Sync Sphinx and Weblate templates with current docs

This commit is contained in:
Rémi Verschelde
2020-04-27 11:34:54 +02:00
parent d70fd1ff0e
commit d15e472152
307 changed files with 18400 additions and 9173 deletions

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-03-13 17:49+0100\n"
"POT-Creation-Date: 2020-04-27 12:19+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -34,10 +34,10 @@ msgstr ""
#: ../../docs/development/cpp/object_class.rst:31
#: ../../docs/development/cpp/object_class.rst:89
#: ../../docs/development/cpp/object_class.rst:251
#: ../../docs/development/cpp/object_class.rst:267
#: ../../docs/development/cpp/object_class.rst:288
#: ../../docs/development/cpp/object_class.rst:307
#: ../../docs/development/cpp/object_class.rst:252
#: ../../docs/development/cpp/object_class.rst:268
#: ../../docs/development/cpp/object_class.rst:289
#: ../../docs/development/cpp/object_class.rst:308
msgid "References:"
msgstr ""
@@ -173,103 +173,103 @@ msgstr ""
msgid "The following functions can be overridden in an Object derived class, they are NOT virtual, DO NOT make them virtual, they are called for every override and the previous ones are not invalidated (multilevel call)."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:189
#: ../../docs/development/cpp/object_class.rst:190
msgid "This is also a little less efficient since ``p_property`` must be compared against the desired names in serial order."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:193
#: ../../docs/development/cpp/object_class.rst:194
msgid "Dynamic casting"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:195
#: ../../docs/development/cpp/object_class.rst:196
msgid "Godot provides dynamic casting between Object-derived classes, for example:"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:205
#: ../../docs/development/cpp/object_class.rst:206
msgid "If cast fails, NULL is returned. This system uses RTTI, but it also works fine (although a bit slower) when RTTI is disabled. This is useful on platforms where a small binary size is ideal, such as HTML5 or consoles (with low memory footprint)."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:211
#: ../../docs/development/cpp/object_class.rst:212
msgid "Signals"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:213
#: ../../docs/development/cpp/object_class.rst:214
msgid "Objects can have a set of signals defined (similar to Delegates in other languages). Connecting to them is rather easy:"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:222
#: ../../docs/development/cpp/object_class.rst:223
msgid "The method ``_node_entered_tree`` must be registered to the class using ``ClassDB::register_method`` (explained before)."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:225
#: ../../docs/development/cpp/object_class.rst:226
msgid "Adding signals to a class is done in ``_bind_methods``, using the ``ADD_SIGNAL`` macro, for example:"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:233
#: ../../docs/development/cpp/object_class.rst:234
msgid "References"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:235
#: ../../docs/development/cpp/object_class.rst:236
msgid ":ref:`Reference <class_reference>` inherits from Object and holds a reference count. It is the base for reference counted object types. Declaring them must be done using Ref<> template. For example:"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:247
#: ../../docs/development/cpp/object_class.rst:248
msgid "``myref`` is reference counted. It will be freed when no more Ref<> templates point to it."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:253
#: ../../docs/development/cpp/object_class.rst:254
msgid "`core/reference.h <https://github.com/godotengine/godot/blob/master/core/reference.h>`__"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:256
#: ../../docs/development/cpp/object_class.rst:257
msgid "Resources:"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:258
#: ../../docs/development/cpp/object_class.rst:259
msgid ":ref:`Resource <class_resource>` inherits from Reference, so all resources are reference counted. Resources can optionally contain a path, which reference a file on disk. This can be set with ``resource.set_path(path)``. This is normally done by the resource loader though. No two different resources can have the same path, attempt to do so will result in an error."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:264
#: ../../docs/development/cpp/object_class.rst:265
msgid "Resources without a path are fine too."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:269
#: ../../docs/development/cpp/object_class.rst:270
msgid "`core/resource.h <https://github.com/godotengine/godot/blob/master/core/resource.h>`__"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:272
#: ../../docs/development/cpp/object_class.rst:273
msgid "Resource loading"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:274
#: ../../docs/development/cpp/object_class.rst:275
msgid "Resources can be loaded with the ResourceLoader API, like this:"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:280
#: ../../docs/development/cpp/object_class.rst:281
msgid "If a reference to that resource has been loaded previously and is in memory, the resource loader will return that reference. This means that there can be only one resource loaded from a file referenced on disk at the same time."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:285
#: ../../docs/development/cpp/object_class.rst:286
msgid "resourceinteractiveloader (TODO)"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:290
#: ../../docs/development/cpp/object_class.rst:291
msgid "`core/io/resource_loader.h <https://github.com/godotengine/godot/blob/master/core/io/resource_loader.h>`__"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:293
#: ../../docs/development/cpp/object_class.rst:294
msgid "Resource saving"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:295
#: ../../docs/development/cpp/object_class.rst:296
msgid "Saving a resource can be done with the resource saver API:"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:301
#: ../../docs/development/cpp/object_class.rst:302
msgid "Instance will be saved. Sub resources that have a path to a file will be saved as a reference to that resource. Sub resources without a path will be bundled with the saved resource and assigned sub-IDs, like \"res://someresource.res::1\". This also helps to cache them when loaded."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:309
#: ../../docs/development/cpp/object_class.rst:310
msgid "`core/io/resource_saver.h <https://github.com/godotengine/godot/blob/master/core/io/resource_saver.h>`__"
msgstr ""