**: Backgrounds that move slower than the rest of the " "stage." -msgstr "" +msgstr "**페럴렉스 배경**: 무대 나머지 부분보다 느리게 움직이는 배경." #: ../../docs/tutorials/2d/canvas_layers.rst:39 msgid "" "**HUD**: Heads-up display, or user interface. If the world moves, the life " "counter, score, etc. must stay static." msgstr "" +"**HUD**: 전방 표시 장치(Heads-up display) 또는 사용자 인터페이스. 세상이 움직" +"이면 목숨, 점수와 같은 것은 정적인 상태를 유지해야 합니다." #: ../../docs/tutorials/2d/canvas_layers.rst:41 msgid "" "**Transitions**: Effects used for transitions (fades, blends) may also want " "it to remain at a fixed location." msgstr "" +"**전환**: 전환에 사용되는 효과(페이드, 혼합)가 고정된 위치에 남아 있기를 원" +"할 수 있습니다." #: ../../docs/tutorials/2d/canvas_layers.rst:44 msgid "How can these problems be solved in a single scene tree?" -msgstr "" +msgstr "단일 씬 트리에서 어떻게 이 문제들을 해결할 수 있을까요?" #: ../../docs/tutorials/2d/canvas_layers.rst:47 msgid "CanvasLayers" @@ -25805,6 +25828,12 @@ msgid "" "transform and do not depend on the transform of other layers. This allows " "the UI to be fixed in-place while the world moves." msgstr "" +"이 해답은 자식들과 자손들에 분리된 2D 렌더링 레이어를 추가하는 :ref:" +"`CanvasLayer ` 노드에 있습니다. 뷰포트 자식들은 기본적으" +"로 \"0\" 레이어에 그려집니다. 반면에 CanvasLayer는 아무 숫자 레이어에 그려집" +"니다. 더 큰 숫자를 가진 레이어가 위에 그려집니다. 또한 각 CanvasLayers 만의 " +"변형을 가지고 다른 레이어의 변형에 의존하지 않습니다. 이것은 세계가 움직이" +"는 동안에 UI를 고정될 수 있게 해줍니다." #: ../../docs/tutorials/2d/canvas_layers.rst:58 msgid "" @@ -25814,16 +25843,21 @@ msgid "" msgstr "" #: ../../docs/tutorials/2d/canvas_layers.rst:62 +#, fuzzy msgid "Here's a diagram of how it looks:" -msgstr "" +msgstr "도표는 다음과 같습니다:" #: ../../docs/tutorials/2d/canvas_layers.rst:66 +#, fuzzy msgid "" "CanvasLayers are independent of tree order, and they only depend on their " "layer number, so they can be instantiated when needed." msgstr "" +"CanvasLayer들은 트리 순서에 독립적이고 레이어 수에만 의존합니다. 그래서 필요" +"할 때 인스턴스화 될 수 있습니다." #: ../../docs/tutorials/2d/canvas_layers.rst:72 +#, fuzzy msgid "" "Even though there shouldn't be any performance limitation, it is not advised " "to use excessive amount of layers to arrange drawing order of nodes. The " @@ -25831,23 +25865,33 @@ msgid "" "have a property for controlling their drawing order (see :ref:`Node2D." "z_index `)." msgstr "" +"Even though there shouldn't be any performance limitation, 노드의 그리기 순서" +"를 정렬하기 위해 과도한 양의 레이어를 사용하는 것은 권장하지 않습니다. 대부" +"분 최적의 방법은 항상 트리 순서에 따라 정렬해야 합니다. 또한 2d 노드들은 그리" +"기 순서를 제어할 수 있는 속성이 있습니다(:ref:`Node2D.z_index " +"`를 참고하세요)." #: ../../docs/tutorials/2d/2d_transforms.rst:4 msgid "Viewport and canvas transforms" -msgstr "" +msgstr "뷰포트와 캔버스 변형" #: ../../docs/tutorials/2d/2d_transforms.rst:9 +#, fuzzy msgid "" "This is an overview of the 2D transforms going on for nodes from the moment " "they draw their content locally to the time they are drawn onto the screen. " "This overview discusses very low level details of the engine." msgstr "" +"노드에서 콘텐츠를 로컬로 그리는 순간부터 화면에 그려지는 시간까지 진행되는 " +"2D 변환에 대한 개요입니다. 이 개요는 엔진에서 매우 저수준의 세부 정보를 설명" +"합니다." #: ../../docs/tutorials/2d/2d_transforms.rst:14 msgid "Canvas transform" -msgstr "" +msgstr "캔버스 변형" #: ../../docs/tutorials/2d/2d_transforms.rst:16 +#, fuzzy msgid "" "As mentioned in the previous tutorial, :ref:`doc_canvas_layers`, every " "CanvasItem node (remember that Node2D and Control based nodes use CanvasItem " @@ -25855,39 +25899,59 @@ msgid "" "has a transform (translation, rotation, scale, etc.) that can be accessed as " "a :ref:`Transform2D `." msgstr "" +"이전 :ref:`doc_canvas_layers` 튜토리얼에서 언급한 것과 같이 모든 CanvasItem " +"노드(Node2D와 Control를 기반으로 두는 노드는 CanvasItem를 공통의 루트로 사용" +"하는 것을 기억하세요)는 *Canvas Layer*에 있습니다. 모든 canvas layer는 :ref:" +"`Transform2D `로 접근할 수 있는 변형(옮김(translation), 회" +"전, 스케일 등)이 있습니다." #: ../../docs/tutorials/2d/2d_transforms.rst:22 +#, fuzzy msgid "" "Also covered in the previous tutorial, nodes are drawn by default in Layer " "0, in the built-in canvas. To put nodes in a different layer, a :ref:" "`CanvasLayer ` node can be used." msgstr "" +"또한 이전 튜토리얼에서도 다뤘듯이 노드는 기본적으로 내장된 캔버스의 레이어 0" +"에서 그려집니다. 노드를 다른 레이어에 배치하려면 :ref:\"CanvasLayer " +" 노드를 사용할 수 있습니다." #: ../../docs/tutorials/2d/2d_transforms.rst:27 msgid "Global canvas transform" -msgstr "" +msgstr "전역 캔버스 변형(Global canvas transform)" #: ../../docs/tutorials/2d/2d_transforms.rst:29 +#, fuzzy msgid "" "Viewports also have a Global Canvas transform (also a :ref:`Transform2D " "`). This is the master transform and affects all " "individual *Canvas Layer* transforms. Generally, this transform is not of " "much use, but is used in the CanvasItem Editor in Godot's editor." msgstr "" +"뷰포트에는 전역 캔버스 변형(또한 :ref:\"Transform2D 도)이 " +"있습니다. 이는 모든 각각의 *Canvas Layer* 변형에 영향을 미치는 마스터 변형입" +"니다. 일반적으로 이 변형은 별로 쓸모가 없지만 Godot 편집기의 CanvasItem 편집" +"기에서 사용된다." #: ../../docs/tutorials/2d/2d_transforms.rst:36 msgid "Stretch transform" -msgstr "" +msgstr "늘이기 변형(Stretch transform)" #: ../../docs/tutorials/2d/2d_transforms.rst:38 +#, fuzzy msgid "" "Finally, viewports have a *Stretch Transform*, which is used when resizing " "or stretching the screen. This transform is used internally (as described " "in :ref:`doc_multiple_resolutions`), but can also be manually set on each " "viewport." msgstr "" +"마지막으로, 뷰포트에는 *늘이기 변형*이 있으며, 이는 화면 크기를 조정하거나 늘" +"일 때 사용됩니다. 이 변형은 내부적으로 사용되지만( :ref:" +"`doc_multiple_resolutions`에 설명됨) 각 뷰포트에서 수동으로 설정할 수도 있습" +"니다." #: ../../docs/tutorials/2d/2d_transforms.rst:43 +#, fuzzy msgid "" "Input events received in the :ref:`MainLoop._input_event() " "` callback are multiplied by this " @@ -25896,24 +25960,31 @@ msgid "" "` function was added for " "convenience." msgstr "" +"Input events received in the :ref:`MainLoop._input_event() " +"` callback are multiplied by this " +"transform but lack the ones above. InputEvent 좌표를 지역 CanvasItem 좌표로 " +"변환하기 위해서는 :ref:`CanvasItem.make_input_local() " +"` 기능을 편의를 위해 추가했습니다." #: ../../docs/tutorials/2d/2d_transforms.rst:50 msgid "Transform order" -msgstr "" +msgstr "변형 순서" #: ../../docs/tutorials/2d/2d_transforms.rst:52 msgid "" "For a coordinate in CanvasItem local properties to become an actual screen " "coordinate, the following chain of transforms must be applied:" msgstr "" +"CanvasItem 지역 속성의 좌표가 실제 화면 좌표가 되려면 다음과 같은 변형 체인" +"이 적용되어야 합니다:" #: ../../docs/tutorials/2d/2d_transforms.rst:58 msgid "Transform functions" -msgstr "" +msgstr "변형 기능들" #: ../../docs/tutorials/2d/2d_transforms.rst:60 msgid "Obtaining each transform can be achieved with the following functions:" -msgstr "" +msgstr "각 변형을 얻으려면 다음과 같은 기능을 사용합니다:" #: ../../docs/tutorials/2d/2d_transforms.rst:63 #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:21 @@ -25969,6 +26040,8 @@ msgid "" ":ref:`CanvasItem.get_global_transform() " "`" msgstr "" +":ref:`CanvasItem.get_global_transform() " +"`" #: ../../docs/tutorials/2d/2d_transforms.rst:67 msgid "CanvasLayer" @@ -25995,6 +26068,8 @@ msgid "" "Finally, then, to convert a CanvasItem local coordinates to screen " "coordinates, just multiply in the following order:" msgstr "" +"마지막으로 CanvasItem 지역 좌표를 화면 좌표로 변환하려면 다음 순서로 곱하세" +"요:" #: ../../docs/tutorials/2d/2d_transforms.rst:84 msgid "" @@ -26003,16 +26078,22 @@ msgid "" "coordinates (``CanvasItem.get_global_transform()``), to allow automatic " "screen resolution resizing to work properly." msgstr "" +"그러나 화면 좌표를 사용하여 작업하는 것은 일반적으로 바람직하지 않음을 명심하" +"세요. 권장되는 접근방식은 Canvas 좌표(``CanvasItem.get_global_transform()``)" +"로 자동으로 화면 해상도를 제대로 크기 조정할 수 있게 간단히 작동해야 합니다." #: ../../docs/tutorials/2d/2d_transforms.rst:90 msgid "Feeding custom input events" msgstr "" #: ../../docs/tutorials/2d/2d_transforms.rst:92 +#, fuzzy msgid "" "It is often desired to feed custom input events to the scene tree. With the " "above knowledge, to correctly do this, it must be done the following way:" msgstr "" +"씬 트리에 사용자 지정 이벤트를 주는 것이 바람직합니다. 위의 지식으로 이벤트" +"를 주려면 다음과 같은 방법으로 해야 됩니다." #: ../../docs/tutorials/2d/using_tilemaps.rst:4 msgid "Using tilemaps" @@ -26024,40 +26105,60 @@ msgid "" "start with a bunch of reference tiles (or pieces) that can be put on a grid, " "as many times each as desired - think of it like a map editor:" msgstr "" +"타일맵은 2D 게임 레벨들을 만들기에 간단하고 빠른 방법입니다. 기본적으로 격자" +"에 원하는 횟수만큼 놓을 수 있는 참조 타일(또는 조각) 뭉치로 시작합니다. 지도 " +"편집기와 같은 것이라 생각하세요:" #: ../../docs/tutorials/2d/using_tilemaps.rst:15 msgid "" "Collisions can also be added to the tiles, allowing for both 2D side " "scrolling and top down games." msgstr "" +"충돌 효과를 타일에 추가할 수도 있어 2D 사이드 스크롤링과 탑 다운 게임을 할 " +"수 있습니다." #: ../../docs/tutorials/2d/using_tilemaps.rst:19 msgid "Making a tileset" msgstr "" #: ../../docs/tutorials/2d/using_tilemaps.rst:21 +#, fuzzy msgid "" "To begin, a tileset needs to be made. Here are some tiles for it. They are " "all in the same image for optimization reasons. There are so-called *texture " "packers* that will generate these spritesheets out of your separate texture " "files. Having them as separate images also works." msgstr "" +"타일셋을 만들어야 합니다. 여기에 만들기 위한 약간의 타일이 있습니다. 최적화" +"의 이유로 동일한 이미지에 모두 담겨있습니다. 각각의 텍스쳐 파일들을 이러한 스" +"프라이트시트로 생성한 것을 *texture packers*라 불립니다. 또한 별도의 이미지" +"로 가지고 있어도 효과가 있습니다" #: ../../docs/tutorials/2d/using_tilemaps.rst:29 +#, fuzzy msgid "" "Create a new project and move the above PNG image into the directory. Next, " "go into the image's import settings and turn off ``Filter``, keeping it on " "will cause issues later. ``Mipmaps`` should already be disabled; if not, " "disable this too." msgstr "" +"새 프로젝트를 만들고 위 PNG 이미지를 프로젝트 위치에 옮겨 봅시다. 다음으로 이" +"미지 가져오기 설정에 가서 ``Filter``를 끕니다, keeping it on will cause " +"issues later.. ``Mipmaps`` 옵션은 이미 비활성화되어 있지만 그렇지 않다면 이것" +"도 끄도록 합니다." #: ../../docs/tutorials/2d/using_tilemaps.rst:33 +#, fuzzy msgid "" "We will be creating a :ref:`TileSet ` resource. While this " "resource exports properties, it's pretty difficult to get complex data into " "it and maintain it. Here is what it would look like to manually edit the " "resource:" msgstr "" +"우리는 :ref:`TileSet ` 리소스를 만들겁니다. While this " +"resource exports properties, it's pretty difficult to get complex data into " +"it and maintain it. Here is what it would look like to manually edit the " +"resource:" #: ../../docs/tutorials/2d/using_tilemaps.rst:40 msgid "" @@ -26071,6 +26172,7 @@ msgid "TileSet scene" msgstr "" #: ../../docs/tutorials/2d/using_tilemaps.rst:47 +#, fuzzy msgid "" "Create a new scene with a regular Node or Node2D as root. For each tile you " "want to define, add a sprite node as a child. Since tiles here are 50x50, " @@ -26078,13 +26180,21 @@ msgid "" "snap (``Use Snap`` icon or ``Shift + S`` keys). Moving tiles with the mouse " "might still be a bit inaccurate, so use your arrow keys as well." msgstr "" +"새 씬을 만들고 루트 노드는 Node 또는 Node2D로 합니다. 정의하려는 각 타일에 대" +"해 스프라이트 노드를 자식 노드로 추가합니다. Since tiles here are 50x50, you " +"should turn on the grid (``보기 -> 격자 보기`` 또는 ``G`` 키) 그리고 스냅을 " +"활성화합니다 (``스냅 사용`` 아이콘 또는 ``Shift + S`` 키). 마우스로 타일들을 " +"움직이려면 여전히 약간 부정확할 수 있으므로 방향키를 사용합니다." #: ../../docs/tutorials/2d/using_tilemaps.rst:53 +#, fuzzy msgid "" "If more than one tile is present in the source image, make sure to use the " "region property of the sprite to adjust which part of the texture is being " "used." msgstr "" +"원본 이미지에 두 개 이상의 타일이 있다면 사용 중인 텍스쳐 부분을 조정하기 위" +"해서 스프라이트의 Region 속성을 사용해야 합니다." #: ../../docs/tutorials/2d/using_tilemaps.rst:57 msgid "" @@ -26093,12 +26203,17 @@ msgid "" "collision, changed the region, etc), the tile will still be **identified " "correctly and updated**. This name should be unique." msgstr "" +"마지막으로 스프라이트 노드 이름을 올바르게 지어야 합니다. 그래야 다음의 타일" +"셋 편집(예를 들어 충돌효과를 주거나 Region을 변경하는 등)에서 타일이 **정확하" +"게 식별되고 업데이트** 됩니다. 이름은 유일해야 합니다." #: ../../docs/tutorials/2d/using_tilemaps.rst:62 +#, fuzzy msgid "" "Sounds like quite a few requirements, so here's a screenshot that shows " "where everything of relevance is:" msgstr "" +"아까 말한 필요사항이 어디에 있는지 보여주는 스크린샷이 여기에 있습니다:" #: ../../docs/tutorials/2d/using_tilemaps.rst:67 msgid "" @@ -26106,10 +26221,13 @@ msgid "" "you have multiple tiles in a single source image). Again, *remember that " "their names must be unique*." msgstr "" +"모든 타일을 계속 추가하고 필요한 경우 오프셋을 조정하세요(즉, 단일 원본 이미" +"지에 여러 타일이 있는 경우). 다시 말하자면 *타일 이름이 유일해야 한다는 것을 " +"기억하세요*." #: ../../docs/tutorials/2d/using_tilemaps.rst:74 msgid "Collision" -msgstr "" +msgstr "충돌 효과(Collision)" #: ../../docs/tutorials/2d/using_tilemaps.rst:76 msgid "" @@ -26118,8 +26236,13 @@ msgid "" "CollisionPolygon as a child of the StaticBody2D. The CollisionPolygon is " "recommended because it is easier to edit." msgstr "" +"타일에 충돌효과를 넣기 위해서 스프라이트 자식 노드로 StaticBody2D 노드를 만듭" +"니다. StaticBody2D는 static collision 노드입니다. 그런 다음 CollisionShape2D " +"또는 CollisionPolygon를 StaticBody2D 자식 노드로 만듭니다. CollisionPolygon" +"이 편집하기 쉬우므로 추천합니다." #: ../../docs/tutorials/2d/using_tilemaps.rst:83 +#, fuzzy msgid "" "Finally, edit the polygon; this will give the tile a collision and fix the " "warning icon next to the CollisionPolygon node. **Remember to use snap!** " @@ -26128,54 +26251,75 @@ msgid "" "move** the collision and/or collision polygon nodes. Leave them at offset " "0,0, with scale 1,1 and rotation 0 with respect to the parent sprite." msgstr "" +"마지막으로, CollisionPolygon2D를 편집해서 타일에 충돌효과를 주고 " +"CollisionPolygon node 옆 경고 아이콘을 고칩니다. **스냅 사용하는 것을 기억하" +"세요!** 스냅 사용은 충돌 폴리곤(collision polygons)이 확실하게 제대로 정렬되" +"어 캐릭터가 타일 간에 매끄럽게 이동할 수 있습니다. 또한 충돌 노드 및 충돌 폴" +"리곤 노드 **크기를 조정하거나 움직이지 마세요**. 부모 스프라이트에 대하여 오" +"프셋 0,0과 스케일 1,1 회전 0으로 두세요." #: ../../docs/tutorials/2d/using_tilemaps.rst:92 msgid "" "Keep adding collisions to the tiles until we are done. Note that BG is just " "a background, so it should not have a collision." msgstr "" +"다 할 때까지 충돌 효과를 추가합니다. BG는 그냥 배경이므로 충돌효과를 주어선 " +"안되는 것을 유의하세요." #: ../../docs/tutorials/2d/using_tilemaps.rst:97 msgid "" "OK! We're done! Remember to save this scene for future edit. Name it " "\"tileset_edit.scn\" or something like that." msgstr "" +"됐습니다! 우리는 해냈습니다! 나중에 편집할 수 있도록 이 씬을 저장하십시오. 씬" +"을 \"tileset_edit.scn\" 또는 비슷한 이름으로 짓습니다." #: ../../docs/tutorials/2d/using_tilemaps.rst:101 msgid "Exporting a TileSet" -msgstr "" +msgstr "타일셋(TileSet) 내보내기" #: ../../docs/tutorials/2d/using_tilemaps.rst:103 msgid "" "With the scene created and opened in the editor, the next step will be to " "create a tileset. Use Scene > Convert To > Tile Set from the Scene Menu:" msgstr "" +"에디터에서 만들었던 씬을 연 다음 타일셋을 만들겁니다. 씬 메뉴에서 씬 > 변" +"환... > 타일 셋... 을 이용하여 만듭니다:" #: ../../docs/tutorials/2d/using_tilemaps.rst:108 +#, fuzzy msgid "" "Then choose a filename, like \"mytiles.tres\". Make sure the \"Merge With " "Existing\" option is toggled on. This way, every time the tileset resource " "file is overwritten, existing tiles are merged and updated (they are " "referenced by their unique name, so again, **name your tiles properly**)." msgstr "" +"\"mytiles.tres\"와 같은 파일이름으로 내보내십시오. 내보낼 때 \"기존과 병합\" " +"옵션을 켜져 있는지 확인하십시오. 이렇게 하면 매번 타일셋 리소스 파일을 덮어" +"쓸 때마다 기존 파일이 병합되고 업데이트 됩니다. 타일들은 고유한 이름에 의하" +"여 참조되므로 **타일 이름을 올바르게 지어주십시오**." #: ../../docs/tutorials/2d/using_tilemaps.rst:117 msgid "Using the TileSet in a TileMap" -msgstr "" +msgstr "타일맵에서 타일셋을 사용하기" #: ../../docs/tutorials/2d/using_tilemaps.rst:119 msgid "" "Create a new scene, using any node or node2d as root, and then create a :ref:" "`TileMap ` as a child." msgstr "" +"새 씬을 만드십시오. 루트는 Node 또는 Node2D로 합니다. 그런 다음 자식 노드로 :" +"ref:`TileMap `을 만드십시오." #: ../../docs/tutorials/2d/using_tilemaps.rst:125 msgid "" "Go to the TileSet property of this node and assign the one created in " "previous steps:" msgstr "" +"타일맵 노드의 타일셋 속성으로 가서 이전 단계에서 만든 타일셋을 할당하십시오:" #: ../../docs/tutorials/2d/using_tilemaps.rst:130 +#, fuzzy msgid "" "Also set the cell size to '50', since that is the size used by the tiles. " "Quadrant size is a tuning value, which means that the engine will draw and " @@ -26183,6 +26327,11 @@ msgid "" "does not need to be changed, but can be used to fine tune performance in " "specific cases (if you know what you are doing)." msgstr "" +"또한 타일에 사용되는 크기인 셀 크기를 50으로 설정하세요. . 사분면 크기" +"(Quadrant size)는 엔진이 16x16 타일 블록으로 타일맵을 그리고 도려내는 것을 의" +"미하는 튜닝(tuning) 값입니다. 이 값은 대개 양호하고 바꿀 필요는 없지만 특정 " +"사례(무엇을 하고 있는지 알고 있는 경우)에서 성능을 미세조정하는데 사용될 수 " +"있습니다." #: ../../docs/tutorials/2d/using_tilemaps.rst:137 msgid "Painting your world" @@ -26194,21 +26343,29 @@ msgid "" "on the screen, allowing you to paint on it with the selected tile on the " "left palette." msgstr "" +"모두 설정이 된 상태에서 타일맵 노드가 선택되었는지 확인하십시오. 왼쪽 팔레트" +"에 선택된 타일로 칠할 수 있는 빨간 격자가 화면에 나타날 겁니다." #: ../../docs/tutorials/2d/using_tilemaps.rst:145 +#, fuzzy msgid "" "To avoid accidentally moving and selecting the tilemap node (something " "common, given it's a huge node), it is recommended that you lock it, using " "the lock button:" msgstr "" +"실수로 타일맵 노드를 이동하고 선택하지 않으려면 (something common, given " +"it's a huge node), 잠금 버튼을 이용하여 노드를 잠그는 것을 권장합니다:" #: ../../docs/tutorials/2d/using_tilemaps.rst:151 msgid "" "If you accidentally place a tile somewhere you don't want it to be, you can " "delete it with ``RMB`` (the right mouse button) while in the tilemap editor." msgstr "" +"만약 실수로 원하지 않은 곳에 타일을 놓았다면 타일맵 에디터에서 ``RMB`` (마우" +"스 오른쪽 버튼)으로 제거할 수 있습니다." #: ../../docs/tutorials/2d/using_tilemaps.rst:154 +#, fuzzy msgid "" "You can also flip and rotate sprites in the TileMap editor (note: flipping " "the sprite in the TileSet will have no effect). Icons at the top right of " @@ -26219,37 +26376,57 @@ msgid "" "entire region of bricks. But for some kinds of tiles, flipping can be a " "convenient and space-saving feature." msgstr "" +"타일맵 에디터에서 스프라이트를 뒤집고 회전할 수 있습니다(타일셋에서 스프라이" +"트를 뒤집는 것은 효과가 없음). 에디터 상단 오른쪽에 있는 아이콘으로 선택한 스" +"프라이트를 뒤집고 회전할 수 있습니다. 또한 A키와 S키로 상하 또는 좌우로 뒤집" +"을 수 있습니다. With a brick pattern like this tutorial uses, flipping the " +"sprites would create unpleasant discontinuities unless you're flipping an " +"entire region of bricks. 하지만 이러한 유형의 타일들이 뒤집기가 편리하고 공간" +"을 절약하는 특징이 될 수 있습니다." #: ../../docs/tutorials/2d/using_tilemaps.rst:164 msgid "Offset and scaling artifacts" msgstr "" #: ../../docs/tutorials/2d/using_tilemaps.rst:166 +#, fuzzy msgid "" "When using a single texture for all the tiles, scaling the tileset (or even " "moving to a non pixel-aligned location) will most likely result in filtering " "artifacts like so:" msgstr "" +"모든 타일에 단일 텍스쳐를 사용할 때 타일셋을 스케일링(scaling)하는 것은(또는 " +"심지어 픽셀이 정렬되지 않은 위치로 이동하는 경우에도) 다음과 같은 필터링 아티" +"팩트(filtering artifacts)가 대부분 발생할 것이다." #: ../../docs/tutorials/2d/using_tilemaps.rst:172 +#, fuzzy msgid "" "This is unavoidable, as it is the way the hardware bilinear filter works. To " "avoid this situation, there are a few workarounds. Try the one that looks " "better for you:" msgstr "" +"하드웨어 이선형 필터의 작동 방식이므로 이는 피할 수 없다. 이런 상황을 피하기 " +"위해 몇 가지 해결책이 있다. 자신에게 더 잘 어울리는 것을 시도해 보십시오." #: ../../docs/tutorials/2d/using_tilemaps.rst:177 +#, fuzzy msgid "" "Disable filtering and mipmaps for either the tileset texture or all tile " "textures if using separate images (see the :ref:`doc_import_images` asset " "pipeline tutorial)." msgstr "" +"타일셋 텍스쳐 또는 만약 별도의 이미지를 사용한다면 모든 타일 텍스쳐에 대해서 " +"filtering과 mipmaps를 비활성화하십시오 (see the :ref:`doc_import_images` " +"asset pipeline tutorial)." #: ../../docs/tutorials/2d/using_tilemaps.rst:178 msgid "" "Enable pixel snap (Set ``Project > Project Settings > Rendering > Quality > " "2d > Use Pixel Snap`` to true; you can also search for ``Pixel Snap``)." msgstr "" +"픽셀 스냅을 활성화하세요. (``프로젝트 > 프로젝트 설정 > Rendering > Quality " +"> 2d > Use Pixel Snap`` 또는 ``Pixel Snap`` 검색해서 사용으로 체크합니다)." #: ../../docs/tutorials/2d/using_tilemaps.rst:180 msgid "" @@ -26259,14 +26436,18 @@ msgid "" msgstr "" #: ../../docs/tutorials/2d/using_tilemaps.rst:182 +#, fuzzy msgid "" "You can use a single, separate image for each tile. This will remove all " "artifacts, but can be more cumbersome to implement and is less optimized." msgstr "" +"각 타일마다 별도의 이미지를 하나씩 사용할 수 있습니다. 이렇게 하면 모든 아티" +"팩트(artifacts)를 없앨 수 있겠지만 구현하기가 더 번거로울 수 있고 최적화가 " +"덜 됩니다." #: ../../docs/tutorials/2d/particle_systems_2d.rst:4 msgid "Particle systems (2D)" -msgstr "파티클 시스템(2D)" +msgstr "파티클 시스템 (2D)" #: ../../docs/tutorials/2d/particle_systems_2d.rst:9 msgid "" @@ -26274,6 +26455,9 @@ msgid "" "Particle systems are used to simulate complex physical effects, such as " "sparks, fire, magic particles, smoke, mist, etc." msgstr "" +"간단한(간단하지만 대부분 용도에 충분히 유연한) 입자 시스템이 제공됩니다. 입" +"자 시스템은 스파크나 불, 마법 입자, 연기, 안개 등 복잡한 물리적 효과를 시뮬레" +"이션하기 위해 쓰입니다." #: ../../docs/tutorials/2d/particle_systems_2d.rst:13 msgid "" @@ -26308,21 +26492,29 @@ msgid "" "in your inspector panel. Click on the box next to ``Material``, and from the " "dropdown menu select ``New ParticlesMaterial``." msgstr "" +"입자 노드에 프로세스 재료(process material)을 추가하기 위해서 인스펙터 패널에" +"서 ``Process Material`` 로 갑니다. ``Material`` 박스를 클릭한 다음 드롭다운 " +"메뉴에서 ``New ParticlsMaterial``를 선택합니다." #: ../../docs/tutorials/2d/particle_systems_2d.rst:38 +#, fuzzy msgid "Your Particles2D node should now be emitting white points downward." -msgstr "" +msgstr "이제 Particles2D 노드는 아래쪽으로 내려가는 흰 점들이 방출됩니다." #: ../../docs/tutorials/2d/particle_systems_2d.rst:44 msgid "Texture" msgstr "" #: ../../docs/tutorials/2d/particle_systems_2d.rst:46 +#, fuzzy msgid "" "A particle system uses a single texture (in the future this might be " "extended to animated textures via spritesheet). The texture is set via the " "relevant texture property:" msgstr "" +"입자 시스템은 단일 텍스쳐를 사용합니다(in the future this might be extended " +"to animated textures via spritesheet). 텍스쳐는 관련 텍스쳐 속성을 통해 설정" +"합니다:" #: ../../docs/tutorials/2d/particle_systems_2d.rst:53 msgid "Time parameters" @@ -26337,6 +26529,7 @@ msgid "" "The time in seconds that every particle will stay alive. When lifetime ends, " "a new particle is created to replace it." msgstr "" +"입자가 머무는 시간(초). 수명(lifetime)이 끝나면 새로운 입자가 대체됩니다." #: ../../docs/tutorials/2d/particle_systems_2d.rst:61 msgid "Lifetime: 0.5" @@ -26355,12 +26548,15 @@ msgid "" "When enabled, a Particles2D node will emit all of its particles once and " "then never again." msgstr "" +"활성화되면 Particles2D 노드는 모든 입자를 한 번 방출하고 다시는 방출하지 않습" +"니다." #: ../../docs/tutorials/2d/particle_systems_2d.rst:76 msgid "Preprocess" msgstr "" #: ../../docs/tutorials/2d/particle_systems_2d.rst:78 +#, fuzzy msgid "" "Particle systems begin with zero particles emitted, then start emitting. " "This can be an inconvenience when loading a scene and systems like a torch, " @@ -26368,72 +26564,96 @@ msgid "" "the system process a given number of seconds before it is actually drawn the " "first time." msgstr "" +"입자 시스템은 0개의 입자를 방출된 채로 시작해서 방출합니다. 이 방식은 씬을 불" +"러오고 당신이 들어온 순간부터 방출하기 시작하는 횃불, 안개 등과 같은 시스템" +"은 불편할 수 있습니다. 사전프로세스(Preprocess)는 시스템이 실제로 처음 그려" +"지기 전에 주어진 시간(초)를 처리하도록 하는데 사용됩니다." #: ../../docs/tutorials/2d/particle_systems_2d.rst:85 msgid "Speed Scale" msgstr "" #: ../../docs/tutorials/2d/particle_systems_2d.rst:87 +#, fuzzy msgid "" "The speed scale has a default value of ``1`` and is used to adjust the speed " "of a particle system. Lowering the value will make the particles slower " "while increasing the value will make the particles much faster." msgstr "" +"Speed Scale은 기본값으로 ``1\"을 가지고 있으며 입자 시스템의 속도를 조절하는 " +"데 사용된다. 값을 낮추면 입자가 느려지는 반면 값을 늘리면 입자가 훨씬 빨라진" +"다." #: ../../docs/tutorials/2d/particle_systems_2d.rst:92 msgid "Explosiveness" msgstr "" #: ../../docs/tutorials/2d/particle_systems_2d.rst:94 +#, fuzzy msgid "" "If lifetime is ``1`` and there are 10 particles, it means a particle will be " "emitted every 0.1 seconds. The explosiveness parameter changes this, and " "forces particles to be emitted all together. Ranges are:" msgstr "" +"수명이 ``1\"이고 10개의 입자가 있다면 0.1초마다 입자가 방출되는 것을 의미한" +"다. 폭발성 매개변수(explosiveness parameter)는 이것을 변화시키고, 입자를 모" +"두 방출하도록 한다. 범위:" #: ../../docs/tutorials/2d/particle_systems_2d.rst:98 msgid "0: Emit particles at regular intervals (default value)." -msgstr "" +msgstr "0: 입자들을 일정한 간격으로 방출합니다(기본 값)." #: ../../docs/tutorials/2d/particle_systems_2d.rst:99 msgid "1: Emit all particles simultaneously." -msgstr "" +msgstr "1: 동시에 모든 입자를 방출합니다." #: ../../docs/tutorials/2d/particle_systems_2d.rst:101 +#, fuzzy msgid "" "Values in the middle are also allowed. This feature is useful for creating " "explosions or sudden bursts of particles:" msgstr "" +"중간 값도 허용됩니다. 이 특징은 폭발이나 갑작스러운 입자 폭발을 만들 때 유용" +"합니다." #: ../../docs/tutorials/2d/particle_systems_2d.rst:107 msgid "Randomness" -msgstr "" +msgstr "랜덤성(Randomness)" #: ../../docs/tutorials/2d/particle_systems_2d.rst:109 +#, fuzzy msgid "" "All physics parameters can be randomized. Random values range from ``0`` to " "``1``. The formula to randomize a parameter is:" msgstr "" +"모든 물리학 파라미터는 랜덤화될 수 있습니다. 무작위 값은 ``0\"부터 ``1\"까지 " +"다양합니다. 파라미터를 랜덤화하는 공식은 다음과 같습니다:" #: ../../docs/tutorials/2d/particle_systems_2d.rst:117 +#, fuzzy msgid "Fixed FPS" -msgstr "" +msgstr "고정 FPS(Fixed FPS)" #: ../../docs/tutorials/2d/particle_systems_2d.rst:119 +#, fuzzy msgid "" "This setting can be used to set the particle system to render at a fixed " "FPS. For instance, changing the value to ``2`` will make the particles " "render at 2 frames per second. Note this does not slow down the particle " "system itself." msgstr "" +"이 설정은 입자 시스템을 고정 FPS로 렌더하는데 사용됩니다. 예로 들어 값을 " +"``2`` 로 바꿔 보면 입자를 초당 2 프레임으로 렌더합니다. 단, 입자 시스템을 느" +"려지게 하는 것이 아니니 주의하세요." #: ../../docs/tutorials/2d/particle_systems_2d.rst:124 msgid "Fract Delta" msgstr "" #: ../../docs/tutorials/2d/particle_systems_2d.rst:126 +#, fuzzy msgid "This can be used to turn Fract Delta on or off." -msgstr "" +msgstr "이 속성은 Fract Delta를 사용 또는 사용안함으로 바꾸는데 사용됩니다." #: ../../docs/tutorials/2d/particle_systems_2d.rst:129 msgid "Drawing parameters" @@ -26458,6 +26678,7 @@ msgid "" msgstr "" #: ../../docs/tutorials/2d/particle_systems_2d.rst:141 +#, fuzzy msgid "" "You can have Godot generate a Visibility Rect automatically using the " "toolbar above the 2d view. To do so, select the Particles2D node and Click " @@ -26465,6 +26686,11 @@ msgid "" "Particles2D node emitting particles for a few seconds and set the rectangle " "to fit the surface the particles take." msgstr "" +"You can have Godot generate a Visibility Rect automatically using the " +"toolbar above the 2d view. To do so, select the Particles2D node and Click ``" +"파티클(Particles) > 가시성 직사각형을 만들기``. Godot will simulate the " +"Particles2D node emitting particles for a few seconds and set the rectangle " +"to fit the surface the particles take." #: ../../docs/tutorials/2d/particle_systems_2d.rst:143 msgid "" @@ -26479,28 +26705,37 @@ msgid "Local Coords" msgstr "로컬 좌표" #: ../../docs/tutorials/2d/particle_systems_2d.rst:148 +#, fuzzy msgid "" "By default this option is on, and it means that the space that particles are " "emitted to is relative to the node. If the node is moved, all particles are " "moved with it:" msgstr "" +"기본적으로 이 옵션은 켜져 있으며 이는 입자들이 방출되는 공간이 노드에 상대적" +"인 걸 의미합니다. 만약 노드가 움직인다면 모든 입자들도 같이 움직입니다." #: ../../docs/tutorials/2d/particle_systems_2d.rst:154 +#, fuzzy msgid "" "If disabled, particles will emit to global space, meaning that if the node " "is moved, already emitted particles are not affected:" msgstr "" +"비활성화되면 입자는 전역 공간에 방출됩니다. 만약 노드가 움직이면 이미 방출된 " +"입자는 영향을 받지 않습니다." #: ../../docs/tutorials/2d/particle_systems_2d.rst:160 msgid "Draw Order" msgstr "" #: ../../docs/tutorials/2d/particle_systems_2d.rst:162 +#, fuzzy msgid "" "This controls the order in which individual particles are drawn. ``Index`` " "means particles are drawn according to their emission order (default). " "``Lifetime`` means they are drawn in order of remaining lifetime." msgstr "" +"각각의 입자가 그려지는 순서를 조절합니다. ``인덱스``는 방출 순서에 따라 입자" +"가 그려집니다(기본). ``Lifetime``은 남아 있는 lifetime 순서로 그려집니다." #: ../../docs/tutorials/2d/particle_systems_2d.rst:167 msgid "ParticlesMaterial settings" @@ -26511,23 +26746,27 @@ msgid "Spread" msgstr "" #: ../../docs/tutorials/2d/particle_systems_2d.rst:188 +#, fuzzy msgid "" "This parameter is the angle in degrees which will be randomly added in " "either direction to the base ``Direction``. A spread of ``180`` will emit in " "all directions (+/- 180)." msgstr "" +"이 매개 변수는 기준 ``방향``에 임의로 어느 방향으로든 추가되는 각도(도) 입니" +"다. ``180``으로 설정하면 모든 방향(+/- 180)으로 방출됩니다." #: ../../docs/tutorials/2d/particle_systems_2d.rst:195 msgid "Gravity" -msgstr "" +msgstr "중력" #: ../../docs/tutorials/2d/particle_systems_2d.rst:197 +#, fuzzy msgid "The gravity applied to every particle." -msgstr "" +msgstr "중력이 모든 입자에 적용됩니다." #: ../../docs/tutorials/2d/particle_systems_2d.rst:202 msgid "Initial Velocity" -msgstr "" +msgstr "초기 속도(Initial Velocity)" #: ../../docs/tutorials/2d/particle_systems_2d.rst:204 msgid "" @@ -26535,44 +26774,50 @@ msgid "" "sec). Speed might later be modified by gravity or other accelerations (as " "described further below)." msgstr "" +"선형 속도(Linear velocity)는 입자가 방출 되는 속도입니다(초당 픽셀). 속도는 " +"나중에 중력이나 다른 가속도에 의해 수정될 수 있습니다(아래에 더 자세히 설명" +"됨)." #: ../../docs/tutorials/2d/particle_systems_2d.rst:211 +#, fuzzy msgid "Angular Velocity" -msgstr "" +msgstr "각속도(Angular Velocity)" #: ../../docs/tutorials/2d/particle_systems_2d.rst:213 +#, fuzzy msgid "Angular velocity is the initial angular velocity applied to particles." -msgstr "" +msgstr "각속도(Angular velocity)는 입자에 적용되는 초기각속도입니다." #: ../../docs/tutorials/2d/particle_systems_2d.rst:216 msgid "Spin Velocity" -msgstr "" +msgstr "회전 속도(Spin Velocity)" #: ../../docs/tutorials/2d/particle_systems_2d.rst:218 +#, fuzzy msgid "" "Spin velocity is the speed at which particles turn around their center (in " "degrees/sec)." -msgstr "" +msgstr "회전 속도는 입자가 각각의 입자 중심을 회전하는 속도입니다(초당 각도)." #: ../../docs/tutorials/2d/particle_systems_2d.rst:224 msgid "Orbit Velocity" -msgstr "" +msgstr "공전 속도(Orbit Velocity)" #: ../../docs/tutorials/2d/particle_systems_2d.rst:226 msgid "Orbit velocity is used to make particles turn around their center." -msgstr "" +msgstr "공전 속도는 입자들이 중심을 돌게 만드는 데 사용됩니다." #: ../../docs/tutorials/2d/particle_systems_2d.rst:231 msgid "Linear Acceleration" -msgstr "" +msgstr "선형 가속도(Linear Acceleration)" #: ../../docs/tutorials/2d/particle_systems_2d.rst:233 msgid "The linear acceleration applied to each particle." -msgstr "" +msgstr "각 입자에 적용되는 선형 가속도." #: ../../docs/tutorials/2d/particle_systems_2d.rst:236 msgid "Radial Acceleration" -msgstr "" +msgstr "지름 가속도(Radial Acceleration)" #: ../../docs/tutorials/2d/particle_systems_2d.rst:238 msgid "" @@ -26582,13 +26827,16 @@ msgstr "" #: ../../docs/tutorials/2d/particle_systems_2d.rst:244 msgid "Tangential Acceleration" -msgstr "" +msgstr "접선가속도(Tangential Acceleration)" #: ../../docs/tutorials/2d/particle_systems_2d.rst:246 +#, fuzzy msgid "" "This acceleration will use the tangent vector to the center. Combining with " "radial acceleration can do nice effects." msgstr "" +"이 가속도는 중심에 접선 벡터를 사용합니다. 지름 가속도와 결합하면 좋은 효과" +"를 볼 수 있습니다." #: ../../docs/tutorials/2d/particle_systems_2d.rst:252 msgid "Damping" @@ -26600,16 +26848,20 @@ msgid "" "especially useful for sparks or explosions, which usually begin with a high " "linear velocity and then stop as they fade." msgstr "" +"Damping은 입자에 마찰을 일으켜 멈추게 합니다. 특히 불꽃이나 폭발에 유용하며 " +"보통 높은 선형 속도로 시작하다가 점차 사라지면서 멈춘다." #: ../../docs/tutorials/2d/particle_systems_2d.rst:261 msgid "Angle" -msgstr "" +msgstr "각도" #: ../../docs/tutorials/2d/particle_systems_2d.rst:263 msgid "" "Determines the initial angle of the particle (in degress). This parameter is " "mostly useful randomized." msgstr "" +"입자의 초기 각도를 결정합니다. 이 매개 변수는 랜덤화하는데 대부분 유용하게 " +"쓰입니다." #: ../../docs/tutorials/2d/particle_systems_2d.rst:269 #: ../../docs/tutorials/3d/using_multi_mesh_instance.rst:87 @@ -26627,68 +26879,76 @@ msgstr "색깔" #: ../../docs/tutorials/2d/particle_systems_2d.rst:278 msgid "Used to change the color of the particles being emitted." -msgstr "" +msgstr "방출되는 입자 색깔을 바꾸는 데 사용됩니다." #: ../../docs/tutorials/2d/particle_systems_2d.rst:281 msgid "Hue variation" msgstr "" #: ../../docs/tutorials/2d/particle_systems_2d.rst:283 +#, fuzzy msgid "" "The ``Variation`` value sets the initial hue variation applied to each " "particle. The ``Variation Random`` value controls the hue variation " "randomness ratio." msgstr "" +"``Variation`` 값은 각 입자의 초기 hue variation를 설정합니다. ``Variation " +"Random`` 값은 hue variation 무작위 비율을 조절합니다." #: ../../docs/tutorials/2d/particle_systems_2d.rst:288 -#, fuzzy msgid "Emission Shapes" -msgstr "충돌 모양" +msgstr "방출 모양(Emission Shapes)" #: ../../docs/tutorials/2d/particle_systems_2d.rst:290 +#, fuzzy msgid "" "ParticlesMaterials allow you to set an Emission Mask, which dictates the " "area and direction in which particles are emitted. These can be generated " "from textures in your project." msgstr "" +"ParticlesMaterials는 입자가 방출되는 영역과 방향을 결정할 수 있는 에미션 마스" +"크(Emission Mask)를 설정할 수 있습니다. 프로젝트 내 텍스쳐로 생성될 수 있습니" +"다." #: ../../docs/tutorials/2d/particle_systems_2d.rst:294 msgid "" "Ensure that a ParticlesMaterial is set, and the Particles2D node is " "selected. A \"Particles\" menu should appear in the Toolbar:" msgstr "" +"ParticlesMaterial이 설정되고 Particle2D 노드가 선택되어 있는지 확인하십시오. " +"툴바에 \"파티클(Particles)\" 메뉴가 표시됩니다:" #: ../../docs/tutorials/2d/particle_systems_2d.rst:299 msgid "Open it and select \"Load Emission Mask\":" -msgstr "" +msgstr "메뉴를 열고 \"에미션 마스크 불러오기\"를 선택하세요:" #: ../../docs/tutorials/2d/particle_systems_2d.rst:303 msgid "Then select which texture you want to use as your mask:" -msgstr "" +msgstr "그런 다음 마스크로 쓸 텍스쳐를 선택합니다:" #: ../../docs/tutorials/2d/particle_systems_2d.rst:307 msgid "A dialog box with several settings will appear." -msgstr "" +msgstr "몇 가지 설정이 있는 대화 상자가 나타납니다." #: ../../docs/tutorials/2d/particle_systems_2d.rst:310 -#, fuzzy msgid "Emission Mask" -msgstr "충돌 마스크" +msgstr "에미션 마스크(Emission Mask)" #: ../../docs/tutorials/2d/particle_systems_2d.rst:312 msgid "Three types of emission masks can be generated from a texture:" -msgstr "" +msgstr "텍스쳐로 생성될 수 있는 에미션 마스크는 세 가지 유형이 있습니다:" #: ../../docs/tutorials/2d/particle_systems_2d.rst:314 msgid "" "Solid Pixels: Particles will spawn from any area of the texture, excluding " "transparent areas." msgstr "" +"Solid Pixels: 텍스쳐의 투명한 부분을 제외한 모든 영역에서 입자가 생겨납니다." #: ../../docs/tutorials/2d/particle_systems_2d.rst:319 msgid "" "Border Pixels: Particles will spawn from the outer edges of the texture." -msgstr "" +msgstr "Border Pixels: 텍스쳐의 바깥쪽 가장자리에 입자가 생겨납니다." #: ../../docs/tutorials/2d/particle_systems_2d.rst:323 msgid "" @@ -26697,6 +26957,9 @@ msgid "" "Note that an ``Initial Velocity`` will need to be set in order to utilize " "this." msgstr "" +"Directed Border Pixels: Border Pixels와 유사하지만 마스크에 추가 정보를 추가" +"하여 입자들이 경계에서 멀리 방출할 수 있는 능력을 부여한다. 이를 활용하려면 " +"``초기 속도``를 설정해야 합니다." #: ../../docs/tutorials/2d/particle_systems_2d.rst:331 msgid "Emission Colors" @@ -26706,36 +26969,46 @@ msgstr "" msgid "" "``Capture from Pixel`` will cause the particles to inherit the color of the " "mask at their spawn points." -msgstr "" +msgstr "``픽셀로부터 캡쳐``는 입자가 생겨난 지점의 마스크 색깔을 물려받습니다." #: ../../docs/tutorials/2d/particle_systems_2d.rst:335 msgid "" "Once you click \"OK\", the mask will be generated and set to the " "ParticlesMaterial, under the ``Emission Shape`` section:" msgstr "" +"\"확인\" 버튼을 누르게 되면 마스크가 생성되고 ParticlesMaterial의 ``Emission " +"Shape`` 부분 아래에 설정됩니다:" #: ../../docs/tutorials/2d/particle_systems_2d.rst:339 msgid "" "All of the values within this section have been automatically generated by " "the \"Load Emission Mask\" menu, so they should generally be left alone." msgstr "" +"이 부분의 모든 값은 \"에미션 마스크 불러오기\" 메뉴에 의해서 자동적으로 생성" +"됩니다. 그래서 이 설정은 일반적으로 그대로 두어야 합니다." #: ../../docs/tutorials/2d/particle_systems_2d.rst:342 msgid "" "An image should not be added to ``Point Texture`` or ``Color Texture`` " "directly. The \"Load Emission Mask\" menu should always be used instead." msgstr "" +"``Point Texture`` 또는 ``Color Texture``에 직접 이미지를 추가해서는 안됩니" +"다. 그 대신에 \"에미션 마스크 불러오기\" 메뉴를 통해서 사용되어야 합니다." #: ../../docs/tutorials/2d/2d_movement.rst:4 msgid "2D movement overview" -msgstr "" +msgstr "2D 이동 개요" #: ../../docs/tutorials/2d/2d_movement.rst:9 +#, fuzzy msgid "" "Every beginner has been there: \"How do I move my character?\" Depending on " "the style of game you're making, you may have special requirements, but in " "general the movement in most 2D games is based on a small number of designs." msgstr "" +"모든 초심자는 이런 적이 있습니다: \"내 캐릭터를 움직이려면 어떻게 해야 하나" +"요?\" 만들고 있는 게임의 유형에 따라 특별한 요구 사항이 있을 수 있겠지만 일반" +"적으로 대부분 2D 게임에서 움직임은 적은 수의 디자인을 기반으로 합니다." #: ../../docs/tutorials/2d/2d_movement.rst:13 msgid "" @@ -26743,6 +27016,9 @@ msgid "" "but the principles will apply to other node types (Area2D, RigidBody2D) as " "well." msgstr "" +"우리는 이번 예제에 :ref:`KinematicBody2D ` 를 사용할 " +"겁니다. 하지만 원리는 다른 노드 유형(Area2D, RiqidBody2D)에도 적용할 수 있습" +"니다." #: ../../docs/tutorials/2d/2d_movement.rst:17 #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:22 @@ -26758,6 +27034,10 @@ msgid "" "You can use the Godot icon (\"icon.png\") for the Sprite's texture or use " "any other 2D image you have." msgstr "" +"아래의 각 예제는 동일한 씬 설정을 사용합니다. ``KinematicBody2D``와 자식 노드" +"로 ``Sprite``와 ``CollisionShape2D``로 시작합니다. 당신은 스프라이트 텍스쳐" +"로 Godot 아이콘(\"icon.png\")을 사용하거나 가지고 있는 다른 2D 이미지를 사용" +"할 수 있습니다." #: ../../docs/tutorials/2d/2d_movement.rst:23 msgid "" @@ -26765,10 +27045,13 @@ msgid "" "the following input actions (see :ref:`InputEvent ` for " "details):" msgstr "" +"``프로젝트 -> 프로젝트 설정`` 을 열고 \"입력 설정\" 탭을 선택합니다. 다음의 " +"입력 액션들을 추가하세요 (see :ref:`InputEvent ` for " +"details):" #: ../../docs/tutorials/2d/2d_movement.rst:29 msgid "8-way movement" -msgstr "" +msgstr "8 방향 이동" #: ../../docs/tutorials/2d/2d_movement.rst:31 msgid "" @@ -26777,10 +27060,13 @@ msgid "" "way movement\" comes from the fact that the player can move diagonally by " "pressing two keys at the same time." msgstr "" +"이 시나리오에서는 사용자가 4 방향의 키들(위/왼쪽/아래/오른쪽 또는 W/A/S/D)을 " +"누르고 선택된 방향으로 움직였으면 합니다. \"8 방향 이동\" 명칭은 동시에 두 키" +"를 눌러서 플레이어가 대각선으로 움직이게 되는 것에서 유래합니다." #: ../../docs/tutorials/2d/2d_movement.rst:37 msgid "Add a script to the kinematic body and add the following code:" -msgstr "" +msgstr "kinematic body에 스크립트를 추가하고 다음과 같은 코드를 추가합니다:" #: ../../docs/tutorials/2d/2d_movement.rst:101 msgid "" @@ -26789,22 +27075,29 @@ msgid "" "opposite keys cancel each other out, but will also result in diagonal " "movement being faster due to the two directions being added together." msgstr "" +"``get_input()`` 함수에서 4키 이벤트를 확인하고 이를 합산해서 속도 벡터를 얻습" +"니다. 두 반대편 키를 서로 상쇄하는 장점이 있지만 두 개의 방향을 함께 추가하" +"기 때문에 대각선 이동이 더 빨라지게 된다." #: ../../docs/tutorials/2d/2d_movement.rst:106 msgid "" "We can prevent that if we *normalize* the velocity, which means we set its " "*length* to ``1``, and multiply by the desired speed." msgstr "" +"우리는 속도를 *정상화*해서 방지할 수 있습니다. *길이*를 ``1``로 설정하고 원하" +"는 속도를 곱합니다." #: ../../docs/tutorials/2d/2d_movement.rst:109 msgid "" "If you've never used vector math before, or need a refresher, you can see an " "explanation of vector usage in Godot at :ref:`doc_vector_math`." msgstr "" +"벡터 수학을 사용해 본 적이 없거나 재교육이 필요한 경우 :ref:`doc_vector_math`" +"에서 고닷 내 벡터 사용에 대한 설명을 볼 수 있습니다." #: ../../docs/tutorials/2d/2d_movement.rst:113 msgid "Rotation + movement" -msgstr "" +msgstr "회전 + 이동" #: ../../docs/tutorials/2d/2d_movement.rst:115 msgid "" @@ -26813,6 +27106,10 @@ msgid "" "the character, while up/down moves it forward or backward in whatever " "direction it's facing." msgstr "" +"이러한 이동의 유형은 때때로 \"Asteroids-style\"이라 불립니다. 왜냐하면 고전 " +"아케이드 게임 Asteroids 작동 방식과 닮았기 때문입니다. 왼쪽 또는 오른쪽을 누" +"르면 캐릭터가 회전합니다. 반면에 위 또는 아래를 누르면 보고 있는 방향에 대햐" +"여 전진 하거나 후진합니다." #: ../../docs/tutorials/2d/2d_movement.rst:190 msgid "" @@ -26821,6 +27118,9 @@ msgid "" "rotation. The rotation is applied directly to the body's ``rotation`` " "property." msgstr "" +"여기에 회전 방향과 속도를 추적하기 위한 새로운 변수 두 개를 추가했습니다. 다" +"시 두 키를 동시에 누르면 취소되고 회전하지 않습니다. 이 회전은 바디의 " +"``rotation`` 속성에 직접 적용됩니다." #: ../../docs/tutorials/2d/2d_movement.rst:194 msgid "" @@ -26829,10 +27129,13 @@ msgid "" "function that you can use in many circumstances where you would otherwise " "need to apply trigonometric functions." msgstr "" +"속도를 설정하기 위해 우리는 ``Vector2.rotated()`` 메서드를 사용해 바디와 같" +"은 방향을 가리키도록 합니다. ``rotated``는 삼각함수를 적용해야 하는 여러 가" +"지 상황에서 사용할 수 있는 유용한 벡터 함수입니다." #: ../../docs/tutorials/2d/2d_movement.rst:200 msgid "Rotation + movement (mouse)" -msgstr "" +msgstr "회전 + 이동 (마우스)" #: ../../docs/tutorials/2d/2d_movement.rst:202 msgid "" @@ -26841,6 +27144,9 @@ msgid "" "character will always \"look at\" the mouse pointer. The forward/back inputs " "remain the same, however." msgstr "" +"이번 동작 방식은 이전 동작의 변형입니다. 이번에는 키보드 대신 마우스 위치에 " +"의해 방향이 정해집니다. 캐릭터는 항상 마우스 포인터를 봅니다(\"look at\"). 그" +"러나 전방/후진 입력은 동일하게 유지됩니다." #: ../../docs/tutorials/2d/2d_movement.rst:261 msgid "" @@ -26848,10 +27154,13 @@ msgid "" "point the player towards a given position. Without this function, you could " "get the same effect by setting the angle like this:" msgstr "" +"여기서 우리는 플레이어를 주어진 포지션으로 향하도록 하기 위해 :ref:Node2D " +"의 ``look_at()`` 메서드를 사용하고 있습니다. 이 함수가 없으면 " +"각도를 다음과 같이 설정하여 동일한 효과를 얻을 수 있습니다:" #: ../../docs/tutorials/2d/2d_movement.rst:276 msgid "Click-and-move" -msgstr "" +msgstr "클릭과 이동" #: ../../docs/tutorials/2d/2d_movement.rst:278 msgid "" @@ -26894,9 +27203,10 @@ msgstr "" #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:4 msgid "2D lights and shadows" -msgstr "" +msgstr "2D 빛(lights)과 그림자(shadows)" #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:9 +#, fuzzy msgid "" "This tutorial explains how the 2D lighting works in the `lights and shadows " "`_ 데모 프로젝트에서 어떻게 " +"2D 조명(lighting)이 작동하는지 설명합니다. 먼저 최종 데모에서 사용된 리소스" +"(resources)의 간략한 설명을 한 다음 단계별로 어떻게 데모처럼 씬을 만드는지 설" +"명합니다." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:16 +#, fuzzy msgid "" "All the resources for this tutorial can be found in the `official demo " "repository `_ on github. " @@ -26913,13 +27229,23 @@ msgid "" "downloaded from the Project Manager. Launch Godot and in the top bar select " "\"Templates\" and search for \"2D Lights and Shadows Demo\"." msgstr "" +"이번 튜토리얼에서 사용된 모든 리소스(resources)는 `official demo repository " +"`_ 깃허브(github)에서 찾" +"아볼 수 있습니다. 저는 시작하기 전에 데모를 다운로드 하기를 추천합니다. I " +"suggest you download it before starting. Alternatively, it can be downloaded " +"from the Project Manager. Launch Godot and in the top bar select \"Templates" +"\" and search for \"2D Lights and Shadows Demo\"." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:24 +#, fuzzy msgid "" "For this demo we use four textures: two for the lights, one for the shadow " "casters, and one for the background. I've included links to them all here if " "you want to download them separately from the demo." msgstr "" +"이 데모에서 우리는 4가지 텍스쳐를 사용할 것입니다. two for the lights, one " +"for the shadow casters, and one for the background. I've included links to " +"them all here if you want to download them separately from the demo." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:28 msgid "" @@ -43420,8 +43746,8 @@ msgid "" "Before reading this tutorial, it is advised to read the previous one about :" "ref:`doc_vector_math` as this one is a direct continuation." msgstr "" -"본 튜토리얼을 읽기 전에 \"ref:doc_vector_math\"에 대한 이전 튜토리얼을 읽어 " -"보는 것이 좋습니다." +"본 튜토리얼을 읽기 전에 :ref:`doc_vector_math`에 대한 이전 튜토리얼을 읽어 보" +"는 것이 좋습니다." #: ../../docs/tutorials/math/matrices_and_transforms.rst:12 msgid "" @@ -43582,8 +43908,8 @@ msgid "" "a direction or plane was one of the uses for the dot product. This was " "enough to obtain back the design coordinates for every point in the ship." msgstr "" -"이상하게 보일지 모르지만, 그것은 많은 논리를 가지고 있습니다. \"ref:" -"doc_vector_math\"에서 보았던 바와 같이 X축까지의 거리와 Y축까지의 거리가 계산" +"이상하게 보일지 모르지만, 그것은 많은 논리를 가지고 있습니다. :ref:" +"`doc_vector_math`에서 보았던 바와 같이 X축까지의 거리와 Y축까지의 거리가 계산" "되었다는 것을 기억하세요. 방향 또는 평면에서 거리를 계산하는 것은 외적을 사용" "하는 방법 중 하나입니다. 이것은 우주선 안의 모든 지점에 대한 설계 좌표를 다" "시 얻기에 충분했습니다." @@ -50838,6 +51164,9 @@ msgid "" "if there is more than one, make sure that the desired one has the \"current" "\" property set, or make it the current camera by calling:" msgstr "" +"뷰포트 당 하나의 활성 카메라만 있을 수 있습니다. 둘 이상 이라면 원하는 카메라" +"의 \"current\" 속성을 설정해야 합니다. 또는 다음과 같은 호출을 통해 현재 카메" +"라를 만들 수 있습니다:" #: ../../docs/tutorials/viewports/viewports.rst:84 msgid "Scale & stretching" diff --git a/weblate/pl.po b/weblate/pl.po index 12991eb51f..e8e244b634 100644 --- a/weblate/pl.po +++ b/weblate/pl.po @@ -6,6 +6,7 @@ # Adam Jakubczak , 2018-2019. # Andrzej , 2018. # Bartosz Stasiak , 2019. +# Daniel Kulas , 2019. # Dariusz Król , 2018-2019. # Dariusz Siek , 2018. # Igor , 2018. @@ -31,8 +32,8 @@ msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" "POT-Creation-Date: 2019-03-28 09:54+0100\n" -"PO-Revision-Date: 2019-03-28 08:39+0000\n" -"Last-Translator: Bartosz Stasiak \n" +"PO-Revision-Date: 2019-04-08 10:35+0000\n" +"Last-Translator: Daniel Kulas \n" "Language-Team: Polish \n" "Language: pl\n" @@ -52,7 +53,7 @@ msgid "" "Godot's documentation is available in various languages and versions. Expand " "the \"Read the Docs\" panel at the bottom of the sidebar to see the list." msgstr "" -"Dokumentacja Godot'a jest dostępna w wielu językach i wersjach. Rozwiń panel " +"Dokumentacja Godota jest dostępna w wielu językach i wersjach. Rozwiń panel " "\"Czytaj dokumentację\" u dołu paska bocznego aby wyświetlić listę." #: ../../docs/index.rst:10 @@ -82,10 +83,9 @@ msgid "" "community by providing new translations or reviewing existing ones on " "Weblate." msgstr "" -"W zależności od postępów tłumaczenia, możesz zauważyć, że niektóre " -"paragrafy, bądź nawet całe strony są dostępne tylko po angielsku. Możesz " -"pomóc społeczności przez dodawanie nowych tłumaczeń, lub ocenianie już " -"istniejących." +"W zależności od postępów tłumaczenia, możesz zauważyć, że niektóre akapity, " +"a nawet całe strony dostępne są wyłącznie w języku angielskim. Możesz pomóc " +"społeczności przez dodawanie nowych tłumaczeń lub ocenianie już istniejących." #: ../../docs/index.rst:25 msgid "" @@ -93,8 +93,8 @@ msgid "" "\"latest\" (development) branch, but should be suitable to learn how to use " "stable Godot releases nevertheless." msgstr "" -"Obecnie, zlokalizowane tłumaczenia są dostępne jedynie dla \"najnowszych" -"\" (rozwojowych) gałęzi, jednak powinny być wystarczające, by nauczyć się " +"Obecnie tłumaczenia dla języków innych niż angielski są dostępne jedynie dla " +"\"najnowszych\" (rozwojowych) gałęzi, powinny jednak wystarczyć do nauki " "obsługi stabilnych wersji Godot'a." #: ../../docs/index.rst:29 @@ -105,10 +105,11 @@ msgid "" "` to get an overview of what this documentation has to " "offer." msgstr "" -"Witamy w oficjalnej dokumentacji Godota, napędzanego przez społeczność Open " -"Source silnika do tworzenia gier 2D i 3D! Początkującym zalecamy zapoznanie " -"się ze :ref:`stroną wprowadzającą `, aby mieć ogólne " -"pojęcie o czym ta dokumentacja traktuje." +"Witaj w oficjalnej dokumentacji Godota - współtworzonego przez społeczność, " +"darmowego i otwartoźródłowego silnika do tworzenia gier 2D i 3D! " +"Początkującym zalecamy zapoznanie się z :ref:`wprowadzeniem " +"`, gdzie znajduje się zarys tego, czego mogą się z niej " +"dowiedzieć." #: ../../docs/index.rst:34 msgid "" @@ -116,8 +117,8 @@ msgid "" "the documentation for your topic of interest. You can also use the search " "function in the top left corner." msgstr "" -"Spis treści poniżej oraz ten na pasku bocznym powinien pozwolić tobie " -"odnaleźć dokumentacje, która cię interesuje. Możesz również skorzystać z " +"Spis treści poniżej oraz ten na pasku bocznym powinien pozwolić na łatwy " +"dostęp do dokumentacji, która cię interesuje. Możesz również skorzystać z " "paska wyszukiwania w lewym górnym rogu." #: ../../docs/index.rst:38 @@ -276,7 +277,7 @@ msgstr "" #: ../../docs/about/introduction.rst:21 msgid "About Godot Engine" -msgstr "O Godot Engine" +msgstr "O silniku Godot" #: ../../docs/about/introduction.rst:23 msgid "" @@ -1244,9 +1245,8 @@ msgstr "" "contact>`_." #: ../../docs/about/docs_changelog.rst:4 -#, fuzzy msgid "Documentation changelog" -msgstr "Wskazówki do dokumentacji" +msgstr "Dziennik zmian w dokumentacji" #: ../../docs/about/docs_changelog.rst:6 msgid "" @@ -1255,6 +1255,10 @@ msgid "" "many updates to the class reference. Below is a list of new tutorials added " "since version 3.0." msgstr "" +"Dokumentacja jest wciąż ulepszana. Wydanie wersji 3.1 zawiera wiele nowych " +"poradników a stare poradniki oraz odnośniki klas zostały odświeżone i " +"poprawione. Poniżej możesz zobaczyć listę nowych poradników dodanych od " +"wersji 3.0." #: ../../docs/about/docs_changelog.rst:10 msgid "" @@ -1262,76 +1266,77 @@ msgid "" "many tutorials have been substantially updated but are not reflected in this " "document." msgstr "" +"Poniższy dokument zawiera tylko nowe poradniki, więc nie wszystkie zmiany są " +"odzwierciedlone, wiele poradników jest intensywnie aktualizowana jednak nie " +"zostały one wspomniane w tym dokumencie." #: ../../docs/about/docs_changelog.rst:14 msgid "New tutorials since version 3.0" -msgstr "" +msgstr "Nowe poradniki wprowadzone po wersji 3.0" #: ../../docs/about/docs_changelog.rst:17 -#, fuzzy msgid "Step-by-step" msgstr "Krok po kroku" #: ../../docs/about/docs_changelog.rst:19 -#, fuzzy msgid ":ref:`Signals `" -msgstr ":ref:`Basis `" +msgstr ":ref:`Sygnały `" #: ../../docs/about/docs_changelog.rst:20 -#, fuzzy msgid ":ref:`Exporting `" -msgstr ":ref:`String `" +msgstr ":ref:`Eksportowanie `" #: ../../docs/about/docs_changelog.rst:23 #: ../../docs/getting_started/workflow/index.rst:2 msgid "Project workflow" -msgstr "" +msgstr "Workflow projektu" #: ../../docs/about/docs_changelog.rst:34 -#, fuzzy msgid "Best Practices:" -msgstr "Dobre praktyki" +msgstr "Dobre praktyki:" #: ../../docs/about/docs_changelog.rst:25 msgid ":ref:`Introduction `" -msgstr "" +msgstr ":ref:`Wprowadzenie `" #: ../../docs/about/docs_changelog.rst:26 msgid ":ref:`What are Godot classes `" -msgstr "" +msgstr ":ref:`Czym są klasy Godot `" #: ../../docs/about/docs_changelog.rst:27 msgid ":ref:`Scene organization `" -msgstr "" +msgstr ":ref:`Organizacja sceny `" #: ../../docs/about/docs_changelog.rst:28 msgid ":ref:`Scenes versus scripts `" -msgstr "" +msgstr ":ref:`Sceny kontra skrypty `" #: ../../docs/about/docs_changelog.rst:29 msgid "" ":ref:`Autoloads versus internal nodes `" msgstr "" +":ref:`Automatyczne ładowanie kontra węzły wewnętrzne " +"`" #: ../../docs/about/docs_changelog.rst:30 msgid ":ref:`Node alternatives `" -msgstr "" +msgstr ":ref:`Alternatywy węzłów `" #: ../../docs/about/docs_changelog.rst:31 msgid ":ref:`Godot interfaces `" -msgstr "" +msgstr ":ref:`Interfejs Godota `" #: ../../docs/about/docs_changelog.rst:32 msgid ":ref:`Godot notifications `" -msgstr "" +msgstr ":ref:`Powiadomienia Godota `" #: ../../docs/about/docs_changelog.rst:33 msgid ":ref:`Data preferences `" -msgstr "" +msgstr ":ref:`Preferencje danych `" #: ../../docs/about/docs_changelog.rst:34 msgid ":ref:`Logic preferences `" -msgstr "" +msgstr ":ref:`Preferencje logiki `" #: ../../docs/about/docs_changelog.rst:37 #: ../../docs/getting_started/step_by_step/scripting.rst:4 @@ -1342,7 +1347,7 @@ msgstr "Skrypty" #: ../../docs/about/docs_changelog.rst:39 msgid ":ref:`Typed GDscript `" -msgstr "" +msgstr ":ref:`Typowanie silne w GDscript `" #: ../../docs/about/docs_changelog.rst:42 ../../docs/tutorials/2d/index.rst:2 msgid "2D" @@ -1350,32 +1355,35 @@ msgstr "2D" #: ../../docs/about/docs_changelog.rst:44 msgid ":ref:`2D lights and shadows `" -msgstr "" +msgstr ":ref:`Oświetlenie i cienie 2D `" #: ../../docs/about/docs_changelog.rst:45 msgid ":ref:`2D meshes `" -msgstr "" +msgstr ":ref:`Kształty 2D `" #: ../../docs/about/docs_changelog.rst:48 ../../docs/tutorials/3d/index.rst:2 msgid "3D" msgstr "3D" #: ../../docs/about/docs_changelog.rst:50 -#, fuzzy msgid ":ref:`CSG `" -msgstr ":ref:`Color `" +msgstr ":ref:`CSG `" #: ../../docs/about/docs_changelog.rst:51 msgid "" ":ref:`Animating thousands of fish with MultiMesh " "`" msgstr "" +":ref:`Animowanie tysięcy ryb za pomocą MultiMesh " +"`" #: ../../docs/about/docs_changelog.rst:52 msgid "" ":ref:`Controlling thousands of fish with Particles " "`" msgstr "" +":ref:`Kontrolowanie tysięcy ryb za pomocą cząsteczek " +"`" #: ../../docs/about/docs_changelog.rst:55 #: ../../docs/tutorials/physics/index.rst:2 @@ -1384,11 +1392,11 @@ msgstr "Fizyka" #: ../../docs/about/docs_changelog.rst:57 msgid ":ref:`Ragdoll system `" -msgstr "" +msgstr ":ref:`System Ragdolli `" #: ../../docs/about/docs_changelog.rst:58 msgid ":ref:`Softbody `" -msgstr "" +msgstr ":ref:`Ciało miękkie `" #: ../../docs/about/docs_changelog.rst:61 #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:2 @@ -1400,18 +1408,17 @@ msgstr "Animacje" #: ../../docs/about/docs_changelog.rst:63 msgid ":ref:`2D skeletons `" -msgstr "" +msgstr ":ref:`Szkielety 2D `" #: ../../docs/about/docs_changelog.rst:64 -#, fuzzy msgid ":ref:`AnimationTree `" -msgstr ": ref: 'AnimatedSprite '" +msgstr ":ref:`AnimationTree `" #: ../../docs/about/docs_changelog.rst:67 #: ../../docs/tutorials/viewports/index.rst:2 #: ../../docs/tutorials/viewports/viewports.rst:4 msgid "Viewports" -msgstr "" +msgstr "Okno podglądu" #: ../../docs/about/docs_changelog.rst:69 #, fuzzy @@ -1420,7 +1427,7 @@ msgstr "Używanie szablonów eksportu" #: ../../docs/about/docs_changelog.rst:70 msgid ":ref:`Custom post-processing `" -msgstr "" +msgstr ":ref:`Dostosowany post-processing `" #: ../../docs/about/docs_changelog.rst:73 #: ../../docs/tutorials/shading/index.rst:2 @@ -1432,22 +1439,28 @@ msgid "" ":ref:`Intro to shaders: 2D and 3D water (7 video tutorials) " "`" msgstr "" +":ref:`Wprowadzenie do shaderów: Woda 2D i 3D (7 poradników filmowych) " +"`" #: ../../docs/about/docs_changelog.rst:76 msgid "" ":ref:`Migrating to Godot’s shading language " "`" msgstr "" +":ref:`Migracja do języka cieniowania Godota " +"`" #: ../../docs/about/docs_changelog.rst:77 msgid "" ":ref:`Vertex displacement with shaders " "`" msgstr "" +":ref:`Przemieszczenie wierzchołków za pomocą shaderów " +"`" #: ../../docs/about/docs_changelog.rst:78 msgid ":ref:`Advanced post-processing `" -msgstr "" +msgstr ":ref:`Zaawansowany post-processing `" #: ../../docs/about/docs_changelog.rst:85 #, fuzzy @@ -1455,14 +1468,12 @@ msgid "Shading Reference:" msgstr "Zmiana aktualnej sceny" #: ../../docs/about/docs_changelog.rst:81 -#, fuzzy msgid ":ref:`Shaders `" -msgstr ":ref:`Proste pisanie Shaderów `" +msgstr ":ref:`Shadery `" #: ../../docs/about/docs_changelog.rst:82 -#, fuzzy msgid ":ref:`Shading language `" -msgstr ":ref:`Proste pisanie Shaderów `" +msgstr ":ref:`Język cieniowania `" #: ../../docs/about/docs_changelog.rst:83 #, fuzzy @@ -1484,27 +1495,28 @@ msgstr "VR" #: ../../docs/about/docs_changelog.rst:90 msgid ":ref:`VR starter tutorial `" -msgstr "" +msgstr ":ref:`Poradnik początków z VR `" #: ../../docs/about/docs_changelog.rst:93 #: ../../docs/tutorials/platform/index.rst:2 msgid "Platform-specific" -msgstr "" +msgstr "Specyficzny dla platformy" #: ../../docs/about/docs_changelog.rst:95 msgid "" ":ref:`Customizing the Web export HTML page `" msgstr "" +":ref:`Dostosowanie eksportu do strony sieciowej HTML " +"`" #: ../../docs/about/docs_changelog.rst:98 #: ../../docs/tutorials/threads/index.rst:2 -#, fuzzy msgid "Multi-threading" -msgstr "Wieloliniowy ciąg tekstowy" +msgstr "Wielowątkowość" #: ../../docs/about/docs_changelog.rst:100 msgid ":ref:`Thread safe APIs `" -msgstr "" +msgstr ":ref:`Wątkowo-bezpieczne API `" #: ../../docs/about/docs_changelog.rst:103 #: ../../docs/tutorials/misc/index.rst:2 @@ -1513,21 +1525,20 @@ msgstr "Różności" #: ../../docs/about/docs_changelog.rst:105 msgid ":ref:`Fixing jitter and stutter `" -msgstr "" +msgstr ":ref:`Naprawa drgań i migania `" #: ../../docs/about/docs_changelog.rst:106 msgid ":ref:`Running code in the editor `" -msgstr "" +msgstr ":ref:`Uruchamianie kodu w edytorze `" #: ../../docs/about/docs_changelog.rst:107 msgid ":ref:`Change scenes manually `" -msgstr "" +msgstr ":ref:`Ręczna zmiana scen `" #: ../../docs/about/docs_changelog.rst:108 -#, fuzzy msgid "" ":ref:`Differences between GLES2 and GLES3 `" -msgstr "Ogólne różnice między C# i GDScript" +msgstr ":ref:`Różnice pomiędzy GLES2 i GLES3 `" #: ../../docs/about/docs_changelog.rst:111 #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:231 @@ -1542,13 +1553,15 @@ msgstr "Kompilowanie" #: ../../docs/about/docs_changelog.rst:113 msgid ":ref:`Optimizing a build for size `" -msgstr "" +msgstr ":ref:`Optymalizacja rozmiaru projektu `" #: ../../docs/about/docs_changelog.rst:114 msgid "" ":ref:`Compiling with script encryption key " "`" msgstr "" +":ref:`Kompilowanie z użyciem klucza szyfrowania " +"skryptu`" #: ../../docs/about/docs_changelog.rst:117 #: ../../docs/development/cpp/index.rst:2 @@ -1556,10 +1569,11 @@ msgid "Engine development" msgstr "Rozwój silnika" #: ../../docs/about/docs_changelog.rst:119 -#, fuzzy msgid "" ":ref:`Binding to external libraries `" -msgstr ":ref:`Możliwe są edytory zewnętrzne `" +msgstr "" +":ref:`Dowiązania do zewnętrznych bibliotek " +"`" #: ../../docs/about/docs_changelog.rst:122 #: ../../docs/tutorials/content/index.rst:2 @@ -1580,6 +1594,7 @@ msgstr "Wtyczki" #: ../../docs/about/docs_changelog.rst:129 msgid ":ref:`Making main screen plugins `" msgstr "" +":ref:`Tworzenie wtyczek ekranu głównego `" #: ../../docs/about/docs_changelog.rst:130 msgid ":ref:`Spatial gizmo plugins `" @@ -2408,9 +2423,8 @@ msgid "In the above picture, Scene B was added to Scene A as an instance." msgstr "Na powyższym zdjęciu Scena B została dodana do Sceny A." #: ../../docs/getting_started/step_by_step/instancing.rst:34 -#, fuzzy msgid "Instancing by example" -msgstr "Instancjowanie w przykładzie" +msgstr "Instancjowanie na przykładzie" #: ../../docs/getting_started/step_by_step/instancing.rst:36 msgid "" @@ -2506,24 +2520,26 @@ msgid "" "Open the ``Ball`` scene and add a ``PhysicsMaterial`` by clicking on the " "down arrow and selecting \"New PhysicsMaterial\"." msgstr "" +"Otwórz scenę ``Kula`` i dodaj ``Materiał fizyczny`` przez kliknięcie na " +"strzałkę w dół i wybranie \"Nowy materiał fizyczny\"." #: ../../docs/getting_started/step_by_step/instancing.rst:98 msgid "" "Then, expand the material by clicking on it, and set the ``Bounce`` property " "to ``1``." msgstr "" +"Następnie, rozwiń materiał przez kliknięcie na niego i ustawienie " +"właściwości \"Obcicie\" na \"1\"." #: ../../docs/getting_started/step_by_step/instancing.rst:103 -#, fuzzy msgid "" "Press \"Play\" and notice that all of the instanced balls are now much more " "bouncy. Because the instanced balls are based on the saved scene, changes to " "that scene will affect all instances." msgstr "" -"Otwórz scenę ``Ball`` i zmień właściwość ``Bounce``(Skoczność) w inspektorze " -"na `1`. Naciśnij \"Odtwórz\" i zauważysz, że wszystkie instancje piłki " -"lepiej się odbijają. Ponieważ instancje piłki są oparte na zapisanej scenie, " -"zmiany tej sceny będą miały wpływ na wszystkie instancje." +"Wciśnij \"Graj\". Zauważysz, że wszystkie piłki będące instancjami odbijają " +"się mocniej. Jako, że bazują one na zapisanej scenie, zmiany w niej mają " +"wpływ na wszystkie instancje." #: ../../docs/getting_started/step_by_step/instancing.rst:107 msgid "" @@ -2558,14 +2574,14 @@ msgid "Conclusion" msgstr "Wniosek" #: ../../docs/getting_started/step_by_step/instancing.rst:123 -#, fuzzy msgid "" "Instancing can be useful when you want to create many copies of the same " "object. It is also possible to create instances in code by using GDScript, " "see :ref:`doc_instancing_continued`." msgstr "" -"Instancjonowanie może być przydatne, gdy chcesz utworzyć wiele kopii tego " -"samego obiektu." +"Instancjonowanie może być przydatne, kiedy chcesz utworzyć wiele kopii tego " +"samego obiektu. Można również tworzyć instancje przy użyciu GDScripta - :ref:" +"`doc_instancing_continued`." #: ../../docs/getting_started/step_by_step/instancing_continued.rst:4 msgid "Instancing (continued)" @@ -2594,6 +2610,8 @@ msgid "" "A way to organize and embed complex game flows or even UIs (in Godot, UI " "Elements are nodes, too)." msgstr "" +"Sposób na organizację i osadzenie złożonych elementów gry a nawet interfejsu " +"użytkownika (w Godot, elementy interfejsu są również węzłami)." #: ../../docs/getting_started/step_by_step/instancing_continued.rst:17 msgid "Design language" @@ -2652,7 +2670,6 @@ msgstr "" "własnościowych." #: ../../docs/getting_started/step_by_step/instancing_continued.rst:42 -#, fuzzy msgid "" "A lot of time spent in programming games (or software in general) is on " "designing an architecture and fitting game components to that architecture. " @@ -2662,13 +2679,13 @@ msgid "" "design based on scene instantiation means little other architectural code is " "needed." msgstr "" -"Wiele czasu spędzanego w grach (lub ogólnie w oprogramowaniu) to " -"projektowanie architektury i dopasowywanie komponentów gier do tej " -"architektury. Projektowanie w oparciu o sceny zastępuje to podejście i " -"znacznie przyspiesza i upraszcza rozwój, pozwalając skupić się na samej " -"logice gry. Ponieważ większość komponentów gry oddziałuje bezpośrednio na " -"scenę, zastosowanie instancji opartej na projekcie oznacza, że nie jest " -"potrzebny żaden inny kod architektoniczny." +"Podczas tworzenia gier (i oprogramowania w ogóle), wiele czasu poświęca się " +"na projektowanie architektury i dopasowywanie do niej komponentów. " +"Projektowanie w oparciu o sceny zastępuje to podejście i znacznie " +"przyspiesza i ułatwia cały proces, pozwalając skupić się na samej logice " +"gry. Ponieważ większość komponentów gry oddziałuje bezpośrednio na scenę, " +"konstrukcja projektu na bazie instancji sprawia, że potrzeba tylko " +"niewielkiej ilości innego kodu." #: ../../docs/getting_started/step_by_step/instancing_continued.rst:48 msgid "" @@ -2751,27 +2768,25 @@ msgstr "" "bardzo i przejdź do następnego samouczka!" #: ../../docs/getting_started/step_by_step/scripting.rst:9 -#, fuzzy msgid "" "Before Godot 3.0, the only choice for scripting a game was to use :ref:" "`GDScript`. Nowadays, Godot has four (yes, four!) official " "languages and the ability to add extra scripting languages dynamically!" msgstr "" -"Przed Godotem 3.0, jedynym językiem do programowania gry było użycie :ref:" -"`doc_gdscript`. Obecnie Godot ma cztery (tak, cztery!) języki oficjalnie " -"wspierane i możliwość dynamicznego dodawania dodatkowych języków skryptowych!" +"Przed wersją 3.0 Godota, :ref:`doc_gdscript` był jedynym językiem, którego " +"można było użyć do oskryptowania gry. Obecnie Godot wspiera cztery (tak, " +"cztery!) języki, a także możliwość dynamicznego dodawania innych języków " +"skryptowych!" #: ../../docs/getting_started/step_by_step/scripting.rst:13 -#, fuzzy msgid "" "This is great, mostly due to the large amount of flexibility provided, but " "it also makes our work supporting languages more difficult." msgstr "" -"Jest to wspaniałe, głównie ze względu na dużą elastyczność, ale również " -"utrudnia naszą pracę w zakresie języków pomocniczych." +"To wspaniałe, głównie ze względu na dużą elastyczność, jednak im więcej " +"języków, tym więcej pracy trzeba włożyć w ich utrzymanie." #: ../../docs/getting_started/step_by_step/scripting.rst:16 -#, fuzzy msgid "" "The \"main\" languages in Godot, though, are GDScript and VisualScript. The " "main reason to choose them is their level of integration with Godot, as this " @@ -2779,11 +2794,10 @@ msgid "" "and C++ need to be edited in a separate IDE. If you are a big fan of " "statically typed languages, go with C# and C++ instead." msgstr "" -"\"Głównymi\" językami Godota są GDScript i VisualScript. Głównym powodem ich " -"wyboru jest poziom integracji z Godotem, ponieważ sprawia to, że " -"doświadczenie jest płynniejsze; obie mają płynną integrację z edytorem, " -"podczas gdy C# i C++ muszą być edytowane w oddzielnym IDE. Jeśli jesteś " -"wielkim fanem statycznie typowanych języków, to zacznij korzystać z C# i C++." +"\"Domyślnymi\" językami dla Godota są GDScript i VisualScript - są " +"funkcjonalne, wydajne i oferują dobrą integrację z edytorem. Jeśli jesteś " +"wielkim fanem statycznie typowanych języków, możesz użyć C++ lub C#, jednak " +"konieczne jest użycie zewnętrznego IDE." #: ../../docs/getting_started/step_by_step/scripting.rst:22 #: ../../docs/getting_started/scripting/gdscript/index.rst:2 @@ -2801,15 +2815,14 @@ msgid "GDScript" msgstr "GDScript" #: ../../docs/getting_started/step_by_step/scripting.rst:24 -#, fuzzy msgid "" ":ref:`GDScript` is, as mentioned above, the main language used " "in Godot. Using it has some positive points compared to other languages due " "to its high integration with Godot:" msgstr "" -":ref:`doc_gdscript` jest, jak wspomniano powyżej, głównym językiem używanym " -"w Godot. Używanie go ma kilka pozytywów w porównaniu z innymi językami ze " -"względu na jego wysoką integrację z Godotem:" +":ref:`GDScript` jest, jak wspomniano powyżej, domyślnym " +"językiem dla Godota, głównie ze względu na wysoki stopień integracji z " +"programem. Ma kilka zalet nad innymi językami:" #: ../../docs/getting_started/step_by_step/scripting.rst:28 msgid "" @@ -3015,16 +3028,15 @@ msgid "Writing a script that can access other nodes in the scene." msgstr "Pisanie skryptu umożliwiającego dostęp do innych węzłów sceny." #: ../../docs/getting_started/step_by_step/scripting.rst:100 -#, fuzzy msgid "" "Before continuing, please make sure to read the :ref:" "`GDScript` reference. It's a language designed to be simple, " "and the reference is short, so it will not take more than a few minutes to " "get an overview of the concepts." msgstr "" -"Zanim przejdziesz dalej, przeczytaj odnośnik :ref:`doc_gdscript`. Jest to " -"język zaprojektowany tak, aby był prosty, a tekst jest krótki, więc nie " -"zajmie więcej niż kilka minut, aby uzyskać ogólne pojęcie." +"Zanim przejdziesz dalej, przeczytaj dokument o :ref:" +"`GDScript`. Tekst nie jest długi, a język jest dość prosty, " +"więc zorientowanie się w nim zajmie co najwyżej kilka minut." #: ../../docs/getting_started/step_by_step/scripting.rst:105 #: ../../docs/tutorials/physics/kinematic_character_2d.rst:79 @@ -3091,13 +3103,12 @@ msgstr "" "ustawienie języka skryptu, nazwy klasy i innych opcji." #: ../../docs/getting_started/step_by_step/scripting.rst:139 -#, fuzzy msgid "" "In GDScript, the file itself represents the class, so the class name field " "is not editable." msgstr "" -"W skrypcie GDScript sam plik reprezentuje klasę, więc pole nazwy klasy nie " -"jest edytowalne." +"W GDScript to plik reprezentuje klasę, więc pole nazwy klasy nie jest " +"edytowalne." #: ../../docs/getting_started/step_by_step/scripting.rst:142 msgid "" @@ -3717,6 +3728,8 @@ msgid "" "You can read more about the observer pattern here: http://" "gameprogrammingpatterns.com/observer.html" msgstr "" +"O wzorcu projektowym obserwator, możesz przeczytać więcej tutaj: http://" +"gameprogrammingpatterns.com/observer.html" #: ../../docs/getting_started/step_by_step/signals.rst:16 msgid "" @@ -3731,6 +3744,7 @@ msgid "" "Below you can see some examples of how you can use signals in your own " "projects." msgstr "" +"Poniżej możesz zobaczyć przykłady, jak używać sygnałów w swoich projektach." #: ../../docs/getting_started/step_by_step/signals.rst:24 #, fuzzy @@ -3771,6 +3785,9 @@ msgid "" "Click on the \"timeout()\" signal and click \"Connect...\". You'll see the " "following window, where you can define how you want to connect the signal:" msgstr "" +"Kliknij na sygnał \"timeout()\" i wybierz \"Connect...\". Zobaczysz wtedy " +"okno, w którym będziesz mógł zdefiniować, w jaki sposób chcesz połączyć " +"sygnał:" #: ../../docs/getting_started/step_by_step/signals.rst:51 msgid "" @@ -3785,6 +3802,7 @@ msgid "" "The target node *must* have a script attached or you'll receive an error " "message." msgstr "" +"Docelowy węzeł *musi* mieć skrypt, albo otrzymasz informację o błędzie." #: ../../docs/getting_started/step_by_step/signals.rst:59 msgid "" @@ -3799,6 +3817,7 @@ msgid "" "Click \"Connect\" and you'll see that the function has been created in the " "script:" msgstr "" +"Wybierz \"Connect\" i zobaczysz, że funkcja została utworzona w skrypcie:" #: ../../docs/getting_started/step_by_step/signals.rst:84 msgid "" @@ -3856,7 +3875,7 @@ msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:177 msgid "To emit a signal via code, use the ``emit`` function:" -msgstr "" +msgstr "Aby wyemitować sygnał poprzez kod, użyj funkcji \"emit\":" #: ../../docs/getting_started/step_by_step/signals.rst:203 #, fuzzy @@ -3925,6 +3944,8 @@ msgid "" "Now the bullets will maintain their own movement independent of the player's " "rotation:" msgstr "" +"Teraz pocisk będzie utrzymywał swój własny ruch, niezależnie od rotacji " +"gracza:" #: ../../docs/getting_started/step_by_step/signals.rst:325 msgid "" @@ -5372,7 +5393,7 @@ msgstr "Na koniec dodaj ``$DeathSound.play()`` do funkcji ``game_over()``." #: ../../docs/getting_started/step_by_step/your_first_game.rst:1167 msgid "Keyboard Shortcut" -msgstr "" +msgstr "Skrót klawiszowy" #: ../../docs/getting_started/step_by_step/your_first_game.rst:1169 msgid "" @@ -15894,10 +15915,13 @@ msgstr "" "innym skryptom za pomocą metody opisanej w poprzednim kroku." #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:153 +#, fuzzy msgid "" "To use the variable in the script, simply drag it to the canvas to create a " "getter:" msgstr "" +"Aby użyć zmiennej w skrypcie, po prostu przeciągnij ją w ramkę, aby utworzyć " +"odbiorcę (?):" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:158 msgid "Likewise, hold *Control* (*Command* on Mac) to drop a setter:" @@ -25159,7 +25183,7 @@ msgstr "Węzeł Particles2D powinien emitować białe punkty w dół." #: ../../docs/tutorials/2d/particle_systems_2d.rst:44 msgid "Texture" -msgstr "Texture" +msgstr "Tekstura" #: ../../docs/tutorials/2d/particle_systems_2d.rst:46 msgid "" @@ -25280,7 +25304,7 @@ msgstr "" #: ../../docs/tutorials/2d/particle_systems_2d.rst:117 msgid "Fixed FPS" -msgstr "Fixed FPS" +msgstr "Zablokowana wartość FPS" #: ../../docs/tutorials/2d/particle_systems_2d.rst:119 msgid "" @@ -33730,6 +33754,9 @@ msgid "" "global transform. The reason we do this is so the bullet is spawned at the " "end of the pistol." msgstr "" +"Następnie, ustawiamy globalne przemieszenie wykonanej kopii na równe " +"globalnemu przemieszeniu punktu \"Pistol_Aim_Point\". Robimy to po to, żeby " +"kule pojawiały się na końcu lufy pistoletu." #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:719 msgid "" @@ -71110,9 +71137,9 @@ msgid "" msgstr "" "Zgłaszając błąd, należy pamiętać, że proces ten jest podobny do wizyty u " "lekarza. Zauważyłeś *symptomy*, które sprawiają, że myślisz, że coś może być " -"nie tak (awaria silnika, niektóre funkcje nie działają zgodnie z " -"oczekiwaniami itp.) Zadaniem zespołu zajmującego się znajdowaniem i " -"opisywaniem błędów i programistów jest pomoc w postawieniu diagnozy " +"nie tak (silnik się zacina lub wyłącza, niektóre funkcje nie działają " +"zgodnie z oczekiwaniami itp.). Zadaniem zespołu zajmującego się znajdowaniem " +"i opisywaniem błędów i programistów jest pomoc w postawieniu diagnozy " "problemu, z którym się zetknęliście, tak aby można było zidentyfikować i " "zająć się faktyczną przyczyną błędu." diff --git a/weblate/pt_BR.po b/weblate/pt_BR.po index ec6db27cda..5a0f5eff42 100644 --- a/weblate/pt_BR.po +++ b/weblate/pt_BR.po @@ -39,10 +39,13 @@ # Gustavo Oliveira , 2018. # Henrique Combochi , 2018-2019. # Iago Barbosa da Silva , 2018. +# Ian Pontes Louzada , 2019. +# Ivan Camargo dos Santos , 2019. # Jessé Silva , 2018. # João Victor Lima , 2018. # Joaquim Ferreira , 2018. # Joel Landgraf Filho , 2019. +# José Leonardo Ayres Pereira , 2019. # Julio Yagami , 2018-2019. # ieleny filgueira , 2018. # Klaus Dellano , 2018. @@ -92,8 +95,8 @@ msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" "POT-Creation-Date: 2019-03-28 09:54+0100\n" -"PO-Revision-Date: 2019-03-19 15:15+0000\n" -"Last-Translator: Accácio \n" +"PO-Revision-Date: 2019-04-08 10:36+0000\n" +"Last-Translator: Julio Yagami \n" "Language-Team: Portuguese (Brazil) \n" "Language: pt_BR\n" @@ -1314,7 +1317,7 @@ msgstr "" #: ../../docs/about/docs_changelog.rst:4 msgid "Documentation changelog" -msgstr "" +msgstr "Alterações da Documentação" #: ../../docs/about/docs_changelog.rst:6 msgid "" @@ -1323,6 +1326,10 @@ msgid "" "many updates to the class reference. Below is a list of new tutorials added " "since version 3.0." msgstr "" +"Esta documentação está sendo continuamente melhorada. O lançamento da versão " +"3.1 inclui muitos novos tutoriais, muitas correções e atualizações de " +"antigos tutoriais, e muitas atualizações das referências de classes. Abaixo " +"está a lista dos novos tutoriais adicionados desde a versão 3.0." #: ../../docs/about/docs_changelog.rst:10 msgid "" @@ -1330,13 +1337,15 @@ msgid "" "many tutorials have been substantially updated but are not reflected in this " "document." msgstr "" +"Este documento apenas contém novos tutoriais, portanto nem todas as mudanças " +"são contempladas. Muitos tutoriais tem sido substancialmente atualizados mas " +"não são refletidos neste documento." #: ../../docs/about/docs_changelog.rst:14 msgid "New tutorials since version 3.0" -msgstr "" +msgstr "Novos tutoriais desde a versão 3.0" #: ../../docs/about/docs_changelog.rst:17 -#, fuzzy msgid "Step-by-step" msgstr "Passo a passo" @@ -1346,9 +1355,8 @@ msgid ":ref:`Signals `" msgstr ":ref:`Basis `" #: ../../docs/about/docs_changelog.rst:20 -#, fuzzy msgid ":ref:`Exporting `" -msgstr ":ref:`String `" +msgstr ":ref:`Exporting `" #: ../../docs/about/docs_changelog.rst:23 #: ../../docs/getting_started/workflow/index.rst:2 @@ -1362,46 +1370,47 @@ msgstr "Boas práticas" #: ../../docs/about/docs_changelog.rst:25 msgid ":ref:`Introduction `" -msgstr "" +msgstr ":ref: `Introdução `" #: ../../docs/about/docs_changelog.rst:26 msgid ":ref:`What are Godot classes `" -msgstr "" +msgstr ":ref: `O que são as classes Godot `" #: ../../docs/about/docs_changelog.rst:27 -#, fuzzy msgid ":ref:`Scene organization `" -msgstr ":ref:`Canalização de Animações `" +msgstr ":ref:`Organização de cenas `" #: ../../docs/about/docs_changelog.rst:28 msgid ":ref:`Scenes versus scripts `" -msgstr "" +msgstr ":ref: `Cenas versus Scripts `" #: ../../docs/about/docs_changelog.rst:29 msgid "" ":ref:`Autoloads versus internal nodes `" msgstr "" +":ref:`Autoloads versus nós internos `" #: ../../docs/about/docs_changelog.rst:30 msgid ":ref:`Node alternatives `" -msgstr "" +msgstr ":ref:`Alternativa de nós `" #: ../../docs/about/docs_changelog.rst:31 msgid ":ref:`Godot interfaces `" -msgstr "" +msgstr ":ref:`Interfaces Godot `" #: ../../docs/about/docs_changelog.rst:32 -#, fuzzy msgid ":ref:`Godot notifications `" -msgstr ":ref:`Canalização de Animações `" +msgstr ":ref:`Notificação Godot `" #: ../../docs/about/docs_changelog.rst:33 +#, fuzzy msgid ":ref:`Data preferences `" -msgstr "" +msgstr ":ref:`Preferências de dados `" #: ../../docs/about/docs_changelog.rst:34 +#, fuzzy msgid ":ref:`Logic preferences `" -msgstr "" +msgstr ":ref:`Preferências de lógica `" #: ../../docs/about/docs_changelog.rst:37 #: ../../docs/getting_started/step_by_step/scripting.rst:4 @@ -1416,20 +1425,24 @@ msgid ":ref:`Typed GDscript `" msgstr ":ref:`Embutido `" #: ../../docs/about/docs_changelog.rst:42 ../../docs/tutorials/2d/index.rst:2 +#, fuzzy msgid "2D" -msgstr "" +msgstr "2D" #: ../../docs/about/docs_changelog.rst:44 +#, fuzzy msgid ":ref:`2D lights and shadows `" -msgstr "" +msgstr ":ref:`luzes 2D e sombras `" #: ../../docs/about/docs_changelog.rst:45 +#, fuzzy msgid ":ref:`2D meshes `" -msgstr "" +msgstr ":ref:`malhas 2D`" #: ../../docs/about/docs_changelog.rst:48 ../../docs/tutorials/3d/index.rst:2 +#, fuzzy msgid "3D" -msgstr "" +msgstr "3D" #: ../../docs/about/docs_changelog.rst:50 #, fuzzy @@ -1444,10 +1457,13 @@ msgid "" msgstr "Animar a perda de vida com o nó Tween" #: ../../docs/about/docs_changelog.rst:52 +#, fuzzy msgid "" ":ref:`Controlling thousands of fish with Particles " "`" msgstr "" +":ref:`Controlando milhares de peixes com Partículas " +"`" #: ../../docs/about/docs_changelog.rst:55 #: ../../docs/tutorials/physics/index.rst:2 @@ -1455,12 +1471,14 @@ msgid "Physics" msgstr "Física" #: ../../docs/about/docs_changelog.rst:57 +#, fuzzy msgid ":ref:`Ragdoll system `" -msgstr "" +msgstr ":ref:`Sistema Ragdoll`" #: ../../docs/about/docs_changelog.rst:58 +#, fuzzy msgid ":ref:`Softbody `" -msgstr "" +msgstr ":ref:`Softbody `" #: ../../docs/about/docs_changelog.rst:61 #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:2 @@ -1471,8 +1489,9 @@ msgid "Animation" msgstr "Animação" #: ../../docs/about/docs_changelog.rst:63 +#, fuzzy msgid ":ref:`2D skeletons `" -msgstr "" +msgstr ":ref:`Esqueletos 2D`" #: ../../docs/about/docs_changelog.rst:64 #, fuzzy @@ -1482,43 +1501,57 @@ msgstr ":ref:`Canalização de Animações `" #: ../../docs/about/docs_changelog.rst:67 #: ../../docs/tutorials/viewports/index.rst:2 #: ../../docs/tutorials/viewports/viewports.rst:4 +#, fuzzy msgid "Viewports" -msgstr "" +msgstr "Viewports" #: ../../docs/about/docs_changelog.rst:69 +#, fuzzy msgid ":ref:`Using a Viewport as a texture `" -msgstr "" +msgstr ":ref:`Usando uma Viewport como uma textura `" #: ../../docs/about/docs_changelog.rst:70 +#, fuzzy msgid ":ref:`Custom post-processing `" -msgstr "" +msgstr ":ref:`Pós-processamento personalizado `" #: ../../docs/about/docs_changelog.rst:73 #: ../../docs/tutorials/shading/index.rst:2 +#, fuzzy msgid "Shading" -msgstr "" +msgstr "Shading" #: ../../docs/about/docs_changelog.rst:75 +#, fuzzy msgid "" ":ref:`Intro to shaders: 2D and 3D water (7 video tutorials) " "`" msgstr "" +":ref:`Introdução aos shaders: água 2D e 3D (7 video-tutoriais) " +"`" #: ../../docs/about/docs_changelog.rst:76 +#, fuzzy msgid "" ":ref:`Migrating to Godot’s shading language " "`" msgstr "" +":ref:`Migrando para a linguagem de shading da Godot " +"`" #: ../../docs/about/docs_changelog.rst:77 +#, fuzzy msgid "" ":ref:`Vertex displacement with shaders " "`" msgstr "" +":ref:`Vértice displacement com shaders " +"`" #: ../../docs/about/docs_changelog.rst:78 +#, fuzzy msgid ":ref:`Advanced post-processing `" -msgstr "" +msgstr ":ref:`Pós-processamento avançado `" #: ../../docs/about/docs_changelog.rst:85 #, fuzzy @@ -1541,8 +1574,9 @@ msgid ":ref:`Spatial shaders `" msgstr ":ref:`Facilidade para escrever Shaders `" #: ../../docs/about/docs_changelog.rst:84 +#, fuzzy msgid ":ref:`CanvasItem shaders `" -msgstr "" +msgstr ":ref:`Shaders de CanvasItem `" #: ../../docs/about/docs_changelog.rst:85 #, fuzzy @@ -1550,22 +1584,27 @@ msgid ":ref:`Particles shaders `" msgstr ":ref:`Facilidade para escrever Shaders `" #: ../../docs/about/docs_changelog.rst:88 ../../docs/tutorials/vr/index.rst:2 +#, fuzzy msgid "VR" -msgstr "" +msgstr "VR" #: ../../docs/about/docs_changelog.rst:90 +#, fuzzy msgid ":ref:`VR starter tutorial `" -msgstr "" +msgstr ":ref:`Tutorial de iniciante de VR `" #: ../../docs/about/docs_changelog.rst:93 #: ../../docs/tutorials/platform/index.rst:2 +#, fuzzy msgid "Platform-specific" -msgstr "" +msgstr "Específico de plataforma" #: ../../docs/about/docs_changelog.rst:95 +#, fuzzy msgid "" ":ref:`Customizing the Web export HTML page `" msgstr "" +":ref:`Personalizando a Web export HTML page `" #: ../../docs/about/docs_changelog.rst:98 #: ../../docs/tutorials/threads/index.rst:2 @@ -1574,25 +1613,30 @@ msgid "Multi-threading" msgstr "String com múltiplas linhas" #: ../../docs/about/docs_changelog.rst:100 +#, fuzzy msgid ":ref:`Thread safe APIs `" -msgstr "" +msgstr ":ref:`Thread safe APIs `" #: ../../docs/about/docs_changelog.rst:103 #: ../../docs/tutorials/misc/index.rst:2 +#, fuzzy msgid "Miscellaneous" -msgstr "" +msgstr "Diversos" #: ../../docs/about/docs_changelog.rst:105 +#, fuzzy msgid ":ref:`Fixing jitter and stutter `" -msgstr "" +msgstr ":ref:`Consertando jitter e stutter `" #: ../../docs/about/docs_changelog.rst:106 +#, fuzzy msgid ":ref:`Running code in the editor `" -msgstr "" +msgstr ":ref:`Rodando código no editor `" #: ../../docs/about/docs_changelog.rst:107 +#, fuzzy msgid ":ref:`Change scenes manually `" -msgstr "" +msgstr ":ref:`Mudar cenas manualmente `" #: ../../docs/about/docs_changelog.rst:108 #, fuzzy @@ -1608,23 +1652,29 @@ msgstr "Diferenças gerais entre o C# e o GDScript" #: ../../docs/development/compiling/compiling_for_osx.rst:23 #: ../../docs/development/compiling/compiling_for_ios.rst:19 #: ../../docs/development/compiling/compiling_for_uwp.rst:24 +#, fuzzy msgid "Compiling" -msgstr "" +msgstr "Compilando" #: ../../docs/about/docs_changelog.rst:113 +#, fuzzy msgid ":ref:`Optimizing a build for size `" -msgstr "" +msgstr ":ref:`Otimizando uma build por tamanho `" #: ../../docs/about/docs_changelog.rst:114 +#, fuzzy msgid "" ":ref:`Compiling with script encryption key " "`" msgstr "" +":ref:`Compilando com chave de encriptação de script " +"`" #: ../../docs/about/docs_changelog.rst:117 #: ../../docs/development/cpp/index.rst:2 +#, fuzzy msgid "Engine development" -msgstr "" +msgstr "Desenvolvimento de Engine" #: ../../docs/about/docs_changelog.rst:119 #, fuzzy @@ -1649,8 +1699,10 @@ msgid "Plugins" msgstr "Plugins" #: ../../docs/about/docs_changelog.rst:129 +#, fuzzy msgid ":ref:`Making main screen plugins `" msgstr "" +":ref:`Fazendo plugins da cena principal `" #: ../../docs/about/docs_changelog.rst:130 #, fuzzy @@ -2585,16 +2637,22 @@ msgid "Editing instances" msgstr "Editando instâncias" #: ../../docs/getting_started/step_by_step/instancing.rst:93 +#, fuzzy msgid "" "Open the ``Ball`` scene and add a ``PhysicsMaterial`` by clicking on the " "down arrow and selecting \"New PhysicsMaterial\"." msgstr "" +"Abra a cena ``Bola`` e adicione uma ``PhysicsMaterial`` clicando na seta " +"abaixo e selecionando \"Novo PhysicsMaterial\"." #: ../../docs/getting_started/step_by_step/instancing.rst:98 +#, fuzzy msgid "" "Then, expand the material by clicking on it, and set the ``Bounce`` property " "to ``1``." msgstr "" +"Então, expanda o material clicando-o, e defina a propriedade ``Bounce`` para " +"``1``." #: ../../docs/getting_started/step_by_step/instancing.rst:103 #, fuzzy @@ -5695,6 +5753,7 @@ msgstr "" "e-mover." #: ../../docs/getting_started/step_by_step/exporting.rst:31 +#, fuzzy msgid "" "By default Godot emulates mouse input from touch input. That means if " "anything is coded to happen on a mouse event, touch will trigger it as well. " @@ -5702,6 +5761,11 @@ msgid "" "input, you can do that in the \"Project Settings\" under *Input Devices* and " "*Pointing*" msgstr "" +"Por padrão Godot emula entrada de mouse apartir da entrada de toque. Quer " +"dizer, se tudo é programado para acontecer em um evento de mouse, o toque " +"vai ativar da mesma forma. Se você desejar desativar isso por alguma razão, " +"ou emular toque apartir da entrada de mouse, você pode fazer isso nas " +"\"Configurações do Projeto\" abaixo *Dispositivos de Entrada* e *Apontando*" #: ../../docs/getting_started/step_by_step/exporting.rst:38 #, fuzzy @@ -11796,12 +11860,17 @@ msgstr "" "e a substitui pela cena requisitada." #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:227 +#, fuzzy msgid "" "Using :ref:`Object.call_deferred() `, the " "second function will only run once all code from the current scene has " "completed. Thus, the current scene will not be removed while it is still " "being used (i.e. its code is still running)." msgstr "" +"Usando :ref:`Object.call_deferred() `, a " +"segunda função irá somente rodar uma vez que todo o código dessa cena has " +"completed. Thus, the current scene will not be removed while it is still " +"being used (i.e. its code is still running)." #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:232 #, fuzzy @@ -20334,12 +20403,17 @@ msgstr "" "tipo diferente e use a conversão direta caso contrário." #: ../../docs/getting_started/workflow/project_setup/project_organization.rst:8 +#, fuzzy msgid "" "Since Godot has no restrictions on project structure or filesystem usage, " "organizing files when learning the engine can seem challenging. This " "tutorial suggests a workflow which should be a good starting point. We will " "also cover using version control with Godot." msgstr "" +"Uma vez que Godot não tem nenhuma restrição na estrutura do projeto ou uso " +"do sistema de arquivos, organizar arquivos enquanto aprendendo a engine pode " +"parecer desafiador. This tutorial suggests a workflow which should be a good " +"starting point. We will also cover using version control with Godot." #: ../../docs/getting_started/workflow/project_setup/project_organization.rst:14 msgid "Organization" @@ -21055,11 +21129,15 @@ msgid "**2. Check mute status of NLA tracks**" msgstr "**2. Verificar o status 'mudo' das faixas NLA **" #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:35 +#, fuzzy msgid "" "An NLA track can be ``mute`` or ``unmute``, the exporter will export all the " "``mute`` NLA track as a separate action, while blends all the ``unmute`` NLA " "tracks into every action (including the action action) being exported." msgstr "" +"An NLA track can be ``mute`` or ``unmute``, the exporter will export all the " +"``mute`` NLA track as a separate action, while blends all the ``unmute`` NLA " +"tracks into every action (including the action action) being exported." #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:41 #, fuzzy @@ -21967,8 +22045,9 @@ msgstr "" "reverberação adicionada." #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:51 +#, fuzzy msgid "Trimming" -msgstr "" +msgstr "Trimming" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:53 #, fuzzy @@ -21989,46 +22068,67 @@ msgstr "" "A importação de WAV com a opção de corte ativada resolve esse problema." #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:62 +#, fuzzy msgid "Looping" -msgstr "" +msgstr "Looping" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:64 +#, fuzzy 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 "" +"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." #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:69 +#, fuzzy msgid "" "As an alternative, the import screen has a \"loop\" option that enables " "looping for the entire sample when importing." msgstr "" +"Como uma alternativa, a cena de importação tem uma opção de \"loop\" que " +"ativa looping para o entire sample when importing." #: ../../docs/getting_started/workflow/assets/importing_translations.rst:4 +#, fuzzy msgid "Importing translations" -msgstr "" +msgstr "Importando traduções" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:7 +#, fuzzy msgid "Games and internationalization" -msgstr "" +msgstr "Jogos e internacionalização" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:9 +#, fuzzy msgid "" "The world is full of different markets and cultures and, to maximize " "profits™, nowadays games are released in several languages. To solve this, " "internationalized text must be supported in any modern game engine." msgstr "" +"O mundo é cheio de diferentes mercados e culturas e, para maximizar lucros™, " +"hoje em dia os jogos são lançados em várias línguas. Para resolver isso, " +"texto internacionalizado precisa ser suportado em qualquer game engine " +"moderna." #: ../../docs/getting_started/workflow/assets/importing_translations.rst:14 +#, fuzzy msgid "" "In regular desktop or mobile applications, internationalized text is usually " "located in resource files (or .po files for GNU stuff). Games, however, can " "use several orders of magnitude more text than applications, so they must " "support efficient methods for dealing with loads of multilingual text." msgstr "" +"In regular desktop or mobile applications, internationalized text is usually " +"located in resource files (or .po files for GNU stuff). Games, however, can " +"use several orders of magnitude more text than applications, so they must " +"support efficient methods for dealing with loads of multilingual text." #: ../../docs/getting_started/workflow/assets/importing_translations.rst:20 +#, fuzzy msgid "" "There are two approaches to generate multilingual language games and " "applications. Both are based on a key:value system. The first is to use one " @@ -22037,24 +22137,38 @@ msgid "" "if a game is released first in English, later in other languages, but a " "complete nightmare if working with many languages at the same time." msgstr "" +"There are two approaches to generate multilingual language games and " +"applications. Both are based on a key:value system. The first is to use one " +"of the languages as the key (usually English), the second is to use a " +"specific identifier. The first approach is probably easier for development " +"if a game is released first in English, later in other languages, but a " +"complete nightmare if working with many languages at the same time." #: ../../docs/getting_started/workflow/assets/importing_translations.rst:28 +#, fuzzy msgid "" "In general, games use the second approach and a unique ID is used for each " "string. This allows you to revise the text while it is being translated to " "other languages. The unique ID can be a number, a string, or a string with a " "number (it's just a unique string anyway)." msgstr "" +"In general, games use the second approach and a unique ID is used for each " +"string. This allows you to revise the text while it is being translated to " +"other languages. The unique ID can be a number, a string, or a string with a " +"number (it's just a unique string anyway)." #: ../../docs/getting_started/workflow/assets/importing_translations.rst:33 +#, fuzzy msgid "Translators also usually prefer to work with spreadsheets." -msgstr "" +msgstr "Tradutores também preferem trabalhar com planilhas." #: ../../docs/getting_started/workflow/assets/importing_translations.rst:36 +#, fuzzy msgid "Translation format" -msgstr "" +msgstr "Formato de tradução" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:38 +#, fuzzy 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 " @@ -22063,113 +22177,144 @@ msgid "" "arrangement. The CSV files must be saved in UTF-8 encoding and be formatted " "as follows:" msgstr "" +"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:" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:46 +#, fuzzy msgid "" -msgstr "" +msgstr "" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:46 +#, fuzzy msgid "" -msgstr "" +msgstr "" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:46 +#, fuzzy msgid "" -msgstr "" +msgstr "" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:48 +#, fuzzy msgid "KEY1" -msgstr "" +msgstr "KEY1" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:48 #: ../../docs/getting_started/workflow/assets/importing_translations.rst:50 #: ../../docs/getting_started/workflow/assets/importing_translations.rst:52 #: ../../docs/tutorials/misc/binary_serialization_api.rst:33 +#, fuzzy msgid "string" -msgstr "" +msgstr "string" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:50 +#, fuzzy msgid "KEY2" -msgstr "" +msgstr "KEY2" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:52 +#, fuzzy msgid "KEYN" -msgstr "" +msgstr "KEYN" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:55 +#, fuzzy 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:" msgstr "" +"As tags \"lang\" precisam representar uma língua, que precisa ser uma dos :" +"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:" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:61 #: ../../docs/tutorials/i18n/locales.rst:352 +#, fuzzy msgid "id" -msgstr "" +msgstr "id" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:61 #: ../../docs/tutorials/i18n/locales.rst:178 +#, fuzzy msgid "en" -msgstr "" +msgstr "en" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:61 #: ../../docs/tutorials/i18n/locales.rst:220 +#, fuzzy msgid "es" -msgstr "" +msgstr "es" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:61 #: ../../docs/tutorials/i18n/locales.rst:372 +#, fuzzy msgid "ja" -msgstr "" +msgstr "ja" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:63 msgid "GREET" msgstr "" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:63 +#, fuzzy msgid "Hello, friend!" -msgstr "" +msgstr "Olá, amigo!" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:63 +#, fuzzy msgid "Hola, Amigo!" -msgstr "" +msgstr "Hola, Amigo!" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:63 +#, fuzzy msgid "こんにちは" -msgstr "" +msgstr "こんにちは" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:65 msgid "ASK" msgstr "" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:65 +#, fuzzy msgid "How are you?" -msgstr "" +msgstr "Como vai você?" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:65 +#, fuzzy msgid "Cómo está?" -msgstr "" +msgstr "Cómo está?" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:65 +#, fuzzy msgid "元気ですか" -msgstr "" +msgstr "元気ですか" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:67 msgid "BYE" msgstr "" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:67 +#, fuzzy msgid "Good Bye" -msgstr "" +msgstr "Adeus" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:67 +#, fuzzy msgid "Adiós" -msgstr "" +msgstr "Adiós" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:67 +#, fuzzy msgid "さようなら" -msgstr "" +msgstr "さようなら" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:71 #, fuzzy @@ -22177,17 +22322,24 @@ msgid "CSV importer" msgstr "Por que importar?" #: ../../docs/getting_started/workflow/assets/importing_translations.rst:73 +#, fuzzy 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 "" +"Godot vai tratar arquivos CSV como traduções por padrão. Ele vai importá-los " +"e gerar um ou mais arquivos de recurso de tradução compressas próximas a ele." #: ../../docs/getting_started/workflow/assets/importing_translations.rst:76 +#, fuzzy 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 "" +"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." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:4 #, fuzzy @@ -22200,29 +22352,39 @@ msgid "Godot scene importer" msgstr "Godot-Blender-Exporter" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:9 +#, fuzzy msgid "" "When dealing with 3D assets, Godot has a flexible and configurable importer." msgstr "" +"Ao lidar com assets 3D, Godot tem um flexível e configurável importador." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:11 +#, fuzzy msgid "" "Godot works with *scenes*. This means that the entire scene being worked on " "in your favorite 3D DCC will be transferred as close as possible." msgstr "" +"Godot trabalha com *cenas*. Isso significa que a cena inteira sendo " +"trabalhada na sua favorita 3D" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:14 +#, fuzzy msgid "Godot supports the following 3D *scene file fomats*:" -msgstr "" +msgstr "Godot suporta os seguintes *formatos de arquivo de cena* 3D:" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:16 +#, fuzzy msgid "DAE (COLLADA), which is currently the most mature workflow." -msgstr "" +msgstr "DAE (COLLADA), which is currently the most mature workflow." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:17 +#, fuzzy msgid "" "GLTF 2.0. Both text and binary formats are supported. Godot has full support " "for it, but the format is new and gaining traction." msgstr "" +"GLTF 2.0. Both text and binary formats are supported. Godot has full support " +"for it, but the format is new and gaining traction." #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:18 msgid "" diff --git a/weblate/ru.po b/weblate/ru.po index 0681568283..bda71de926 100644 --- a/weblate/ru.po +++ b/weblate/ru.po @@ -8,6 +8,7 @@ # Alexander , 2019. # Alexander Danilov , 2019. # Alexander Pushkar , 2018. +# Alexandr , 2019. # Alexandr Eremeev , 2019. # Alex , 2018. # Allan Nordhøy , 2019. @@ -15,9 +16,10 @@ # Andrii Doroshenko , 2018. # Anton Ivanov , 2018. # asapokl , 2018. +# B10nicMachine , 2018. # Bashka , 2018. # batonbl4 , 2018. -# B10nicMachine , 2018. +# Bumerang , 2019. # Chaosus89 , 2018-2019. # Constantin Moskvitin , 2018. # Danil Alexeev , 2018-2019. @@ -40,9 +42,11 @@ # luckyuk , 2018-2019. # Mintormo , 2018. # mirrorrim , 2019. +# N1 , 2019. # Neo6666666 , 2018-2019. # Nick , 2018. # Nikita Nigmatullin , 2018. +# Nikita , 2019. # Novikov Vladimir , 2018. # Omicron , 2018. # Petr Kustov , 2018-2019. @@ -52,6 +56,7 @@ # sample text , 2018. # Sergey , 2018. # Sergey Grinev , 2018. +# Shohrukh Nuriddinov , 2019. # Siarhei Dounar , 2019. # Siarhei Mashkarniou , 2018. # S.traiker.D , 2018. @@ -65,6 +70,7 @@ # Аркадий Авас , 2018. # Арсений Солодков , 2019. # Аслан Снупов , 2018. +# Виктор , 2019. # Влад Афонин (Midnightcoder) , 2018. # Дарисон ДиДжей Младший , 2019. # Дмитрий , 2019. @@ -85,8 +91,8 @@ msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" "POT-Creation-Date: 2019-03-28 09:54+0100\n" -"PO-Revision-Date: 2019-03-28 08:40+0000\n" -"Last-Translator: Chaosus89 \n" +"PO-Revision-Date: 2019-04-09 09:31+0000\n" +"Last-Translator: Alexandr \n" "Language-Team: Russian \n" "Language: ru\n" @@ -379,8 +385,8 @@ msgid "" "documentation further, especially the :ref:`Step by step ` tutorial." msgstr "" -"Для более детального обзора движка, вам нужно подробнее почитать эту " -"документацию, особенно руководство :ref:`Шаг за шагом `." #: ../../docs/about/introduction.rst:46 @@ -1304,7 +1310,7 @@ msgstr "" #: ../../docs/about/docs_changelog.rst:4 msgid "Documentation changelog" -msgstr "" +msgstr "История изменений документации" #: ../../docs/about/docs_changelog.rst:6 msgid "" @@ -1313,6 +1319,10 @@ msgid "" "many updates to the class reference. Below is a list of new tutorials added " "since version 3.0." msgstr "" +"Документация постоянно совершенствуется. Релиз версии 3.1 включает в себя " +"множество новых обучающих разделов, множество исправлений и обновлений для " +"старых обучающих разделов, а также множество обновлений справочника классов. " +"Ниже приведен список новых учебных разделов, добавленных в версии 3.0." #: ../../docs/about/docs_changelog.rst:10 msgid "" @@ -1320,136 +1330,137 @@ msgid "" "many tutorials have been substantially updated but are not reflected in this " "document." msgstr "" +"Этот документ содержит только новые руководства, многие руководства были " +"существенно обновлены, но не вошли в этот документ." #: ../../docs/about/docs_changelog.rst:14 msgid "New tutorials since version 3.0" -msgstr "" +msgstr "Новые руководства, начиная с версии 3.0" #: ../../docs/about/docs_changelog.rst:17 -#, fuzzy msgid "Step-by-step" -msgstr "Шаг за шагом" +msgstr "Пошаговое обучение" #: ../../docs/about/docs_changelog.rst:19 -#, fuzzy msgid ":ref:`Signals `" -msgstr ":ref:`Basis `" +msgstr ":ref:`Сигналы `" #: ../../docs/about/docs_changelog.rst:20 -#, fuzzy msgid ":ref:`Exporting `" -msgstr ":ref:`String `" +msgstr ":ref:`Экспорт `" #: ../../docs/about/docs_changelog.rst:23 #: ../../docs/getting_started/workflow/index.rst:2 msgid "Project workflow" -msgstr "" +msgstr "Рабочий процесс проекта" #: ../../docs/about/docs_changelog.rst:34 msgid "Best Practices:" -msgstr "" +msgstr "Лучшие практики:" #: ../../docs/about/docs_changelog.rst:25 msgid ":ref:`Introduction `" -msgstr "" +msgstr ":ref:`Введение `" #: ../../docs/about/docs_changelog.rst:26 msgid ":ref:`What are Godot classes `" -msgstr "" +msgstr ":ref:`Что такое Godot классы `" #: ../../docs/about/docs_changelog.rst:27 #, fuzzy msgid ":ref:`Scene organization `" -msgstr ":ref:`Анимационный Пайплайн `" +msgstr ":ref:`Структура сцены `" #: ../../docs/about/docs_changelog.rst:28 msgid ":ref:`Scenes versus scripts `" -msgstr "" +msgstr ":ref:`Зависимость сцен от скриптов `" #: ../../docs/about/docs_changelog.rst:29 msgid "" ":ref:`Autoloads versus internal nodes `" msgstr "" +":ref:`Автозагрузка против внутренних узлов " +"`" #: ../../docs/about/docs_changelog.rst:30 msgid ":ref:`Node alternatives `" -msgstr "" +msgstr ":ref:`Альтернативы узлам `" #: ../../docs/about/docs_changelog.rst:31 msgid ":ref:`Godot interfaces `" -msgstr "" +msgstr "Интерфейсы Godot" #: ../../docs/about/docs_changelog.rst:32 -#, fuzzy msgid ":ref:`Godot notifications `" -msgstr ":ref:`Анимационный Пайплайн `" +msgstr ":ref:`Godot оповещения `" #: ../../docs/about/docs_changelog.rst:33 msgid ":ref:`Data preferences `" -msgstr "" +msgstr ":ref:`Настройки данных `" #: ../../docs/about/docs_changelog.rst:34 msgid ":ref:`Logic preferences `" -msgstr "" +msgstr ":ref:`Настройки логики `" #: ../../docs/about/docs_changelog.rst:37 #: ../../docs/getting_started/step_by_step/scripting.rst:4 #: ../../docs/getting_started/scripting/index.rst:2 #: ../../docs/tutorials/networking/http_request_class.rst:22 msgid "Scripting" -msgstr "Скриптинг" +msgstr "Написание скриптов" #: ../../docs/about/docs_changelog.rst:39 -#, fuzzy msgid ":ref:`Typed GDscript `" -msgstr ":ref:`Built-in `" +msgstr ":ref:`Типизированный GDscript `" #: ../../docs/about/docs_changelog.rst:42 ../../docs/tutorials/2d/index.rst:2 msgid "2D" -msgstr "" +msgstr "2D" #: ../../docs/about/docs_changelog.rst:44 msgid ":ref:`2D lights and shadows `" -msgstr "" +msgstr ":ref:`2D освещение и тени `" #: ../../docs/about/docs_changelog.rst:45 msgid ":ref:`2D meshes `" -msgstr "" +msgstr ":ref:`2D сетки `" #: ../../docs/about/docs_changelog.rst:48 ../../docs/tutorials/3d/index.rst:2 msgid "3D" -msgstr "" +msgstr "3D" #: ../../docs/about/docs_changelog.rst:50 -#, fuzzy msgid ":ref:`CSG `" -msgstr ":ref:`AnimatedSprite `" +msgstr ":ref:`CSG `" #: ../../docs/about/docs_changelog.rst:51 -#, fuzzy msgid "" ":ref:`Animating thousands of fish with MultiMesh " "`" -msgstr "Анимировать смерть с помощью узла Tween" +msgstr "" +":ref:`Анимация тысячи рыб при помощи MultiMesh " +"`" #: ../../docs/about/docs_changelog.rst:52 msgid "" ":ref:`Controlling thousands of fish with Particles " "`" msgstr "" +":ref:`Управление тысячами рыб с помощью Particles " +"`" #: ../../docs/about/docs_changelog.rst:55 #: ../../docs/tutorials/physics/index.rst:2 msgid "Physics" -msgstr "" +msgstr "Физика" #: ../../docs/about/docs_changelog.rst:57 msgid ":ref:`Ragdoll system `" -msgstr "" +msgstr ":ref:`Система Ragdoll `" #: ../../docs/about/docs_changelog.rst:58 msgid ":ref:`Softbody `" -msgstr "" +msgstr ":ref:`Мягкое тело `" #: ../../docs/about/docs_changelog.rst:61 #: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:2 @@ -1461,7 +1472,7 @@ msgstr "Анимация" #: ../../docs/about/docs_changelog.rst:63 msgid ":ref:`2D skeletons `" -msgstr "" +msgstr ":ref:`2D скелеты `" #: ../../docs/about/docs_changelog.rst:64 #, fuzzy @@ -1472,90 +1483,94 @@ msgstr ":ref:`Анимационный Пайплайн `" #: ../../docs/tutorials/viewports/index.rst:2 #: ../../docs/tutorials/viewports/viewports.rst:4 msgid "Viewports" -msgstr "" +msgstr "Окна просмотра" #: ../../docs/about/docs_changelog.rst:69 msgid ":ref:`Using a Viewport as a texture `" msgstr "" +":ref:`Использование Viewport в качестве текстуры `" #: ../../docs/about/docs_changelog.rst:70 msgid ":ref:`Custom post-processing `" -msgstr "" +msgstr ":ref:`Пользовательская пост-обработка `" #: ../../docs/about/docs_changelog.rst:73 #: ../../docs/tutorials/shading/index.rst:2 msgid "Shading" -msgstr "" +msgstr "Затенение" #: ../../docs/about/docs_changelog.rst:75 msgid "" ":ref:`Intro to shaders: 2D and 3D water (7 video tutorials) " "`" msgstr "" +":ref:`Введение в шейдеры: 2D и 3D вода (7 видео уроков) " +"`" #: ../../docs/about/docs_changelog.rst:76 msgid "" ":ref:`Migrating to Godot’s shading language " "`" msgstr "" +":ref:`Переход к языку шейдинга Godot " +"`" #: ../../docs/about/docs_changelog.rst:77 msgid "" ":ref:`Vertex displacement with shaders " "`" msgstr "" +":ref:`Смещение вершин при помощи шейдеров " +"`" #: ../../docs/about/docs_changelog.rst:78 msgid ":ref:`Advanced post-processing `" -msgstr "" +msgstr ":ref:`Продвинутая пост-обработка `" #: ../../docs/about/docs_changelog.rst:85 -#, fuzzy msgid "Shading Reference:" -msgstr "Смена текущей сцены" +msgstr "Справка по шейдингу:" #: ../../docs/about/docs_changelog.rst:81 -#, fuzzy msgid ":ref:`Shaders `" -msgstr ":ref:`Легко написать Шейдеры `" +msgstr ":ref:`Шейдеры `" #: ../../docs/about/docs_changelog.rst:82 -#, fuzzy msgid ":ref:`Shading language `" -msgstr ":ref:`Легко написать Шейдеры `" +msgstr ":ref:`Язык шейдинга `" #: ../../docs/about/docs_changelog.rst:83 -#, fuzzy msgid ":ref:`Spatial shaders `" -msgstr "\"spatial\": Для 3D рендеринга." +msgstr ":ref:`Пространственные шейдеры `" #: ../../docs/about/docs_changelog.rst:84 #, fuzzy msgid ":ref:`CanvasItem shaders `" -msgstr "\"canvas_item\": Для 2D рендеринга." +msgstr ":ref:`CanvasItem шейдеры `" #: ../../docs/about/docs_changelog.rst:85 -#, fuzzy msgid ":ref:`Particles shaders `" -msgstr "\"particles\": Для систем частиц." +msgstr ":ref:`Точечные шейдеры `" #: ../../docs/about/docs_changelog.rst:88 ../../docs/tutorials/vr/index.rst:2 msgid "VR" -msgstr "" +msgstr "VR" #: ../../docs/about/docs_changelog.rst:90 msgid ":ref:`VR starter tutorial `" -msgstr "" +msgstr ":ref:`Первоначальное обучение VR `" #: ../../docs/about/docs_changelog.rst:93 #: ../../docs/tutorials/platform/index.rst:2 msgid "Platform-specific" -msgstr "" +msgstr "Особенности разных платформ" #: ../../docs/about/docs_changelog.rst:95 msgid "" ":ref:`Customizing the Web export HTML page `" msgstr "" +":ref:`Пользовательская настройка веб экспорта HTML страницы " +"`" #: ../../docs/about/docs_changelog.rst:98 #: ../../docs/tutorials/threads/index.rst:2 @@ -1563,8 +1578,9 @@ msgid "Multi-threading" msgstr "Много-поточность" #: ../../docs/about/docs_changelog.rst:100 +#, fuzzy msgid ":ref:`Thread safe APIs `" -msgstr "" +msgstr ":ref:`API безопасности потоков `" #: ../../docs/about/docs_changelog.rst:103 #: ../../docs/tutorials/misc/index.rst:2 @@ -1572,23 +1588,21 @@ msgid "Miscellaneous" msgstr "Разное" #: ../../docs/about/docs_changelog.rst:105 -#, fuzzy msgid ":ref:`Fixing jitter and stutter `" -msgstr "Исправление джиттеров и задержек" +msgstr ":ref:`Исправление джиттеров и задержек `" #: ../../docs/about/docs_changelog.rst:106 msgid ":ref:`Running code in the editor `" -msgstr "" +msgstr ":ref:`Запуск кода в редакторе `" #: ../../docs/about/docs_changelog.rst:107 msgid ":ref:`Change scenes manually `" -msgstr "" +msgstr ":ref:`Изменение сцен вручную `" #: ../../docs/about/docs_changelog.rst:108 -#, fuzzy msgid "" ":ref:`Differences between GLES2 and GLES3 `" -msgstr "Отличия между GLES3 и GLES3" +msgstr ":ref:`Отличия между GLES3 и GLES3 `" #: ../../docs/about/docs_changelog.rst:111 #: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:231 @@ -1599,28 +1613,30 @@ msgstr "Отличия между GLES3 и GLES3" #: ../../docs/development/compiling/compiling_for_ios.rst:19 #: ../../docs/development/compiling/compiling_for_uwp.rst:24 msgid "Compiling" -msgstr "" +msgstr "Компиляция" #: ../../docs/about/docs_changelog.rst:113 +#, fuzzy msgid ":ref:`Optimizing a build for size `" -msgstr "" +msgstr ":ref:`Оптимизация размера сборки `" #: ../../docs/about/docs_changelog.rst:114 msgid "" ":ref:`Compiling with script encryption key " "`" msgstr "" +":ref:`Компиляция с ключом шифрования скрипта " +"`" #: ../../docs/about/docs_changelog.rst:117 #: ../../docs/development/cpp/index.rst:2 msgid "Engine development" -msgstr "" +msgstr "Разработка движка" #: ../../docs/about/docs_changelog.rst:119 -#, fuzzy msgid "" ":ref:`Binding to external libraries `" -msgstr ":ref:`Можно использовать внешние редакторы `" +msgstr ":ref:`Привязка к внешним библиотекам `" #: ../../docs/about/docs_changelog.rst:122 #: ../../docs/tutorials/content/index.rst:2 @@ -1629,9 +1645,8 @@ msgid "Creating content" msgstr "Создание контента" #: ../../docs/about/docs_changelog.rst:124 -#, fuzzy msgid ":ref:`Making trees `" -msgstr ":ref:`Анимационный Пайплайн `" +msgstr ":ref:`Создание деревьев `" #: ../../docs/about/docs_changelog.rst:127 #: ../../docs/tutorials/plugins/index.rst:2 @@ -1641,11 +1656,11 @@ msgstr "Плагины" #: ../../docs/about/docs_changelog.rst:129 msgid ":ref:`Making main screen plugins `" msgstr "" +":ref:`Создание плагинов главного экрана `" #: ../../docs/about/docs_changelog.rst:130 -#, fuzzy msgid ":ref:`Spatial gizmo plugins `" -msgstr ":ref:`Анимационный Пайплайн `" +msgstr ":ref:`Плагины для 3D-гизмо `" #: ../../docs/getting_started/step_by_step/index.rst:2 #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:108 @@ -2580,12 +2595,16 @@ msgid "" "Open the ``Ball`` scene and add a ``PhysicsMaterial`` by clicking on the " "down arrow and selecting \"New PhysicsMaterial\"." msgstr "" +"Откройте сцену ``Ball`` и добавьте ``PhysicsMaterial`` нажав на стрелку и " +"выбрав пункт \"New PhysicsMaterial\"." #: ../../docs/getting_started/step_by_step/instancing.rst:98 msgid "" "Then, expand the material by clicking on it, and set the ``Bounce`` property " "to ``1``." msgstr "" +"Затем раскройте параметры материала и установите параметр ``Bounce`` на " +"``1``." #: ../../docs/getting_started/step_by_step/instancing.rst:103 #, fuzzy @@ -5345,28 +5364,24 @@ msgid "*Text* : ``Dodge the Creeps!``" msgstr "Text: ``Уворачивайся от крипов!``" #: ../../docs/getting_started/step_by_step/your_first_game.rst:936 -#, fuzzy msgid "*Layout* : \"HCenter Wide\"" -msgstr "``Макет``: \"Center\"" +msgstr "``Макет``: \"HCenter Wide\"" #: ../../docs/getting_started/step_by_step/your_first_game.rst:940 msgid "StartButton" msgstr "StartButton" #: ../../docs/getting_started/step_by_step/your_first_game.rst:942 -#, fuzzy msgid "*Text* : ``Start``" -msgstr "Text: ``Start``" +msgstr "*Текст* : ``Start``" #: ../../docs/getting_started/step_by_step/your_first_game.rst:943 -#, fuzzy msgid "*Layout* : \"Center Bottom\"" -msgstr "``Layout``: \"Center Bottom\"" +msgstr "``Слой``: \"Center Bottom\"" #: ../../docs/getting_started/step_by_step/your_first_game.rst:944 -#, fuzzy msgid "*Margin* :" -msgstr "Поле" +msgstr "*Отступ* :" #: ../../docs/getting_started/step_by_step/your_first_game.rst:946 msgid "Top: ``-200``" @@ -5692,6 +5707,11 @@ msgid "" "input, you can do that in the \"Project Settings\" under *Input Devices* and " "*Pointing*" msgstr "" +"По умолчанию Godot эмулирует ввод мыши из ввода тача. Это означает что все " +"что закодировано на событие мыши, также будет вызываться на событие тача. " +"Если вы хотите отключить такое поведение по какой-то причине, или " +"эмулировать тач из ввода мыши, вы можете это сделать в \"Project Settings\" " +"в *Input Devices* и *Pointing*" #: ../../docs/getting_started/step_by_step/exporting.rst:38 #, fuzzy @@ -11772,6 +11792,11 @@ msgid "" "completed. Thus, the current scene will not be removed while it is still " "being used (i.e. its code is still running)." msgstr "" +"Используя: ref: `Object.call_deferred () " +"`, вторая функция будет запускаться " +"только после завершения всего кода из текущей сцены. Таким образом, текущая " +"сцена не будет удалена, пока она все еще используется (то есть ее код все " +"еще выполняется)." #: ../../docs/getting_started/step_by_step/singletons_autoload.rst:232 msgid "" @@ -17407,17 +17432,19 @@ msgstr "" #: ../../docs/getting_started/scripting/visual_script/getting_started.rst:49 msgid "A function is an individual canvas with nodes connected." -msgstr "" +msgstr "Функция отдельного холста с подключенными нодами." #: ../../docs/getting_started/scripting/visual_script/getting_started.rst:51 msgid "" "A single script can contain many functions, each of which will have a canvas " "of its own, allowing for more organization." msgstr "" +"Один скрипт может содержать множество функций, каждая из которых имеет свое " +"полотно, что позволяет добиться лучше организации." #: ../../docs/getting_started/scripting/visual_script/getting_started.rst:53 msgid "There are three main ways to add functions in a script:" -msgstr "" +msgstr "Существует три основных способа добавления функций в скрипт:" #: ../../docs/getting_started/scripting/visual_script/getting_started.rst:56 #, fuzzy @@ -17431,6 +17458,10 @@ msgid "" "something happens and can be looked up in the reference. Virtual functions " "are listed when pressing the \"Override\" icon in the member panel:" msgstr "" +"Большинство типов узлов и других типов объектов в Godot содержат виртуальные " +"функции. Это функции, которые будут вызываться (запускать ваш код), когда " +"что-то происходит, и их можно посмотреть в справочнике. Виртуальные функции " +"отображаются при нажатии значка «Переопределить» на панели элементов:" #: ../../docs/getting_started/scripting/visual_script/getting_started.rst:65 msgid "" @@ -17451,6 +17482,8 @@ msgid "" "As some functions expect you to return a value, they will also add a return " "node where such value is supposed to be provided:" msgstr "" +"Так как некоторые функции ожидают ответа, они также добавят узел в который " +"должен поступить ответ:" #: ../../docs/getting_started/scripting/visual_script/getting_started.rst:83 #, fuzzy @@ -17463,6 +17496,9 @@ msgid "" "all sorts of things. A typical example would be a button that emits a " "\"pressed\" signal when actually pressed." msgstr "" +"Узлы дерева испускают сигнал когда что-то происходит. Godot использует " +"сигналы повсеместно. Простым примером является кнопка которая при нажатии " +"излучает сигнал \"pressed\"." #: ../../docs/getting_started/scripting/visual_script/getting_started.rst:88 msgid "" @@ -17477,12 +17513,16 @@ msgid "" "node where the signal will be connected to, and the function that will " "receive the signal:" msgstr "" +"Это откроет окно соединения. В этом окне вам нужно выбрать узел к которому " +"будет подключен сигнал, и функцию которая его получит:" #: ../../docs/getting_started/scripting/visual_script/getting_started.rst:100 msgid "" "If this is done right, a new function will be created in our script and a " "signal will automatically be connected to it:" msgstr "" +"Если все сделано правильно, то в нашем скрипте будет создана новая функция и " +"сигнал автоматически подключится к ней:" #: ../../docs/getting_started/scripting/visual_script/getting_started.rst:107 #, fuzzy @@ -17497,12 +17537,20 @@ msgid "" "breaking a larger function up into several manageable chunks and reusing " "your visual code." msgstr "" +"Последний способ создания функций - вручную. В целом это не самая " +"распространенная практика, к которой строит прибегать только в том случае, " +"если вам это действительно нужно. Пользовательские функции запускаются если " +"другой (или тот же) скрипт вызывает их вручную. Основными примерами " +"использования являются разбиение более крупной функции на несколько " +"управляемых фрагментов и повторное использование визуального кода." #: ../../docs/getting_started/scripting/visual_script/getting_started.rst:113 msgid "" "To create a function manually, push the big \"Plus\" button, and a new " "function will be added with a default name:" msgstr "" +"Чтобы создать функцию вручную, нажмите большую кнопку \"Плюс\", и новая " +"функция будет добавлена с именем по умолчанию:" #: ../../docs/getting_started/scripting/visual_script/getting_started.rst:119 msgid "" @@ -17523,7 +17571,7 @@ msgstr "" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:4 msgid "Nodes and terminology" -msgstr "" +msgstr "Ноды и Терминология" #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:6 msgid "" @@ -26086,7 +26134,7 @@ msgstr "" #: ../../docs/tutorials/2d/using_tilemaps.rst:4 msgid "Using tilemaps" -msgstr "" +msgstr "Использование карт тайлов" #: ../../docs/tutorials/2d/using_tilemaps.rst:9 msgid "" @@ -26094,16 +26142,22 @@ msgid "" "start with a bunch of reference tiles (or pieces) that can be put on a grid, " "as many times each as desired - think of it like a map editor:" msgstr "" +"Карты тайлов это простой и быстрой способ создания игровых уровней в 2D. По " +"сути, вы начинаете с составления коллекции тайлов (или частей) которые могут " +"быть помещены на сетку, в том количестве насколько это требуется - подобно " +"редактору карт:" #: ../../docs/tutorials/2d/using_tilemaps.rst:15 msgid "" "Collisions can also be added to the tiles, allowing for both 2D side " "scrolling and top down games." msgstr "" +"Коллизии могут также быть добавлены на тайлы, позволяя использовать себя, " +"как в 2D играх с боковой прокруткой так и в играх с видом сверху." #: ../../docs/tutorials/2d/using_tilemaps.rst:19 msgid "Making a tileset" -msgstr "" +msgstr "Создание набора тайлов" #: ../../docs/tutorials/2d/using_tilemaps.rst:21 msgid "" @@ -26112,6 +26166,11 @@ msgid "" "packers* that will generate these spritesheets out of your separate texture " "files. Having them as separate images also works." msgstr "" +"Для начала, необходимо создать набор тайлов. Здесь находятся некоторые тайлы " +"для этого. Они все находятся в одной картинке для оптимизации. Они также " +"называются *текстурными упаковками* которые генерируют эти спрайт-листы из " +"ваших отдельных текстурных файлов. Также для этого можно использовать и " +"отдельные картинки." #: ../../docs/tutorials/2d/using_tilemaps.rst:29 msgid "" @@ -26120,6 +26179,10 @@ msgid "" "will cause issues later. ``Mipmaps`` should already be disabled; if not, " "disable this too." msgstr "" +"Создайте новый проект и переместите вышерасположенную PNG-картинку в " +"директорию. Затем, откройте настройки импорта картинки и выключите " +"``Filter``, если он будет включен это вызовет проблемы далее. ``Mipmaps`` " +"уже должен быть отключен; если нет, отключите его тоже." #: ../../docs/tutorials/2d/using_tilemaps.rst:33 msgid "" diff --git a/weblate/tr.po b/weblate/tr.po index 115224454c..69ff80197e 100644 --- a/weblate/tr.po +++ b/weblate/tr.po @@ -2,8 +2,10 @@ # 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. # +# 507GamerLab , 2019. # alkahesto , 2019. # Altan Demirkilic , 2018. +# Burkan Boğaz , 2019. # Can Delibaş , 2018. # Ceyhun Sezenoglu , 2018. # ege1212 , 2019. @@ -25,8 +27,8 @@ msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" "POT-Creation-Date: 2019-03-28 09:54+0100\n" -"PO-Revision-Date: 2019-03-18 21:30+0000\n" -"Last-Translator: Mertcan Duman \n" +"PO-Revision-Date: 2019-04-08 10:36+0000\n" +"Last-Translator: Burkan Boğaz \n" "Language-Team: Turkish \n" "Language: tr\n" @@ -377,6 +379,9 @@ msgid "" "unbalanced distribution of contents – but the way it is split up should be " "relatively intuitive:" msgstr "" +"Bu dokümantasyon, etkileyici bir şekilde dengesiz bir içerik dağılımına " +"sahip beş bölüm halinde düzenlenmiştir - ancak ayrılma şekli nispeten " +"sezgisel olmalıdır:" #: ../../docs/about/introduction.rst:72 msgid "" @@ -443,6 +448,11 @@ msgid "" "the generated files of the documentation are not meant to be modified. See :" "ref:`doc_updating_the_class_reference` for details." msgstr "" +"Son olarak: ref: `sec-class-ref`, doğrudan motorun script editöründe de " +"bulunan Godot API'sinin dokümantasyonu. Ana kaynak havuzundaki bir dosyadan " +"otomatik olarak oluşturulur, bu nedenle dokümantasyonun oluşturulan " +"dosyalarının değiştirilmesi amaçlanmamıştır. Ayrıntılar için bakınız: ref: " +"`doc_updating_the_class_reference`." #: ../../docs/about/introduction.rst:96 #, fuzzy @@ -601,12 +611,16 @@ msgid "" "Both 32- and 64-bit binaries are supported where it makes sense, with 64 " "being the default." msgstr "" +"Hem 32 hem de 64 bit ikili dosyalar mantıklı olduğu yerlerde desteklenir, 64 " +"ise varsayılan değerdir." #: ../../docs/about/faq.rst:51 msgid "" "Some users also report building and using Godot successfully on ARM-based " "systems with Linux, like the Raspberry Pi." msgstr "" +"Bazı kullanıcılar, Raspberry Pi gibi Linux kullanan ARM tabanlı sistemlerde " +"Godot'u başarıyla geliştirdiğini ve kullandığını da bildirmiştir." #: ../../docs/about/faq.rst:54 msgid "" @@ -614,12 +628,18 @@ msgid "" "building for some consoles. However, none of this is included in the default " "build scripts or export templates at this time." msgstr "" +"Ek olarak, bazı konsollar için inşa çalışmaları üzerine resmi olmayan bir " +"üçüncü taraf çalışması yapıldı. Ancak, bunların hiçbiri şu anda varsayılan " +"derleme komut dosyalarına veya dışa aktarma şablonlarına dahil edilmez." #: ../../docs/about/faq.rst:58 msgid "" "For more on this, see the sections on :ref:`exporting ` and :ref:`compiling Godot yourself `." msgstr "" +"Bununla ilgili daha fazla bilgi için, bakınız bölüm: ref: `export ` ve: ref: `Godot 'u kendiniz derleyin `." #: ../../docs/about/faq.rst:62 msgid "Which programming languages are supported in Godot?" @@ -645,6 +665,12 @@ msgid "" "Viable Products (MVPs), and focusing on Time-To-Market (TTM), GDScript will " "provide a fast, friendly, and capable way of developing your games." msgstr "" +"Eğer genel olarak Godot veya oyun geliştirmeye yeni başlıyorsanız, GDScript, " +"Godot’a özgü olduğu için öğrenmek ve kullanmak için önerilen dildir. Betik " +"dilleri uzun vadede alt seviye dillerden daha az performans gösterme " +"eğilimindeyken, prototip oluşturma, Minimum Uygulanabilir Ürünler (MVP'ler) " +"geliştirme ve Pazara Kadar Süre (TTM) 'ye odaklanmak için GDScript hızlı, " +"kolay ve Oyunlarınızı geliştirmek için yetenekli bir yol." #: ../../docs/about/faq.rst:75 msgid "" @@ -656,6 +682,13 @@ msgid "" "github.com/godotengine/godot/issues>`_ is a great way to start your " "troubleshooting." msgstr "" +"C # desteğinin hala nispeten yeni olduğunu ve yol boyunca bazı sorunlarla " +"karşılaşabileceğinizi unutmayın. Dost canlısı ve çalışkan gelişim " +"topluluğumuz ortaya çıktıkça yeni sorunlarla baş etmeye her zaman hazır " +"olacağız, ancak bu açık kaynak kodlu bir proje olduğundan, öncelikle " +"kendinize gerekli özeni göstermenizi öneririz. Açık konulardaki tartışmaları " +"araştırmak `_ adresinde sorun " +"gidermeye başlamak için harika bir yoldur." #: ../../docs/about/faq.rst:82 msgid "" @@ -665,10 +698,16 @@ msgid "" "bindings for Godot to `Python `_ " "and `Nim `_." msgstr "" +"Yeni dillere gelince, GDNative / NativeScript / PluginScript özelliklerini " +"kullanarak üçüncü şahıslar aracılığıyla desteklemek mümkündür. (Aşağıdaki " +"eklentilerle ilgili soruya bakın.) Örneğin, Godot’un Python `_ ve` Nim `_ adresinde gayrı resmi olarak bağlanması ile ilgili çalışmalar şu anda " +"devam etmektedir. ." #: ../../docs/about/faq.rst:88 msgid "What is GDScript and why should I use it?" -msgstr "" +msgstr "GDScript nedir ve neden kullanmalıyım?" #: ../../docs/about/faq.rst:90 msgid "" @@ -680,6 +719,14 @@ msgid "" "and a complete overview of the power GDScript offers you, check out the :ref:" "`GDScript scripting guide `." msgstr "" +"GDScript, Godot'un entegre betik dilidir. Hem acemi hem de uzman " +"geliştiricilerin, Godot'un güçlü yanlarından mümkün olduğunca hızlı şekilde " +"faydalanabilmelerini sağlamak için, Godot'un potansiyelini en az miktarda " +"kodla en üst seviyeye çıkarmak için inşa edildi. Daha önce Python gibi bir " +"dilde bir şey yazdıysanız, o zaman kendinizi evinizdeymiş gibi " +"hissedeceksiniz. Örnekler, tarihçeler ve GDScript'in size sunduğu gücün tam " +"bir incelemesi için, bakınız: ref: `GDScript komut dosyası kılavuzu " +"`." #: ../../docs/about/faq.rst:97 msgid "" @@ -688,6 +735,9 @@ msgid "" "next AAA title--but the most salient reason is the overall **reduction of " "complexity.**" msgstr "" +"GDScript'i kullanmanın birkaç nedeni vardır - özellikle prototiplerken, " +"projenizin alfa / beta aşamalarında veya bir sonraki AAA başlığını " +"oluşturmuyorsanız - ancak en belirgin neden karmaşıklığın azaltılması." #: ../../docs/about/faq.rst:101 msgid "" @@ -724,12 +774,13 @@ msgstr "" #: ../../docs/about/faq.rst:122 msgid "What were the motivations behind creating GDScript?" -msgstr "" +msgstr "GDScript'i oluşturmanın ardındaki motivasyon neydi?" #: ../../docs/about/faq.rst:124 msgid "" "The main reasons for creating a custom scripting language for Godot were:" msgstr "" +"Godot için özel bir programlama dili yaratmanın ana nedenleri şunlardı:" #: ../../docs/about/faq.rst:126 msgid "" diff --git a/weblate/zh_CN.po b/weblate/zh_CN.po index e88d03b152..8c267568a5 100644 --- a/weblate/zh_CN.po +++ b/weblate/zh_CN.po @@ -6,6 +6,7 @@ # asd789l <690367819@qq.com>, 2018. # baiwu liu , 2018. # bladesero <872461916@qq.com>, 2018. +# ByonkoGalilei , 2019. # carlcc , 2018. # cavenzhong , 2018. # cloudapex , 2018. @@ -35,6 +36,7 @@ # seanfy , 2018. # sersoong , 2018. # SilMOON , 2018. +# simano clio , 2019. # tangdou1 <1093505442@qq.com>, 2018. # tf <1353699675@qq.com>, 2018. # Toby , 2018. @@ -60,8 +62,8 @@ msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" "POT-Creation-Date: 2019-03-28 09:54+0100\n" -"PO-Revision-Date: 2019-03-28 08:39+0000\n" -"Last-Translator: yzt <834950797@qq.com>\n" +"PO-Revision-Date: 2019-04-09 09:31+0000\n" +"Last-Translator: ByonkoGalilei \n" "Language-Team: Chinese (Simplified) \n" "Language: zh_CN\n" @@ -681,7 +683,6 @@ msgid "What is GDScript and why should I use it?" msgstr "GDScript是什么?为什么我要用它?" #: ../../docs/about/faq.rst:90 -#, fuzzy msgid "" "GDScript is Godot's integrated scripting language. It was built from the " "ground up to maximize Godot's potential in the least amount of code, " @@ -691,10 +692,10 @@ msgid "" "and a complete overview of the power GDScript offers you, check out the :ref:" "`GDScript scripting guide `." msgstr "" -"GDScript是Godot的集成脚本语言。您可以使用最少的代码,使用Godot中从细小到强大" -"的所有功能,它既适用于初学者,也适用于专家,您可以快速熟悉它。如果您以前使用" -"过Python之类的语言写过任何东西,您将会感到熟悉。如果您想要了解关于GDScript的" -"示例,历史,完整介绍和功能,查看 `GDScript脚本指南 `_ 。" +"GDScript是Godot的集成脚本语言。您可以以最少的代码,最大化挖掘Godot引擎的潜" +"力,对于初学者或是专家,都可以快速熟悉它。如果您以前使用过Python之类的语言," +"您将会感到GDScript的语法和Python非常相近。如果您想要了解关于GDScript的示例," +"历史,完整介绍和功能,查看 `GDScript脚本指南 `_ 。" #: ../../docs/about/faq.rst:97 msgid "" @@ -1141,9 +1142,8 @@ msgid "" msgstr "请参照 `Godot官网 `_ 上的相应页面。" #: ../../docs/about/docs_changelog.rst:4 -#, fuzzy msgid "Documentation changelog" -msgstr "文件指南" +msgstr "文档的更改记录" #: ../../docs/about/docs_changelog.rst:6 msgid "" @@ -1152,6 +1152,8 @@ msgid "" "many updates to the class reference. Below is a list of new tutorials added " "since version 3.0." msgstr "" +"文档持续更新。自从3.1版本发布以来,包含许多新版教程,旧版教程的修改与更新,以" +"及对类引用的许多更新。以下是自3.0版本以来添加的新教程列表。" #: ../../docs/about/docs_changelog.rst:10 msgid "" @@ -1159,15 +1161,16 @@ msgid "" "many tutorials have been substantially updated but are not reflected in this " "document." msgstr "" +"本文档仅包含新教程,因此并未反映所有更改,许多教程已经大幅更新,但没有在本文" +"档中体现出来。" #: ../../docs/about/docs_changelog.rst:14 msgid "New tutorials since version 3.0" -msgstr "" +msgstr "自3.0版本以来的新教程" #: ../../docs/about/docs_changelog.rst:17 -#, fuzzy msgid "Step-by-step" -msgstr "入门教程" +msgstr "逐步教程" #: ../../docs/about/docs_changelog.rst:19 #, fuzzy @@ -2335,15 +2338,13 @@ msgid "" msgstr "" #: ../../docs/getting_started/step_by_step/instancing.rst:103 -#, fuzzy msgid "" "Press \"Play\" and notice that all of the instanced balls are now much more " "bouncy. Because the instanced balls are based on the saved scene, changes to " "that scene will affect all instances." msgstr "" -"打开 ``Ball`` 场景并在属性面板(Inspector)里修改 ``Bounce`` 属性为1。运行,可" -"以注意到这些实例化小球变得更有弹性。这是因为这些实例化小球都是基于那个被保存" -"了的场景,修改它能影响所有的实例。" +"按下“播放”,请注意现在所有被实例化的球会变得更有弹性。因为被实例化的球基于保" +"存过的场景,更改此场景会影响所有实例。" #: ../../docs/getting_started/step_by_step/instancing.rst:107 msgid "" @@ -2543,14 +2544,13 @@ msgstr "" "现在,不要太担心,继续下一个教程吧!" #: ../../docs/getting_started/step_by_step/scripting.rst:9 -#, fuzzy msgid "" "Before Godot 3.0, the only choice for scripting a game was to use :ref:" "`GDScript`. Nowadays, Godot has four (yes, four!) official " "languages and the ability to add extra scripting languages dynamically!" msgstr "" -"在Godot3.0之前,编写游戏脚本的唯一选择是使用 :ref:`doc_gdscript`。而现在," -"Godot官方支持四种(是的,四种!)语言,并且能够动态添加额外的语言!" +"在Godot 3.0版本之前,编写游戏脚本的唯一选择是使用GDScript。 如今,Godot已经有" +"四种(没错,是四种!)官方语言,可以动态添加额外脚本语言!" #: ../../docs/getting_started/step_by_step/scripting.rst:13 msgid "" @@ -2588,14 +2588,13 @@ msgid "GDScript" msgstr "GDScript" #: ../../docs/getting_started/step_by_step/scripting.rst:24 -#, fuzzy msgid "" ":ref:`GDScript` is, as mentioned above, the main language used " "in Godot. Using it has some positive points compared to other languages due " "to its high integration with Godot:" msgstr "" -":ref:`doc_gdscript` 是上面提到的用于Godot的主要语言。和其他语言相比,它与" -"Godot高度整合,有许多优点:" +"如上所述,GDScript是Godot主要的使用语言。由于其与Godot高度整合,使用它较其他" +"语言而言,有一些积极意义:" #: ../../docs/getting_started/step_by_step/scripting.rst:28 msgid "" @@ -2773,15 +2772,14 @@ msgid "Writing a script that can access other nodes in the scene." msgstr "编写脚本,使其能访问场景中的其它节点。" #: ../../docs/getting_started/step_by_step/scripting.rst:100 -#, fuzzy msgid "" "Before continuing, please make sure to read the :ref:" "`GDScript` reference. It's a language designed to be simple, " "and the reference is short, so it will not take more than a few minutes to " "get an overview of the concepts." msgstr "" -"在继续之前,请确保读了 :ref:`doc_gdscript` 资料。这是一种设计简单的语言,而且" -"资料很短,因此不用花几分钟的时间就可以了解这些概念。" +"在继续之前,请务必阅读GDScript参考。它被设计为一种简单的语言,参考文献很简" +"短,因此阐述这些概念并不会花费几分钟时间。" #: ../../docs/getting_started/step_by_step/scripting.rst:105 #: ../../docs/tutorials/physics/kinematic_character_2d.rst:79 @@ -3879,7 +3877,6 @@ msgid "Sprite animation" msgstr "精灵动画" #: ../../docs/getting_started/step_by_step/your_first_game.rst:99 -#, fuzzy msgid "" "Click on the ``Player`` node and add an :ref:`AnimatedSprite " "` node as a child. The ``AnimatedSprite`` will handle " @@ -3891,13 +3888,11 @@ msgid "" "````, then click \"Open Editor\" to open the \"SpriteFrames\" " "panel:" msgstr "" -"点击 ``Player`` 节点然后添加一个 :ref:`AnimatedSprite " -"` (动画精灵)节点作为子节点, ``AnimateSprite`` 会处理我" -"们的游戏角色的外观与动画。请注意在该节点的旁边会出现一个警告标志,一个 " -"``AnimatedSprite`` 需要一个 :ref:`SpriteFrames ` (精灵帧" -"集)资源,作为它能够显示的动画图像。欲创建之,在属性窗格(Inspector)里找到 " -"``Frames`` 属性,然后点击\"<无>\"→\"新建精灵帧集\"。接下来在同一位置点击 " -"```` 打开\"SpriteFrames\"面板:" +"单击“播放器”节点并添加“动画精灵”节点作为子节点。“动画精灵”将处理我们播放器的" +"外观和动画。请注意,该节点旁边有一个警告符号。一个“动画精灵”需要一个“精灵序列" +"帧”资源,它是一个可显示的动画列表。要创建它,在属性面板中找到“序列帧”属性,然" +"后单击“[空白]” - >“新建精灵序列帧”。接下来,在该位置,单击“<精灵序列帧>”,然" +"后单击“打开编辑器”以打开“精灵序列帧”面板:" #: ../../docs/getting_started/step_by_step/your_first_game.rst:111 msgid "" @@ -14572,13 +14567,12 @@ msgid "Define the return type of a function with the arrow ->" msgstr "使用箭头 ->定义函数的返回类型" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:213 -#, fuzzy msgid "" "To define the return type of a function, write a dash and a right angle " "bracket ``->`` after its declaration, followed by the return type:" msgstr "" -"要定义函数的返回类型,请在声明后写一个破折号和一个右尖括号 ``->`` ,然后写返" -"回类型:" +"要定义函数的返回类型,请在声明后写一个短划线和一个右尖括号“->”,然后返回类" +"型:" #: ../../docs/getting_started/scripting/gdscript/static_typing.rst:221 msgid "" @@ -15381,9 +15375,8 @@ msgstr "" "将各种信息拖放到脚本画布中:" #: ../../docs/getting_started/scripting/visual_script/getting_started.rst:23 -#, fuzzy msgid "Creating a script" -msgstr "创建脚本" +msgstr "创建一个脚本" #: ../../docs/getting_started/scripting/visual_script/getting_started.rst:25 msgid "" @@ -15409,9 +15402,8 @@ msgid "" msgstr "最后,脚本编辑器将打开,允许开始编辑可视脚本:" #: ../../docs/getting_started/scripting/visual_script/getting_started.rst:43 -#, fuzzy msgid "Adding a function" -msgstr "添加函数" +msgstr "添加一个函数" #: ../../docs/getting_started/scripting/visual_script/getting_started.rst:45 msgid "" @@ -15440,9 +15432,8 @@ msgid "There are three main ways to add functions in a script:" msgstr "在脚本中添加函数的主要方法有三种:" #: ../../docs/getting_started/scripting/visual_script/getting_started.rst:56 -#, fuzzy msgid "Overriding a virtual function" -msgstr "重写虚函数" +msgstr "重写一个虚函数" #: ../../docs/getting_started/scripting/visual_script/getting_started.rst:58 msgid "" @@ -15477,9 +15468,8 @@ msgstr "" "的值:" #: ../../docs/getting_started/scripting/visual_script/getting_started.rst:83 -#, fuzzy msgid "Connecting a signal to a function" -msgstr "将信号连接到函数上" +msgstr "将一个信号连接至一个函数" #: ../../docs/getting_started/scripting/visual_script/getting_started.rst:85 msgid "" @@ -15516,9 +15506,8 @@ msgstr "" "如果完全按照这样做,一个新的函数将创建在我们的脚本中和一个信号将自动连接到它:" #: ../../docs/getting_started/scripting/visual_script/getting_started.rst:107 -#, fuzzy msgid "Creating a function manually" -msgstr "手动创建函数" +msgstr "手动创建一个函数" #: ../../docs/getting_started/scripting/visual_script/getting_started.rst:109 msgid "" @@ -16407,7 +16396,6 @@ msgid "C#" msgstr "C#" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:6 -#, fuzzy msgid "" "C# support is a new feature available since Godot 3.0. As such, you may " "still run into some issues, or find spots where the documentation could be " @@ -16416,13 +16404,12 @@ msgid "" "issues on the `documentation GitHub page `_." msgstr "" -"C#支持是Godot 3.0的一个新功能。 因此,您可能仍会遇到一些问题,或者找到可以改" -"进文档的位置。 请在 `引擎Github页面 `_ 上报告Godot中C#的问题。 关于 `文档Github Page `_ 的任何文档问题。" +"支持C#是3.0版本的一项新功能。因此,您可能会遇到一些问题,或是发现文档中某些需" +"要改进的地方。请在Godot引擎的GitHub页面 提交您在使用C#过程中遇到的问题,或者在任意文档讨论区提交您的问题。" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:14 -#, fuzzy msgid "" "This page provides a brief introduction to C#, both what it is and how to " "use it in Godot. Afterwards, you may want to look at :ref:`how to use " @@ -16430,10 +16417,10 @@ msgid "" "between the C# and the GDScript API ` and (re)visit " "the :ref:`Scripting section ` of the step-by-step tutorial." msgstr "" -"这个页面简要介绍了C#,它是什么以及如何在Godot中使用它。 之后,您可能需要查" -"看 :ref:`如何使用特定功能 `,阅读 :ref:`C#和GDScript " -"API之间的差异 ` 和(重新)访问 :ref:`逐步教程的脚本部" -"分 `。" +"这个页面简单介绍了C#是什么,以及如何在Godot中使用C#。然后,您可能需要查看“如" +"何使用特定功能”,阅读“C#和GDScript的API之间有何不同" +"”,以及(重新)阅读入门教程的“脚本”部分" +"。" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:21 msgid "" @@ -16462,9 +16449,8 @@ msgstr "" "在其他地方寻找合适的介绍。" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:36 -#, fuzzy msgid "Setting up C# for Godot" -msgstr "为Godot设置C#" +msgstr "在Godot中设置C#" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:41 msgid "" @@ -16485,9 +16471,8 @@ msgstr "" "卡里找到 .NET Framework 4.5 targeting pack,请确保安装。" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:51 -#, fuzzy msgid "macOS and Linux" -msgstr "在Linux上:" +msgstr "macOS平台及Linux平台" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:53 msgid "" @@ -16502,47 +16487,43 @@ msgstr "" "安装。我们只需要为NuGet和MSBuild安装Mono就可以,那正是Godot中C#需要的。" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:59 -#, fuzzy msgid "" "To download Mono on macOS, use the \"Stable Channel\" link from the `Mono " "Downloads Page `_. The Visual Studio " "channel is an earlier version of Mono and will not work." msgstr "" -"要在Mac上下载Mono v5.12 +,请从“Mono Downloads Page `_ 找到”稳定通道“链接。 Visual Studio频道是Mono的早期版本,不适" -"用于Godot 3.0.3+。" +"在macOS平台下载Mono,请使用“Mono下载页面”中的“稳定通道”链接。Visual Studio通道是Mono早期版本,将无法正常工" +"作。" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:65 -#, fuzzy msgid "Additional notes" -msgstr "附加信息:" +msgstr "补充说明" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:67 -#, fuzzy msgid "" "Your Godot version must have Mono support enabled, so make sure to download " "the **Mono version** of Godot. If you are building Godot from source, make " "sure to follow the steps to enable Mono support in your build as outlined in " "the :ref:`doc_compiling_with_mono` page." msgstr "" -"如果您从源代码构建Godot,请确保按照以下步骤在您的构建中包含Mono支持 :ref:" -"`doc_compiling_with_mono` 页面。" +"您的Godot版本必须启用Mono支持,因此请务必下载Godot的**Mono版本**。如果您是从" +"源代码构建Godot,请确保按照以下页面内的步骤启用Mono" +"支持。" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:73 -#, fuzzy msgid "" "In summary, you must have installed Visual Studio or Mono (depending on your " "operating system) **and** the Mono-enabled version of Godot." msgstr "" -"总之,您必须已经为您的Godot版本安装了1)正确的Mono SDK版本,以及2)Godo的Mono版" -"本。" +"总之,您必须安装Visual Studio或Mono(取决于您使用的操作系统)**和**启用支持" +"Mono的Godot版本。" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:77 msgid "Configuring an external editor" msgstr "配置外部编辑器" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:79 -#, fuzzy msgid "" "C# support in Godot's script editor is minimal. Consider using an external " "IDE or editor, such as `Visual Studio Code 或MonoDevelop编辑器。" +"它们为C#提供自动代码补全,启用调试和其他有用的功能。要在Godot中选择外部编辑" +"器,请单击** 编辑器→编辑器设置**并向下滚动到** Mono **。在** Mono **下,单击" +"** 编辑器 **,然后选择您指定的外部编辑器。" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:87 msgid "" @@ -16572,17 +16553,15 @@ msgid "Creating a C# script" msgstr "创建C#脚本" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:94 -#, fuzzy msgid "" "After you successfully set up C# for Godot, you should see the following " "option when selecting ``Attach script`` in the context menu of a node in " "your scene:" msgstr "" -"成功为Godot设置C#后,在场景中节点的上下文菜单中选择“Attach script”时,应该会" -"看到以下选项:" +"成功为Godot设置C#后,在场景中节点的上下文菜单中选择“连接脚本”时,应该会看到" +"以下选项:" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:99 -#, fuzzy msgid "" "Note that while some specifics change, most concepts work the same when " "using C# for scripting. If you're new to Godot, you may want to follow the " @@ -16590,9 +16569,9 @@ msgid "" "documentation still lack C# examples, most concepts can be transferred " "easily from GDScript." msgstr "" -"请注意,虽然某些细节发生了变化,但在使用C#进行脚本编写时,大多数情况都是一样" -"的。 如果您是Godot的新手,您可能需要仔细阅读以下教程 :ref:`doc_scripting`。 " -"虽然文档中的某些地方仍缺少C#示例,但大多数内容都可以从GDScript轻松转移。" +"请注意,虽然在某些细节上有所差别,使用C#编写代码时,大多数概念的工作方式是相" +"通的。如果您是刚接触Godot的新手,您可能需要按照以下教程“脚本”。虽然在文档中缺" +"乏详细的C#示例,但大部分概念都能够在GDScript轻松地阐述清楚。" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:106 msgid "Project setup and workflow" diff --git a/weblate/zh_TW.po b/weblate/zh_TW.po index bad9c6fff3..dd1555d1be 100644 --- a/weblate/zh_TW.po +++ b/weblate/zh_TW.po @@ -16,7 +16,7 @@ msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" "POT-Creation-Date: 2019-03-28 09:54+0100\n" -"PO-Revision-Date: 2019-03-28 08:39+0000\n" +"PO-Revision-Date: 2019-04-04 10:00+0000\n" "Last-Translator: cnieFIT \n" "Language-Team: Chinese (Traditional) \n" @@ -2850,7 +2850,7 @@ msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:85 msgid "Groups" -msgstr "" +msgstr "組" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:87 msgid ""