mirror of
https://github.com/godotengine/godot-docs-l10n.git
synced 2026-01-04 10:09:56 +03:00
Sync Sphinx and Weblate templates with current docs
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@@ -8,7 +8,7 @@ msgid ""
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msgstr ""
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"Project-Id-Version: Godot Engine latest\n"
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"Report-Msgid-Bugs-To: \n"
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"POT-Creation-Date: 2020-03-13 17:49+0100\n"
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"POT-Creation-Date: 2020-04-27 12:19+0200\n"
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"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
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"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
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"Language-Team: LANGUAGE <LL@li.org>\n"
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@@ -34,10 +34,10 @@ msgstr ""
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#: ../../docs/development/cpp/object_class.rst:31
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#: ../../docs/development/cpp/object_class.rst:89
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#: ../../docs/development/cpp/object_class.rst:251
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#: ../../docs/development/cpp/object_class.rst:267
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#: ../../docs/development/cpp/object_class.rst:288
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#: ../../docs/development/cpp/object_class.rst:307
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#: ../../docs/development/cpp/object_class.rst:252
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#: ../../docs/development/cpp/object_class.rst:268
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#: ../../docs/development/cpp/object_class.rst:289
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#: ../../docs/development/cpp/object_class.rst:308
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msgid "References:"
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msgstr ""
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@@ -173,103 +173,103 @@ msgstr ""
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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)."
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:189
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#: ../../docs/development/cpp/object_class.rst:190
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msgid "This is also a little less efficient since ``p_property`` must be compared against the desired names in serial order."
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:193
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#: ../../docs/development/cpp/object_class.rst:194
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msgid "Dynamic casting"
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:195
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#: ../../docs/development/cpp/object_class.rst:196
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msgid "Godot provides dynamic casting between Object-derived classes, for example:"
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:205
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#: ../../docs/development/cpp/object_class.rst:206
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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)."
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:211
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#: ../../docs/development/cpp/object_class.rst:212
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msgid "Signals"
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:213
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#: ../../docs/development/cpp/object_class.rst:214
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msgid "Objects can have a set of signals defined (similar to Delegates in other languages). Connecting to them is rather easy:"
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:222
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#: ../../docs/development/cpp/object_class.rst:223
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msgid "The method ``_node_entered_tree`` must be registered to the class using ``ClassDB::register_method`` (explained before)."
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:225
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#: ../../docs/development/cpp/object_class.rst:226
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msgid "Adding signals to a class is done in ``_bind_methods``, using the ``ADD_SIGNAL`` macro, for example:"
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:233
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#: ../../docs/development/cpp/object_class.rst:234
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msgid "References"
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:235
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#: ../../docs/development/cpp/object_class.rst:236
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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:"
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:247
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#: ../../docs/development/cpp/object_class.rst:248
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msgid "``myref`` is reference counted. It will be freed when no more Ref<> templates point to it."
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:253
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#: ../../docs/development/cpp/object_class.rst:254
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msgid "`core/reference.h <https://github.com/godotengine/godot/blob/master/core/reference.h>`__"
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:256
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#: ../../docs/development/cpp/object_class.rst:257
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msgid "Resources:"
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:258
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#: ../../docs/development/cpp/object_class.rst:259
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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."
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:264
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#: ../../docs/development/cpp/object_class.rst:265
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msgid "Resources without a path are fine too."
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:269
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#: ../../docs/development/cpp/object_class.rst:270
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msgid "`core/resource.h <https://github.com/godotengine/godot/blob/master/core/resource.h>`__"
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:272
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#: ../../docs/development/cpp/object_class.rst:273
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msgid "Resource loading"
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:274
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#: ../../docs/development/cpp/object_class.rst:275
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msgid "Resources can be loaded with the ResourceLoader API, like this:"
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:280
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#: ../../docs/development/cpp/object_class.rst:281
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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."
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:285
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#: ../../docs/development/cpp/object_class.rst:286
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msgid "resourceinteractiveloader (TODO)"
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:290
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#: ../../docs/development/cpp/object_class.rst:291
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msgid "`core/io/resource_loader.h <https://github.com/godotengine/godot/blob/master/core/io/resource_loader.h>`__"
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:293
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#: ../../docs/development/cpp/object_class.rst:294
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msgid "Resource saving"
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:295
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#: ../../docs/development/cpp/object_class.rst:296
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msgid "Saving a resource can be done with the resource saver API:"
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:301
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#: ../../docs/development/cpp/object_class.rst:302
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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."
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:309
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#: ../../docs/development/cpp/object_class.rst:310
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msgid "`core/io/resource_saver.h <https://github.com/godotengine/godot/blob/master/core/io/resource_saver.h>`__"
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msgstr ""
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