Merge Sphinx translations with Weblate translations

This commit is contained in:
Rémi Verschelde
2020-06-22 15:36:52 +02:00
parent 37f4645888
commit d3f6656b21
3804 changed files with 38172 additions and 23820 deletions

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"
@@ -22,17 +22,16 @@ msgid "Documentation changelog"
msgstr "Änderungen Dokumentation"
#: ../../docs/about/docs_changelog.rst:6
#, fuzzy
msgid ""
"The documentation is continually being improved. The release of version 3.2 "
"includes many new tutorials, many fixes and updates for old tutorials, and "
"many updates to the :ref:`class reference <toc-class-ref>`. Below is a list "
"of new tutorials added since version 3.1."
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."
"Die Dokumentation wird stetig verbessert. Version 3.2 beinhaltet viele neue "
"Tutorials, Fehlerbehebungen sowie Updates für alte Tutorials und viele "
"Aktualisierungen bei der Klassen-Referenz. Anbei ist eine Liste aller neuen "
"Tutorials die seit Version 3.1 hinzugefügt wurden."
#: ../../docs/about/docs_changelog.rst:11
msgid ""
@@ -71,10 +70,8 @@ msgid "Audio"
msgstr "Audio"
#: ../../docs/about/docs_changelog.rst:30
#, fuzzy
msgid ":ref:`doc_recording_with_microphone`"
msgstr ""
":ref:`Einhalten von Lizenzen beim Kommpelieren <doc_complying_with_licenses>`"
msgstr ":ref:`doc_recording_with_microphone`"
#: ../../docs/about/docs_changelog.rst:31
msgid ":ref:`doc_sync_with_audio`"
@@ -135,9 +132,8 @@ msgstr ""
":ref:`Dein erster Spatial Shader: Teil 2 <doc_your_second_spatial_shader>`"
#: ../../docs/about/docs_changelog.rst:57
#, fuzzy
msgid ":ref:`doc_visual_shaders`"
msgstr ":ref:`Visuele Shader Plugins <doc_visual_shader_plugins>`"
msgstr ":ref:`Visuelle Shader Plugins <doc_visual_shader_plugins>`"
#: ../../docs/about/docs_changelog.rst:60
msgid "Networking"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"
@@ -346,7 +346,6 @@ msgid "What were the motivations behind creating GDScript?"
msgstr "Was war die Motivation, GDScript zu entwickeln?"
#: ../../docs/about/faq.rst:129
#, fuzzy
msgid ""
"In the early days, the engine used the `Lua <https://www.lua.org>`__ "
"scripting language. Lua is fast, but creating bindings to an object oriented "
@@ -354,11 +353,11 @@ msgid ""
"of code. After some experiments with `Python <https://www.python.org>`__, it "
"also proved difficult to embed."
msgstr ""
"In den Anfängen nutzte die Engine noch `Lua <http://www.lua.org>`__ als "
"Anfänglich nutzte die Engine noch `Lua <http://www.lua.org>`__ als "
"Skriptsprache. Lua ist schnell, aber die Sprachanbindung an ein "
"objektorientiertes System zu erstellen (durch Verwendung von Fallbacks) war "
"komplex, langsam und beanspruchte enorm viel Code. Nach einigen Experimenten "
"mit `Python <http://www.python.org>`__ stellte auch sie sich als schwierig "
"mit `Python <http://www.python.org>`__ stellte auch sie sich als schwierig "
"einzubetten heraus."
#: ../../docs/about/faq.rst:135
@@ -368,46 +367,44 @@ msgstr ""
"Die Hauptgründe, eine eigene Skriptsprache für Godot zu entwickeln, waren:"
#: ../../docs/about/faq.rst:137
#, fuzzy
msgid ""
"Poor threading support in most script VMs, and Godot uses threads (Lua, "
"Python, Squirrel, JavaScript, ActionScript, etc.)."
msgstr ""
"Schlechte Thread-Unterstützung in den meisten Skript-VMs (Lua, Python, "
"Squirrel, JS, AS, etc.)."
"Schlechte Threading-Unterstützung in den meisten Skript-VMs und Godot nutzt "
"Threads (Lua, Python, Squirrel, JS, AS, etc.)."
#: ../../docs/about/faq.rst:139
#, fuzzy
msgid ""
"Poor class-extending support in most script VMs, and adapting to the way "
"Godot works is highly inefficient (Lua, Python, JavaScript)."
msgstr ""
"Schlechte Klassenerweiterung in den meisten Skript-VMs, Anpassung an die "
"Funktionsweise von Godot ist sehr ineffizient (Lua, Python, JS)."
"Schlechte Unterstützung für Klassenerweiterung in den meisten Skript-VMs und "
"die Anpassung an die Funktionsweise von Godot ist sehr ineffizient (Lua, "
"Python, JS)."
#: ../../docs/about/faq.rst:141
#, fuzzy
msgid ""
"Many existing languages have horrible interfaces for binding to C++, "
"resulting in large amount of code, bugs, bottlenecks, and general "
"inefficiency (Lua, Python, Squirrel, JavaScript, etc.) We wanted to focus on "
"a great engine, not a great amount of integrations."
msgstr ""
"Viele bestehende Sprachen haben ineffiziente Schnittstellen für die "
"Einbindung von C++, was zu einer großen Menge Code, Bugs, Engpässen und "
"allgemeiner Ineffizienz führt (Lua, Python, Squirrel, JS, etc.). Wir wollten "
"uns auf eine großartige Engine konzentrieren, nicht auf eine große Anzahl "
"von Scriptsprachen."
"Viele bestehende Sprachen haben ineffiziente Schnittstellen zum Binding mit C"
"++, was zu einer großen Menge Code, Bugs, Engpässen und allgemeiner "
"Ineffizienz führt (Lua, Python, Squirrel, JS, etc.). Wir wollten uns auf "
"eine großartige Engine konzentrieren, nicht auf eine große Anzahl von "
"Scriptsprachen."
#: ../../docs/about/faq.rst:144
#, fuzzy
msgid ""
"No native vector types (vector3, matrix4, etc.), resulting in highly reduced "
"performance when using custom types (Lua, Python, Squirrel, JavaScript, "
"ActionScript, etc.)."
msgstr ""
"Keine nativen Vektor-Typen (vector3, matrix4, usw.) → geringere Performance "
"wenn eigene Objekttypen genutzt werden (Lua, Python, Squirrel, JS, AS, etc.)."
"Keine nativen Vektor-Typen (vector3, matrix4, usw.), resultierend in stark "
"reduzierter Performance wenn eigene Objekttypen genutzt werden (Lua, Python, "
"Squirrel, JS, AS, etc.)."
#: ../../docs/about/faq.rst:147
#, fuzzy
@@ -419,17 +416,15 @@ msgstr ""
"Speicherbelegung (Lua, Python, JS, AS, etc.)."
#: ../../docs/about/faq.rst:149
#, fuzzy
msgid ""
"Difficulty to integrate with the code editor for providing code completion, "
"live editing, etc. (all of them). This is well-supported by GDScript."
msgstr ""
"Schwierigkeiten bei der Integration in den Code-Editor zur Code-"
"Vervollständigung, Live-Bearbeitung, etc. (all dies). Dies wird von GDScript "
"unterstützt."
"Vervollständigung, Live-Bearbeitung, etc. (alle davon). Dies wird von "
"GDScript unterstützt."
#: ../../docs/about/faq.rst:153
#, fuzzy
msgid "GDScript was designed to curtail the issues above, and more."
msgstr "GDScript wurde entworfen, um diese und weitere Probleme zu umgehen."
@@ -695,7 +690,6 @@ msgid "I have a great idea for Godot. How can I share it?"
msgstr "Ich habe eine tolle Idee für Godot. Wie kann ich sie teilen?"
#: ../../docs/about/faq.rst:259
#, fuzzy
msgid ""
"It might be tempting to want to bring ideas to Godot, like ones that result "
"in massive core changes, some sort of mimicry of what another game engine "
@@ -711,7 +705,7 @@ msgstr ""
"gravierenden Codeänderungen führen würden, um eine Art Nachahmung einer "
"anderen Game-Engine zu verwirklichen oder alternative Workflows, die in den "
"Editor eingebaut werden sollen. Diesen Enthusiasmus finden wir großartig und "
"sind dankbar dafür, solch motivierte Leute dabei zu haben, doch Godots Fokus "
"sind dankbar dafür, so motivierte Leute dabei zu haben, doch Godots Fokus "
"ist und bleibt die Kernfunktionalität, so wie sie in der `Roadmap <https://"
"github.com/godotengine/godot-roadmap/blob/master/ROADMAP.md>`_, `squashing "
"bugs and addressing issues <https://github.com/godotengine/godot/issues>`_ "
@@ -902,7 +896,6 @@ msgstr ""
"oriented Design)?"
#: ../../docs/about/faq.rst:327
#, fuzzy
msgid ""
"While Godot internally for a lot of the heavy performance tasks attempts to "
"use cache coherency as well as possible, we believe most users don't really "

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

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@@ -0,0 +1,208 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-22 14:46+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"
"Language: de\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/about/release_policy.rst:4
msgid "Godot release policy"
msgstr ""
#: ../../docs/about/release_policy.rst:7
#, fuzzy
msgid "Godot versioning"
msgstr "Die Versionsangabe"
#: ../../docs/about/release_policy.rst:9
msgid ""
"Godot uses ``major.minor.patch`` version numbering. However, it does not "
"strictly follow `Semantic Versioning <https://semver.org/>`__. This means "
"that releases considered \"semver-minor\" by that standard (such as 3.1 -> "
"3.2) will most likely introduce breaking changes. Still, there won't be as "
"many breaking changes as a \"semver-major\" version bump such as 3.2 -> 4.0."
msgstr ""
#: ../../docs/about/release_policy.rst:15
msgid ""
"In the interest of stability and usability, patch releases may occasionally "
"introduce small breaking changes as well. When repackaging Godot projects (e."
"g. in a Flatpak), make sure to always use the same patch version as the one "
"used to initially export the project."
msgstr ""
#: ../../docs/about/release_policy.rst:22
msgid ""
"The first release in a major/minor release series doesn't end with a "
"trailing zero. For example, the first release in the 3.2 series is ``3.2``, "
"not ``3.2.0``."
msgstr ""
#: ../../docs/about/release_policy.rst:27
msgid "Release support timeline"
msgstr ""
#: ../../docs/about/release_policy.rst:29
msgid ""
"Godot versions are supported for a certain amount of time. While these "
"durations are not set in stone, here's a table with the expected level of "
"support for each Godot version:"
msgstr ""
#: ../../docs/about/release_policy.rst:34
#, fuzzy
msgid "**Version**"
msgstr "**Beschreibung**"
#: ../../docs/about/release_policy.rst:34
#, fuzzy
msgid "**Release date**"
msgstr "**Ergebnis**"
#: ../../docs/about/release_policy.rst:34
msgid "**Support level**"
msgstr ""
#: ../../docs/about/release_policy.rst:36
#, fuzzy
msgid "Godot 4.0"
msgstr "Godot"
#: ../../docs/about/release_policy.rst:36
msgid "~2021 (see below)"
msgstr ""
#: ../../docs/about/release_policy.rst:36
msgid "|unstable| *Current focus of development (unstable).*"
msgstr ""
#: ../../docs/about/release_policy.rst:38
#, fuzzy
msgid "Godot 3.2"
msgstr "In Godot 3.1:"
#: ../../docs/about/release_policy.rst:38
msgid "January 2020"
msgstr ""
#: ../../docs/about/release_policy.rst:38
msgid ""
"|supported| Backwards-compatible new features (backported from the "
"``master`` branch) as well as bug, security, and platform support fixes."
msgstr ""
#: ../../docs/about/release_policy.rst:41
#, fuzzy
msgid "Godot 3.1"
msgstr "In Godot 3.1:"
#: ../../docs/about/release_policy.rst:41
msgid "March 2019"
msgstr ""
#: ../../docs/about/release_policy.rst:41
#: ../../docs/about/release_policy.rst:43
#: ../../docs/about/release_policy.rst:45
msgid "|partial| Only critical, security and platform support fixes."
msgstr ""
#: ../../docs/about/release_policy.rst:43
#, fuzzy
msgid "Godot 3.0"
msgstr "In Godot 3.1:"
#: ../../docs/about/release_policy.rst:43
msgid "January 2018"
msgstr ""
#: ../../docs/about/release_policy.rst:45
#, fuzzy
msgid "Godot 2.1"
msgstr "In Godot 3.1:"
#: ../../docs/about/release_policy.rst:45
msgid "July 2016"
msgstr ""
#: ../../docs/about/release_policy.rst:47
#, fuzzy
msgid "Godot 2.0"
msgstr "Godot"
#: ../../docs/about/release_policy.rst:47
msgid "February 2016"
msgstr ""
#: ../../docs/about/release_policy.rst:47
#: ../../docs/about/release_policy.rst:49
#: ../../docs/about/release_policy.rst:51
msgid "|eol| No longer supported."
msgstr ""
#: ../../docs/about/release_policy.rst:49
#, fuzzy
msgid "Godot 1.1"
msgstr "In Godot 3.1:"
#: ../../docs/about/release_policy.rst:49
msgid "May 2015"
msgstr ""
#: ../../docs/about/release_policy.rst:51
#, fuzzy
msgid "Godot 1.0"
msgstr "Godot"
#: ../../docs/about/release_policy.rst:51
msgid "December 2014"
msgstr ""
#: ../../docs/about/release_policy.rst:59
msgid ""
"**Legend:** |supported| Full support - |partial| Partial support - |eol| No "
"support (end of life) - |unstable| Development version"
msgstr ""
#: ../../docs/about/release_policy.rst:65
msgid ""
"Pre-release Godot versions aren't intended to be used in production and are "
"provided on a best-effort basis."
msgstr ""
#: ../../docs/about/release_policy.rst:69
msgid "When is the next release out?"
msgstr ""
#: ../../docs/about/release_policy.rst:71
msgid ""
"While Godot contributors aren't working under any deadlines, there's usually "
"a major or minor Godot release made available every year. Following this "
"trend, this means Godot 4.0 will most likely be released in **2021**."
msgstr ""
#: ../../docs/about/release_policy.rst:75
msgid ""
"Patch releases are made available more frequently, typically every 2-6 "
"months while a release is fully supported. Partially supported releases will "
"only have new patch releases once an important security or platform support "
"fix has been merged."
msgstr ""
#: ../../docs/about/release_policy.rst:82
msgid ""
"The `roadmap <https://github.com/godotengine/godot-roadmap>`__ repository "
"documents features that have been agreed upon and may be implemented in "
"future Godot releases."
msgstr ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"
@@ -153,8 +153,8 @@ msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:86
msgid ""
"Compiling the standard export templates is done by calling SCons with the "
"following arguments:"
"Compiling the standard export templates is done by calling SCons from the "
"Godot root directory with the following arguments:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:89

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"
@@ -53,17 +53,24 @@ msgid ""
"files need to be created:"
msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:78
msgid "With the following contents:"
#: ../../docs/development/cpp/binding_to_external_libraries.rst:79
msgid ""
"These files must be in the top-level folder of your module (next to your "
"``SCsub`` and ``config.py`` files) for the module to be registered properly."
msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:105
#: ../../docs/development/cpp/binding_to_external_libraries.rst:82
#, fuzzy
msgid "These files should contain the following:"
msgstr "Dieser Code führt zu folgendem Ergebnis:"
#: ../../docs/development/cpp/binding_to_external_libraries.rst:109
msgid ""
"Next, you need to create a ``SCsub`` file so the build system compiles this "
"module:"
msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:117
#: ../../docs/development/cpp/binding_to_external_libraries.rst:121
msgid ""
"You'll need to install the external library on your machine to get the .a "
"library files. See the library's official documentation for specific "
@@ -71,16 +78,16 @@ msgid ""
"the installation commands for Linux below, for reference."
msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:128
#: ../../docs/development/cpp/binding_to_external_libraries.rst:132
msgid ""
"**Important:** The voices that Festival uses (and any other potential "
"external/3rd-party resource) all have varying licenses and terms of use; "
"some (if not most) of them may be be problematic with Godot, even if the "
"Festival Library itself is MIT License compatible. Please be sure to check "
"the licenses and terms of use."
"The voices that Festival uses (and any other potential external/3rd-party "
"resource) all have varying licenses and terms of use; some (if not most) of "
"them may be be problematic with Godot, even if the Festival Library itself "
"is MIT License compatible. Please be sure to check the licenses and terms of "
"use."
msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:133
#: ../../docs/development/cpp/binding_to_external_libraries.rst:137
msgid ""
"The external library will also need to be installed inside your module to "
"make the source files accessible to the compiler, while also keeping the "
@@ -89,47 +96,46 @@ msgid ""
"commands:"
msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:143
#: ../../docs/development/cpp/binding_to_external_libraries.rst:147
msgid ""
"If you don't want the external repository source files committed to your "
"repository, you can link to them instead by adding them as submodules (from "
"within the modules/tts/ directory), as seen below:"
msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:152
#: ../../docs/development/cpp/binding_to_external_libraries.rst:156
msgid ""
"**Important:** Please note that Git submodules are not used in the Godot "
"repository. If you are developing a module to be merged into the main Godot "
"repository, you should not use submodules. If your module doesn't get "
"merged in, you can always try to implement the external library as a "
"GDNative C++ plugin."
"Please note that Git submodules are not used in the Godot repository. If "
"you are developing a module to be merged into the main Godot repository, you "
"should not use submodules. If your module doesn't get merged in, you can "
"always try to implement the external library as a GDNative C++ plugin."
msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:157
#: ../../docs/development/cpp/binding_to_external_libraries.rst:161
msgid ""
"To add include directories for the compiler to look at you can append it to "
"the environment's paths:"
msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:168
#: ../../docs/development/cpp/binding_to_external_libraries.rst:172
msgid ""
"If you want to add custom compiler flags when building your module, you need "
"to clone `env` first, so it won't add those flags to whole Godot build "
"(which can cause errors). Example `SCsub` with custom flags:"
msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:183
#: ../../docs/development/cpp/binding_to_external_libraries.rst:187
msgid "The final module should look like this:"
msgstr "Des endgültige Modul sollte wie folgt aussehen:"
#: ../../docs/development/cpp/binding_to_external_libraries.rst:201
#: ../../docs/development/cpp/binding_to_external_libraries.rst:205
msgid "Using the module"
msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:203
#: ../../docs/development/cpp/binding_to_external_libraries.rst:207
msgid "You can now use your newly created module from any script:"
msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:212
#: ../../docs/development/cpp/binding_to_external_libraries.rst:216
msgid "And the output will be ``is_spoken: True`` if the text is spoken."
msgstr ""

View File

@@ -0,0 +1,225 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-22 14:46+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"
"Language: de\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:4
msgid "Common engine methods and macros"
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:6
msgid ""
"Godot's C++ codebase makes use of dozens of custom methods and macros which "
"are used in almost every file. This page is geared towards beginner "
"contributors, but it can also be useful for those writing custom C++ modules."
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:11
msgid "Print text"
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:31
msgid ""
"If you need to add placeholders in your messages, use format strings as "
"described below."
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:35
#, fuzzy
msgid "Format a string"
msgstr "Format"
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:37
msgid ""
"The ``vformat()`` function returns a formatted :ref:`class_String`. It "
"behaves in a way similar to C's ``sprintf()``:"
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:51
msgid ""
"In most cases, try to use ``vformat()`` instead of string concatenation as "
"it makes for more readable code."
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:55
msgid "Convert an integer or float to a string"
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:57
msgid "This is mainly useful when printing numbers directly."
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:68
#, fuzzy
msgid "Internationalize a string"
msgstr "Internationalisierung"
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:70
#, fuzzy
msgid "There are two types of internationalization in Godot's codebase:"
msgstr ""
"Es gibt zwei Wege deine Benutzeroberfläche in Godot zu gestalten. Du kannst:"
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:72
msgid ""
"``TTR()``: **Editor (\"tools\") translations** will only be processed in the "
"editor. If an user uses the same text in one of their projects, it won't be "
"translated if they provide a translation for it. When contributing to the "
"engine, this is generally the macro you should use for localizable strings."
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:76
msgid ""
"``RTR()``: **Run-time translations** will be automatically localized in "
"projects if they provide a translation for the given string. This kind of "
"translation shouldn't be used in editor-only code."
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:87
msgid ""
"To insert placeholders in localizable strings, wrap the localization macro "
"in a ``vformat()`` call as follows:"
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:97
msgid ""
"When using ``vformat()`` and a translation macro together, always wrap the "
"translation macro in ``vformat()``, not the other way around. Otherwise, the "
"string will never match the translation as it will have the placeholder "
"already replaced when it's passed to TranslationServer."
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:103
msgid "Clamp a value"
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:105
msgid ""
"Godot has provides macros for clamping a value with a lower bound (``MAX``), "
"an upper bound (``MIN``) or both (``CLAMP``):"
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:117
msgid ""
"This works with any type that can be compared to other values (like ``int`` "
"and ``float``)."
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:121
msgid "Microbenchmarking"
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:123
msgid ""
"If you want to benchmark a piece of code but don't know how to use a "
"profiler, use this snippet:"
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:135
msgid ""
"This will print the time spent between the ``begin`` declaration and the "
"``end`` declaration."
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:140
msgid ""
"You may have to ``#include \"core/os/os.h\"`` if it's not present already."
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:142
msgid ""
"When opening a pull request, make sure to remove this snippet as well as the "
"include if it wasn't there previously."
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:146
#, fuzzy
msgid "Get project/editor settings"
msgstr "Projekteinstellungen überschreiben"
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:148
#, fuzzy
msgid "There are four macros available for this:"
msgstr "Einige Dinge gibt es zu beachten:"
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:160
msgid ""
"If a default value has been specified elsewhere, don't specify it again to "
"avoid repetition:"
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:170
msgid ""
"It's recommended to use ``GLOBAL_DEF``/``EDITOR_DEF`` only once per setting "
"and use ``GLOBAL_GET``/``EDITOR_GET`` in all other places where it's "
"referenced."
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:174
#, fuzzy
msgid "Error macros"
msgstr "Fehler"
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:176
msgid ""
"Godot features many error macros to make error reporting more convenient."
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:180
msgid ""
"Conditions in error macros work in the **opposite** way of GDScript's built-"
"in ``assert()`` function. An error is reached if the condition inside "
"evaluates to ``true``, not ``false``."
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:186
msgid ""
"Only variants with custom messages are documented here, as these should "
"always be used in new contributions. Make sure the custom message provided "
"includes enough information for people to diagnose the issue, even if they "
"don't know C++. In case a method was passed invalid arguments, you can print "
"the invalid value in question to ease debugging."
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:192
msgid ""
"For internal error checking where displaying a human-readable message isn't "
"necessary, remove ``_MSG`` at the end of the macro name and don't supply a "
"message argument."
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:196
msgid ""
"Also, always try to return processable data so the engine can keep running "
"well."
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:240
#, fuzzy
msgid ""
"See `core/error_macros.h <https://github.com/godotengine/godot/blob/master/"
"core/error_macros.h>`__ in Godot's codebase for more information about each "
"error macro."
msgstr "https://github.com/godotengine/godot-demo-projects"
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:243
msgid ""
"Some functions return an error code (materialized by a return type of "
"``Error``). This value can be returned directly from an error macro. See the "
"list of available error codes in `core/error_list.h <https://github.com/"
"godotengine/godot/blob/master/core/error_list.h>`__."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -0,0 +1,204 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-22 14:46+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"
"Language: de\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:4
msgid "Code::Blocks"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:6
msgid ""
"`Code::Blocks <https://codeblocks.org/>`_ is a free, open source, cross "
"platform IDE."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:9
msgid "Creating a new project"
msgstr "Erstellen eines neuen Projekts"
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:11
msgid ""
"From Code::Blocks' main screen, click **Create a new project** or select "
"**File > New > Project...**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:17
msgid ""
"In the **New from template** window, from **Projects**, select **Empty "
"project**, and click **Go**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:23
msgid "Click Next, to pass the welcome to the new empty project wizard."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:29
msgid ""
"The project file should be created in the root of the cloned project folder. "
"To achieve this, first, ensure that the **Project title** is the same as the "
"folder name that Godot was cloned into. Unless you cloned the project into a "
"folder with a different name, this will be ``godot``."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:31
msgid ""
"Second, ensure that the **Folder to create project in** is the folder you "
"ran the Git clone command from, not the ``godot`` project folder. Confirm "
"that the **Resulting filename** field will create the project file in the "
"root of the cloned project folder."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:37
msgid ""
"The compiler and configuration settings are managed through **SCons** and "
"will be configured later. However, it's worth deselecting the **Create "
"\"Release\" configuration** option; so only a single build target is created "
"before clicking **Finish**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:44
#, fuzzy
msgid "Configuring the build"
msgstr "Den Build anpassen"
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:46
msgid ""
"The first step is to change the project properties. Right-click on the new "
"project and select **Properties...**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:52
msgid ""
"Check the **This is a custom Makefile** property. Click OK to save the "
"changes."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:58
msgid ""
"The next step is to change the build options. Right-click on the new project "
"and select **Build Options...**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:64
msgid ""
"Select the **\"Make\" commands** tab and remove all the existing commands "
"for all the build targets. For each build target enter the **SCons** command "
"for creating the desired build in the **Build project/target** field. The "
"minimum is ``scons``. For details on the **SCons** build options, see :ref:"
"`doc_introduction_to_the_buildsystem`. It's also useful to add the ``scons --"
"clean`` command in the **Clean project/target** field to the project's "
"default commmands."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:66
msgid ""
"If you're using Windows, all the commands need to be preceded with ``cmd /"
"c`` to iniitalize the command interpreter."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:76
#, fuzzy
msgid "Windows example:"
msgstr "Ein Beispiel:"
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:82
msgid ""
"Code::Blocks should now be configured to build Godot; so either select "
"**Build > Build**, click the gear button, or press :kbd:`Ctrl + F9`."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:85
#, fuzzy
msgid "Configuring the run"
msgstr "Konfigurieren des Projekts"
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:87
msgid ""
"Once **SCons** has successfully built the desired target, reopen the project "
"**Properties...** and select the **Build targets** tab. In the **Output "
"filename** field, browse to the ``bin`` folder and select the compiled file."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:89
msgid ""
"Deselect the **Auto-generate filename prefix** and **Auto-generate filename "
"extension** options."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:95
msgid ""
"Code::Blocks should now be configured to run your compiled Godot executable; "
"so either select **Build > Run**, click the green arrow button, or press :"
"kbd:`Ctrl + F10`."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:97
msgid ""
"There are two additional points worth noting. First, if required, the "
"**Execution working dir** field can be used to test specific projects, by "
"setting it to the folder containing the ``project.godot`` file. Second, the "
"**Build targets** tab can be used to add and remove build targets for "
"working with and creating different builds."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:100
#, fuzzy
msgid "Adding files to the project"
msgstr "Füge diesen Code zur Funktion hinzu:"
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:102
msgid ""
"To add all the Godot code files to the project, right-click on the new "
"project and select **Add files recursively...**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:108
msgid ""
"It should automatically select the project folder; so simply click **Open**. "
"By default, all code files are included, so simply click **OK**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:115
msgid "Code style configuration"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:117
msgid ""
"Before editing any files, remember that all code needs to comply with the :"
"ref:`doc_code_style_guidelines`. One important difference with Godot is the "
"use of tabs for indents. Therefore, the key default editor setting that "
"needs to be changed in Code::Blocks is to enable tabs for indents. This "
"setting can be found by selecting **Settings > Editor**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:123
msgid ""
"Under **General Settings**, on the **Editor Settings** tab, under **Tab "
"Options** check **Use TAB character**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:129
#, fuzzy
msgid ""
"That's it. You're ready to start contributing to Godot using the Code::"
"Blocks IDE. Remember to save the project file and the **Workspace**. If you "
"run into any issues, ask for help in one of `Godot's community channels "
"<https://godotengine.org/community>`__."
msgstr ""
"Eine kurze Übersicht über diese Kanäle ist hier erhältlich `Godots "
"Webauftritt <https://godotengine.org/community>`_."

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"
@@ -41,7 +41,7 @@ msgstr ""
"(Integrierte Entwicklungsumgebung) arbeiten möchtest, sind hier Anleitungen "
"zur Einrichtung für einige populäre IDEs:"
#: ../../docs/development/cpp/configuring_an_ide/index.rst:23
#: ../../docs/development/cpp/configuring_an_ide/index.rst:24
msgid ""
"It is possible to use other IDEs, but their setup is not documented yet."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"
@@ -82,7 +82,7 @@ msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:55
msgid "Enable"
msgstr ""
msgstr "Aktivieren"
#: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:55
msgid "**True**"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"
@@ -111,87 +111,94 @@ msgid ""
"to be created:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:122
msgid "With the following contents:"
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:123
msgid ""
"These files must be in the top-level folder of your module (next to your "
"``SCsub`` and ``config.py`` files) for the module to be registered properly."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:149
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:126
#, fuzzy
msgid "These files should contain the following:"
msgstr "Dieser Code führt zu folgendem Ergebnis:"
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:153
msgid ""
"Next, we need to create a ``SCsub`` file so the build system compiles this "
"module:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:160
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:164
msgid ""
"With multiple sources, you can also add each file individually to a Python "
"string list:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:168
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:172
msgid ""
"This allows for powerful possibilities using Python to construct the file "
"list using loops and logic statements. Look at some modules that ship with "
"Godot by default for examples."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:172
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:176
msgid ""
"To add include directories for the compiler to look at you can append it to "
"the environment's paths:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:180
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:184
msgid ""
"If you want to add custom compiler flags when building your module, you need "
"to clone `env` first, so it won't add those flags to whole Godot build "
"(which can cause errors). Example `SCsub` with custom flags:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:195
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:199
msgid ""
"And finally, the configuration file for the module, this is a simple python "
"script that must be named ``config.py``:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:208
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:212
msgid ""
"The module is asked if it's OK to build for the specific platform (in this "
"case, ``True`` means it will build for every platform)."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:211
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:215
msgid ""
"And that's it. Hope it was not too complex! Your module should look like "
"this:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:223
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:227
msgid ""
"You can then zip it and share the module with everyone else. When building "
"for every platform (instructions in the previous sections), your module will "
"be included."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:227
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:231
msgid ""
"There is a parameter limit of 5 in C++ modules for things such as "
"subclasses. This can be raised to 13 by including the header file ``core/"
"method_bind_ext.gen.inc``."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:232
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:236
msgid "Using the module"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:234
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:238
msgid "You can now use your newly created module from any script:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:245
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:249
msgid "The output will be ``60``."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:247
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:251
msgid ""
"The previous Summator example is great for small, custom modules, but what "
"if you want to use a larger, external library? Refer to :ref:"
@@ -199,7 +206,7 @@ msgid ""
"libraries."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:252
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:256
msgid ""
"If your module is meant to be accessed from the running project (not just "
"from the editor), you must also recompile every export template you plan to "
@@ -209,11 +216,11 @@ msgid ""
"compiling>` pages for more information."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:261
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:265
msgid "Compiling a module externally"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:263
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:267
msgid ""
"Compiling a module involves moving the module's sources directly under the "
"engine's ``modules/`` directory. While this is the most straightforward way "
@@ -221,7 +228,7 @@ msgid ""
"be a practical thing to do:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:268
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:272
msgid ""
"Having to manually copy modules sources every time you want to compile the "
"engine with or without the module, or taking additional steps needed to "
@@ -231,7 +238,7 @@ msgid ""
"needing the symbolic link privilege if doing this via script."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:275
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:279
msgid ""
"Depending on whether you have to work with the engine's source code, the "
"module files added directly to ``modules/`` changes the working tree to the "
@@ -240,27 +247,27 @@ msgid ""
"changes."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:281
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:285
msgid ""
"So if you feel like the independent structure of custom modules is needed, "
"lets take our \"summator\" module and move it to the engine's parent "
"directory:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:289
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:293
msgid ""
"Compile the engine with our module by providing ``custom_modules`` build "
"option which accepts a comma-separated list of directory paths containing "
"custom C++ modules, similar to the following:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:297
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:301
msgid ""
"The build system shall detect all modules under the ``../modules`` directory "
"and compile them accordingly, including our \"summator\" module."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:302
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:306
msgid ""
"Any path passed to ``custom_modules`` will be converted to an absolute path "
"internally as a way to distinguish between custom and built-in modules. It "
@@ -268,29 +275,29 @@ msgid ""
"specific path structure on your machine."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:309
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:313
msgid ""
":ref:`Introduction to the buildsystem - Custom modules build option "
"<doc_buildsystem_custom_modules>`."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:312
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:316
msgid "Improving the build system for development"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:314
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:318
msgid ""
"So far we defined a clean and simple SCsub that allows us to add the sources "
"of our new module as part of the Godot binary."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:317
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:321
msgid ""
"This static approach is fine when we want to build a release version of our "
"game given we want all the modules in a single binary."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:320
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:324
msgid ""
"However, the trade-off is every single change means a full recompilation of "
"the game. Even if SCons is able to detect and recompile only the file that "
@@ -298,13 +305,13 @@ msgid ""
"a long and costly part."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:325
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:329
msgid ""
"The solution to avoid such a cost is to build our own module as a shared "
"library that will be dynamically loaded when starting our game's binary."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:358
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:362
msgid ""
"Once compiled, we should end up with a ``bin`` directory containing both the "
"``godot*`` binary and our ``libsummator*.so``. However given the .so is not "
@@ -312,13 +319,13 @@ msgid ""
"it during runtime with the ``LD_LIBRARY_PATH`` environment variable:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:368
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:373
msgid ""
"**note**: Pay attention you have to ``export`` the environ variable "
"otherwise you won't be able to play your project from within the editor."
"You have to ``export`` the environment variable otherwise you won't be able "
"to play your project from within the editor."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:371
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:376
msgid ""
"On top of that, it would be nice to be able to select whether to compile our "
"module as shared library (for development) or as a part of the Godot binary "
@@ -326,23 +333,23 @@ msgid ""
"using the `ARGUMENT` command:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:403
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:408
msgid ""
"Now by default ``scons`` command will build our module as part of Godot's "
"binary and as a shared library when passing ``summator_shared=yes``."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:406
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:411
msgid ""
"Finally, you can even speed up the build further by explicitly specifying "
"your shared module as target in the SCons command:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:414
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:419
msgid "Writing custom documentation"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:416
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:421
msgid ""
"Writing documentation may seem like a boring task, but it is highly "
"recommended to document your newly created module in order to make it easier "
@@ -351,22 +358,22 @@ msgid ""
"someone else, so be kind to your future self!"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:422
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:427
msgid "There are several steps in order to setup custom docs for the module:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:424
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:429
msgid ""
"Make a new directory in the root of the module. The directory name can be "
"anything, but we'll be using the ``doc_classes`` name throughout this "
"section."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:427
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:432
msgid "Now, we need to edit ``config.py``, add the following snippet:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:439
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:444
msgid ""
"The ``get_doc_path()`` function is used by the build system to determine the "
"location of the docs. In this case, they will be located in the ``modules/"
@@ -374,7 +381,7 @@ msgid ""
"your module will fall back to the main ``doc/classes`` directory."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:445
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:450
msgid ""
"The ``get_doc_classes()`` method is necessary for the build system to know "
"which registered classes belong to the module. You need to list all of your "
@@ -382,65 +389,65 @@ msgid ""
"classes`` directory."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:452
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:457
msgid ""
"You can use Git to check if you have missed some of your classes by checking "
"the untracked files with ``git status``. For example::"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:457
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:462
#, fuzzy
msgid "Example output::"
msgstr "Beispielprojekt"
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:469
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:474
#, fuzzy
msgid "Now we can generate the documentation:"
msgstr "Über die Dokumentation"
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:471
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:476
msgid ""
"We can do this via running Godot's doctool i.e. ``godot --doctool <path>``, "
"which will dump the engine API reference to the given ``<path>`` in XML "
"format."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:474
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:479
msgid ""
"In our case we'll point it to the root of the cloned repository. You can "
"point it to an another folder, and just copy over the files that you need."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:477
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:482
msgid "Run command:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:483
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:488
msgid ""
"Now if you go to the ``godot/modules/summator/doc_classes`` folder, you will "
"see that it contains a ``Summator.xml`` file, or any other classes, that you "
"referenced in your ``get_doc_classes`` function."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:487
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:492
msgid ""
"Edit the file(s) following :ref:`doc_updating_the_class_reference` and "
"recompile the engine."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:489
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:494
msgid ""
"Once the compilation process is finished, the docs will become accessible "
"within the engine's built-in documentation system."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:492
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:497
msgid ""
"In order to keep documentation up-to-date, all you'll have to do is simply "
"modify one of the XML files and recompile the engine from now on."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:495
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:500
msgid ""
"If you change your module's API, you can also re-extract the docs, they will "
"contain the things that you previously added. Of course if you point it to "
@@ -448,95 +455,95 @@ msgid ""
"from an older engine build on top of the newer ones."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:500
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:505
msgid ""
"Note that if you don't have write access rights to your supplied ``<path>``, "
"you might encounter an error similar to the following:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:512
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:517
#, fuzzy
msgid "Adding custom editor icons"
msgstr "Füge Kontrollpunkte hinzu"
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:514
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:519
msgid ""
"Similarly to how you can write self-contained documentation within a module, "
"you can also create your own custom icons for classes to appear in the "
"editor."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:517
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:522
msgid ""
"For the actual process of creating editor icons to be integrated within the "
"engine, please refer to :ref:`doc_editor_icons` first."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:520
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:525
msgid "Once you've created your icon(s), proceed with the following steps:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:522
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:527
msgid ""
"Make a new directory in the root of the module named ``icons``. This is the "
"default path for the engine to look for module's editor icons."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:525
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:530
msgid ""
"Move your newly created ``svg`` icons (optimized or not) into that folder."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:527
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:532
msgid ""
"Recompile the engine and run the editor. Now the icon(s) will appear in "
"editor's interface where appropriate."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:530
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:535
msgid ""
"If you'd like to store your icons somewhere else within your module, add the "
"following code snippet to ``config.py`` to override the default path:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:539
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:544
msgid "Summing up"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:541
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:546
msgid "Remember to:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:543
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:548
msgid "use ``GDCLASS`` macro for inheritance, so Godot can wrap it"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:544
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:549
msgid ""
"use ``_bind_methods`` to bind your functions to scripting, and to allow them "
"to work as callbacks for signals."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:547
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:552
msgid ""
"But this is not all, depending what you do, you will be greeted with some "
"(hopefully positive) surprises."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:550
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:555
msgid ""
"If you inherit from :ref:`class_Node` (or any derived node type, such as "
"Sprite), your new class will appear in the editor, in the inheritance tree "
"in the \"Add Node\" dialog."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:553
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:558
msgid ""
"If you inherit from :ref:`class_Resource`, it will appear in the resource "
"list, and all the exposed properties can be serialized when saved/loaded."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:556
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:561
msgid ""
"By this same logic, you can extend the Editor and almost any area of the "
"engine."

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"
@@ -261,7 +261,7 @@ msgstr ""
#: ../../docs/development/cpp/object_class.rst:225
msgid ""
"The method ``_node_entered_tree`` must be registered to the class using "
"``ClassDB::register_method`` (explained before)."
"``ClassDB::bind_method`` (explained before)."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:228

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -0,0 +1,211 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-22 14:46+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"
"Language: de\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/development/editor/editor_style_guide.rst:4
#, fuzzy
msgid "Editor style guide"
msgstr "C# Style Guide"
#: ../../docs/development/editor/editor_style_guide.rst:7
msgid "Introduction"
msgstr "Einführung"
#: ../../docs/development/editor/editor_style_guide.rst:9
msgid "Thanks for your interest in contributing to the Godot editor!"
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:11
msgid ""
"This page describes the grammar and writing style used throughout the Godot "
"editor. Following this style guide will help your contribution get merged "
"faster since there will be fewer review steps required."
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:16
#, fuzzy
msgid "Writing style"
msgstr "Instanzen bearbeiten"
#: ../../docs/development/editor/editor_style_guide.rst:18
msgid ""
"**Write messages (errors, warnings, ...) as full sentences.** They should "
"start with an uppercase letter and end with a period."
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:20
msgid ""
"**Try to keep sentences short.** This makes it more likely that their "
"translations will be short as well, which is a good thing to avoid UI bugs."
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:22
msgid ""
"**Use contractions.** For example, use \"isn't\" instead of \"is not\". An "
"exception to this rule can be made when you specifically want to emphasize "
"one of the contraction's words."
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:25
msgid ""
"**Use double quotes in messages** (``\"\"``) instead of simple quotes "
"(``''``). Double quotes should be used to quote user input, file paths and "
"possibly other things depending on the context."
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:31
msgid ""
"Try to follow the :ref:`doc_docs_writing_guidelines` in addition to the "
"guidelines outlined above."
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:35
msgid "Button and menu texts"
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:37
msgid "Capitalize text in buttons and menu actions:"
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:39
msgid "**Good:** *Open Editor Data Folder*"
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:40
msgid "**Bad:** *Open editor data folder*"
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:42
msgid ""
"If a menu action opens a modal dialog, suffix it with an ellipsis (``...``)."
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:44
msgid "**Good:** *Editor Settings...*"
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:45
#, fuzzy
msgid "**Bad:** *Editor Settings*"
msgstr "Editor"
#: ../../docs/development/editor/editor_style_guide.rst:48
#, fuzzy
msgid "Inspector sections"
msgstr ":ref:`Spatial gizmo Plug-Ins <doc_spatial_gizmo_plugins>`"
#: ../../docs/development/editor/editor_style_guide.rst:50
msgid ""
"In general, don't create sections that contain less than 3 items. Sections "
"that contain few items make it difficult to navigate the inspector, while "
"missing the benefits of using sections such as folding."
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:54
msgid ""
"There are some valid exceptions for this, such as material features in :ref:"
"`class_SpatialMaterial`."
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:57
msgid "This advice also applies to the Project Settings and Editor Settings."
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:60
#, fuzzy
msgid "Inspector performance hints"
msgstr ":ref:`Spatial gizmo Plug-Ins <doc_spatial_gizmo_plugins>`"
#: ../../docs/development/editor/editor_style_guide.rst:62
msgid ""
"Enum properties that noticeably impact performance should have a performance "
"hint associated. The hint should refer to the *absolute* performance impact, "
"rather than being relative to the other options provided in the enum. Here "
"are some examples taken from the Godot editor:"
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:67
msgid "**Screen-space antialiasing:** *Disabled (Fastest), FXAA (Fast)*"
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:68
msgid ""
"**MSAA quality:** *Disabled (Fastest), 2x (Fast), 4x (Average), 8x (Slow), "
"16x (Slower)*"
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:70
msgid ""
"**DirectionalLight mode:** *Orthogonal (Fast), PSSM 2 Splits (Average), PSSM "
"4 Splits (Slow)*"
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:73
msgid ""
"For consistency, try to stick to the terms below (from fastest to slowest):"
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:75
msgid "*Fastest, Faster, Fast, Average, Slow, Slower, Slowest*"
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:77
msgid ""
"Their usage doesn't have to be contiguous. For example, you can use only "
"\"Fast\" and \"Slow\" from the list above."
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:80
msgid ""
"If you're adding a new enum, its values should be ordered from the fastest "
"option to the slowest option."
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:84
#, fuzzy
msgid "Tooltips"
msgstr "Werkzeuge"
#: ../../docs/development/editor/editor_style_guide.rst:86
msgid ""
"Consider adding tooltips whenever the action performed by a button or menu "
"action isn't obvious. You can also provide additional context or highlight "
"caveats in the tooltip."
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:90
msgid ""
"You can do this by calling ``set_tooltip(TTR(\"Text here.\"))`` on the "
"Control-based node in question. If the tooltip is particularly long (more "
"than ~80 characters), wrap it over several lines by adding line breaks using "
"``\\n``."
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:94
msgid ""
"Tooltips should follow the writing style described above. In addition to "
"this, use indicative mood instead of imperative mood:"
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:97
msgid "**Good:** *Computes global illumination for the selected GIProbe.*"
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:98
msgid "**Bad:** *Compute global illumination for the selected GIProbe.*"
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"
@@ -125,9 +125,8 @@ msgid "Editor setting"
msgstr "Editor"
#: ../../docs/getting_started/editor/default_key_mapping.rst:26
#, fuzzy
msgid "Open 2D Editor"
msgstr "Editor"
msgstr "2D Editor öffnen"
#: ../../docs/getting_started/editor/default_key_mapping.rst:26
msgid ":kbd:`F1`"
@@ -142,9 +141,8 @@ msgid "``editor/editor_2d``"
msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:28
#, fuzzy
msgid "Open 3D Editor"
msgstr "Editor"
msgstr "3D Editor öffnen"
#: ../../docs/getting_started/editor/default_key_mapping.rst:28
msgid ":kbd:`F2`"
@@ -160,7 +158,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:30
msgid "Open Script Editor"
msgstr ""
msgstr "Skripteditor öffnen"
#: ../../docs/getting_started/editor/default_key_mapping.rst:30
#: ../../docs/getting_started/editor/default_key_mapping.rst:229
@@ -178,7 +176,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:32
msgid "Search Help"
msgstr ""
msgstr "Hilfe durchsuchen"
#: ../../docs/getting_started/editor/default_key_mapping.rst:32
msgid ":kbd:`Shift + F1`"
@@ -193,9 +191,8 @@ msgid "``editor/editor_help``"
msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:34
#, fuzzy
msgid "Distraction Free Mode"
msgstr "Animationsmodus"
msgstr "Ablenkungsfreier Modus"
#: ../../docs/getting_started/editor/default_key_mapping.rst:34
msgid ":kbd:`Ctrl + Shift + F11`"
@@ -211,7 +208,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:36
msgid "Next tab"
msgstr ""
msgstr "Nächster Tab"
#: ../../docs/getting_started/editor/default_key_mapping.rst:36
msgid ":kbd:`Ctrl + Tab`"
@@ -227,7 +224,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:38
msgid "Previous tab"
msgstr ""
msgstr "Vorheriger Tab"
#: ../../docs/getting_started/editor/default_key_mapping.rst:38
msgid ":kbd:`Ctrl + Shift + Tab`"
@@ -258,9 +255,8 @@ msgid "``editor/filter_files``"
msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:42
#, fuzzy
msgid "Open Scene"
msgstr "Open Source"
msgstr "Szene öffnen"
#: ../../docs/getting_started/editor/default_key_mapping.rst:42
msgid ":kbd:`Ctrl + O`"
@@ -275,9 +271,8 @@ msgid "``editor/open_scene``"
msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:44
#, fuzzy
msgid "Close Scene"
msgstr "Spieler-Szene"
msgstr "Szene schließen"
#: ../../docs/getting_started/editor/default_key_mapping.rst:44
msgid ":kbd:`Ctrl + Shift + W`"
@@ -293,7 +288,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:46
msgid "Reopen Closed Scene"
msgstr ""
msgstr "Geschlossene Szene erneut öffnen"
#: ../../docs/getting_started/editor/default_key_mapping.rst:46
#: ../../docs/getting_started/editor/default_key_mapping.rst:316
@@ -310,9 +305,8 @@ msgid "``editor/reopen_closed_scene``"
msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:48
#, fuzzy
msgid "Save Scene"
msgstr "Spieler-Szene"
msgstr "Szene speichern"
#: ../../docs/getting_started/editor/default_key_mapping.rst:48
msgid ":kbd:`Ctrl + S`"
@@ -345,7 +339,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:52
msgid "Save All Scenes"
msgstr ""
msgstr "Alle Szenen speichern"
#: ../../docs/getting_started/editor/default_key_mapping.rst:52
#: ../../docs/getting_started/editor/default_key_mapping.rst:320
@@ -409,7 +403,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:60
#: ../../docs/getting_started/editor/default_key_mapping.rst:239
msgid "Undo"
msgstr ""
msgstr "Rückgängig machen"
#: ../../docs/getting_started/editor/default_key_mapping.rst:60
#: ../../docs/getting_started/editor/default_key_mapping.rst:239
@@ -428,7 +422,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:62
#: ../../docs/getting_started/editor/default_key_mapping.rst:241
msgid "Redo"
msgstr ""
msgstr "Wiederherstellen"
#: ../../docs/getting_started/editor/default_key_mapping.rst:62
msgid ":kbd:`Ctrl + Shift + Z`"
@@ -444,7 +438,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:64
msgid "Quit"
msgstr ""
msgstr "Verlassen"
#: ../../docs/getting_started/editor/default_key_mapping.rst:64
msgid ":kbd:`Ctrl + Q`"
@@ -459,9 +453,8 @@ msgid "``editor/file_quit``"
msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:66
#, fuzzy
msgid "Quit to Project List"
msgstr "Projektkonfiguration"
msgstr "Zur Projektverwaltung zurückkehren"
#: ../../docs/getting_started/editor/default_key_mapping.rst:66
msgid ":kbd:`Ctrl + Shift + Q`"
@@ -559,9 +552,8 @@ msgid "``editor/stop``"
msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:78
#, fuzzy
msgid "Play Scene"
msgstr "Spieler-Szene"
msgstr "Szene starten"
#: ../../docs/getting_started/editor/default_key_mapping.rst:78
msgid ":kbd:`F6`"
@@ -577,9 +569,8 @@ msgid "``editor/play_scene``"
msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:80
#, fuzzy
msgid "Play Custom Scene"
msgstr "Spieler-Szene"
msgstr "Spiele angepasste Szene"
#: ../../docs/getting_started/editor/default_key_mapping.rst:80
msgid ":kbd:`Ctrl + Shift + F5`"
@@ -597,7 +588,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:82
msgid "Expand Bottom Panel"
msgstr ""
msgstr "Unteres Panel vergrößern"
#: ../../docs/getting_started/editor/default_key_mapping.rst:82
msgid ":kbd:`Shift + F12`"
@@ -614,7 +605,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:91
#: ../../docs/getting_started/editor/default_key_mapping.rst:334
msgid "Zoom In"
msgstr ""
msgstr "Vergrößern"
#: ../../docs/getting_started/editor/default_key_mapping.rst:91
#: ../../docs/getting_started/editor/default_key_mapping.rst:334
@@ -633,7 +624,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:93
#: ../../docs/getting_started/editor/default_key_mapping.rst:336
msgid "Zoom Out"
msgstr ""
msgstr "Verkleinern"
#: ../../docs/getting_started/editor/default_key_mapping.rst:93
#: ../../docs/getting_started/editor/default_key_mapping.rst:336
@@ -1365,7 +1356,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:221
msgid "Copy"
msgstr ""
msgstr "Kopieren"
#: ../../docs/getting_started/editor/default_key_mapping.rst:221
#: ../../docs/getting_started/editor/default_key_mapping.rst:349
@@ -1391,7 +1382,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:223
msgid "Paste"
msgstr ""
msgstr "Einfügen"
#: ../../docs/getting_started/editor/default_key_mapping.rst:223
#: ../../docs/getting_started/editor/default_key_mapping.rst:353
@@ -1502,7 +1493,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:235
msgid "Replace"
msgstr ""
msgstr "Ersetzen"
#: ../../docs/getting_started/editor/default_key_mapping.rst:235
#: ../../docs/getting_started/editor/default_key_mapping.rst:361
@@ -1826,7 +1817,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:281
msgid "Go to Line"
msgstr ""
msgstr "Gehe zu Zeile"
#: ../../docs/getting_started/editor/default_key_mapping.rst:281
msgid ":kbd:`Ctrl + L`"
@@ -1916,9 +1907,8 @@ msgid "``script_text_editor/contextual_help``"
msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:295
#, fuzzy
msgid "Script Editor"
msgstr "GDScript-Typ"
msgstr "Skripteditor"
#: ../../docs/getting_started/editor/default_key_mapping.rst:300
msgid "``script_editor/find``"
@@ -1995,7 +1985,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:318
msgid "Save"
msgstr ""
msgstr "Speichern"
#: ../../docs/getting_started/editor/default_key_mapping.rst:318
msgid ":kbd:`Ctrl + Alt + S`"
@@ -2055,7 +2045,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:328
msgid "Close"
msgstr ""
msgstr "Schließen"
#: ../../docs/getting_started/editor/default_key_mapping.rst:328
msgid ":kbd:`Ctrl + W`"
@@ -2111,7 +2101,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:338
msgid "Reset Zoom"
msgstr ""
msgstr "Vergrößerung zurücksetzen"
#: ../../docs/getting_started/editor/default_key_mapping.rst:338
msgid "``script_editor/reset_zoom``"
@@ -2294,7 +2284,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:396
msgid "Go Back"
msgstr ""
msgstr "Zurück"
#: ../../docs/getting_started/editor/default_key_mapping.rst:396
msgid "``file_dialog/go_back``"
@@ -2302,7 +2292,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:398
msgid "Go Forward"
msgstr ""
msgstr "Vor"
#: ../../docs/getting_started/editor/default_key_mapping.rst:398
msgid "``file_dialog/go_forward``"
@@ -2310,7 +2300,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:400
msgid "Go Up"
msgstr ""
msgstr "Hoch"
#: ../../docs/getting_started/editor/default_key_mapping.rst:400
msgid "``file_dialog/go_up``"
@@ -2318,7 +2308,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:402
msgid "Refresh"
msgstr ""
msgstr "Aktualisieren"
#: ../../docs/getting_started/editor/default_key_mapping.rst:402
msgid "``file_dialog/refresh``"
@@ -2326,7 +2316,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:404
msgid "Toggle Hidden Files"
msgstr ""
msgstr "Versteckte Dateien ein- und ausblenden"
#: ../../docs/getting_started/editor/default_key_mapping.rst:404
msgid ":kbd:`Ctrl + H`"
@@ -2342,7 +2332,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:406
msgid "Toggle Favorite"
msgstr ""
msgstr "Favoriten ein- und ausblenden"
#: ../../docs/getting_started/editor/default_key_mapping.rst:406
msgid "``file_dialog/toggle_favorite``"
@@ -2350,7 +2340,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:408
msgid "Toggle Mode"
msgstr ""
msgstr "Modus umschalten"
#: ../../docs/getting_started/editor/default_key_mapping.rst:408
msgid ":kbd:`Alt + V`"
@@ -2361,9 +2351,8 @@ msgid "``file_dialog/toggle_mode``"
msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:410
#, fuzzy
msgid "Create Folder"
msgstr "Nodes erstellen"
msgstr "Ordner erstellen"
#: ../../docs/getting_started/editor/default_key_mapping.rst:410
msgid ":kbd:`Ctrl + N`"
@@ -2381,16 +2370,15 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:431
#: ../../docs/getting_started/editor/default_key_mapping.rst:446
msgid "Delete"
msgstr ""
msgstr "Löschen"
#: ../../docs/getting_started/editor/default_key_mapping.rst:412
msgid "``file_dialog/delete``"
msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:414
#, fuzzy
msgid "Focus Path"
msgstr "Ressourcenpfad"
msgstr "Zu Pfad springen"
#: ../../docs/getting_started/editor/default_key_mapping.rst:414
#: ../../docs/getting_started/editor/default_key_mapping.rst:429
@@ -2405,7 +2393,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:416
msgid "Move Favorite Up"
msgstr ""
msgstr "Favorit nach oben schieben"
#: ../../docs/getting_started/editor/default_key_mapping.rst:416
#: ../../docs/getting_started/editor/default_key_mapping.rst:452
@@ -2423,7 +2411,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:418
msgid "Move Favorite Down"
msgstr ""
msgstr "Favorit nach unten schieben"
#: ../../docs/getting_started/editor/default_key_mapping.rst:418
#: ../../docs/getting_started/editor/default_key_mapping.rst:454
@@ -2445,9 +2433,8 @@ msgid "FileSystem Dock"
msgstr "Dateisystem"
#: ../../docs/getting_started/editor/default_key_mapping.rst:427
#, fuzzy
msgid "Copy Path"
msgstr "Pfad"
msgstr "Pfad kopieren"
#: ../../docs/getting_started/editor/default_key_mapping.rst:427
msgid "``filesystem_dock/copy_path``"
@@ -2456,7 +2443,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:429
#: ../../docs/getting_started/editor/default_key_mapping.rst:450
msgid "Duplicate"
msgstr ""
msgstr "Duplizieren"
#: ../../docs/getting_started/editor/default_key_mapping.rst:429
msgid "``filesystem_dock/duplicate``"
@@ -2537,7 +2524,7 @@ msgstr "AnimationTree"
#: ../../docs/getting_started/editor/default_key_mapping.rst:463
msgid "Duplicate Selection"
msgstr ""
msgstr "Auswahl duplizieren"
#: ../../docs/getting_started/editor/default_key_mapping.rst:463
msgid "``animation_editor/duplicate_selection``"
@@ -2545,7 +2532,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:465
msgid "Duplicate Transposed"
msgstr ""
msgstr "Umgesetztes duplizieren"
#: ../../docs/getting_started/editor/default_key_mapping.rst:465
msgid ":kbd:`Ctrl + Shift + D`"
@@ -2560,9 +2547,8 @@ msgid "``animation_editor/duplicate_selection_transposed``"
msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:467
#, fuzzy
msgid "Delete Selection"
msgstr "Überschreibbare Funktionen"
msgstr "Auswahl löschen"
#: ../../docs/getting_started/editor/default_key_mapping.rst:467
msgid "``animation_editor/delete_selection``"
@@ -2570,7 +2556,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:469
msgid "Go to Next Step"
msgstr ""
msgstr "Zum nächsten Schritt"
#: ../../docs/getting_started/editor/default_key_mapping.rst:469
msgid ":kbd:`Ctrl + Right Arrow`"
@@ -2586,7 +2572,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:471
msgid "Go to Previous Step"
msgstr ""
msgstr "Zum vorherigen Schritt"
#: ../../docs/getting_started/editor/default_key_mapping.rst:471
msgid ":kbd:`Ctrl + Left Arrow`"
@@ -2704,7 +2690,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:500
msgid "Select"
msgstr ""
msgstr "Auswählen"
#: ../../docs/getting_started/editor/default_key_mapping.rst:500
msgid ":kbd:`M`"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"
@@ -18,10 +18,14 @@ msgstr ""
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:4
msgid "C# basics"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:7
msgid "Introduction"
msgstr "Einführung"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:6
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:9
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 "
@@ -31,7 +35,7 @@ msgid ""
"godot-docs/issues>`_."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:14
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:17
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 "
@@ -40,7 +44,7 @@ msgid ""
"the :ref:`Scripting section <doc_scripting>` of the step-by-step tutorial."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:21
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:24
msgid ""
"C# is a high-level programming language developed by Microsoft. In Godot, it "
"is implemented with the Mono 6.x .NET framework, including full support for "
@@ -51,7 +55,7 @@ msgid ""
"documentation."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:29
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:32
msgid ""
"This is **not** a full-scale tutorial on the C# language as a whole. If you "
"aren't already familiar with its syntax or features, see the `Microsoft C# "
@@ -59,16 +63,16 @@ msgid ""
"suitable introduction elsewhere."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:36
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:39
msgid "Setting up C# for Godot"
msgstr "C# für Godot einrichten"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:39
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:42
#, fuzzy
msgid "Windows (Visual Studio)"
msgstr "Windows (und UWP)"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:41
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:44
msgid ""
"Download and install the latest version of `Visual Studio <https://"
"visualstudio.microsoft.com/downloads/>`_ (*not* Visual Studio Code), which "
@@ -80,47 +84,47 @@ msgid ""
"installers mentioned above inside the \"Individual components\" tab."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:51
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:54
#, fuzzy
msgid "Windows (JetBrains Rider)"
msgstr "Windows (und UWP)"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:53
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:56
msgid ""
"JetBrains Rider comes with bundled MSBuild, so nothing extra is required. "
"Make sure to set the following preferences:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:56
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:59
#, fuzzy
msgid "In Godot:"
msgstr "In Godot 3.1:"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:58
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:61
msgid "Mono External Editor to JetBrains Rider"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:59
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:62
msgid "Mono Build Tool to JetBrains Mono."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:61
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:64
msgid "In Rider:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:63
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:66
msgid "Set ``MSBuild version`` to either bundled with Rider or .NET Core."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:64
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:67
msgid "Install **Godot support** plugin."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:67
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:70
msgid "macOS and Linux"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:69
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:72
msgid ""
"Download and install the latest version of the `Mono SDK <http://www.mono-"
"project.com/download/>`_. As of Godot 3.1 beta 3, the version number doesn't "
@@ -129,18 +133,18 @@ msgid ""
"Godot."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:75
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:78
msgid ""
"To download Mono on macOS, use the \"Stable Channel\" link from the `Mono "
"Downloads Page <http://www.mono-project.com/download/>`_. The Visual Studio "
"channel is an earlier version of Mono and will not work."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:81
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:84
msgid "Additional notes"
msgstr "Zusätzliche Nodes"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:83
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:86
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 "
@@ -148,17 +152,17 @@ msgid ""
"the :ref:`doc_compiling_with_mono` page."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:89
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:92
msgid ""
"In summary, you must have installed Visual Studio or Mono (depending on your "
"operating system) **and** the Mono-enabled version of Godot."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:93
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:96
msgid "Configuring an external editor"
msgstr "Einen externen Editor konfigurieren"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:95
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:98
msgid ""
"C# support in Godot's script editor is minimal. Consider using an external "
"IDE or editor, such as `Visual Studio Code <https://code.visualstudio.com/"
@@ -169,52 +173,52 @@ msgid ""
"currently supports the following external editors:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:104
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:107
msgid "Visual Studio 2019"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:105
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:108
msgid "Visual Studio Code"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:106
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:109
#, fuzzy
msgid "MonoDevelop"
msgstr "K-Develop"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:107
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:110
msgid "Visual Studio for Mac"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:108
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:111
msgid "JetBrains Rider"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:110
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:113
msgid ""
"If you are using Visual Studio Code, ensure you download and install the `C# "
"extension <https://marketplace.visualstudio.com/items?itemName=ms-vscode."
"csharp>`_ to enable features like syntax highlighting and IntelliSense."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:115
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:118
msgid ""
"If you are using Visual Studio 2019, you must follow the instructions found "
"in the \"Configure VS2019 for Debugging\" section below."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:119
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:122
msgid "Creating a C# script"
msgstr "Erstellen eines C# Skripts"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:121
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:124
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 ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:126
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:129
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 "
@@ -223,11 +227,11 @@ msgid ""
"easily from GDScript."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:133
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:136
msgid "Project setup and workflow"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:135
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:138
msgid ""
"When you create the first C# script, Godot initializes the C# project files "
"for your Godot project. This includes generating a C# solution (``.sln``) "
@@ -239,40 +243,16 @@ msgid ""
"let it regenerate."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:144
msgid ""
"Note that currently, there are some issues where Godot and the C# project "
"don't stay in sync; if you delete, rename or move a C# script, the change "
"may not be reflected in the C# project file. In cases like this, you will "
"have to edit the C# project file manually."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:149
msgid ""
"For example, if you created a script (e.g. ``Test.cs``) and delete it in "
"Godot, compilation will fail because the missing file is still expected to "
"be there by the C# project file. For now, you can simply open up the ``."
"csproj`` file and look for the ``ItemGroup``, there should be a line "
"included like the following:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:163
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 ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:168
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:148
msgid "Example"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:170
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:150
msgid ""
"Here's a blank C# script with some comments to demonstrate how it works."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:197
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:177
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 "
@@ -281,7 +261,7 @@ msgid ""
"`@GlobalScope <class_@globalscope>`."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:204
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:184
msgid ""
"Keep in mind that the class you wish to attach to your node should have the "
"same name as the ``.cs`` file. Otherwise, you will get the following error "
@@ -289,11 +269,11 @@ msgid ""
"res://XXX.cs\"*"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:210
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:190
msgid "General differences between C# and GDScript"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:212
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:192
msgid ""
"The C# API uses ``PascalCase`` instead of ``snake_case`` in GDScript/C++. "
"Where possible, fields and getters/setters have been converted to "
@@ -301,16 +281,16 @@ msgid ""
"reasonably possible."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:216
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:196
msgid "For more information, see the :ref:`doc_c_sharp_differences` page."
msgstr ""
"Für mehr Informationen über Events, siehe die Seite :ref:`doc_inputevent`."
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:219
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:199
msgid "Current gotchas and known issues"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:221
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:201
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 "
@@ -319,38 +299,24 @@ msgid ""
"godotengine/godot/labels/topic%3Amono>`_."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:227
msgid ""
"As explained above, the C# project isn't always kept in sync automatically "
"when things are deleted, renamed or moved in Godot (`#12917 <https://github."
"com/godotengine/godot/issues/12917>`_)."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:230
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:207
msgid ""
"Writing editor plugins is possible, but it is currently quite convoluted."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:231
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:208
msgid ""
"State is currently not saved and restored when hot-reloading, with the "
"exception of exported variables."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:233
msgid ""
"Exporting Mono projects is supported for desktop platforms (Linux, Windows "
"and macOS), Android, HTML5, and iOS. UWP is not currently supported. "
"(`#20271 <https://github.com/godotengine/godot/issues/20271>`_)."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:236
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:210
msgid ""
"Attached C# scripts should refer to a class that has a class name that "
"matches the file name."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:238
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:212
msgid ""
"There are some methods such as ``Get()``/``Set()``, ``Call()``/"
"``CallDeferred()`` and signal connection method ``Connect()`` that rely on "
@@ -360,11 +326,18 @@ msgid ""
"can use any custom properties or methods without this limitation."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:246
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:220
msgid ""
"As of Godot 3.2.2, exporting Mono projects is supported for desktop "
"platforms (Linux, Windows and macOS), Android, HTML5, and iOS. The only "
"platform not supported yet is UWP."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:225
msgid "Performance of C# in Godot"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:248
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:227
msgid ""
"According to some preliminary `benchmarks <https://github.com/cart/godot3-"
"bunnymark>`_, the performance of C# in Godot — while generally in the same "
@@ -375,11 +348,11 @@ msgid ""
"when talking to Godot."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:256
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:235
msgid "Using NuGet packages in Godot"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:258
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:237
msgid ""
"`NuGet <https://www.nuget.org/>`_ packages can be installed and used with "
"Godot, as with any C# project. Many IDEs are able to add packages directly. "
@@ -387,7 +360,7 @@ msgid ""
"csproj`` file located in the project root:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:275
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:254
msgid ""
"By default, tools like NuGet put ``Version`` as an attribute of the "
"```PackageReference``` Node. **You must manually create a Version node as "
@@ -395,36 +368,36 @@ msgid ""
"(This will be fixed in Godot 4.0.)"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:277
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:256
msgid ""
"Whenever packages are added or modified, run ``nuget restore`` (*not* "
"``dotnet restore``) in the root of the project directory. To ensure that "
"NuGet packages will be available for msbuild to use, run:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:286
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:265
msgid "Profiling your C# code"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:288
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:267
msgid ""
"`Mono log profiler <https://www.mono-project.com/docs/debug+profile/profile/"
"profiler/>`_ is available for Linux and macOS. Due to a Mono change, it does "
"not work on Windows currently."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:289
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:268
msgid ""
"External Mono profiler like `JetBrains dotTrace <https://www.jetbrains.com/"
"profiler/>`_ can be used as described `here <https://github.com/godotengine/"
"godot/pull/34382>`_."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:292
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:271
msgid "Configuring VS 2019 for debugging"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:296
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:275
msgid ""
"Godot has built-in support for workflows involving several popular C# IDEs. "
"Built-in support for Visual Studio will be including in future versions, but "
@@ -432,66 +405,66 @@ msgid ""
"Godot C# projects."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:301
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:280
msgid ""
"Install VS 2019 with ``.NET desktop development`` and ``Desktop development "
"with C++`` workloads selected."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:302
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:281
msgid ""
"**Ensure that you do not have Xamarin installed.** Do not choose the "
"``Mobile development with .NET`` workload. Xamarin changes the DLLs used by "
"MonoDebugger, which breaks debugging."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:303
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:282
msgid ""
"Install the `VSMonoDebugger extension <https://marketplace.visualstudio.com/"
"items?itemName=GordianDotNet.VSMonoDebugger0d62>`_."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:304
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:283
msgid "In VS 2019 --> Extensions --> Mono --> Settings:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:306
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:285
msgid "Select ``Debug/Deploy to local Windows``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:307
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:286
msgid "Leave ``Local Deploy Path`` blank."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:308
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:287
msgid ""
"Set the ``Mono Debug Port`` to the port in Godot --> Project --> Project "
"Settings --> Mono --> Debugger Agent."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:309
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:288
msgid ""
"Also select ``Wait for Debugger`` in the Godot Mono options. `This Godot "
"Addon <https://godotengine.org/asset-library/asset/435>`_ may be helpful."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:311
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:290
msgid ""
"Run the game in Godot. It should hang at the Godot splash screen while it "
"waits for your debugger to attach."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:312
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:291
msgid ""
"In VS 2019, open your project and choose Extensions --> Mono --> Attach to "
"Mono Debugger."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:315
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:294
msgid "Configuring Visual Studio Code for debugging"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:317
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:296
msgid ""
"To configure Visual Studio Code for debugging open up a project in Godot. "
"Click on Project and open the project settings. Scroll down and click on "
@@ -499,7 +472,7 @@ msgid ""
"debugger.\" Next, copy the port number and open up Visual Studio Code."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:322
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:301
msgid ""
"You need to download the Mono Debug extension from Microsoft. Then open the "
"Godot project folder. Go to the run tab and click on create a launch.json "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"
@@ -18,7 +18,7 @@ msgstr ""
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:4
msgid "API differences to GDScript"
msgid "C# API differences to GDScript"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:6

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"
@@ -18,7 +18,8 @@ msgstr ""
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:4
msgid "Features"
#, fuzzy
msgid "C# features"
msgstr "Funktionen"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:6

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"
@@ -1473,9 +1473,8 @@ msgstr "**Kontrollfluss**:"
msgid ""
"The patterns are matched from top to bottom. If a pattern matches, the first "
"corresponding block will be executed. After that, the execution continues "
"below the ``match`` statement. If you want to have a fallthrough, you can "
"use ``continue`` to stop execution in the current block and check for an "
"additional match in the patterns below it."
"below the ``match`` statement. You can use ``continue`` to stop execution in "
"the current block and check for an additional match in the patterns below it."
msgstr ""
"Die Muster werden von oben nach unten abgeglichen. Wenn ein Muster passt, "
"wird der entsprechende Block ausgeführt. Danach setzt die Ausführung unter "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"
@@ -429,7 +429,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:288
msgid "SceneTree"
msgstr ""
msgstr "Szenen-Baum (SceneTree)"
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:290
msgid ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"
@@ -32,10 +32,14 @@ msgid ""
"source files and assets while collaborating. Godot stores all assets as "
"files in its file system."
msgstr ""
"Ein Dateisystem verwaltet wie Assets gespeichert und auf diese zugegriffen "
"wird. Ein gut gestaltetes Dateisystem erlaubt außerdem mehreren Entwicklern "
"kollaborativ dieselben Dateien zu bearbeiten. Godot speichert alle Assets "
"als Dateien im Dateisystem."
#: ../../docs/getting_started/step_by_step/filesystem.rst:15
msgid "Implementation"
msgstr ""
msgstr "Implementierung"
#: ../../docs/getting_started/step_by_step/filesystem.rst:17
msgid ""
@@ -47,6 +51,13 @@ msgid ""
"resources. For example, a font resource is often bundled together with the "
"font textures."
msgstr ""
"Das Dateisystem speichert Resourcen auf der Festplatte. Alles, vom Script zu "
"Szenen oder PNG Bildern sind Resourcen für die Engine. Wenn eine Resource "
"Eigenschaften (Felder) besitzt welche andere Resourcen im Dateisystem "
"referenzieren so werden diese miteinbezogen. Wenn eine Resource integrierte "
"Sub-Resourcen besitzt so werden diese Zusammen in einer einzigen Datei "
"gebündelt gespeichert. Zum Beispiel Schriftarten werden oft mit "
"dazugehörigen Schrift-Texturen für die Darstellung gebündelt."
#: ../../docs/getting_started/step_by_step/filesystem.rst:24
msgid ""
@@ -54,14 +65,21 @@ msgid ""
"and VCSs are better than anything we can implement, so Godot tries its best "
"to play along with SVN, Git, Mercurial, Perforce, etc."
msgstr ""
"Godots Dateisystem vermeidet die Nutzung von Meta-dateien. Vorhandene "
"Dateiverwaltungen der Betriebssysteme oder Versionskontrollsysteme (Git, "
"SVN, Mercurial, Perforce, etc.) sind in der Regel besser als alles was "
"zusätzlich implementiert werden könnte, also versucht Godot sein bestes gut "
"mit diesen zusammenzuarbeiten (auch wenn die Verwendung von Metadaten "
"eigentlich nichts damit zu tun hat)."
#: ../../docs/getting_started/step_by_step/filesystem.rst:28
msgid "Example of file system contents:"
msgstr ""
msgstr "Beispiel von Dateisystem-Inhalten:"
#: ../../docs/getting_started/step_by_step/filesystem.rst:39
#, fuzzy
msgid "project.godot"
msgstr ""
msgstr "project.godot"
#: ../../docs/getting_started/step_by_step/filesystem.rst:41
msgid ""
@@ -69,6 +87,11 @@ msgid ""
"found at the root of the project. In fact, its location defines where the "
"root is. This is the first file that Godot looks for when opening a project."
msgstr ""
"Die ``project.godot`` Datei ist die Projektdatei für Godot Projekte und "
"befindet sich immer im Wurzelverzeichnis eines Projekts. Tatsächlich "
"definiert der Ort dieser Datei sogar was als das Wurzelverzeichnis für das "
"Projekt genutzt wird. Dies ist die erste Datei die Godot lokalisiert wenn "
"ein Projekt geöffnet wird."
#: ../../docs/getting_started/step_by_step/filesystem.rst:45
msgid ""
@@ -76,10 +99,13 @@ msgid ""
"ini format. Even an empty ``project.godot`` can function as a basic "
"definition of a blank project."
msgstr ""
"Diese Datei beinhaltet die Konfiguration des Projekts in direkter Text-"
"ausführung unter nutzung des win.ini Formats. selbst eine leere ``project."
"godot`` datei kann als Basis für ein leeres Projekt dienen."
#: ../../docs/getting_started/step_by_step/filesystem.rst:50
msgid "Path delimiter"
msgstr ""
msgstr "Pfad-Trennzeichen"
#: ../../docs/getting_started/step_by_step/filesystem.rst:52
msgid ""
@@ -88,10 +114,14 @@ msgid ""
"``C:\\project\\project.godot`` needs to be typed as ``C:/project/project."
"godot``."
msgstr ""
"Godot unterstützt lediglich ``/`` als Pfad-Trennzeichen. Dies wird aus "
"Portabilitätsgründen so gehalten, denn alle Betriebssysteme unterstützen "
"dies, sogar Windows, also muss ein Pfad wie ``C:project\\project.godot`` als "
"``C:/project/project.godot`` angegeben werden."
#: ../../docs/getting_started/step_by_step/filesystem.rst:58
msgid "Resource path"
msgstr ""
msgstr "Resourcen-Pfad"
#: ../../docs/getting_started/step_by_step/filesystem.rst:60
msgid ""
@@ -99,12 +129,18 @@ msgid ""
"cumbersome and non-portable. To solve this problem, the special path ``res://"
"`` was created."
msgstr ""
"Beim Zugriff auf eine Resource kann das Dateisystem-Layout des "
"Betriebssystems umständlich und unter Umständen nicht portabel sein. Um "
"dieses Problem zu umgehen wurde der Spezialpfad ``res://`` geschaffen."
#: ../../docs/getting_started/step_by_step/filesystem.rst:64
msgid ""
"The path ``res://`` will always point at the project root (where ``project."
"godot`` is located, so ``res://project.godot`` is always valid)."
msgstr ""
"Der Pfad ``res://`` zeigt immer zur Wurzel des Projektverzeichnisses (wo "
"``project.godot`` zu finden ist, also ist ``res://project.godot`` immer "
"gültig)."
#: ../../docs/getting_started/step_by_step/filesystem.rst:68
msgid ""
@@ -113,10 +149,15 @@ msgid ""
"phones or consoles, or running from DVD), the file system will become read-"
"only and writing will no longer be permitted."
msgstr ""
"Das Dateisystem ist nur frei für Lese- und Schreibzugriffe wenn ein Projekt "
"lokal im Editor ausgeführt wird. In Exporten (herausgeschriebenen "
"Anwendungen) oder bei de Ausführung auf unterschiedlichen Geräten (wie "
"Mobilgeräten, Konsolen oder schreibgeschützen Medien) wird das schreiben ins "
"Dateisystem gesperrt und nur Lesen ist möglich."
#: ../../docs/getting_started/step_by_step/filesystem.rst:74
msgid "User path"
msgstr ""
msgstr "Nutzer-Pfad"
#: ../../docs/getting_started/step_by_step/filesystem.rst:76
msgid ""
@@ -126,10 +167,16 @@ msgid ""
"differently depending on the OS the project is running on. Local path "
"resolution is further explained in :ref:`doc_data_paths`."
msgstr ""
"Schreiben ins Dateisystem wird dennoch oft benötigt, z.B. um Spielstände "
"abzulegen oder Inhalts-Pakete herunterzuladen. Hierzu stellt die Engine "
"einen Spezialpfad bereit: ``user://``, welcher immer beschreibbar ist. "
"Dieser Pfad wird unter diversen Betriebssystemen zu unterschiedlichen "
"tatsächlichen Pfaden aufgelöst. Lokale Pfadauflösung wird tiefer beschrieben "
"in :ref: `doc_data_paths`."
#: ../../docs/getting_started/step_by_step/filesystem.rst:83
msgid "Host file system"
msgstr ""
msgstr "Host Dateisystem"
#: ../../docs/getting_started/step_by_step/filesystem.rst:85
msgid ""
@@ -138,10 +185,15 @@ msgid ""
"on all platforms. However, using host file system paths can be useful when "
"writing development tools in Godot."
msgstr ""
"Alternativ können auch Host-Dateisystempfade genutzt werden, was allerdings "
"nicht für herausgeschrieben Anwendungen empfohlen wird, da die Korrekte "
"Funktion ihrere Nutzung nicht auf allen Platformen garantiert werden kann. "
"Dennoch kann es nützlich sein diese zur Entwicklung von Werkzeugen (tools) "
"in Godot zu nutzen."
#: ../../docs/getting_started/step_by_step/filesystem.rst:91
msgid "Drawbacks"
msgstr ""
msgstr "Nachteile"
#: ../../docs/getting_started/step_by_step/filesystem.rst:93
msgid ""
@@ -151,6 +203,11 @@ msgid ""
"These references will have to be re-defined to point at the new asset "
"location."
msgstr ""
"Es existieren auch Nachteile für diese simple Dateisystem-Gestaltung. Das "
"erste Problem ist dass Verschieben von Assets (Umbenennen oder von einem "
"Ordner in einen anderen innerhalb des Projekts verlegen) existierende "
"Referenzen ungültig macht. Diese Referenzen müssen korrigiert werden so dass "
"sie zum neuen Ort zeigen."
#: ../../docs/getting_started/step_by_step/filesystem.rst:98
msgid ""
@@ -159,6 +216,12 @@ msgid ""
"dependencies will have to be fixed manually (Godot detects this and helps "
"you fix them anyway, but why go the hard route?)."
msgstr ""
"Um dies zu vermeiden sollten alle Aktionen wie Verschieben, Löschen oder "
"Umbenennen innerhalb Godots (im Dateisystem-Dock) ausgeführt werden. Datein "
"sollten nicht außerhalb Godots verschoben werden (Falls dies doch mal "
"vorkommt wird Godot beim Beheben der Probleme versuchen behilflich zu sein. "
"Aber Garantien können nicht gegeben werden, also warum den schweren weg "
"gehen?)."
#: ../../docs/getting_started/step_by_step/filesystem.rst:103
msgid ""
@@ -169,6 +232,13 @@ msgid ""
"Linux, Android, etc. This may also apply to exported binaries, which use a "
"compressed package to store all files."
msgstr ""
"Weiterhin ist es so, dass unter Windows und macOS Dateien und Pfade in Groß- "
"und Kleinschreibung unterschieden werden. Wenn Entwickler auf einem dieser "
"Systeme eine Datei als ``myfile.PNG`` abspeichert und diese aber als "
"``myfile.png`` referenziert wird dies vielleicht unter deren Betriebssystem "
"funktionieren, aber nicht unter z.B. Linux, Android etc. Dies kann auch auf "
"exportierte Binärdateien zutreffen, welche ein komprimiertes Format nutzen "
"um Dateien unterzubringen."
#: ../../docs/getting_started/step_by_step/filesystem.rst:109
msgid ""
@@ -176,3 +246,6 @@ msgid ""
"files when working with Godot. One simple fool-proof convention is to only "
"allow lowercase file and path names."
msgstr ""
"Es wird empfohlen, dass Teams klare Namenskonventionen zur Arbeit in Godot "
"festlegen. Eine simple, einfach einzuhaltende Regel ist Pfade und Dateinamen "
"allesamt in Kleinschreibung zu halten."

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"
@@ -171,22 +171,13 @@ msgstr "Instanzen bearbeiten"
#: ../../docs/getting_started/step_by_step/instancing.rst:93
#, fuzzy
msgid ""
"Open the ``Ball`` scene and add a ``PhysicsMaterial`` by opening the "
"\"Physics Material Override\" dropdown in the Inspector dock and selecting "
"\"New PhysicsMaterial\"."
msgstr ""
"Öffne die ``Ball`` Scene und füge ein ``PhysicsMaterial`` hinzu, indem du "
"auf den Pfeil nach unten clickst und \"Neues PhysicsMaterial\" auswählst."
#: ../../docs/getting_started/step_by_step/instancing.rst:99
msgid ""
"Then, expand the material by clicking on it, and set the ``Bounce`` property "
"to ``1``."
"Open the ``Ball`` scene, expand the ``PhysicsMaterial`` by clicking on it, "
"and set the ``Bounce`` property to ``1``."
msgstr ""
"Klappe es dann aus indem du es anklickst und setze den ``Bounce`` Wert auf "
"``1``."
#: ../../docs/getting_started/step_by_step/instancing.rst:104
#: ../../docs/getting_started/step_by_step/instancing.rst:98
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 "
@@ -196,7 +187,7 @@ msgstr ""
"stärker springen. Da die instantiierten Bälle auf der gespeicherten Szene "
"basieren, betreffen alle Änderungen in dieser Szene auch alle Instanzen."
#: ../../docs/getting_started/step_by_step/instancing.rst:108
#: ../../docs/getting_started/step_by_step/instancing.rst:102
msgid ""
"You can also adjust individual instances. Set the bounce value back to ``0`` "
"and then in the ``Main`` scene, select one of the instanced balls. Resources "
@@ -211,7 +202,7 @@ msgstr ""
"wollen wir sie einzigartig machen. Drücke dazu auf den Pfeil nach unten und "
"wähle \"Einzigartig machen\" aus. Drücke danach auf \"Starten\"."
#: ../../docs/getting_started/step_by_step/instancing.rst:116
#: ../../docs/getting_started/step_by_step/instancing.rst:110
msgid ""
"Notice that a grey \"revert\" button appears next to the adjusted property. "
"When this button is present, it means you modified a property in the "
@@ -227,11 +218,11 @@ msgstr ""
"bei. Durch Drücken der \"Rückgängig\"-Schalfläche, wird die Eigenschaft auf "
"den Wert der gespeicherten Szene zurückgesetzt."
#: ../../docs/getting_started/step_by_step/instancing.rst:124
#: ../../docs/getting_started/step_by_step/instancing.rst:118
msgid "Conclusion"
msgstr "Fazit"
#: ../../docs/getting_started/step_by_step/instancing.rst:126
#: ../../docs/getting_started/step_by_step/instancing.rst:120
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, "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"
@@ -37,14 +37,15 @@ msgid "Project manager"
msgstr "Projektverwaltung"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:13
#, fuzzy
msgid ""
"When you launch Godot, the first window you'll see is the Project Manager. "
"Since you have no projects there will be a popup asking if you want to open "
"the asset library, just click cancel, we'll look at it later."
msgstr ""
"Wenn Du Godot startest, erscheint als erstes Fenster die Projektverwaltung. "
"Hier kannst Du Projekte anlegen, entfernen, importieren oder spielen."
"Weil Du noch keine Projekte angelegt hast wird ein Popup erscheinen mit der "
"Frage, ob Du die Asset Library öffnen möchtest. Klick einfach auf Abbrechen, "
"wir schauen uns das später an."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:19
msgid ""
@@ -55,7 +56,6 @@ msgstr ""
"erstellen, entfernen, importieren oder Spielen."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:24
#, fuzzy
msgid ""
"In the top-right corner you'll find a drop-down menu to change the editor's "
"language."
@@ -92,13 +92,12 @@ msgstr ""
"auf deinem Computer aus, um es dort anzulegen."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:46
#, fuzzy
msgid ""
"Click the Browse button to open Godot's file browser and pick a location or "
"type the folder's path in the Project Path field."
msgstr ""
"Klicke auf \"Durchstöbern\", um Godots Dateibrowser zu öffnen und wähle "
"einen Ort oder tippe einen Pfad zum Zielverzeichnis im Projektpfadfeld ein."
"Klicke auf \"Durchsuchen\", um Godots Dateibrowser zu öffnen und wähle einen "
"Ort oder tippe einen Pfad zum Zielverzeichnis im Projektpfadfeld ein."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:51
msgid ""
@@ -135,7 +134,6 @@ msgstr ""
"Projekt für dich und öffnet es im Editor."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:64
#, fuzzy
msgid ""
"The next time you open the project manager, you'll see your new project in "
"the list. Double click on it to open it in the editor."
@@ -272,7 +270,7 @@ msgstr ""
msgid ""
"The **Script** workspace is a complete code editor with a debugger, rich "
"auto-completion, and built-in code reference. Press :kbd:`F3` (or :kbd:`Alt "
"+ 3` on macOS) to access it, and :kbd:`F4` to search the reference."
"+ 3` on macOS) to access it, and :kbd:`Shift + F1` to search the reference."
msgstr ""
"Der **Skript**-Arbeitsbereich ist ein kompletter Code-Editor mit einem "
"Debugger, Autovervollständigung und eingebauter Code-Referenz. Drücke F3, um "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"
@@ -255,10 +255,11 @@ msgid "Creating your own resources"
msgstr "Eigene Ressourcen erstellen"
#: ../../docs/getting_started/step_by_step/resources.rst:153
#, fuzzy
msgid ""
"Like any Object in Godot, users can also script Resources. Resource scripts "
"inherit the ability to freely translate between object properties and "
"serialized text or binary data (/*.tres, /*.res). They also inherit the "
"serialized text or binary data (\\*.tres, \\*.res). They also inherit the "
"reference-counting memory management from the Reference type."
msgstr ""
"Wie jedes Objekt in Godot können Benutzer auch Ressourcen schreiben. "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"
@@ -20,7 +20,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:4
#: ../../docs/getting_started/step_by_step/scene_tree.rst:33
msgid "SceneTree"
msgstr ""
msgstr "Szenen-Baum (SceneTree)"
#: ../../docs/getting_started/step_by_step/scene_tree.rst:7
msgid "Introduction"
@@ -32,10 +32,13 @@ msgid ""
"Scenes are collections of nodes. They become active once they enter the "
"*scene tree*."
msgstr ""
"In vorangegangen Tutorials drehte sich alles um das Konzept der Nodes. "
"Szenen sind Sammlungen von Nodes. Sie werden aktiv sobald sie in den Szenen-"
"Baum (*scene tree*) eingefügt werden."
#: ../../docs/getting_started/step_by_step/scene_tree.rst:14
msgid "MainLoop"
msgstr ""
msgstr "MainLoop"
#: ../../docs/getting_started/step_by_step/scene_tree.rst:16
msgid ""
@@ -44,6 +47,9 @@ msgid ""
"Afterwards, all drivers, servers, scripting languages, scene system, etc are "
"loaded."
msgstr ""
"Godot arbeitet intern wie folgt. Eine OS-Klasse (:ref:`OS<class_OS>`) ist "
"die einzige Instanz die zu Begin ausgeführt wird. Darauf folgend werden "
"Treiber, Server, Scriptsprachen, Szenen-System etc. geladen."
#: ../../docs/getting_started/step_by_step/scene_tree.rst:21
msgid ""
@@ -52,6 +58,10 @@ msgid ""
"internals working (you can check main/main.cpp file in the source code if "
"you are ever interested to see how this works internally)."
msgstr ""
"Sobald die Initialisierung abgeschlossen ist, wird :ref:`OS<class_OS>` ein :"
"ref:`MainLoop<class_MainLoop>` übergeben um ausgeführt zu werden. Bis zu "
"diesem Punkt ist alles interner Ablauf (siehe main/main.cpp im source code "
"falls Interesse besteht die Internen Abläufe nachzuvollziehen)."
#: ../../docs/getting_started/step_by_step/scene_tree.rst:27
msgid ""
@@ -60,6 +70,11 @@ msgid ""
"(physics-synchronized callback), and input. Again, this is low level and "
"when making games in Godot, writing your own MainLoop seldom makes sense."
msgstr ""
"Die Nutzer-Anwendung, oder das Spiel, startet im MainLoop. Diese Klasse "
"definiert Methoden für die Initialisierung, Idle (Bild-synchrone "
"Rückrufmethode), fixed (Physik-synchrone Rückrufmethode) und Eingabe "
"(input). Dies sind tief gehende Funktionen, welche in der typischen "
"Erstellung eines Spiels nur sehr selten verwendet werden."
#: ../../docs/getting_started/step_by_step/scene_tree.rst:35
msgid ""
@@ -83,6 +98,10 @@ msgid ""
"<class_SceneTree>`. This is automatically instanced and set when running a "
"scene, no need to do any extra work."
msgstr ""
"Das Szenen-System stellt eine Implemetierung des MainLoops dar (:ref:"
"`SceneTree <class_SceneTree>`) welcher OS so übergeben wird. Dies geschieht "
"standardmäßig automatisch sobald eine Szene ausgeführt wird und erfordert "
"kein manuelles Eingreifen."
#: ../../docs/getting_started/step_by_step/scene_tree.rst:46
msgid ""
@@ -98,18 +117,25 @@ msgid ""
"added as a child when it's first opened to become part of the *Scene Tree* "
"(more on that next)."
msgstr ""
"Es beinhaltet die Wurzel :ref:`Viewport<class_Viewport>`, zu welcher eine "
"Szene hinzugefügt wird, als Kind, welches beim ersten Öffnen Teil des Szenen-"
"Baums (*Scene Tree*) wird."
#: ../../docs/getting_started/step_by_step/scene_tree.rst:52
msgid ""
"It contains information about the groups and has the means to call all nodes "
"in a group or get a list of them."
msgstr ""
"Es enthält Informationen zu Gruppen und hat Möglichkeiten Node-Methoden "
"einer Gruppe aufzurufen oder eine Liste dieser zu erstellen."
#: ../../docs/getting_started/step_by_step/scene_tree.rst:54
msgid ""
"It contains some global state functionality, such as setting pause mode or "
"quitting the process."
msgstr ""
"Es beinhaltet einige Funktionalität zum Globalen Zustand, wie dem Pausieren "
"oder Beenden des Prozesses."
#: ../../docs/getting_started/step_by_step/scene_tree.rst:57
msgid ""
@@ -117,16 +143,22 @@ msgid ""
"<class_SceneTree>` singleton can be obtained by calling :ref:`Node."
"get_tree() <class_Node_method_get_tree>`."
msgstr ""
"Wenn ein Node teil des Szenen-Baums (Scene Tree) ist, kann auf den Szenen-"
"Baum (:ref:`SceneTree<class_SceneTree>`) als Singleton über :ref:`Node."
"get_tree() <class_Node_method_get_tree>`zugegriffen werden."
#: ../../docs/getting_started/step_by_step/scene_tree.rst:63
msgid "Root viewport"
msgstr ""
msgstr "Wurzel Fenster (Viewport)"
#: ../../docs/getting_started/step_by_step/scene_tree.rst:65
msgid ""
"The root :ref:`Viewport <class_Viewport>` is always at the top of the scene. "
"From a node, it can be obtained in two different ways:"
msgstr ""
"Das Wurzel-Fenster (:ref:`Viewport <class_Viewport>`) ist immer am oberen "
"Ende der Szene. Durch einen Node kann über folgende Wege auf es zugegriffen "
"werden:"
#: ../../docs/getting_started/step_by_step/scene_tree.rst:80
msgid ""
@@ -135,6 +167,10 @@ msgid ""
"sense that the top of all nodes is always a node of this type otherwise "
"nothing would be seen."
msgstr ""
"Dieser Node enthält das Haupt-Fenster (Viewport - :ref:`Viewport "
"<class_Viewport>`). Alles was diesem untergeordnet ist wird standardmäßig "
"dargestellt, so macht es Sinn das die Wurzel aller Nodes immer ein Node "
"dieses Typs ist, andererseits ist nichts sichtbar."
#: ../../docs/getting_started/step_by_step/scene_tree.rst:85
msgid ""
@@ -142,16 +178,21 @@ msgid ""
"and such), this one is the only one that is never created by the user. It's "
"created automatically inside SceneTree."
msgstr ""
"Wärend andere Fenster (Viewport) in der Szene erstellt werden können (für "
"Split-screens z.B.), ist dieses das einzige das nicht vom Nutzer erstellt "
"wird. Es wird automatisch durch den Szenen-Baum (SceneTree) bereitgestellt."
#: ../../docs/getting_started/step_by_step/scene_tree.rst:90
msgid "Scene tree"
msgstr ""
msgstr "Szenen-Baum (SceneTree)"
#: ../../docs/getting_started/step_by_step/scene_tree.rst:92
msgid ""
"When a node is connected, directly or indirectly, to the root viewport, it "
"becomes part of the *scene tree*."
msgstr ""
"Wenn ein Node eingebunden wird, direkt oder indirekt, in das Wurzel-Fenster "
"(Viewport) wird es Teil des Szenen-Baums (*SceneTree*)."
#: ../../docs/getting_started/step_by_step/scene_tree.rst:95
msgid ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"
@@ -334,8 +334,8 @@ msgid ""
"tscn in Scene -> Save:"
msgstr ""
"Szenen müssen abgespeichert sein bevor sie ausgeführt werden können. "
"Speichere also die Szene bspw. als \n"
"\"Hello.tscn\" in \"Szene\" -> \"Szene speichern\" ab:"
"Speichere also die Szene bspw. als \"Hello.tscn\" in \"Szene\" -> \"Szene "
"speichern\" ab:"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:155
msgid ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"
@@ -18,9 +18,8 @@ msgstr ""
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/step_by_step/signals.rst:1
#, fuzzy
msgid "Signal"
msgstr "Signale"
msgstr "Signal"
#: ../../docs/getting_started/step_by_step/signals.rst:7
msgid "Signals"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"POT-Creation-Date: 2020-06-22 14:46+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"

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