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mode 100644 sphinx/po/zh_CN/LC_MESSAGES/about/release_policy.po create mode 100644 sphinx/po/zh_CN/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po create mode 100644 sphinx/po/zh_CN/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po create mode 100644 sphinx/po/zh_CN/LC_MESSAGES/development/editor/editor_style_guide.po create mode 100644 sphinx/po/zh_CN/LC_MESSAGES/tutorials/debug/debugger_panel.po diff --git a/sphinx/po/de/LC_MESSAGES/about/docs_changelog.po b/sphinx/po/de/LC_MESSAGES/about/docs_changelog.po index cddd777bf5..cfbdc1b602 100644 --- a/sphinx/po/de/LC_MESSAGES/about/docs_changelog.po +++ b/sphinx/po/de/LC_MESSAGES/about/docs_changelog.po @@ -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 \n" "Language-Team: LANGUAGE \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 `. 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 `" +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 `" #: ../../docs/about/docs_changelog.rst:57 -#, fuzzy msgid ":ref:`doc_visual_shaders`" -msgstr ":ref:`Visuele Shader Plugins `" +msgstr ":ref:`Visuelle Shader Plugins `" #: ../../docs/about/docs_changelog.rst:60 msgid "Networking" diff --git a/sphinx/po/de/LC_MESSAGES/about/faq.po b/sphinx/po/de/LC_MESSAGES/about/faq.po index 2df6e56754..d85e620f7f 100644 --- a/sphinx/po/de/LC_MESSAGES/about/faq.po +++ b/sphinx/po/de/LC_MESSAGES/about/faq.po @@ -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 \n" "Language-Team: LANGUAGE \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 `__ " "scripting language. Lua is fast, but creating bindings to an object oriented " @@ -354,11 +353,11 @@ msgid "" "of code. After some experiments with `Python `__, it " "also proved difficult to embed." msgstr "" -"In den Anfängen nutzte die Engine noch `Lua `__ als " +"Anfänglich nutzte die Engine noch `Lua `__ 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 `__ stellte auch sie sich als schwierig " +"mit `Python `__ 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 `_, `squashing " "bugs and addressing 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 " diff --git a/sphinx/po/de/LC_MESSAGES/about/index.po b/sphinx/po/de/LC_MESSAGES/about/index.po index 7296e4bc30..d059c615bf 100644 --- a/sphinx/po/de/LC_MESSAGES/about/index.po +++ b/sphinx/po/de/LC_MESSAGES/about/index.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/about/introduction.po b/sphinx/po/de/LC_MESSAGES/about/introduction.po index fa40a4a96d..584c8686a0 100644 --- a/sphinx/po/de/LC_MESSAGES/about/introduction.po +++ b/sphinx/po/de/LC_MESSAGES/about/introduction.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/about/release_policy.po b/sphinx/po/de/LC_MESSAGES/about/release_policy.po new file mode 100644 index 0000000000..9200568806 --- /dev/null +++ b/sphinx/po/de/LC_MESSAGES/about/release_policy.po @@ -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 , 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 \n" +"Language-Team: LANGUAGE \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 `__. 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 `__ repository " +"documents features that have been agreed upon and may be implemented in " +"future Godot releases." +msgstr "" diff --git a/sphinx/po/de/LC_MESSAGES/community/channels.po b/sphinx/po/de/LC_MESSAGES/community/channels.po index 7bf73b6988..d62105c409 100644 --- a/sphinx/po/de/LC_MESSAGES/community/channels.po +++ b/sphinx/po/de/LC_MESSAGES/community/channels.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po b/sphinx/po/de/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po index 211bee644a..99de8042dd 100644 --- a/sphinx/po/de/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po +++ b/sphinx/po/de/LC_MESSAGES/community/contributing/best_practices_for_engine_contributors.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/community/contributing/bisecting_regressions.po b/sphinx/po/de/LC_MESSAGES/community/contributing/bisecting_regressions.po index 289db8a5a3..e1693e604c 100644 --- a/sphinx/po/de/LC_MESSAGES/community/contributing/bisecting_regressions.po +++ b/sphinx/po/de/LC_MESSAGES/community/contributing/bisecting_regressions.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/community/contributing/bug_triage_guidelines.po b/sphinx/po/de/LC_MESSAGES/community/contributing/bug_triage_guidelines.po index a3d019fa29..4ffeafdbcf 100644 --- a/sphinx/po/de/LC_MESSAGES/community/contributing/bug_triage_guidelines.po +++ b/sphinx/po/de/LC_MESSAGES/community/contributing/bug_triage_guidelines.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/community/contributing/code_style_guidelines.po b/sphinx/po/de/LC_MESSAGES/community/contributing/code_style_guidelines.po index 014b7644ee..bc62b71e3b 100644 --- a/sphinx/po/de/LC_MESSAGES/community/contributing/code_style_guidelines.po +++ b/sphinx/po/de/LC_MESSAGES/community/contributing/code_style_guidelines.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/community/contributing/docs_writing_guidelines.po b/sphinx/po/de/LC_MESSAGES/community/contributing/docs_writing_guidelines.po index a7a31add70..bfcff036b9 100644 --- a/sphinx/po/de/LC_MESSAGES/community/contributing/docs_writing_guidelines.po +++ b/sphinx/po/de/LC_MESSAGES/community/contributing/docs_writing_guidelines.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/community/contributing/documentation_guidelines.po b/sphinx/po/de/LC_MESSAGES/community/contributing/documentation_guidelines.po index 8d433285ea..defa66e3fb 100644 --- a/sphinx/po/de/LC_MESSAGES/community/contributing/documentation_guidelines.po +++ b/sphinx/po/de/LC_MESSAGES/community/contributing/documentation_guidelines.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/community/contributing/index.po b/sphinx/po/de/LC_MESSAGES/community/contributing/index.po index 1ed9ad2045..81f82b7fc8 100644 --- a/sphinx/po/de/LC_MESSAGES/community/contributing/index.po +++ b/sphinx/po/de/LC_MESSAGES/community/contributing/index.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/community/contributing/pr_workflow.po b/sphinx/po/de/LC_MESSAGES/community/contributing/pr_workflow.po index 7b1f25d4cc..d7c7c7ad23 100644 --- a/sphinx/po/de/LC_MESSAGES/community/contributing/pr_workflow.po +++ b/sphinx/po/de/LC_MESSAGES/community/contributing/pr_workflow.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/community/contributing/updating_the_class_reference.po b/sphinx/po/de/LC_MESSAGES/community/contributing/updating_the_class_reference.po index 2ffdd94bb8..0948148ddb 100644 --- a/sphinx/po/de/LC_MESSAGES/community/contributing/updating_the_class_reference.po +++ b/sphinx/po/de/LC_MESSAGES/community/contributing/updating_the_class_reference.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/community/contributing/ways_to_contribute.po b/sphinx/po/de/LC_MESSAGES/community/contributing/ways_to_contribute.po index 0d8961a9a7..14d12e2ccf 100644 --- a/sphinx/po/de/LC_MESSAGES/community/contributing/ways_to_contribute.po +++ b/sphinx/po/de/LC_MESSAGES/community/contributing/ways_to_contribute.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/community/tutorials.po b/sphinx/po/de/LC_MESSAGES/community/tutorials.po index 7b93b6093b..7eba8201b3 100644 --- a/sphinx/po/de/LC_MESSAGES/community/tutorials.po +++ b/sphinx/po/de/LC_MESSAGES/community/tutorials.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_android.po b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_android.po index 0418a0963d..eac58653b7 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_android.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_android.po @@ -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 \n" "Language-Team: LANGUAGE \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 diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_ios.po b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_ios.po index ca4d6292ff..75bcab1a76 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_ios.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_ios.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_osx.po b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_osx.po index 82eca46212..0ab1a0d0ed 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_osx.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_osx.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_uwp.po b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_uwp.po index 58f688760c..6d28e19bd3 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_uwp.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_uwp.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_web.po b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_web.po index b176752c86..24ed3f54b3 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_web.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_web.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_windows.po b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_windows.po index 8e7cb42a88..929bb70313 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_windows.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_windows.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_x11.po b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_x11.po index ad16f90f03..cdb3496c63 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_x11.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_for_x11.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_with_mono.po b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_with_mono.po index 1acd0a1e45..48d2fc1574 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_with_mono.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_with_mono.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po index 232d353638..c5d894102f 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/compiling_with_script_encryption_key.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po b/sphinx/po/de/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po index 5bb154a555..ed90b5f65d 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/cross-compiling_for_ios_on_linux.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/getting_source.po b/sphinx/po/de/LC_MESSAGES/development/compiling/getting_source.po index a3712e0f42..909365c0d3 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/getting_source.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/getting_source.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/index.po b/sphinx/po/de/LC_MESSAGES/development/compiling/index.po index 71d0dfca10..470eff1cc8 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/index.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/index.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po b/sphinx/po/de/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po index d2a2980709..26115c64be 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/introduction_to_the_buildsystem.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/compiling/optimizing_for_size.po b/sphinx/po/de/LC_MESSAGES/development/compiling/optimizing_for_size.po index bf4075160b..7a1e20bf0e 100644 --- a/sphinx/po/de/LC_MESSAGES/development/compiling/optimizing_for_size.po +++ b/sphinx/po/de/LC_MESSAGES/development/compiling/optimizing_for_size.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/binding_to_external_libraries.po b/sphinx/po/de/LC_MESSAGES/development/cpp/binding_to_external_libraries.po index f3d6fa4fb1..ac436ce4dd 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/binding_to_external_libraries.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/binding_to_external_libraries.po @@ -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 \n" "Language-Team: LANGUAGE \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 "" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po b/sphinx/po/de/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po new file mode 100644 index 0000000000..ae5ce52344 --- /dev/null +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/common_engine_methods_and_macros.po @@ -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 , 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 \n" +"Language-Team: LANGUAGE \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 `__ 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 `__." +msgstr "" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po b/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po index 662ff597ff..233923cfc1 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/android_studio.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po b/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po index 5196e375f2..3d7d826599 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/clion.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po b/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po new file mode 100644 index 0000000000..d8aec62091 --- /dev/null +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/code_blocks.po @@ -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 , 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 \n" +"Language-Team: LANGUAGE \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 `_ 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 " +"`__." +msgstr "" +"Eine kurze Übersicht über diese Kanäle ist hier erhältlich `Godots " +"Webauftritt `_." diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/index.po b/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/index.po index 4521afb26c..96992ec046 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/index.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/index.po @@ -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 \n" "Language-Team: LANGUAGE \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 "" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po b/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po index c1ce086607..ca62e2730d 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/kdevelop.po @@ -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 \n" "Language-Team: LANGUAGE \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**" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po b/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po index 6b9aefc446..a6ccab096a 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/qt_creator.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po b/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po index 9bd272a751..16cf08a217 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po b/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po index c5bae88bbd..d1bf3bba65 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/visual_studio_code.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po b/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po index 3a8ccc6dd4..607aaddea0 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/configuring_an_ide/xcode.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/core_types.po b/sphinx/po/de/LC_MESSAGES/development/cpp/core_types.po index 2a9b5bc191..288f2a341f 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/core_types.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/core_types.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/custom_audiostreams.po b/sphinx/po/de/LC_MESSAGES/development/cpp/custom_audiostreams.po index 933c4f8e4b..77c8a4609b 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/custom_audiostreams.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/custom_audiostreams.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/custom_godot_servers.po b/sphinx/po/de/LC_MESSAGES/development/cpp/custom_godot_servers.po index a6f1e9ebce..6cca315545 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/custom_godot_servers.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/custom_godot_servers.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po b/sphinx/po/de/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po index 346ba50d4e..4761a3e0ac 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/custom_modules_in_cpp.po @@ -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 \n" "Language-Team: LANGUAGE \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 " "`." 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 ``, " "which will dump the engine API reference to the given ```` 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 ````, " "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." diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po b/sphinx/po/de/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po index 6da0e51dbb..2a35f56f65 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/custom_resource_format_loaders.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/index.po b/sphinx/po/de/LC_MESSAGES/development/cpp/index.po index d4ee9df09b..e05ddca234 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/index.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/index.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/inheritance_class_tree.po b/sphinx/po/de/LC_MESSAGES/development/cpp/inheritance_class_tree.po index aa843d5118..b07fbf3f29 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/inheritance_class_tree.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/inheritance_class_tree.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/introduction_to_godot_development.po b/sphinx/po/de/LC_MESSAGES/development/cpp/introduction_to_godot_development.po index b982a42f80..8711290724 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/introduction_to_godot_development.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/introduction_to_godot_development.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/object_class.po b/sphinx/po/de/LC_MESSAGES/development/cpp/object_class.po index 408bf6230e..d2d96632a2 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/object_class.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/object_class.po @@ -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 \n" "Language-Team: LANGUAGE \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 diff --git a/sphinx/po/de/LC_MESSAGES/development/cpp/variant_class.po b/sphinx/po/de/LC_MESSAGES/development/cpp/variant_class.po index af9677a9bb..eb47f3cf9d 100644 --- a/sphinx/po/de/LC_MESSAGES/development/cpp/variant_class.po +++ b/sphinx/po/de/LC_MESSAGES/development/cpp/variant_class.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/editor/creating_icons.po b/sphinx/po/de/LC_MESSAGES/development/editor/creating_icons.po index 50af3c9843..c97c0455d4 100644 --- a/sphinx/po/de/LC_MESSAGES/development/editor/creating_icons.po +++ b/sphinx/po/de/LC_MESSAGES/development/editor/creating_icons.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/editor/editor_style_guide.po b/sphinx/po/de/LC_MESSAGES/development/editor/editor_style_guide.po new file mode 100644 index 0000000000..35f5f3a8db --- /dev/null +++ b/sphinx/po/de/LC_MESSAGES/development/editor/editor_style_guide.po @@ -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 , 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 \n" +"Language-Team: LANGUAGE \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 `" + +#: ../../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 `" + +#: ../../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 "" diff --git a/sphinx/po/de/LC_MESSAGES/development/editor/index.po b/sphinx/po/de/LC_MESSAGES/development/editor/index.po index 4e8f5dc55b..9ca66f1279 100644 --- a/sphinx/po/de/LC_MESSAGES/development/editor/index.po +++ b/sphinx/po/de/LC_MESSAGES/development/editor/index.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/file_formats/gdscript_grammar.po b/sphinx/po/de/LC_MESSAGES/development/file_formats/gdscript_grammar.po index f3dd712320..f381bf25d3 100644 --- a/sphinx/po/de/LC_MESSAGES/development/file_formats/gdscript_grammar.po +++ b/sphinx/po/de/LC_MESSAGES/development/file_formats/gdscript_grammar.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/file_formats/index.po b/sphinx/po/de/LC_MESSAGES/development/file_formats/index.po index a50ec3e2d3..84b0e91ccb 100644 --- a/sphinx/po/de/LC_MESSAGES/development/file_formats/index.po +++ b/sphinx/po/de/LC_MESSAGES/development/file_formats/index.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/development/file_formats/tscn.po b/sphinx/po/de/LC_MESSAGES/development/file_formats/tscn.po index 07c65544ae..28d17eed1e 100644 --- a/sphinx/po/de/LC_MESSAGES/development/file_formats/tscn.po +++ b/sphinx/po/de/LC_MESSAGES/development/file_formats/tscn.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/editor/command_line_tutorial.po b/sphinx/po/de/LC_MESSAGES/getting_started/editor/command_line_tutorial.po index a54686c9b6..0b0cb3b493 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/editor/command_line_tutorial.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/editor/command_line_tutorial.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/editor/default_key_mapping.po b/sphinx/po/de/LC_MESSAGES/getting_started/editor/default_key_mapping.po index 1993b20c34..6a54b6d8f2 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/editor/default_key_mapping.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/editor/default_key_mapping.po @@ -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 \n" "Language-Team: LANGUAGE \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`" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/editor/external_editor.po b/sphinx/po/de/LC_MESSAGES/getting_started/editor/external_editor.po index 3be68202a0..945e33b61d 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/editor/external_editor.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/editor/external_editor.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/editor/index.po b/sphinx/po/de/LC_MESSAGES/getting_started/editor/index.po index 75c9885d17..04e1b04751 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/editor/index.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/editor/index.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/editor/unity_to_godot.po b/sphinx/po/de/LC_MESSAGES/getting_started/editor/unity_to_godot.po index 7557e30a1d..c8487a25ff 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/editor/unity_to_godot.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/editor/unity_to_godot.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po index 1d19fe4fbc..096cd217e1 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_basics.po @@ -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 \n" "Language-Team: LANGUAGE \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 ` 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 `_ (*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 `_. 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 `_. 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 `_ 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 `." 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 `_)." -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 `_)." -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 `_, 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 `_ 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 `_ 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 `_ can be used as described `here `_." 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 `_." 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 `_ 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 " diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po index 738aba7378..12a3982aad 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_differences.po @@ -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 \n" "Language-Team: LANGUAGE \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 diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po index 382b32bf1e..110c9e86ef 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_features.po @@ -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 \n" "Language-Team: LANGUAGE \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 diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po index 7cce3f4ec1..85462b85f4 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/c_sharp_style_guide.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/index.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/index.po index 1fa0d59dfd..2972f7a72c 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/index.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/c_sharp/index.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/creating_script_templates.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/creating_script_templates.po index f7d19d24d2..802a4b0a34 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/creating_script_templates.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/creating_script_templates.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po index ed1282ccaf..258940b336 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/cross_language_scripting.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po index c2f4f087cf..74d9dcc4dc 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_advanced.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po index 5e434492fc..269d3cce55 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_basics.po @@ -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 \n" "Language-Team: LANGUAGE \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 " diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po index 54c21e11d6..4064cf7a20 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_exports.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po index 7fdf792207..fe174aa62e 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_format_string.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po index 29bc03bbd4..5d422b9681 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/gdscript_styleguide.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/index.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/index.po index 23495e316b..4071b3bf9c 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/index.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/index.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po index a74d77c253..c101871634 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/static_typing.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po index b807498e14..c1e6a09237 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/gdscript/warning_system.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/index.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/index.po index 1821b4d0f0..73b9b9d872 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/index.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/index.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po index 8bedd68a3e..f58534565c 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/custom_visualscript_nodes.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po index 3cd3df9176..5cf6ad8e3b 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/getting_started.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/index.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/index.po index c2d170aee7..b68abe7d29 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/index.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/index.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po index 7b830103fe..99193c457b 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/nodes_purposes.po @@ -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 \n" "Language-Team: LANGUAGE \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 "" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po index 768a02443c..497220c2e2 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/scripting/visual_script/what_is_visual_scripting.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/animations.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/animations.po index 71de8c7fea..2baf2cab80 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/animations.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/animations.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/exporting.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/exporting.po index bbd81a739a..a24d0cda6f 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/exporting.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/exporting.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/filesystem.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/filesystem.po index 1999a2fc5d..94954ec489 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/filesystem.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/filesystem.po @@ -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 \n" "Language-Team: LANGUAGE \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." diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po index 87c9e1f02c..a2bd3672c1 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/godot_design_philosophy.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/index.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/index.po index 7d73503eae..5a87c0ed48 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/index.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/index.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/instancing.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/instancing.po index e4dd645646..ee2ac92129 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/instancing.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/instancing.po @@ -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 \n" "Language-Team: LANGUAGE \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, " diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po index d4d0108284..5b6f36c85b 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/instancing_continued.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po index 9c5ebbfd28..4bb1424a05 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/intro_to_the_editor_interface.po @@ -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 \n" "Language-Team: LANGUAGE \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 " diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/resources.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/resources.po index 595e0a8036..9294d2de1d 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/resources.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/resources.po @@ -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 \n" "Language-Team: LANGUAGE \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. " diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scene_tree.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scene_tree.po index 1842fb4609..a5cdc47c86 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scene_tree.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scene_tree.po @@ -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 \n" "Language-Team: LANGUAGE \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`) 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` ein :" +"ref:`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 "" "`. 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 `) 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`, 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 "" "` singleton can be obtained by calling :ref:`Node." "get_tree() `." msgstr "" +"Wenn ein Node teil des Szenen-Baums (Scene Tree) ist, kann auf den Szenen-" +"Baum (:ref:`SceneTree`) als Singleton über :ref:`Node." +"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 ` 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 `) 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 " +"`). 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 "" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po index 0da8d9799e..9c6375a60e 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scenes_and_nodes.po @@ -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 \n" "Language-Team: LANGUAGE \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 "" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting.po index 08eac82cba..48979906b7 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po index cbf7602500..3c40c504d4 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting_continued.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/signals.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/signals.po index 472e237562..4badd648cd 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/signals.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/signals.po @@ -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 \n" "Language-Team: LANGUAGE \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" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po index 984d56f232..eb44b126ec 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/singletons_autoload.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/splash_screen.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/splash_screen.po index d24f414561..1de4aebc99 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/splash_screen.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/splash_screen.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po index 7318d37e3a..6b88af61c8 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_code_a_life_bar.po @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -70,7 +70,7 @@ msgstr "" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:28 msgid ":doc:`ui_main_menu`" -msgstr "" +msgstr ":doc:`ui_main_menu`" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:29 #, fuzzy diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po index 4e1091e3ab..98264d6da4 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_game_user_interface.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po index 800db3fb67..832be1dee9 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_introduction_to_the_ui_system.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po index db29caaa33..fcd2dd2b1a 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/ui_main_menu.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/your_first_game.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/your_first_game.po index 809ba0bfd0..edd1e79b8f 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/your_first_game.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/your_first_game.po @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -667,7 +667,8 @@ msgstr "" "werden Godots *Signal*-Funktionalität nutzen, damit es funktioniert." #: ../../docs/getting_started/step_by_step/your_first_game.rst:452 -msgid "Add the following at the top of the script, after ``extends Area2d``:" +#, fuzzy +msgid "Add the following at the top of the script, after ``extends Area2D``:" msgstr "Füge das Folgende oben im Skript nach ``extends Area2d`` hinzu:" #: ../../docs/getting_started/step_by_step/your_first_game.rst:466 @@ -908,7 +909,7 @@ msgstr "" "Nun lass uns den Rest des Skripts betrachten. In ``_ready()`` wählen wir " "zufällig einen der drei Animationstypen:" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:636 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:637 msgid "" "First, we get the list of animation names from the AnimatedSprite's " "``frames`` property. This returns an Array containing all three animation " @@ -918,7 +919,7 @@ msgstr "" "``frames`` im AnimatedSprite erhalten. Diese gibt ein Array zuruück, dass " "alle drei Animationsnamen enthält: ``[\"walk\", \"swim\", \"fly\"]``." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:640 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:641 msgid "" "We then need to pick a random number between ``0`` and ``2`` to select one " "of these names from the list (array indices start at ``0``). ``randi() % n`` " @@ -929,7 +930,7 @@ msgstr "" "bei ``0``). ``randi() % n`` wählt eine zufällige Ganzzahl zwischen ``0`` " "und ``n-1`` aus." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:644 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:645 #, fuzzy msgid "" "You must use ``randomize()`` if you want your sequence of \"random\" numbers " @@ -942,7 +943,7 @@ msgstr "" "hier nicht brauchen. ``randi() % n`` ist der Standardweg, um eine zufällige " "ganze Zahl zwischen ``0`` und ``n-1`` zu erhalten." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:648 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:649 #, fuzzy msgid "" "The last piece is to make the mobs delete themselves when they leave the " @@ -953,15 +954,15 @@ msgstr "" "sie den Bildschirm verlassen. Verbinde das Signal ``screen_exited()`` vom " "Node ``Visibility`` und füge diesen Code hinzu:" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:665 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:666 msgid "This completes the `Mob` scene." msgstr "Damit ist die Szene des `Mob` fertig." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:668 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:669 msgid "Main scene" msgstr "Hauptszene" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:670 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:671 msgid "" "Now it's time to bring it all together. Create a new scene and add a :ref:" "`Node ` named ``Main``. Click the \"Instance\" button and select " @@ -971,7 +972,7 @@ msgstr "" "und füge einen :ref:`Node ` genannt ``Main`` hinzu. Klicke auf " "die Schaltfläche \"Instance\" und wähle Deine gespeicherte ``Player.tscn``." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:676 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:677 msgid "" "Now, add the following nodes as children of ``Main``, and name them as shown " "(values are in seconds):" @@ -979,7 +980,7 @@ msgstr "" "Füge nun die folgenden Nodes als Kinder von ``Main`` hinzu und benenne sie " "wie abgebildet (Werte sind in Sekunden):" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:679 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:680 msgid "" ":ref:`Timer ` (named ``MobTimer``) - to control how often mobs " "spawn" @@ -987,7 +988,7 @@ msgstr "" ":ref:`Timer ` (genannt ``MobTimer``) - um zu steuern, wie oft " "Mobs spawnen" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:680 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:681 msgid "" ":ref:`Timer ` (named ``ScoreTimer``) - to increment the score " "every second" @@ -995,7 +996,7 @@ msgstr "" ":ref:`Timer ` (genannt ``ScoreTimer``) - um die Punktzahl jede " "Sekunde zu erhöhen" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:681 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:682 msgid "" ":ref:`Timer ` (named ``StartTimer``) - to give a delay before " "starting" @@ -1003,7 +1004,7 @@ msgstr "" ":ref:`Timer ` (genannt ``StartTimer``) - um eine Verzögerung " "vor dem Start zu geben" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:682 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:683 msgid "" ":ref:`Position2D ` (named ``StartPosition``) - to indicate " "the player's start position" @@ -1011,26 +1012,26 @@ msgstr "" ":ref:`Position2D ` (genannt ``StartPosition``) - um die " "Startposition des Spielers anzuzeigen" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:684 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:685 msgid "" "Set the ``Wait Time`` property of each of the ``Timer`` nodes as follows:" msgstr "" "Stelle die Eigenschaft ``Wait Time`` von jedem der ``Timer`` Nodes wie folgt " "ein:" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:687 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:688 msgid "``MobTimer``: ``0.5``" msgstr "``MobTimer``: ``0.5``" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:688 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:689 msgid "``ScoreTimer``: ``1``" msgstr "``ScoreTimer``: ``1``" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:689 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:690 msgid "``StartTimer``: ``2``" msgstr "``StartTimer``: ``2``" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:691 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:692 msgid "" "In addition, set the ``One Shot`` property of ``StartTimer`` to \"On\" and " "set ``Position`` of the ``StartPosition`` node to ``(240, 450)``." @@ -1038,11 +1039,11 @@ msgstr "" "Stelle zusätzlich die Eigenschaft ``One Shot`` von `StartTimer`` auf \"An\" " "und stelle ``Position`` des Nodes ``StartPosition`` auf ``(240, 450)``." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:695 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:696 msgid "Spawning mobs" msgstr "Mobs spawnen" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:697 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:698 msgid "" "The Main node will be spawning new mobs, and we want them to appear at a " "random location on the edge of the screen. Add a :ref:`Path2D " @@ -1055,7 +1056,7 @@ msgstr "" "hinzu. Wenn Du ``Path2D`` auswählst, siehst du oben im Editor einige neue " "Schaltflächen:" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:704 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:705 msgid "" "Select the middle one (\"Add Point\") and draw the path by clicking to add " "the points at the corners shown. To have the points snap to the grid, make " @@ -1069,7 +1070,7 @@ msgstr "" "sich links vom \"Schloss\"-Symbol und wird als ein \"Magnet neben sich " "schneidender Linien\" dargestellt." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:711 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:712 msgid "" "Draw the path in *clockwise* order, or your mobs will spawn pointing " "*outwards* instead of *inwards*!" @@ -1077,7 +1078,7 @@ msgstr "" "Zeichne den Pfad in *Uhrzeigersinn*-Reihenfolge, sonst spawnen deine Mobs " "*nach außen* statt *nach innen*!" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:716 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:717 msgid "" "After placing point ``4`` in the image, click the \"Close Curve\" button and " "your curve will be complete." @@ -1085,7 +1086,7 @@ msgstr "" "Nachdem Du den Punkt ``4`` im Bild platziert hast, klicke auf die " "Schaltfläche \"Kurve schließen\" und Deine Kurve ist vollständig." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:719 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:720 msgid "" "Now that the path is defined, add a :ref:`PathFollow2D ` " "node as a child of ``MobPath`` and name it ``MobSpawnLocation``. This node " @@ -1098,16 +1099,16 @@ msgstr "" "Pfad, während er sich bewegt, so dass wir damit eine beliebige Position und " "Richtung entlang des Pfades auswählen können." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:724 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:725 #, fuzzy msgid "Your scene should look like this:" msgstr "Der Szenenbaum sollte so aussehen:" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:729 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:730 msgid "Main script" msgstr "Main Skript" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:731 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:732 msgid "" "Add a script to ``Main``. At the top of the script, we use ``export " "(PackedScene)`` to allow us to choose the Mob scene we want to instance." @@ -1116,7 +1117,7 @@ msgstr "" "``export (PackedScene)``, damit wir die Mob-Szene auswählen können, die wir " "als Instanz verwenden wollen." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:771 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:772 msgid "" "Click the ``Main`` node and you will see the ``Mob`` property in the " "Inspector under \"Script Variables\"." @@ -1124,11 +1125,11 @@ msgstr "" "Klicke auf die ``Main`` Node und man wird eine ``Mob`` Eigenschaft im " "Inspector unter \"Script Variables\" erkennen." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:774 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:775 msgid "You can assign this property's value in two ways:" msgstr "Man kann einen Wert für eine Eigenschaft auf zwei Wege hinzufügen:" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:776 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:777 #, fuzzy msgid "" "Drag ``Mob.tscn`` from the \"FileSystem\" panel and drop it in the ``Mob`` " @@ -1137,7 +1138,7 @@ msgstr "" "Ziehe ``Mob.tscn`` aus dem Panel \"FileSystem\" und lege es in der " "Eigenschaft ``Mob`` unter den Script Variables des Nodes ``Main`` ab." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:778 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:779 msgid "" "Click the down arrow next to \"[empty]\" and choose \"Load\". Select ``Mob." "tscn``." @@ -1145,7 +1146,7 @@ msgstr "" "Klicke auf den unteren Pfeil neben \"[empty]\" und wähle \"Load\". Klicke " "auf ``Mob.tscn``." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:781 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:782 #, fuzzy msgid "" "Next, click on the Player and connect the ``hit`` signal. We want to make a " @@ -1162,7 +1163,7 @@ msgstr "" "folgenden Code sowie eine ``new_game`` Funktion hinzu, um alles für ein " "neues Spiel einzurichten:" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:819 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:820 #, fuzzy msgid "" "Now connect the ``timeout()`` signal of each of the Timer nodes " @@ -1175,7 +1176,7 @@ msgstr "" "``StartTimer`` startet die anderen beiden Timer. ``ScoreTimer`` erhöht die " "Punktzahl um 1." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:846 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:847 msgid "" "In ``_on_MobTimer_timeout()``, we will create a mob instance, pick a random " "starting location along the ``Path2D``, and set the mob in motion. The " @@ -1188,14 +1189,14 @@ msgstr "" "folgt. Wir verwenden diesen, um die Richtung des Mobs sowie dessen Position " "auszuwählen." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:852 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:853 msgid "" "Note that a new instance must be added to the scene using ``add_child()``." msgstr "" "Beachte, dass der Szene mit ``add_child()`` eine neue Instanz hinzugefügt " "werden muss." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:900 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:901 #, fuzzy msgid "" "Why ``PI``? In functions requiring angles, GDScript uses *radians*, not " @@ -1207,12 +1208,12 @@ msgstr "" "Funktionen ``deg2rad()`` und ``rad2deg()`` verwenden, um zwischen den beiden " "zu konvertieren." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:906 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:907 #, fuzzy msgid "Testing the scene" msgstr "Die Szene einrichten" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:908 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:909 msgid "" "Let's test the scene to make sure everything is working. Add this to " "``_ready()``:" @@ -1220,7 +1221,7 @@ msgstr "" "Lass und die Szene testen, um sicherzustellen, dass alles funktioniert. Füge " "dies ``_ready()`` hinzu:" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:925 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:926 msgid "" "Let's also assign ``Main`` as our \"Main Scene\" - the one that runs " "automatically when the game launches. Press the \"Play\" button and select " @@ -1230,7 +1231,7 @@ msgstr "" "automatisch läuft, wenn das Spiel startet. Drücke den \"Start\"-Knopf und " "wähle ``Main.tscn`` im Dialog." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:929 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:930 msgid "" "You should be able to move the player around, see mobs spawning, and see the " "player disappear when hit by a mob." @@ -1239,7 +1240,7 @@ msgstr "" "erscheinenden mobs, und sehe, wie der Spieler verschwindet, wenn er einen " "mob erwischt." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:932 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:933 msgid "" "When you're sure everything is working, remove the call to ``new_game()`` " "from ``_ready()``." @@ -1247,11 +1248,11 @@ msgstr "" "Wenn man sicher ist, dass alles läuft, lösche den Aufruf zum ``new_game()`` " "von ``_ready()``." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:936 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:937 msgid "HUD" msgstr "HUD" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:938 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:939 msgid "" "The final piece our game needs is a UI: an interface to display things like " "score, a \"game over\" message, and a restart button. Create a new scene, " @@ -1266,7 +1267,7 @@ msgstr "" "steht für \"Heads-up Display\", ein Informationsdisplay, das als Overlay " "über der Spielansicht erscheint." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:944 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:945 msgid "" "The :ref:`CanvasLayer ` node lets us draw our UI elements " "on a layer above the rest of the game, so that the information it displays " @@ -1277,24 +1278,24 @@ msgstr "" "dass die angezeigten Informationen nicht durch irgendwelche Spielelemente " "wie den Spieler oder Mobs verdeckt werden." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:948 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:949 #, fuzzy msgid "The HUD needs to display the following information:" msgstr "Das HUD zeigt die folgenden Informationen an:" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:950 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:951 msgid "Score, changed by ``ScoreTimer``." msgstr "Punktzahl, geändert durch ``ScoreTimer``." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:951 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:952 msgid "A message, such as \"Game Over\" or \"Get Ready!\"" msgstr "Eine Nachricht, wie z.B. \"Game Over\" oder \"Get Ready!\"" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:952 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:953 msgid "A \"Start\" button to begin the game." msgstr "Eine \"Start\"-Taste, um das Spiel zu starten." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:954 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:955 msgid "" "The basic node for UI elements is :ref:`Control `. To create " "our UI, we'll use two types of :ref:`Control ` nodes: :ref:" @@ -1305,28 +1306,28 @@ msgstr "" "` Node: :ref:`Label ` und :ref:`Button " "`." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:958 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:959 msgid "Create the following as children of the ``HUD`` node:" msgstr "Erstelle das Folgende als Unterobjekte des ``HUD``-Nodes:" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:960 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:961 msgid ":ref:`Label ` named ``ScoreLabel``." msgstr ":ref:`Label ` genannt ``ScoreLabel``." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:961 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:962 #, fuzzy msgid ":ref:`Label ` named ``Message``." msgstr ":ref:`Label ` genannt ``MessageLabel``." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:962 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:963 msgid ":ref:`Button ` named ``StartButton``." msgstr ":ref:`Button ` genannt ``StartButton``." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:963 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:964 msgid ":ref:`Timer ` named ``MessageTimer``." msgstr ":ref:`Timer ` genannt ``MessageTimer``." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:965 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:966 #, fuzzy msgid "" "Click on the ``ScoreLabel`` and type a number into the ``Text`` field in the " @@ -1340,11 +1341,11 @@ msgstr "" "\"Xolonium-Regular.ttf\" enthalten. Um diese Schriftart zu verwenden, gehe " "für jeden der drei ``Control``-Nodes wie folgt vor:" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:970 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:971 msgid "Under \"Custom Fonts\", choose \"New DynamicFont\"" msgstr "Wähle unter \"Custom Fonts\" \"Neues DynamicFont\"" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:974 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:975 msgid "" "Click on the \"DynamicFont\" you added, and under \"Font/Font Data\", choose " "\"Load\" and select the \"Xolonium-Regular.ttf\" file. You must also set the " @@ -1355,7 +1356,7 @@ msgstr "" "auch die Schriftart-``Größe`` einstellen. Eine Einstellung von ``64`` " "funktioniert gut." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:980 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:981 msgid "" "Once you've done this on the ``ScoreLabel``, you can click the down arrow " "next to the DynamicFont property and choose \"Copy\", then \"Paste\" it in " @@ -1366,7 +1367,7 @@ msgstr "" "\", dann \"Einfügen\" in den gleichen Ort bei den anderen zwei Kontroll-" "Nodes." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:984 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:985 msgid "" "**Anchors and Margins:** ``Control`` nodes have a position and size, but " "they also have anchors and margins. Anchors define the origin - the " @@ -1383,7 +1384,7 @@ msgstr "" "Anker dar. Siehe :ref:`doc_design_interfaces_with_the_control_nodes` für " "weitere Details." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:991 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:992 msgid "" "Arrange the nodes as shown below. Click the \"Layout\" button to set a " "Control node's layout:" @@ -1391,7 +1392,7 @@ msgstr "" "Ordne die Nodes wie unten gezeigt an. Klicke auf den \"Layout\"-Knopf, um " "das Layout eines Control-Nodes festzulegen:" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:996 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:997 msgid "" "You can drag the nodes to place them manually, or for more precise " "placement, use the following settings:" @@ -1399,65 +1400,65 @@ msgstr "" "Du kannst die Nodes manuell verschieben, um sie zu platzieren oder verwende " "die folgenden Einstellungen, für eine genauere Platzierung:" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1000 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1001 msgid "ScoreLabel" msgstr "ScoreLabel (HighScore)" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1002 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1003 msgid "*Layout* : \"Top Wide\"" msgstr "*Layout* : \"vollständige Breite\"" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1003 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1004 msgid "*Text* : ``0``" msgstr "*Text* : ``0``" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1004 -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1011 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1005 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1012 msgid "*Align* : \"Center\"" msgstr "*Align* : \"Mittig\"" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1007 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1008 #, fuzzy msgid "Message" msgstr "MessageLabel (Nachrichten)" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1009 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1010 msgid "*Layout* : \"HCenter Wide\"" msgstr "*Layout* : \"HCenter Wide\"" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1010 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1011 msgid "*Text* : ``Dodge the Creeps!``" msgstr "*Text* : ``Dodge the Creeps!``" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1012 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1013 msgid "*Autowrap* : \"On\"" msgstr "*Autowrap* : \"An\"" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1015 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1016 msgid "StartButton" msgstr "StartButton (Startknopf)" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1017 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1018 msgid "*Text* : ``Start``" msgstr "*Text* : ``Start``" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1018 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1019 msgid "*Layout* : \"Center Bottom\"" msgstr "*Layout* : \"Center Bottom\"" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1019 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1020 msgid "*Margin* :" msgstr "*Margin* :" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1021 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1022 msgid "Top: ``-200``" msgstr "Top: ``-200``" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1022 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1023 msgid "Bottom: ``-100``" msgstr "Bottom: ``-100``" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1024 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1025 #, fuzzy msgid "" "On the ``MessageTimer``, set the ``Wait Time`` to ``2`` and set the ``One " @@ -1468,11 +1469,11 @@ msgstr "" "``Wartezeit`` auf ``2``` und stellen Sie die ``Einmalige Aufnahme`` " "Eigenschaft auf \"Ein\"." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1027 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1028 msgid "Now add this script to ``HUD``:" msgstr "Füge nun dieses Skript zu ``HUD`` hinzu:" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1046 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1047 msgid "" "The ``start_game`` signal tells the ``Main`` node that the button has been " "pressed." @@ -1480,7 +1481,7 @@ msgstr "" "Das Signal ``start_game`` signalisiert dem Node ``Main``, dass die Taste " "gedrückt wurde." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1068 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1069 #, fuzzy msgid "" "This function is called when we want to display a message temporarily, such " @@ -1491,7 +1492,7 @@ msgstr "" "``Wartezeit`` auf ``2``` und stellen Sie die ``Einmalige Aufnahme`` " "Eigenschaft auf \"Ein\"." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1102 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1103 msgid "" "This function is called when the player loses. It will show \"Game Over\" " "for 2 seconds, then return to the title screen and, after a brief pause, " @@ -1501,7 +1502,7 @@ msgstr "" "wird für 2 Sekunden angezeigt und wechselt dann zum Titelbildschirm. Nach " "einer kurzen Pause wird die \"Start\"-Schaltfläche angezeigt." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1106 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1107 #, fuzzy msgid "" "When you need to pause for a brief time, an alternative to using a Timer " @@ -1514,13 +1515,13 @@ msgstr "" "sein, um eine Verzögerung auszulösen, z. B. im obigen Code, wo wir ein wenig " "warten müssen, bevor die Schaltfläche \"Start\" angezeigt wird." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1124 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1125 msgid "This function is called by ``Main`` whenever the score changes." msgstr "" "Diese Funktion wird von ``Main`` aufgerufen, wenn sich der Punktestand " "ändert." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1126 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1127 #, fuzzy msgid "" "Connect the ``timeout()`` signal of ``MessageTimer`` and the ``pressed()`` " @@ -1529,11 +1530,11 @@ msgstr "" "Verbinde jeweils das Signal ``timeout()`` von ``MessageTimer`` und das " "Signal ``pressed()`` von ``StartButton``." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1154 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1155 msgid "Connecting HUD to Main" msgstr "Verbinde das HUD mit Main" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1156 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1157 #, fuzzy msgid "" "Now that we're done creating the ``HUD`` scene, go back to ``Main``. " @@ -1545,7 +1546,7 @@ msgstr "" "``Player``-Szene und platziere sie unten im Baum. Der gesamte Baum sollte so " "aussehen, also stelle sicher, dass das nichts fehlt:" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1162 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1163 msgid "" "Now we need to connect the ``HUD`` functionality to our ``Main`` script. " "This requires a few additions to the ``Main`` scene:" @@ -1553,7 +1554,7 @@ msgstr "" "Nun müssen wir die ``HUD``-Funktionalität mit unserem ``Main``-Skript " "verbinden. Dies erfordert einige Ergänzungen in der ``Main``-Szene:" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1165 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1166 msgid "" "In the Node tab, connect the HUD's ``start_game`` signal to the " "``new_game()`` function of the Main node by typing \"new_game\" in the " @@ -1566,7 +1567,7 @@ msgstr "" "dass das grüne Verbindungssymbol nun neben ``func new_game()``im Skript " "erscheint." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1170 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1171 msgid "" "In ``new_game()``, update the score display and show the \"Get Ready\" " "message:" @@ -1574,12 +1575,12 @@ msgstr "" "Aktualisiere in ``new_game()`` die Punkteanzeige und zeige die Meldung \"Get " "Ready\" an:" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1185 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1186 msgid "In ``game_over()`` we need to call the corresponding ``HUD`` function:" msgstr "" "In ``game_over()`` müssen wir die entsprechende ``HUD`` Funktion aufrufen:" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1196 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1197 msgid "" "Finally, add this to ``_on_ScoreTimer_timeout()`` to keep the display in " "sync with the changing score:" @@ -1587,7 +1588,7 @@ msgstr "" "Abschließend füge nachfolgendes ``_on_ScoreTimer_timeout()`` hinzu, um die " "Anzeige mit den sich ändernden Punkten zu synchronisieren:" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1208 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1209 msgid "" "Now you're ready to play! Click the \"Play the Project\" button. You will be " "asked to select a main scene, so choose ``Main.tscn``." @@ -1596,11 +1597,11 @@ msgstr "" "(F5)\". Du wirst aufgefordert, eine Hauptszene auszuwählen. Wähle dann " "``Main.tscn`` aus." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1212 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1213 msgid "Removing old creeps" msgstr "Entfernen von alten Monstern" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1214 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1215 #, fuzzy msgid "" "If you play until \"Game Over\" and then start a new game right away, the " @@ -1613,7 +1614,7 @@ msgstr "" "befinden sich die Monster des vorherigen Spiel noch auf dem Bildschirm. Es " "wäre besser, wenn diese beim Start eines neuen Spiels verschwinden würden." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1219 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1220 msgid "" "In the ``Mob`` scene, select the root node and click the \"Node\" tab next " "to the Inspector (the same place where you find the node's signals). Next to " @@ -1626,7 +1627,7 @@ msgstr "" "\", und Sie können einen neuen Gruppennamen eingeben und auf \"Hinzufügen\" " "klicken." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1225 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1226 msgid "" "Now all mobs will be in the \"mobs\" group. We can then add the following " "line to the ``game_over()`` function in ``Main``:" @@ -1634,7 +1635,7 @@ msgstr "" "Nun werden alle Mobs in der Gruppe \"Mobs\" sein. Wir können dann die " "folgende Zeile zur Funktion ``game_over()`` in ``Main`` hinzufügen:" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1238 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1239 msgid "" "The ``call_group()`` function calls the named function on every node in a " "group - in this case we are telling every mob to delete itself." @@ -1643,11 +1644,11 @@ msgstr "" "einer Gruppe auf - in diesem Fall sagen wir jedem Mob, dass er sich selbst " "löschen soll." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1242 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1243 msgid "Finishing up" msgstr "Fertigstellung" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1244 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1245 msgid "" "We have now completed all the functionality for our game. Below are some " "remaining steps to add a bit more \"juice\" to improve the game experience. " @@ -1658,11 +1659,11 @@ msgstr "" "Spielerlebnis verbessert. Zögere nicht, das Gameplay mit Deinen eigenen " "Ideen zu erweitern." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1249 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1250 msgid "Background" msgstr "Hintergrund" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1251 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1252 #, fuzzy msgid "" "The default gray background is not very appealing, so let's change its " @@ -1679,7 +1680,7 @@ msgstr "" "hat nur eine Eigenschaft: ``Color``. Wähle eine Farbe aus, die Dir gefällt, " "und ziehe die Größe des ``ColorRect`` so, dass es den Bildschirm abdeckt." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1257 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1258 #, fuzzy msgid "" "You could also add a background image, if you have one, by using a " @@ -1688,11 +1689,11 @@ msgstr "" "Wenn Du ein Hintergrundbild hast, kannst Du auch einen ``Sprite``-Node " "hinzufügen." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1261 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1262 msgid "Sound effects" msgstr "Soundeffekte" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1263 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1264 msgid "" "Sound and music can be the single most effective way to add appeal to the " "game experience. In your game assets folder, you have two sound files: " @@ -1704,7 +1705,7 @@ msgstr "" "Sounddateien: „House in a Forest Loop.ogg“ für Hintergrundmusik und " "„gameover.wav“ für den Fall, dass der Spieler verliert." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1268 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1269 msgid "" "Add two :ref:`AudioStreamPlayer ` nodes as children " "of ``Main``. Name one of them ``Music`` and the other ``DeathSound``. On " @@ -1716,7 +1717,7 @@ msgstr "" "``DeathSound``. Klicke bei jedem Node auf die Eigenschaft ``Stream``, klicke " "auf „Lade“ und wähle die entsprechende Audiodatei aus." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1273 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1274 msgid "" "To play the music, add ``$Music.play()`` in the ``new_game()`` function and " "``$Music.stop()`` in the ``game_over()`` function." @@ -1724,18 +1725,18 @@ msgstr "" "Um die Musik abzuspielen, füge ``$Music.play()`` in der ``new_game()`` " "Funktion und ``$Music.stop()`` in der ``game_over()`` Funktion hinzu." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1276 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1277 msgid "Finally, add ``$DeathSound.play()`` in the ``game_over()`` function." msgstr "" "Füge schließlich ``$DeathSound.play()`` in der ``game_over()`` Funktion " "hinzu." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1279 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1280 #, fuzzy msgid "Keyboard shortcut" msgstr "Tastenkürzel" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1281 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1282 #, fuzzy msgid "" "Since the game is played with keyboard controls, it would be convenient if " @@ -1747,7 +1748,7 @@ msgstr "" "könnten. Eine Möglichkeit hierzu ist die Verwendung der „Shortcut“ -" "Eigenschaft des ``Button``-Nodes." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1285 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1286 #, fuzzy msgid "" "In the ``HUD`` scene, select the ``StartButton`` and find its *Shortcut* " @@ -1764,7 +1765,7 @@ msgstr "" "Gib schließlich in der Eigenschaft „Action“ den Namen „ui_select“ ein. Dies " "ist das Standardeingabeereignis, das der Leertaste zugeordnet ist." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1293 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1294 #, fuzzy msgid "" "Now when the start button appears, you can either click it or press :kbd:" @@ -1773,7 +1774,7 @@ msgstr "" "Wenn nun die Start-Schaltfläche angezeigt wird, kannst Du entweder darauf " "klicken oder die Leertaste drücken, um das Spiel zu starten." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1297 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1298 msgid "Project files" msgstr "Projektdateien" @@ -1781,10 +1782,10 @@ msgstr "Projektdateien" msgid "You can find a completed version of this project at these locations:" msgstr "Eine vollständige Version dieses Projekts findest Du unter:" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1300 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1301 msgid "https://github.com/kidscancode/Godot3_dodge/releases" msgstr "https://github.com/kidscancode/Godot3_dodge/releases" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1301 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1302 msgid "https://github.com/godotengine/godot-demo-projects" msgstr "https://github.com/godotengine/godot-demo-projects" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po index f76c79aabd..28732e848c 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/animation.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po index 3f5e25e4c8..f6a9f5e72a 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/index.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po index 9deb88f2bc..fff0c7eb78 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/lights.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po index f00294aa80..118411b79c 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/material.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po index 1686cfa565..35d5c79c06 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/mesh.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po index 668b3e0f1b..d06d6b4dc7 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/physics.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po index ac0d8e2b81..05020a7c0f 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/escn_exporter/skeleton.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/import_process.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/import_process.po index 57b54d7a2a..9387d580cb 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/import_process.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/import_process.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po index d5ece95547..a720f7f79b 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_audio_samples.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_images.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_images.po index b343e8f69e..d072d34f90 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_images.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_images.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po index 9ed905518d..eba0457d0e 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_scenes.po @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -149,168 +149,171 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:63 msgid "" "Godot provides a `Blender plugin `_ that will correctly export COLLADA scenes for use in Godot." +"exporter>`_ that will correctly export COLLADA scenes for use in Godot. It " +"does not work in Blender 2.8 or newer, but there are plans to update it in " +"the future." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:67 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:68 msgid "Exporting ESCN files from Blender" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:69 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:70 msgid "" "The most powerful one, called `godot-blender-exporter `__. It uses a .escn file, which is kind " "of another name for a .tscn file (Godot scene file); it keeps as much " -"information as possible from a Blender scene." +"information as possible from a Blender scene. However, it is considered " +"experimental." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:74 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:76 msgid "" "The ESCN exporter has a detailed `document `__ " "describing its functionality and usage." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:78 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:80 msgid "Import workflows" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:80 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:82 msgid "" "Godot scene importer allows different workflows regarding how data is " "imported. Depending on many options, it is possible to import a scene with:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:83 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:85 msgid "" "External materials (default): Where each material is saved to a file " "resource. Modifications to them are kept." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:84 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:86 msgid "" "External meshes: Where each mesh is saved to a different file. Many users " "prefer to deal with meshes directly." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:85 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:87 msgid "" "External animations: Allowing saved animations to be modified and merged " "when sources change." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:86 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:88 msgid "" "External scenes: Save each of the root nodes of the imported scenes as a " "separate scene." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:87 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:89 msgid "Single scene: A single scene file with everything built in." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:91 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:93 msgid "" "As different developers have different needs, this import process is highly " "customizable." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:94 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:96 msgid "Import options" msgstr "Import-Optionen" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:96 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:98 msgid "The importer has several options, which will be discussed below:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:101 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:103 msgid "Nodes" msgstr "Nodes (\"Knoten\")" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:104 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:106 msgid "Root Type" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:106 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:108 msgid "" "By default, the type of the root node in imported scenes is \"Spatial\", but " "this can be modified." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:109 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:111 msgid "Root Name" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:111 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:113 msgid "Allows setting a specific name to the generated root node." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:114 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:116 #, fuzzy msgid "Root Scale" msgstr "Lokalisierung" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:116 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:118 #, fuzzy msgid "The scale of the root node." msgstr "Die Rolle des Skriptes" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:119 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:121 msgid "Custom Script" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:121 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:123 msgid "" "A special script to process the whole scene after import can be provided. " "This is great for post processing, changing materials, doing funny stuff " "with the geometry etc." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:125 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:127 msgid "Create a script like this:" msgstr "Erstelle ein Skript wie folgt:" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:137 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:139 msgid "" "The ``post_import`` function takes the imported scene as argument (the " "parameter is actually the root node of the scene). The scene that will " "finally be used must be returned. It can be a different one." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:142 -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:161 -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:216 -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:308 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:144 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:163 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:218 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:310 msgid "Storage" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:144 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:146 msgid "" "By default, Godot imports a single scene. This option allows specifying that " "nodes below the root will each be a separate scene and instanced into the " "imported one." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:148 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:150 msgid "" "Of course, instancing such imported scenes in other places manually works, " "too." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:152 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:154 msgid "Materials" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:155 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:157 msgid "Location" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:157 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:159 msgid "" "Godot supports materials in meshes or nodes. By default, materials will be " "put on each node." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:163 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:165 msgid "" "Materials can be stored within the scene or in external files. By default, " "they are stored in external files so editing them is possible. This is " @@ -318,117 +321,117 @@ msgid "" "in Godot." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:167 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:169 msgid "" "When materials are built-in, they will be lost each time the source scene is " "modified and re-imported." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:171 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:173 msgid "Keep On Reimport" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:173 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:175 msgid "" "Once materials are edited to use Godot features, the importer will keep the " "edited ones and ignore the ones coming from the source scene. This option is " "only present if materials are saved as files." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:178 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:180 msgid "Meshes" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:181 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:183 msgid "Compress" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:183 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:185 msgid "" "Makes meshes use less precise numbers for multiple aspects of the mesh in " "order to save space." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:196 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:198 msgid "These are:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:187 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:189 msgid "" "Transform Matrix (Location, rotation, and scale) : 32-bit float " "to 16-bit signed integer." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:188 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:190 msgid "" "Vertices : 32-bit float " "to 16-bit signed integer." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:189 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:191 msgid "" "Normals : 32-bit float " "to 32-bit unsigned integer." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:190 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:192 msgid "" "Tangents : 32-bit float " "to 32-bit unsigned integer." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:191 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:193 msgid "" "Vertex Colors : 32-bit float " "to 32-bit unsigned integer." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:192 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:194 msgid "" "UV : 32-bit float " "to 32-bit unsigned integer." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:193 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:195 msgid "" "UV2 : 32-bit float " "to 32-bit unsigned integer." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:194 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:196 msgid "" "Vertex weights : 32-bit float " "to 16-bit unsigned integer." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:195 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:197 msgid "" "Armature bones : 32-bit float " "to 16-bit unsigned integer." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:196 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:198 msgid "" "Array index : 32-bit or 16-" "bit unsigned integer based on how many elements there are." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:200 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:202 msgid "Additional info:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:199 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:201 msgid "" "UV2 = The second UV channel for detail textures and baked lightmap textures." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:200 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:202 msgid "" "Array index = An array of numbers that number each element of the arrays " "above; i.e. they number the vertices and normals." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:202 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:204 msgid "" "In some cases, this might lead to loss of precision, so disabling this " "option may be needed. For instance, if a mesh is very big or there are " @@ -437,11 +440,11 @@ msgid "" "exactly where they should be." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:208 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:210 msgid "Ensure Tangents" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:210 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:212 msgid "" "If textures with normal mapping are to be used, meshes need to have tangent " "arrays. This option ensures that these are generated if not present in the " @@ -449,63 +452,63 @@ msgid "" "them generated in the exporter." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:218 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:220 msgid "" "Meshes can be stored in separate files (resources) instead of built-in. This " "does not have much practical use unless one wants to build objects with them " "directly." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:221 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:223 msgid "" "This option is provided to help those who prefer working directly with " "meshes instead of scenes." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:225 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:227 msgid "Light Baking" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:227 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:229 msgid "Whether or not the mesh is used in baked lightmaps." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:229 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:231 msgid "**Disabled:** The mesh is not used in baked lightmaps." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:230 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:232 msgid "**Enable:** The mesh is used in baked lightmaps." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:231 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:233 msgid "" "**Gen Lightmaps:** The mesh is used in baked lightmaps, and unwraps a second " "UV layer for lightmaps." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:233 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:235 #, fuzzy msgid "For more information on light baking see :ref:`doc_baked_lightmaps`." msgstr "" "Für weitere Informationen zu Singletons bzw. Autoload-Skripten, siehe :ref:" "`doc_singletons_autoload`." -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:236 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:238 msgid "External Files" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:238 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:240 msgid "" "Generated meshes and materials can be optionally stored in a subdirectory " "with the name of the scene." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:242 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:244 msgid "Animation options" msgstr "Animationsoptionen" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:244 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:246 msgid "" "Godot provides many options regarding how animation data is dealt with. Some " "exporters (such as Blender) can generate many animations in a single file. " @@ -513,15 +516,15 @@ msgid "" "timeline or, at worst, put each animation in a separate file." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:251 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:253 msgid "Import of animations is enabled by default." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:254 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:256 msgid "FPS" msgstr "FPS" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:256 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:258 msgid "" "Most 3D export formats store animation timeline in seconds instead of " "frames. To ensure animations are imported as faithfully as possible, please " @@ -529,17 +532,17 @@ msgid "" "result in shaky animations." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:261 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:263 msgid "Filter Script" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:263 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:265 msgid "" "It is possible to specify a filter script in a special syntax to decide " "which tracks from which animations should be kept." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:266 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:268 msgid "" "The filter script is executed against each imported animation. The syntax " "consists of two types of statements, the first for choosing which animations " @@ -549,7 +552,7 @@ msgid "" "under the hood)." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:272 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:274 msgid "" "The script must start with an animation filter statement (as denoted by the " "line beginning with an ``@``). For example, if we would like to apply " @@ -557,7 +560,7 @@ msgid "" "\"``::" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:278 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:280 msgid "" "Similarly, additional patterns can be added to the same line, separated by " "commas. Here is a modified example to additionally *include* all animations " @@ -565,7 +568,7 @@ msgid "" "animations which have names ending in ``\"Attack\"``::" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:284 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:286 msgid "" "Following the animation selection filter statement, we add track filtering " "patterns to indicate which animation tracks should be kept or discarded. If " @@ -573,7 +576,7 @@ msgid "" "animations will be discarded!" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:288 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:290 msgid "" "It's important to note that track filter statements are applied in order for " "each track within the animation, this means that one line may include a " @@ -582,48 +585,48 @@ msgid "" "in the filter script." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:293 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:295 msgid "" "For example: include all tracks in animations with names ending in ``\"_Loop" "\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``" "\"Control\"``, unless they have ``\"Arm\"`` in their name::" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:302 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:304 msgid "" "In the above example, tracks like ``\"Skeleton:Leg_Control\"`` would be " "discarded, while tracks such as ``\"Skeleton:Head\"`` or ``\"Skeleton:" "Arm_Left_Control\"`` would be retained." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:305 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:307 msgid "" "Any track filter lines that do not begin with a ``+`` or ``-`` are ignored." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:310 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:312 msgid "" "By default, animations are saved as built-in. It is possible to save them to " "a file instead. This allows adding custom tracks to the animations and " "keeping them after a reimport." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:314 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:316 msgid "Optimizer" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:316 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:318 msgid "" "When animations are imported, an optimizer is run, which reduces the size of " "the animation considerably. In general, this should always be turned on " "unless you suspect that an animation might be broken due to it being enabled." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:320 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:322 msgid "Clips" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:322 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:324 msgid "" "It is possible to specify multiple animations from a single timeline as " "clips. For this to work, the model must have only one animation that is " @@ -632,11 +635,11 @@ msgid "" "and stops on, and choose whether the animation loops or not." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:331 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:333 msgid "Scene inheritance" msgstr "Szenenvererbung" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:333 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:335 msgid "" "In many cases, it may be desired to make modifications to the imported " "scene. By default, this is not possible because if the source asset changes " @@ -644,102 +647,102 @@ msgid "" "app), Godot will re-import the whole scene." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:336 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:338 msgid "" "It is possible, however, to make local modifications by using *Scene " "Inheritance*. Try to open the imported scene and the following dialog will " "appear:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:341 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:343 msgid "In inherited scenes, the only limitations for modifications are:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:343 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:345 msgid "Nodes can't be removed (but can be added anywhere)." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:344 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:346 msgid "" "Sub-Resources can't be edited (save them externally as described above for " "this)" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:346 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:348 msgid "Other than that, everything is allowed!" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:349 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:351 msgid "Import hints" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:351 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:353 msgid "" "Many times, when editing a scene, there are common tasks that need to be " "done after exporting:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:353 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:355 msgid "Adding collision detection to objects" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:354 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:356 msgid "Setting objects as navigation meshes" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:355 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:357 msgid "" "Deleting nodes that are not used in the game engine (like specific lights " "used for modelling)" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:357 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:359 msgid "" "To simplify this workflow, Godot offers a few suffixes that can be added to " "the names of the objects in your 3D modelling software. When imported, Godot " "will detect them and perform actions automatically:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:362 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:364 msgid "Remove nodes (-noimp)" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:364 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:366 msgid "" "Node names that have this suffix will be removed at import time, no matter " "what their type is. They will not appear in the imported scene." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:368 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:370 msgid "Create collisions (-col, -colonly, -convcolonly)" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:370 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:372 msgid "" "Option \"-col\" will work only for Mesh nodes. If it is detected, a child " "static collision node will be added, using the same geometry as the mesh." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:373 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:375 msgid "" "However, it is often the case that the visual geometry is too complex or too " "un-smooth for collisions, which ends up not working well." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:376 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:378 msgid "" "To solve this, the \"-colonly\" modifier exists, which will remove the mesh " "upon import and create a :ref:`class_staticbody` collision instead. This " "helps the visual mesh and actual collision to be separated." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:380 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:382 msgid "" "Option \"-convcolonly\" will create a :ref:`class_convexpolygonshape` " "instead of a :ref:`class_concavepolygonshape`." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:382 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:384 msgid "" "Option \"-colonly\" can also be used with Blender's empty objects. On " "import, it will create a :ref:`class_staticbody` with a collision node as a " @@ -747,80 +750,80 @@ msgid "" "depending on Blender's empty draw type:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:389 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:391 msgid "Single arrow will create a :ref:`class_rayshape`" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:390 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:392 msgid "Cube will create a :ref:`class_boxshape`" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:391 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:393 msgid "Image will create a :ref:`class_planeshape`" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:392 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:394 msgid "" "Sphere (and the others not listed) will create a :ref:`class_sphereshape`" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:394 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:396 msgid "" "For better visibility in Blender's editor, the user can set \"X-Ray\" option " "on collision empties and set some distinct color for them in User " "Preferences / Themes / 3D View / Empty." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:398 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:400 msgid "Create navigation (-navmesh)" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:400 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:402 msgid "" "A mesh node with this suffix will be converted to a navigation mesh. " "Original Mesh node will be removed." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:404 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:406 msgid "Create a VehicleBody (-vehicle)" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:406 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:408 msgid "" "A mesh node with this suffix will be imported as a child to a :ref:" "`VehicleBody ` node." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:409 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:411 msgid "Create a VehicleWheel (-wheel)" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:411 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:413 msgid "" "A mesh node with this suffix will be imported as a child to a :ref:" "`VehicleWheel ` node." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:414 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:416 msgid "Rigid Body (-rigid)" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:416 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:418 msgid "Creates a rigid body from this mesh." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:419 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:421 msgid "Animation loop (-loop, -cycle)" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:421 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:423 msgid "" "Animation clips in the COLLADA document that start or end with the token " "\"loop\" or \"cycle\" will be imported as a Godot Animation with the loop " "flag set. This is case-sensitive and does not require a hyphen." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:425 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:427 msgid "" "In Blender, this requires using the NLA Editor and naming the Action with " "the \"loop\" or \"cycle\" prefix or suffix." diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po index 104470d5b4..8367459102 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/importing_translations.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/index.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/index.po index 409e8fe626..35358c6164 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/index.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/assets/index.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po index 1b5bff223f..52c11d0802 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po index de852fdf55..9830a922b7 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/data_preferences.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po index 559d95aaa3..03254132dc 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/godot_interfaces.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po index ed9b8001aa..79c3b69502 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/godot_notifications.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/index.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/index.po index 00a3752adf..f4dfd8d5b8 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/index.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/index.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po index 5238724f72..65d0b7c9bd 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/introduction_best_practices.po @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -52,8 +52,8 @@ msgstr "" #: ../../docs/getting_started/workflow/best_practices/introduction_best_practices.rst:20 msgid "" "You should start by reading :ref:`doc_what_are_godot_classes`. It explains " -"how Godot's nodes and scenes relate to classes and objects in another Object-" -"Oriented programming language. It will help you make sense of the rest of " +"how Godot's nodes and scenes relate to classes and objects in other Object-" +"Oriented programming languages. It will help you make sense of the rest of " "the series." msgstr "" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po index 1f1909bd4d..c1967672b1 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/logic_preferences.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po index 504f22548e..7598e895c4 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/node_alternatives.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po index 4748cf1360..965023edd6 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/scene_organization.po @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -40,13 +40,13 @@ msgstr "" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:16 msgid "" -"They create their first scene and fill it with content before the creeping " -"sense that they need to split it up into re-usable pieces haunts them. They " -"save branches of their scene into their own scene. However, they then notice " -"that the hard references they were able to rely on before are no longer " -"possible. Re-using the scene in multiple places creates issues because the " -"node paths do not find their targets. Signal connections established in the " -"editor break." +"They create their first scene and fill it with content only to eventually " +"end up saving branches of their scene into separate scenes as the nagging " +"feeling that they should split things up starts to accumulate. However, they " +"then notice that the hard references they were able to rely on before are no " +"longer possible. Re-using the scene in multiple places creates issues " +"because the node paths do not find their targets and signal connections " +"established in the editor break." msgstr "" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:24 @@ -62,24 +62,23 @@ msgid "" "One of the biggest things to consider in OOP is maintaining focused, " "singular-purpose classes with `loose coupling `_ to other parts of the codebase. This keeps the size of " -"objects small (for maintainability) and improves their reusability so that " -"re-writing completed logic is unnecessary." +"objects small (for maintainability) and improves their reusability." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:36 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:35 msgid "" -"These OOP best practices have *several* ramifications for the best practices " -"in scene structure and script usage." +"These OOP best practices have *several* implications for best practices in " +"scene structure and script usage." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:39 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:38 msgid "" "**If at all possible, one should design scenes to have no dependencies.** " "That is, one should create scenes that keep everything they need within " "themselves." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:43 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:42 msgid "" "If a scene must interact with an external context, experienced developers " "recommend the use of `Dependency Injection ` property. Safer than a method as " "ownership of the method is unnecessary. Used to start behavior." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:113 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:112 msgid "Initialize a Node or other Object reference." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:132 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:131 msgid "Initialize a NodePath." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:151 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:150 msgid "" -"These options hide the source of accesses from the child node. This in turn " +"These options hide the points of access from the child node. This in turn " "keeps the child **loosely coupled** to its environment. One can re-use it in " "another context without any extra changes to its API." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:157 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:156 msgid "" "Although the examples above illustrate parent-child relationships, the same " "principles apply towards all object relations. Nodes which are siblings " @@ -135,14 +134,14 @@ msgid "" "communications and references." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:204 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:203 msgid "" "The same principles also apply to non-Node objects that maintain " "dependencies on other objects. Whichever object actually owns the objects " "should manage the relationships between them." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:210 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:209 msgid "" "One should favor keeping data in-house (internal to a scene) though as " "placing a dependency on an external context, even a loosely coupled one, " @@ -154,7 +153,7 @@ msgid "" "documentation for one to use it safely is error-prone by default." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:219 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:218 msgid "" "To avoid creating and maintaining such documentation, one converts the " "dependent node (\"child\" above) into a tool script that implements :ref:" @@ -168,7 +167,7 @@ msgid "" "duplication via documentation is necessary." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:230 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:229 msgid "" "A GUI like this can better inform project users of critical information " "about a Node. Does it have external dependencies? Have those dependencies " @@ -177,43 +176,45 @@ msgid "" "configure it." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:235 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:234 msgid "" "So, why do all this complex switcharoo work? Well, because scenes operate " "best when they operate alone. If unable to work alone, then working with " -"others anonymously (with minimal hard dependencies, i.e. loose coupling). If " -"the inevitable changes made to a class cause it to interact with other " -"scenes in unforeseen ways, then things break down. A change to one class " -"could result in damaging effects to other classes." +"others anonymously (with minimal hard dependencies, i.e. loose coupling) is " +"the next best thing. Inevitably, changes may need to be made to a class and " +"if these changes cause it to interact with other scenes in unforeseen ways, " +"then things will start to break down. The whole point of all this " +"indirection is to avoid ending up in a situation where changing one class " +"results in adversely effecting other classes." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:242 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:243 msgid "" -"Scripts and scenes, as extensions of engine classes should abide by *all* " +"Scripts and scenes, as extensions of engine classes, should abide by *all* " "OOP principles. Examples include..." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:245 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:246 msgid "`SOLID `_" msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:246 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:247 msgid "`DRY `_" msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:247 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:248 msgid "`KISS `_" msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:248 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:249 msgid "`YAGNI `_" msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:251 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:252 msgid "Choosing a node tree structure" msgstr "Auswahl einer Node Tree-Struktur" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:253 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:254 msgid "" "So, a developer starts work on a game only to stop at the vast possibilities " "before them. They might know what they want to do, what systems they want to " @@ -223,74 +224,74 @@ msgid "" "a decent structure to start with." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:260 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:261 msgid "" "A game should always have a sort of \"entry point\"; somewhere the developer " "can definitively track where things begin so that they can follow the logic " -"as it continues elsewhere. This place also serves as a bird's eye view to " +"as it continues elsewhere. This place also serves as a bird's eye view of " "all of the other data and logic in the program. For traditional " "applications, this would be the \"main\" function. In this case, it would be " "a Main node." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:266 -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:277 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:267 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:278 msgid "Node \"Main\" (main.gd)" msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:268 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:269 msgid "" "The ``main.gd`` script would then serve as the primary controller of one's " "game." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:271 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:272 msgid "" "Then one has their actual in-game \"World\" (a 2D or 3D one). This can be a " "child of Main. In addition, one will need a primary GUI for their game that " "manages the various menus and widgets the project needs." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:276 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:277 msgid "Node2D/Spatial \"World\" (game_world.gd)" msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:277 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:278 msgid "Control \"GUI\" (gui.gd)" msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:279 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:280 msgid "" "When changing levels, one can then swap out the children of the \"World\" " "node. :ref:`Changing scenes manually ` gives " "users full control over how their game world transitions." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:283 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:284 msgid "" "The next step is to consider what gameplay systems one's project requires. " "If one has a system that..." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:286 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:287 msgid "tracks all of its data internally" msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:287 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:288 msgid "should be globally accessible" msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:288 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:289 msgid "should exist in isolation" msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:290 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:291 msgid "" "... then one should create an :ref:`autoload 'singleton' node " "`." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:294 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:295 msgid "" "For smaller games, a simpler alternative with less control would be to have " "a \"Game\" singleton that simply calls the :ref:`SceneTree.change_scene() " @@ -299,14 +300,14 @@ msgid "" "node." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:300 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:301 msgid "" -"Any GUI would need to also be a singleton, be transitory parts of the \"World" -"\", or be manually added as a direct child of the root. Otherwise, the GUI " -"nodes would also delete themselves during scene transitions." +"Any GUI would need to also be a singleton; be a transitory part of the " +"\"World\"; or be manually added as a direct child of the root. Otherwise, " +"the GUI nodes would also delete themselves during scene transitions." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:305 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:306 msgid "" "If one has systems that modify other systems' data, one should define those " "as their own scripts or scenes rather than autoloads. For more information " @@ -314,7 +315,7 @@ msgid "" "` documentation." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:311 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:312 msgid "" "Each subsystem within one's game should have its own section within the " "SceneTree. One should use parent-child relationships only in cases where " @@ -324,7 +325,7 @@ msgid "" "relation." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:319 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:320 msgid "" "In some cases, one needs these separated nodes to *also* position themselves " "relative to each other. One can use the :ref:`RemoteTransform " @@ -335,70 +336,70 @@ msgid "" "the following:" msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:327 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:328 msgid "" "A reliable third party, likely a parent node, to mediate the assignment." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:328 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:329 msgid "" "A group, to easily pull a reference to the desired node (assuming there will " "only ever be one of the targets)." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:331 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:332 msgid "" -"When should one do this? Well, it's up to them to decide. The dilemma arises " -"when one must micro-manage when a node must move around the SceneTree to " -"preserve itself. For example..." -msgstr "" - -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:335 -msgid "Add a \"player\" node to a \"room\"." +"When should one do this? Well, this is subjective. The dilemma arises when " +"one must micro-manage when a node must move around the SceneTree to preserve " +"itself. For example..." msgstr "" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:336 -msgid "Need to change rooms, so one must delete the current room." +msgid "Add a \"player\" node to a \"room\"." msgstr "" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:337 +msgid "Need to change rooms, so one must delete the current room." +msgstr "" + +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:338 msgid "" "Before the room can be deleted, one must preserve and/or move the player." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:339 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:340 msgid "Is memory a concern?" msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:341 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:342 msgid "" "If not, one can just create the two rooms, move the player and delete the " "old one. No problem." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:344 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:345 msgid "If so, one will need to..." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:346 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:347 msgid "Move the player somewhere else in the tree." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:347 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:348 msgid "Delete the room." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:348 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:349 msgid "Instantiate and add the new room." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:349 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:350 msgid "Re-add the player." msgstr "Füge den Spieler wieder hinzu." -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:351 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:352 msgid "" -"The issue is that the player here is a \"special case\", one where the " +"The issue is that the player here is a \"special case\"; one where the " "developers must *know* that they need to handle the player this way for the " "project. As such, the only way to reliably share this information as a team " "is to *document* it. Keeping implementation details in documentation however " @@ -406,40 +407,40 @@ msgid "" "bloats the intellectual content of a project unnecessarily." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:358 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:359 msgid "" "In a more complex game with larger assets, it can be a better idea to simply " -"keep the player somewhere else in the SceneTree entirely. This involves..." -msgstr "" - -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:361 -msgid "More consistency." +"keep the player somewhere else in the SceneTree entirely. This results in:" msgstr "" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:362 -msgid "No \"special cases\" that must be documented and maintained somewhere." +msgid "More consistency." msgstr "" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:363 +msgid "No \"special cases\" that must be documented and maintained somewhere." +msgstr "" + +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:364 msgid "" "No opportunity for errors to occur because these details are not accounted " "for." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:366 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:367 msgid "" "In contrast, if one ever needs to have a child node that does *not* inherit " "the transform of their parent, one has the following options:" msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:369 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:370 msgid "" "The **declarative** solution: place a :ref:`Node ` in between " "them. As nodes with no transform, Nodes will not pass along such information " "to their children." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:372 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:373 msgid "" "The **imperative** solution: Use the ``set_as_toplevel`` setter for the :ref:" "`CanvasItem ` or :ref:`Spatial " @@ -447,7 +448,7 @@ msgid "" "its inherited transform." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:379 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:380 msgid "" "If building a networked game, keep in mind which nodes and gameplay systems " "are relevant to all players versus those just pertinent to the authoritative " @@ -457,16 +458,16 @@ msgid "" "management of game connections and the like." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:386 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:387 msgid "" "The key to scene organization is to consider the SceneTree in relational " -"terms rather than spatial terms. Do the nodes need to be dependent on their " -"parent's existence? If not, then they can thrive all by themselves somewhere " -"else. If so, then it stands to reason they should be children of that parent " -"(and likely part of that parent's scene if they aren't already)." +"terms rather than spatial terms. Are the nodes dependent on their parent's " +"existance? If not, then they can thrive all by themselves somewhere else. If " +"they are dependent, then it stands to reason that they should be children of " +"that parent (and likely part of that parent's scene if they aren't already)." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:392 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:393 msgid "" "Does this mean nodes themselves are components? Not at all. Godot's node " "trees form an aggregation relationship, not one of composition. But while " diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po index 1d6277b61e..57d81e44b7 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/scenes_versus_scripts.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po index 091adea459..a674c9f16c 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/best_practices/what_are_godot_classes.po @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -34,8 +34,8 @@ msgstr "" #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:12 msgid "" "As a result, many best practices in Godot boil down to applying Object-" -"Oriented design principles to the scenes, nodes, or script that make up your " -"game." +"Oriented design principles to the scenes, nodes, or scripts that make up " +"your game." msgstr "" #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:15 @@ -182,7 +182,7 @@ msgid "How they are organized" msgstr "" #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:130 -msgid "How are they initialized" +msgid "How they are initialized" msgstr "" #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:131 diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po index 3daae8c382..5bc6088ea2 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/android_custom_build.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po index 519b2496a4..d57442ecca 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/changing_application_icon_for_windows.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po index 200ffdfab9..f4d9837fce 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_android.po @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -45,28 +45,20 @@ msgid "" msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:18 -msgid "Install OpenJDK or Oracle JDK" +msgid "Install OpenJDK 8" msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:20 msgid "" -"Download and install `OpenJDK `__ " -"or `Oracle JDK `__. Versions below JDK 8 may not work; some users have reported " -"issues with the jarsigner (used to sign the APKs) in JDK 7." +"Download and install `OpenJDK 8 `__, newer versions do not work." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:22 -msgid "" -"If you install OpenJDK, choose ``1.8``. Don't choose the ``openjdk-jre`` " -"files as that only contains the JRE, not the JDK which is required here." -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:25 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:24 msgid "Create a debug.keystore" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:27 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:26 msgid "" "Android needs a debug keystore file to install to devices and distribute non-" "release APKs. If you have used the SDK before and have built projects, ant " @@ -74,13 +66,13 @@ msgid "" "it in the ``~/.android`` directory)." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:32 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:31 msgid "" "If you can't find it or need to generate one, the keytool command from the " "JDK can be used for this purpose::" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:37 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:36 msgid "" "This will create a ``debug.keystore`` file in your current directory. You " "should move it to a memorable location such as ``%USERPROFILE%\\.android" @@ -89,11 +81,11 @@ msgid "" "org/qa/21349/jdk-android-file-missing>`__." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:40 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:39 msgid "Make sure you have adb" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:42 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:41 msgid "" "Android Debug Bridge (``adb``) is the command line tool used to communicate " "with Android devices. It's installed with the SDK, but you may need to " @@ -101,31 +93,31 @@ msgid "" "SDK directory." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:47 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:46 msgid "Setting it up in Godot" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:49 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:48 msgid "" "Enter the Editor Settings screen. This screen contains the editor settings " "for the user account in the computer (it's independent of the project)." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:55 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:54 msgid "Scroll down to the section where the Android settings are located:" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:59 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:58 msgid "In that screen, the path to 3 files needs to be set:" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:61 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:60 msgid "" "The ``adb`` executable (``adb.exe`` on Windows) - It can usually be found at " "``%LOCALAPPDATA%\\Android\\Sdk\\platform-tools\\adb.exe``." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:64 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:63 msgid "" "The ``jarsigner`` executable (from JDK 6 or 8) - On Windows, OpenJDK " "installs to a dir like ``%PROGRAMFILES%\\ojdkbuild\\java-1.8.0-" @@ -134,21 +126,21 @@ msgid "" "you've installed and your machine's operating system." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:67 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:66 msgid "" "The debug ``.keystore`` file - It can be found in the folder where you put " "the ``debug.keystore`` file you created above." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:70 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:69 msgid "Once that is configured, everything is ready to export to Android!" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:73 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:72 msgid "Providing launcher icons" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:75 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:74 msgid "" "Launcher icons are used by Android launcher apps to represent your " "application to users. Godot only requires high-resolution icons (for " @@ -156,19 +148,19 @@ msgid "" "resolution variants." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:77 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:76 #, fuzzy msgid "There are two types of icons required by Godot:" msgstr "" "Es gibt zwei Wege deine Benutzeroberfläche in Godot zu gestalten. Du kannst:" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:79 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:78 msgid "" "**Main Icon:** The \"classic\" icon. This will be used on all Android " "versions up to Android 8 (Oreo), exclusive. Must be at least 192×192 px." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:80 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:79 msgid "" "**Adaptive Icons:** Starting from Android 8 (inclusive), `Adaptive Icons " " Project icon -> Default Godot main icon." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:89 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:88 msgid "" "**Adaptive Icon Foreground:** Provided foreground icon -> Provided main icon " "-> Project icon -> Default Godot foreground icon." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:90 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:89 msgid "" "**Adaptive Icon Background:** Provided background icon -> Default Godot " "background icon." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:92 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:91 msgid "" "It's highly recommended to provide all requested icons, and at least with " "the specified resolutions. Only this way your application will look great on " "all Android devices and versions." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:95 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:94 msgid "Exporting for Google Play Store" msgstr "Export für den Google Play Store" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:97 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:96 msgid "" "Uploading an APK to Google's Play Store requires you to sign using a non-" "debug keystore file; such file can be generated like this:" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:104 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:103 msgid "" "This keystore and key are used to verify your developer identity, remember " "the password and keep it in a safe place! Use Google's Android Developer " @@ -241,42 +233,42 @@ msgid "" "studio/publish/app-signing>`__." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:107 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:106 msgid "Now fill in the following forms in your Android Export Presets:" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:111 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:110 msgid "**Release:** Enter the path to the keystore file you just generated." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:112 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:111 msgid "**Release User:** Replace with the key alias." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:113 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:112 msgid "" "**Release Password:** Key password. Note that the keystore password and the " "key password currently have to be the same." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:115 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:114 msgid "" "**Your export_presets.cfg file now contains sensitive information.** If you " "use a version control system, you should remove it from public repositories " "and add it to your ``.gitignore`` file or equivalent." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:119 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:118 msgid "" "Don't forget to uncheck the **Export With Debug** checkbox while choosing " "the APK's name." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:124 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:123 msgid "Optimizing the APK size" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:126 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:125 msgid "" "By default, the APK will contain native libraries for both ARMv7 and ARMv8 " "architectures. This increases its size significantly. To create a smaller " @@ -286,7 +278,7 @@ msgid "" "run on ARMv8 devices, but the opposite is not true." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:133 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:132 msgid "" "Since August 2019, Google Play requires all applications to be available in " "64-bit form. This means you cannot upload an APK that contains *just* an " @@ -297,7 +289,7 @@ msgid "" "devices in use today." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:140 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:139 msgid "" "You can optimize the size further by compiling an Android export template " "with only the features you need. See :ref:`doc_optimizing_for_size` for more " diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po index 107c2cb52f..9f0bc15da5 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_dedicated_servers.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po index 1468499625..fb7a6e6be9 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_ios.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po index 6d7fa6727f..49fcb68fdd 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_pc.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po index 95fba58663..685c48d7a3 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_uwp.po @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po index 78918405e7..a9a05c24ca 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/workflow/export/exporting_for_web.po @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -216,37 +216,48 @@ msgid "" msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:112 +#, fuzzy +msgid "Shader language limitations" +msgstr "Kamera-Animation" + +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:114 +msgid "" +"When exporting a GLES2 project to HTML5, WebGL 1.0 will be used. WebGL 1.0 " +"doesn't support dynamic loops, so shaders using those won't work there." +msgstr "" + +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:118 msgid "Unimplemented functionality" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:114 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:120 msgid "" "The following functionality is currently unavailable on the HTML5 platform:" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:116 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:122 msgid "Threads" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:117 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:123 msgid "GDNative" msgstr "GDNative" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:118 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:124 msgid "C#" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:119 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:125 msgid "Clipboard synchronization between engine and operating system" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:120 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:126 msgid "" "Networking other than :ref:`class_HTTPClient` and :ref:" "`class_WebSocketClient`" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:122 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:128 msgid "" "Check the `list of open HTML5 issues on GitHub `__ to see " @@ -254,32 +265,32 @@ msgid "" "to communicate your interest." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:128 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:134 msgid "Serving the files" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:130 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:136 msgid "" "Exporting for the web generates several files to be served from a web " "server, including a default HTML page for presentation. A custom HTML file " "can be used, see :ref:`doc_customizing_html5_shell`." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:134 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:140 msgid "" "The generated ``.html`` file can be used as ``DirectoryIndex`` in Apache " "servers and can be renamed to e.g. ``index.html`` at any time, its name is " "never depended on by default." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:138 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:144 msgid "" "The HTML page draws the game at maximum size within the browser window. This " "way it can be inserted into an ``