Merge Sphinx translations with Weblate translations

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

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@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"
@@ -22,17 +22,16 @@ msgid "Documentation changelog"
msgstr "Änderungen Dokumentation" msgstr "Änderungen Dokumentation"
#: ../../docs/about/docs_changelog.rst:6 #: ../../docs/about/docs_changelog.rst:6
#, fuzzy
msgid "" msgid ""
"The documentation is continually being improved. The release of version 3.2 " "The documentation is continually being improved. The release of version 3.2 "
"includes many new tutorials, many fixes and updates for old tutorials, and " "includes many new tutorials, many fixes and updates for old tutorials, and "
"many updates to the :ref:`class reference <toc-class-ref>`. Below is a list " "many updates to the :ref:`class reference <toc-class-ref>`. Below is a list "
"of new tutorials added since version 3.1." "of new tutorials added since version 3.1."
msgstr "" msgstr ""
"Die Dokumentation wird stetig verbessert. Version 3.1 beinhaltet viele neue " "Die Dokumentation wird stetig verbessert. Version 3.2 beinhaltet viele neue "
"Tutorials, Fehlerbehebungen, Updates für alte Tutorials und viele " "Tutorials, Fehlerbehebungen sowie Updates für alte Tutorials und viele "
"Aktualisierungen bei dem Nachschlagewerk für Klassen-Referenzen. Anbei ist " "Aktualisierungen bei der Klassen-Referenz. Anbei ist eine Liste aller neuen "
"eine Liste aller neuen Tutorials die seit Version 3.0 hinzugefügt wurden." "Tutorials die seit Version 3.1 hinzugefügt wurden."
#: ../../docs/about/docs_changelog.rst:11 #: ../../docs/about/docs_changelog.rst:11
msgid "" msgid ""
@@ -71,10 +70,8 @@ msgid "Audio"
msgstr "Audio" msgstr "Audio"
#: ../../docs/about/docs_changelog.rst:30 #: ../../docs/about/docs_changelog.rst:30
#, fuzzy
msgid ":ref:`doc_recording_with_microphone`" msgid ":ref:`doc_recording_with_microphone`"
msgstr "" msgstr ":ref:`doc_recording_with_microphone`"
":ref:`Einhalten von Lizenzen beim Kommpelieren <doc_complying_with_licenses>`"
#: ../../docs/about/docs_changelog.rst:31 #: ../../docs/about/docs_changelog.rst:31
msgid ":ref:`doc_sync_with_audio`" msgid ":ref:`doc_sync_with_audio`"
@@ -135,9 +132,8 @@ msgstr ""
":ref:`Dein erster Spatial Shader: Teil 2 <doc_your_second_spatial_shader>`" ":ref:`Dein erster Spatial Shader: Teil 2 <doc_your_second_spatial_shader>`"
#: ../../docs/about/docs_changelog.rst:57 #: ../../docs/about/docs_changelog.rst:57
#, fuzzy
msgid ":ref:`doc_visual_shaders`" msgid ":ref:`doc_visual_shaders`"
msgstr ":ref:`Visuele Shader Plugins <doc_visual_shader_plugins>`" msgstr ":ref:`Visuelle Shader Plugins <doc_visual_shader_plugins>`"
#: ../../docs/about/docs_changelog.rst:60 #: ../../docs/about/docs_changelog.rst:60
msgid "Networking" msgid "Networking"

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

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@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -0,0 +1,208 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-22 14:46+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: de\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/about/release_policy.rst:4
msgid "Godot release policy"
msgstr ""
#: ../../docs/about/release_policy.rst:7
#, fuzzy
msgid "Godot versioning"
msgstr "Die Versionsangabe"
#: ../../docs/about/release_policy.rst:9
msgid ""
"Godot uses ``major.minor.patch`` version numbering. However, it does not "
"strictly follow `Semantic Versioning <https://semver.org/>`__. This means "
"that releases considered \"semver-minor\" by that standard (such as 3.1 -> "
"3.2) will most likely introduce breaking changes. Still, there won't be as "
"many breaking changes as a \"semver-major\" version bump such as 3.2 -> 4.0."
msgstr ""
#: ../../docs/about/release_policy.rst:15
msgid ""
"In the interest of stability and usability, patch releases may occasionally "
"introduce small breaking changes as well. When repackaging Godot projects (e."
"g. in a Flatpak), make sure to always use the same patch version as the one "
"used to initially export the project."
msgstr ""
#: ../../docs/about/release_policy.rst:22
msgid ""
"The first release in a major/minor release series doesn't end with a "
"trailing zero. For example, the first release in the 3.2 series is ``3.2``, "
"not ``3.2.0``."
msgstr ""
#: ../../docs/about/release_policy.rst:27
msgid "Release support timeline"
msgstr ""
#: ../../docs/about/release_policy.rst:29
msgid ""
"Godot versions are supported for a certain amount of time. While these "
"durations are not set in stone, here's a table with the expected level of "
"support for each Godot version:"
msgstr ""
#: ../../docs/about/release_policy.rst:34
#, fuzzy
msgid "**Version**"
msgstr "**Beschreibung**"
#: ../../docs/about/release_policy.rst:34
#, fuzzy
msgid "**Release date**"
msgstr "**Ergebnis**"
#: ../../docs/about/release_policy.rst:34
msgid "**Support level**"
msgstr ""
#: ../../docs/about/release_policy.rst:36
#, fuzzy
msgid "Godot 4.0"
msgstr "Godot"
#: ../../docs/about/release_policy.rst:36
msgid "~2021 (see below)"
msgstr ""
#: ../../docs/about/release_policy.rst:36
msgid "|unstable| *Current focus of development (unstable).*"
msgstr ""
#: ../../docs/about/release_policy.rst:38
#, fuzzy
msgid "Godot 3.2"
msgstr "In Godot 3.1:"
#: ../../docs/about/release_policy.rst:38
msgid "January 2020"
msgstr ""
#: ../../docs/about/release_policy.rst:38
msgid ""
"|supported| Backwards-compatible new features (backported from the "
"``master`` branch) as well as bug, security, and platform support fixes."
msgstr ""
#: ../../docs/about/release_policy.rst:41
#, fuzzy
msgid "Godot 3.1"
msgstr "In Godot 3.1:"
#: ../../docs/about/release_policy.rst:41
msgid "March 2019"
msgstr ""
#: ../../docs/about/release_policy.rst:41
#: ../../docs/about/release_policy.rst:43
#: ../../docs/about/release_policy.rst:45
msgid "|partial| Only critical, security and platform support fixes."
msgstr ""
#: ../../docs/about/release_policy.rst:43
#, fuzzy
msgid "Godot 3.0"
msgstr "In Godot 3.1:"
#: ../../docs/about/release_policy.rst:43
msgid "January 2018"
msgstr ""
#: ../../docs/about/release_policy.rst:45
#, fuzzy
msgid "Godot 2.1"
msgstr "In Godot 3.1:"
#: ../../docs/about/release_policy.rst:45
msgid "July 2016"
msgstr ""
#: ../../docs/about/release_policy.rst:47
#, fuzzy
msgid "Godot 2.0"
msgstr "Godot"
#: ../../docs/about/release_policy.rst:47
msgid "February 2016"
msgstr ""
#: ../../docs/about/release_policy.rst:47
#: ../../docs/about/release_policy.rst:49
#: ../../docs/about/release_policy.rst:51
msgid "|eol| No longer supported."
msgstr ""
#: ../../docs/about/release_policy.rst:49
#, fuzzy
msgid "Godot 1.1"
msgstr "In Godot 3.1:"
#: ../../docs/about/release_policy.rst:49
msgid "May 2015"
msgstr ""
#: ../../docs/about/release_policy.rst:51
#, fuzzy
msgid "Godot 1.0"
msgstr "Godot"
#: ../../docs/about/release_policy.rst:51
msgid "December 2014"
msgstr ""
#: ../../docs/about/release_policy.rst:59
msgid ""
"**Legend:** |supported| Full support - |partial| Partial support - |eol| No "
"support (end of life) - |unstable| Development version"
msgstr ""
#: ../../docs/about/release_policy.rst:65
msgid ""
"Pre-release Godot versions aren't intended to be used in production and are "
"provided on a best-effort basis."
msgstr ""
#: ../../docs/about/release_policy.rst:69
msgid "When is the next release out?"
msgstr ""
#: ../../docs/about/release_policy.rst:71
msgid ""
"While Godot contributors aren't working under any deadlines, there's usually "
"a major or minor Godot release made available every year. Following this "
"trend, this means Godot 4.0 will most likely be released in **2021**."
msgstr ""
#: ../../docs/about/release_policy.rst:75
msgid ""
"Patch releases are made available more frequently, typically every 2-6 "
"months while a release is fully supported. Partially supported releases will "
"only have new patch releases once an important security or platform support "
"fix has been merged."
msgstr ""
#: ../../docs/about/release_policy.rst:82
msgid ""
"The `roadmap <https://github.com/godotengine/godot-roadmap>`__ repository "
"documents features that have been agreed upon and may be implemented in "
"future Godot releases."
msgstr ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"
@@ -153,8 +153,8 @@ msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:86 #: ../../docs/development/compiling/compiling_for_android.rst:86
msgid "" msgid ""
"Compiling the standard export templates is done by calling SCons with the " "Compiling the standard export templates is done by calling SCons from the "
"following arguments:" "Godot root directory with the following arguments:"
msgstr "" msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:89 #: ../../docs/development/compiling/compiling_for_android.rst:89

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@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"
@@ -53,17 +53,24 @@ msgid ""
"files need to be created:" "files need to be created:"
msgstr "" msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:78 #: ../../docs/development/cpp/binding_to_external_libraries.rst:79
msgid "With the following contents:" 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 "" 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 "" msgid ""
"Next, you need to create a ``SCsub`` file so the build system compiles this " "Next, you need to create a ``SCsub`` file so the build system compiles this "
"module:" "module:"
msgstr "" msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:117 #: ../../docs/development/cpp/binding_to_external_libraries.rst:121
msgid "" msgid ""
"You'll need to install the external library on your machine to get the .a " "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 " "library files. See the library's official documentation for specific "
@@ -71,16 +78,16 @@ msgid ""
"the installation commands for Linux below, for reference." "the installation commands for Linux below, for reference."
msgstr "" msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:128 #: ../../docs/development/cpp/binding_to_external_libraries.rst:132
msgid "" msgid ""
"**Important:** The voices that Festival uses (and any other potential " "The voices that Festival uses (and any other potential external/3rd-party "
"external/3rd-party resource) all have varying licenses and terms of use; " "resource) all have varying licenses and terms of use; some (if not most) of "
"some (if not most) of them may be be problematic with Godot, even if the " "them may be be problematic with Godot, even if the Festival Library itself "
"Festival Library itself is MIT License compatible. Please be sure to check " "is MIT License compatible. Please be sure to check the licenses and terms of "
"the licenses and terms of use." "use."
msgstr "" msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:133 #: ../../docs/development/cpp/binding_to_external_libraries.rst:137
msgid "" msgid ""
"The external library will also need to be installed inside your module to " "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 " "make the source files accessible to the compiler, while also keeping the "
@@ -89,47 +96,46 @@ msgid ""
"commands:" "commands:"
msgstr "" msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:143 #: ../../docs/development/cpp/binding_to_external_libraries.rst:147
msgid "" msgid ""
"If you don't want the external repository source files committed to your " "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 " "repository, you can link to them instead by adding them as submodules (from "
"within the modules/tts/ directory), as seen below:" "within the modules/tts/ directory), as seen below:"
msgstr "" msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:152 #: ../../docs/development/cpp/binding_to_external_libraries.rst:156
msgid "" msgid ""
"**Important:** Please note that Git submodules are not used in the Godot " "Please note that Git submodules are not used in the Godot repository. If "
"repository. If you are developing a module to be merged into the main Godot " "you are developing a module to be merged into the main Godot repository, you "
"repository, you should not use submodules. If your module doesn't get " "should not use submodules. If your module doesn't get merged in, you can "
"merged in, you can always try to implement the external library as a " "always try to implement the external library as a GDNative C++ plugin."
"GDNative C++ plugin."
msgstr "" msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:157 #: ../../docs/development/cpp/binding_to_external_libraries.rst:161
msgid "" msgid ""
"To add include directories for the compiler to look at you can append it to " "To add include directories for the compiler to look at you can append it to "
"the environment's paths:" "the environment's paths:"
msgstr "" msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:168 #: ../../docs/development/cpp/binding_to_external_libraries.rst:172
msgid "" msgid ""
"If you want to add custom compiler flags when building your module, you need " "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 " "to clone `env` first, so it won't add those flags to whole Godot build "
"(which can cause errors). Example `SCsub` with custom flags:" "(which can cause errors). Example `SCsub` with custom flags:"
msgstr "" 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:" msgid "The final module should look like this:"
msgstr "Des endgültige Modul sollte wie folgt aussehen:" 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" msgid "Using the module"
msgstr "" 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:" msgid "You can now use your newly created module from any script:"
msgstr "" 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." msgid "And the output will be ``is_spoken: True`` if the text is spoken."
msgstr "" msgstr ""

View File

@@ -0,0 +1,225 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-22 14:46+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: de\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:4
msgid "Common engine methods and macros"
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:6
msgid ""
"Godot's C++ codebase makes use of dozens of custom methods and macros which "
"are used in almost every file. This page is geared towards beginner "
"contributors, but it can also be useful for those writing custom C++ modules."
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:11
msgid "Print text"
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:31
msgid ""
"If you need to add placeholders in your messages, use format strings as "
"described below."
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:35
#, fuzzy
msgid "Format a string"
msgstr "Format"
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:37
msgid ""
"The ``vformat()`` function returns a formatted :ref:`class_String`. It "
"behaves in a way similar to C's ``sprintf()``:"
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:51
msgid ""
"In most cases, try to use ``vformat()`` instead of string concatenation as "
"it makes for more readable code."
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:55
msgid "Convert an integer or float to a string"
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:57
msgid "This is mainly useful when printing numbers directly."
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:68
#, fuzzy
msgid "Internationalize a string"
msgstr "Internationalisierung"
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:70
#, fuzzy
msgid "There are two types of internationalization in Godot's codebase:"
msgstr ""
"Es gibt zwei Wege deine Benutzeroberfläche in Godot zu gestalten. Du kannst:"
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:72
msgid ""
"``TTR()``: **Editor (\"tools\") translations** will only be processed in the "
"editor. If an user uses the same text in one of their projects, it won't be "
"translated if they provide a translation for it. When contributing to the "
"engine, this is generally the macro you should use for localizable strings."
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:76
msgid ""
"``RTR()``: **Run-time translations** will be automatically localized in "
"projects if they provide a translation for the given string. This kind of "
"translation shouldn't be used in editor-only code."
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:87
msgid ""
"To insert placeholders in localizable strings, wrap the localization macro "
"in a ``vformat()`` call as follows:"
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:97
msgid ""
"When using ``vformat()`` and a translation macro together, always wrap the "
"translation macro in ``vformat()``, not the other way around. Otherwise, the "
"string will never match the translation as it will have the placeholder "
"already replaced when it's passed to TranslationServer."
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:103
msgid "Clamp a value"
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:105
msgid ""
"Godot has provides macros for clamping a value with a lower bound (``MAX``), "
"an upper bound (``MIN``) or both (``CLAMP``):"
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:117
msgid ""
"This works with any type that can be compared to other values (like ``int`` "
"and ``float``)."
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:121
msgid "Microbenchmarking"
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:123
msgid ""
"If you want to benchmark a piece of code but don't know how to use a "
"profiler, use this snippet:"
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:135
msgid ""
"This will print the time spent between the ``begin`` declaration and the "
"``end`` declaration."
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:140
msgid ""
"You may have to ``#include \"core/os/os.h\"`` if it's not present already."
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:142
msgid ""
"When opening a pull request, make sure to remove this snippet as well as the "
"include if it wasn't there previously."
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:146
#, fuzzy
msgid "Get project/editor settings"
msgstr "Projekteinstellungen überschreiben"
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:148
#, fuzzy
msgid "There are four macros available for this:"
msgstr "Einige Dinge gibt es zu beachten:"
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:160
msgid ""
"If a default value has been specified elsewhere, don't specify it again to "
"avoid repetition:"
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:170
msgid ""
"It's recommended to use ``GLOBAL_DEF``/``EDITOR_DEF`` only once per setting "
"and use ``GLOBAL_GET``/``EDITOR_GET`` in all other places where it's "
"referenced."
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:174
#, fuzzy
msgid "Error macros"
msgstr "Fehler"
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:176
msgid ""
"Godot features many error macros to make error reporting more convenient."
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:180
msgid ""
"Conditions in error macros work in the **opposite** way of GDScript's built-"
"in ``assert()`` function. An error is reached if the condition inside "
"evaluates to ``true``, not ``false``."
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:186
msgid ""
"Only variants with custom messages are documented here, as these should "
"always be used in new contributions. Make sure the custom message provided "
"includes enough information for people to diagnose the issue, even if they "
"don't know C++. In case a method was passed invalid arguments, you can print "
"the invalid value in question to ease debugging."
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:192
msgid ""
"For internal error checking where displaying a human-readable message isn't "
"necessary, remove ``_MSG`` at the end of the macro name and don't supply a "
"message argument."
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:196
msgid ""
"Also, always try to return processable data so the engine can keep running "
"well."
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:240
#, fuzzy
msgid ""
"See `core/error_macros.h <https://github.com/godotengine/godot/blob/master/"
"core/error_macros.h>`__ in Godot's codebase for more information about each "
"error macro."
msgstr "https://github.com/godotengine/godot-demo-projects"
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:243
msgid ""
"Some functions return an error code (materialized by a return type of "
"``Error``). This value can be returned directly from an error macro. See the "
"list of available error codes in `core/error_list.h <https://github.com/"
"godotengine/godot/blob/master/core/error_list.h>`__."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -0,0 +1,204 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-22 14:46+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: de\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:4
msgid "Code::Blocks"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:6
msgid ""
"`Code::Blocks <https://codeblocks.org/>`_ is a free, open source, cross "
"platform IDE."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:9
msgid "Creating a new project"
msgstr "Erstellen eines neuen Projekts"
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:11
msgid ""
"From Code::Blocks' main screen, click **Create a new project** or select "
"**File > New > Project...**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:17
msgid ""
"In the **New from template** window, from **Projects**, select **Empty "
"project**, and click **Go**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:23
msgid "Click Next, to pass the welcome to the new empty project wizard."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:29
msgid ""
"The project file should be created in the root of the cloned project folder. "
"To achieve this, first, ensure that the **Project title** is the same as the "
"folder name that Godot was cloned into. Unless you cloned the project into a "
"folder with a different name, this will be ``godot``."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:31
msgid ""
"Second, ensure that the **Folder to create project in** is the folder you "
"ran the Git clone command from, not the ``godot`` project folder. Confirm "
"that the **Resulting filename** field will create the project file in the "
"root of the cloned project folder."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:37
msgid ""
"The compiler and configuration settings are managed through **SCons** and "
"will be configured later. However, it's worth deselecting the **Create "
"\"Release\" configuration** option; so only a single build target is created "
"before clicking **Finish**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:44
#, fuzzy
msgid "Configuring the build"
msgstr "Den Build anpassen"
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:46
msgid ""
"The first step is to change the project properties. Right-click on the new "
"project and select **Properties...**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:52
msgid ""
"Check the **This is a custom Makefile** property. Click OK to save the "
"changes."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:58
msgid ""
"The next step is to change the build options. Right-click on the new project "
"and select **Build Options...**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:64
msgid ""
"Select the **\"Make\" commands** tab and remove all the existing commands "
"for all the build targets. For each build target enter the **SCons** command "
"for creating the desired build in the **Build project/target** field. The "
"minimum is ``scons``. For details on the **SCons** build options, see :ref:"
"`doc_introduction_to_the_buildsystem`. It's also useful to add the ``scons --"
"clean`` command in the **Clean project/target** field to the project's "
"default commmands."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:66
msgid ""
"If you're using Windows, all the commands need to be preceded with ``cmd /"
"c`` to iniitalize the command interpreter."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:76
#, fuzzy
msgid "Windows example:"
msgstr "Ein Beispiel:"
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:82
msgid ""
"Code::Blocks should now be configured to build Godot; so either select "
"**Build > Build**, click the gear button, or press :kbd:`Ctrl + F9`."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:85
#, fuzzy
msgid "Configuring the run"
msgstr "Konfigurieren des Projekts"
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:87
msgid ""
"Once **SCons** has successfully built the desired target, reopen the project "
"**Properties...** and select the **Build targets** tab. In the **Output "
"filename** field, browse to the ``bin`` folder and select the compiled file."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:89
msgid ""
"Deselect the **Auto-generate filename prefix** and **Auto-generate filename "
"extension** options."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:95
msgid ""
"Code::Blocks should now be configured to run your compiled Godot executable; "
"so either select **Build > Run**, click the green arrow button, or press :"
"kbd:`Ctrl + F10`."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:97
msgid ""
"There are two additional points worth noting. First, if required, the "
"**Execution working dir** field can be used to test specific projects, by "
"setting it to the folder containing the ``project.godot`` file. Second, the "
"**Build targets** tab can be used to add and remove build targets for "
"working with and creating different builds."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:100
#, fuzzy
msgid "Adding files to the project"
msgstr "Füge diesen Code zur Funktion hinzu:"
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:102
msgid ""
"To add all the Godot code files to the project, right-click on the new "
"project and select **Add files recursively...**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:108
msgid ""
"It should automatically select the project folder; so simply click **Open**. "
"By default, all code files are included, so simply click **OK**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:115
msgid "Code style configuration"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:117
msgid ""
"Before editing any files, remember that all code needs to comply with the :"
"ref:`doc_code_style_guidelines`. One important difference with Godot is the "
"use of tabs for indents. Therefore, the key default editor setting that "
"needs to be changed in Code::Blocks is to enable tabs for indents. This "
"setting can be found by selecting **Settings > Editor**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:123
msgid ""
"Under **General Settings**, on the **Editor Settings** tab, under **Tab "
"Options** check **Use TAB character**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:129
#, fuzzy
msgid ""
"That's it. You're ready to start contributing to Godot using the Code::"
"Blocks IDE. Remember to save the project file and the **Workspace**. If you "
"run into any issues, ask for help in one of `Godot's community channels "
"<https://godotengine.org/community>`__."
msgstr ""
"Eine kurze Übersicht über diese Kanäle ist hier erhältlich `Godots "
"Webauftritt <https://godotengine.org/community>`_."

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"
@@ -41,7 +41,7 @@ msgstr ""
"(Integrierte Entwicklungsumgebung) arbeiten möchtest, sind hier Anleitungen " "(Integrierte Entwicklungsumgebung) arbeiten möchtest, sind hier Anleitungen "
"zur Einrichtung für einige populäre IDEs:" "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 "" msgid ""
"It is possible to use other IDEs, but their setup is not documented yet." "It is possible to use other IDEs, but their setup is not documented yet."
msgstr "" msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"
@@ -82,7 +82,7 @@ msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:55 #: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:55
msgid "Enable" msgid "Enable"
msgstr "" msgstr "Aktivieren"
#: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:55 #: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:55
msgid "**True**" msgid "**True**"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

View File

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

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"
@@ -261,7 +261,7 @@ msgstr ""
#: ../../docs/development/cpp/object_class.rst:225 #: ../../docs/development/cpp/object_class.rst:225
msgid "" msgid ""
"The method ``_node_entered_tree`` must be registered to the class using " "The method ``_node_entered_tree`` must be registered to the class using "
"``ClassDB::register_method`` (explained before)." "``ClassDB::bind_method`` (explained before)."
msgstr "" msgstr ""
#: ../../docs/development/cpp/object_class.rst:228 #: ../../docs/development/cpp/object_class.rst:228

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -0,0 +1,211 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-22 14:46+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: de\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/development/editor/editor_style_guide.rst:4
#, fuzzy
msgid "Editor style guide"
msgstr "C# Style Guide"
#: ../../docs/development/editor/editor_style_guide.rst:7
msgid "Introduction"
msgstr "Einführung"
#: ../../docs/development/editor/editor_style_guide.rst:9
msgid "Thanks for your interest in contributing to the Godot editor!"
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:11
msgid ""
"This page describes the grammar and writing style used throughout the Godot "
"editor. Following this style guide will help your contribution get merged "
"faster since there will be fewer review steps required."
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:16
#, fuzzy
msgid "Writing style"
msgstr "Instanzen bearbeiten"
#: ../../docs/development/editor/editor_style_guide.rst:18
msgid ""
"**Write messages (errors, warnings, ...) as full sentences.** They should "
"start with an uppercase letter and end with a period."
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:20
msgid ""
"**Try to keep sentences short.** This makes it more likely that their "
"translations will be short as well, which is a good thing to avoid UI bugs."
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:22
msgid ""
"**Use contractions.** For example, use \"isn't\" instead of \"is not\". An "
"exception to this rule can be made when you specifically want to emphasize "
"one of the contraction's words."
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:25
msgid ""
"**Use double quotes in messages** (``\"\"``) instead of simple quotes "
"(``''``). Double quotes should be used to quote user input, file paths and "
"possibly other things depending on the context."
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:31
msgid ""
"Try to follow the :ref:`doc_docs_writing_guidelines` in addition to the "
"guidelines outlined above."
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:35
msgid "Button and menu texts"
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:37
msgid "Capitalize text in buttons and menu actions:"
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:39
msgid "**Good:** *Open Editor Data Folder*"
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:40
msgid "**Bad:** *Open editor data folder*"
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:42
msgid ""
"If a menu action opens a modal dialog, suffix it with an ellipsis (``...``)."
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:44
msgid "**Good:** *Editor Settings...*"
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:45
#, fuzzy
msgid "**Bad:** *Editor Settings*"
msgstr "Editor"
#: ../../docs/development/editor/editor_style_guide.rst:48
#, fuzzy
msgid "Inspector sections"
msgstr ":ref:`Spatial gizmo Plug-Ins <doc_spatial_gizmo_plugins>`"
#: ../../docs/development/editor/editor_style_guide.rst:50
msgid ""
"In general, don't create sections that contain less than 3 items. Sections "
"that contain few items make it difficult to navigate the inspector, while "
"missing the benefits of using sections such as folding."
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:54
msgid ""
"There are some valid exceptions for this, such as material features in :ref:"
"`class_SpatialMaterial`."
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:57
msgid "This advice also applies to the Project Settings and Editor Settings."
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:60
#, fuzzy
msgid "Inspector performance hints"
msgstr ":ref:`Spatial gizmo Plug-Ins <doc_spatial_gizmo_plugins>`"
#: ../../docs/development/editor/editor_style_guide.rst:62
msgid ""
"Enum properties that noticeably impact performance should have a performance "
"hint associated. The hint should refer to the *absolute* performance impact, "
"rather than being relative to the other options provided in the enum. Here "
"are some examples taken from the Godot editor:"
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:67
msgid "**Screen-space antialiasing:** *Disabled (Fastest), FXAA (Fast)*"
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:68
msgid ""
"**MSAA quality:** *Disabled (Fastest), 2x (Fast), 4x (Average), 8x (Slow), "
"16x (Slower)*"
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:70
msgid ""
"**DirectionalLight mode:** *Orthogonal (Fast), PSSM 2 Splits (Average), PSSM "
"4 Splits (Slow)*"
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:73
msgid ""
"For consistency, try to stick to the terms below (from fastest to slowest):"
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:75
msgid "*Fastest, Faster, Fast, Average, Slow, Slower, Slowest*"
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:77
msgid ""
"Their usage doesn't have to be contiguous. For example, you can use only "
"\"Fast\" and \"Slow\" from the list above."
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:80
msgid ""
"If you're adding a new enum, its values should be ordered from the fastest "
"option to the slowest option."
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:84
#, fuzzy
msgid "Tooltips"
msgstr "Werkzeuge"
#: ../../docs/development/editor/editor_style_guide.rst:86
msgid ""
"Consider adding tooltips whenever the action performed by a button or menu "
"action isn't obvious. You can also provide additional context or highlight "
"caveats in the tooltip."
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:90
msgid ""
"You can do this by calling ``set_tooltip(TTR(\"Text here.\"))`` on the "
"Control-based node in question. If the tooltip is particularly long (more "
"than ~80 characters), wrap it over several lines by adding line breaks using "
"``\\n``."
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:94
msgid ""
"Tooltips should follow the writing style described above. In addition to "
"this, use indicative mood instead of imperative mood:"
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:97
msgid "**Good:** *Computes global illumination for the selected GIProbe.*"
msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:98
msgid "**Bad:** *Compute global illumination for the selected GIProbe.*"
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

View File

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

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"
@@ -18,10 +18,14 @@ msgstr ""
"Content-Transfer-Encoding: 8bit\n" "Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:4 #: ../../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" msgid "Introduction"
msgstr "Einführung" 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 "" msgid ""
"C# support is a new feature available since Godot 3.0. As such, you may " "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 " "still run into some issues, or find spots where the documentation could be "
@@ -31,7 +35,7 @@ msgid ""
"godot-docs/issues>`_." "godot-docs/issues>`_."
msgstr "" msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:14 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:17
msgid "" msgid ""
"This page provides a brief introduction to C#, both what it is and how to " "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 " "use it in Godot. Afterwards, you may want to look at :ref:`how to use "
@@ -40,7 +44,7 @@ msgid ""
"the :ref:`Scripting section <doc_scripting>` of the step-by-step tutorial." "the :ref:`Scripting section <doc_scripting>` of the step-by-step tutorial."
msgstr "" msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:21 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:24
msgid "" msgid ""
"C# is a high-level programming language developed by Microsoft. In Godot, it " "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 " "is implemented with the Mono 6.x .NET framework, including full support for "
@@ -51,7 +55,7 @@ msgid ""
"documentation." "documentation."
msgstr "" msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:29 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:32
msgid "" msgid ""
"This is **not** a full-scale tutorial on the C# language as a whole. If you " "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# " "aren't already familiar with its syntax or features, see the `Microsoft C# "
@@ -59,16 +63,16 @@ msgid ""
"suitable introduction elsewhere." "suitable introduction elsewhere."
msgstr "" 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" msgid "Setting up C# for Godot"
msgstr "C# für Godot einrichten" 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 #, fuzzy
msgid "Windows (Visual Studio)" msgid "Windows (Visual Studio)"
msgstr "Windows (und UWP)" 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 "" msgid ""
"Download and install the latest version of `Visual Studio <https://" "Download and install the latest version of `Visual Studio <https://"
"visualstudio.microsoft.com/downloads/>`_ (*not* Visual Studio Code), which " "visualstudio.microsoft.com/downloads/>`_ (*not* Visual Studio Code), which "
@@ -80,47 +84,47 @@ msgid ""
"installers mentioned above inside the \"Individual components\" tab." "installers mentioned above inside the \"Individual components\" tab."
msgstr "" msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:51 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:54
#, fuzzy #, fuzzy
msgid "Windows (JetBrains Rider)" msgid "Windows (JetBrains Rider)"
msgstr "Windows (und UWP)" 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 "" msgid ""
"JetBrains Rider comes with bundled MSBuild, so nothing extra is required. " "JetBrains Rider comes with bundled MSBuild, so nothing extra is required. "
"Make sure to set the following preferences:" "Make sure to set the following preferences:"
msgstr "" msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:56 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:59
#, fuzzy #, fuzzy
msgid "In Godot:" msgid "In Godot:"
msgstr "In Godot 3.1:" 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" msgid "Mono External Editor to JetBrains Rider"
msgstr "" 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." msgid "Mono Build Tool to JetBrains Mono."
msgstr "" 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:" msgid "In Rider:"
msgstr "" 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." msgid "Set ``MSBuild version`` to either bundled with Rider or .NET Core."
msgstr "" 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." msgid "Install **Godot support** plugin."
msgstr "" 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" msgid "macOS and Linux"
msgstr "" msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:69 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:72
msgid "" msgid ""
"Download and install the latest version of the `Mono SDK <http://www.mono-" "Download and install the latest version of the `Mono SDK <http://www.mono-"
"project.com/download/>`_. As of Godot 3.1 beta 3, the version number doesn't " "project.com/download/>`_. As of Godot 3.1 beta 3, the version number doesn't "
@@ -129,18 +133,18 @@ msgid ""
"Godot." "Godot."
msgstr "" msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:75 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:78
msgid "" msgid ""
"To download Mono on macOS, use the \"Stable Channel\" link from the `Mono " "To download Mono on macOS, use the \"Stable Channel\" link from the `Mono "
"Downloads Page <http://www.mono-project.com/download/>`_. The Visual Studio " "Downloads Page <http://www.mono-project.com/download/>`_. The Visual Studio "
"channel is an earlier version of Mono and will not work." "channel is an earlier version of Mono and will not work."
msgstr "" 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" msgid "Additional notes"
msgstr "Zusätzliche Nodes" 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 "" msgid ""
"Your Godot version must have Mono support enabled, so make sure to download " "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 " "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." "the :ref:`doc_compiling_with_mono` page."
msgstr "" msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:89 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:92
msgid "" msgid ""
"In summary, you must have installed Visual Studio or Mono (depending on your " "In summary, you must have installed Visual Studio or Mono (depending on your "
"operating system) **and** the Mono-enabled version of Godot." "operating system) **and** the Mono-enabled version of Godot."
msgstr "" 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" msgid "Configuring an external editor"
msgstr "Einen externen Editor konfigurieren" 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 "" msgid ""
"C# support in Godot's script editor is minimal. Consider using an external " "C# support in Godot's script editor is minimal. Consider using an external "
"IDE or editor, such as `Visual Studio Code <https://code.visualstudio.com/" "IDE or editor, such as `Visual Studio Code <https://code.visualstudio.com/"
@@ -169,52 +173,52 @@ msgid ""
"currently supports the following external editors:" "currently supports the following external editors:"
msgstr "" msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:104 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:107
msgid "Visual Studio 2019" msgid "Visual Studio 2019"
msgstr "" msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:105 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:108
msgid "Visual Studio Code" msgid "Visual Studio Code"
msgstr "" msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:106 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:109
#, fuzzy #, fuzzy
msgid "MonoDevelop" msgid "MonoDevelop"
msgstr "K-Develop" msgstr "K-Develop"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:107 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:110
msgid "Visual Studio for Mac" msgid "Visual Studio for Mac"
msgstr "" msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:108 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:111
msgid "JetBrains Rider" msgid "JetBrains Rider"
msgstr "" msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:110 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:113
msgid "" msgid ""
"If you are using Visual Studio Code, ensure you download and install the `C# " "If you are using Visual Studio Code, ensure you download and install the `C# "
"extension <https://marketplace.visualstudio.com/items?itemName=ms-vscode." "extension <https://marketplace.visualstudio.com/items?itemName=ms-vscode."
"csharp>`_ to enable features like syntax highlighting and IntelliSense." "csharp>`_ to enable features like syntax highlighting and IntelliSense."
msgstr "" msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:115 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:118
msgid "" msgid ""
"If you are using Visual Studio 2019, you must follow the instructions found " "If you are using Visual Studio 2019, you must follow the instructions found "
"in the \"Configure VS2019 for Debugging\" section below." "in the \"Configure VS2019 for Debugging\" section below."
msgstr "" 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" msgid "Creating a C# script"
msgstr "Erstellen eines C# Skripts" 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 "" msgid ""
"After you successfully set up C# for Godot, you should see the following " "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 " "option when selecting ``Attach script`` in the context menu of a node in "
"your scene:" "your scene:"
msgstr "" msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:126 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:129
msgid "" msgid ""
"Note that while some specifics change, most concepts work the same when " "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 " "using C# for scripting. If you're new to Godot, you may want to follow the "
@@ -223,11 +227,11 @@ msgid ""
"easily from GDScript." "easily from GDScript."
msgstr "" 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" msgid "Project setup and workflow"
msgstr "" msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:135 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:138
msgid "" msgid ""
"When you create the first C# script, Godot initializes the C# project files " "When you create the first C# script, Godot initializes the C# project files "
"for your Godot project. This includes generating a C# solution (``.sln``) " "for your Godot project. This includes generating a C# solution (``.sln``) "
@@ -239,40 +243,16 @@ msgid ""
"let it regenerate." "let it regenerate."
msgstr "" msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:144 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:148
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
msgid "Example" msgid "Example"
msgstr "" msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:170 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:150
msgid "" msgid ""
"Here's a blank C# script with some comments to demonstrate how it works." "Here's a blank C# script with some comments to demonstrate how it works."
msgstr "" msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:197 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:177
msgid "" msgid ""
"As you can see, functions normally in global scope in GDScript like Godot's " "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 " "``print`` function are available in the ``GD`` class which is part of the "
@@ -281,7 +261,7 @@ msgid ""
"`@GlobalScope <class_@globalscope>`." "`@GlobalScope <class_@globalscope>`."
msgstr "" msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:204 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:184
msgid "" msgid ""
"Keep in mind that the class you wish to attach to your node should have the " "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 " "same name as the ``.cs`` file. Otherwise, you will get the following error "
@@ -289,11 +269,11 @@ msgid ""
"res://XXX.cs\"*" "res://XXX.cs\"*"
msgstr "" 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" msgid "General differences between C# and GDScript"
msgstr "" msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:212 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:192
msgid "" msgid ""
"The C# API uses ``PascalCase`` instead of ``snake_case`` in GDScript/C++. " "The C# API uses ``PascalCase`` instead of ``snake_case`` in GDScript/C++. "
"Where possible, fields and getters/setters have been converted to " "Where possible, fields and getters/setters have been converted to "
@@ -301,16 +281,16 @@ msgid ""
"reasonably possible." "reasonably possible."
msgstr "" 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." msgid "For more information, see the :ref:`doc_c_sharp_differences` page."
msgstr "" msgstr ""
"Für mehr Informationen über Events, siehe die Seite :ref:`doc_inputevent`." "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" msgid "Current gotchas and known issues"
msgstr "" msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:221 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:201
msgid "" msgid ""
"As C# support is quite new in Godot, there are some growing pains and things " "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 " "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>`_." "godotengine/godot/labels/topic%3Amono>`_."
msgstr "" msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:227 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:207
msgid ""
"As explained above, the C# project isn't always kept in sync automatically "
"when things are deleted, renamed or moved in Godot (`#12917 <https://github."
"com/godotengine/godot/issues/12917>`_)."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:230
msgid "" msgid ""
"Writing editor plugins is possible, but it is currently quite convoluted." "Writing editor plugins is possible, but it is currently quite convoluted."
msgstr "" msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:231 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:208
msgid "" msgid ""
"State is currently not saved and restored when hot-reloading, with the " "State is currently not saved and restored when hot-reloading, with the "
"exception of exported variables." "exception of exported variables."
msgstr "" msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:233 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:210
msgid ""
"Exporting Mono projects is supported for desktop platforms (Linux, Windows "
"and macOS), Android, HTML5, and iOS. UWP is not currently supported. "
"(`#20271 <https://github.com/godotengine/godot/issues/20271>`_)."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:236
msgid "" msgid ""
"Attached C# scripts should refer to a class that has a class name that " "Attached C# scripts should refer to a class that has a class name that "
"matches the file name." "matches the file name."
msgstr "" msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:238 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:212
msgid "" msgid ""
"There are some methods such as ``Get()``/``Set()``, ``Call()``/" "There are some methods such as ``Get()``/``Set()``, ``Call()``/"
"``CallDeferred()`` and signal connection method ``Connect()`` that rely on " "``CallDeferred()`` and signal connection method ``Connect()`` that rely on "
@@ -360,11 +326,18 @@ msgid ""
"can use any custom properties or methods without this limitation." "can use any custom properties or methods without this limitation."
msgstr "" 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" msgid "Performance of C# in Godot"
msgstr "" msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:248 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:227
msgid "" msgid ""
"According to some preliminary `benchmarks <https://github.com/cart/godot3-" "According to some preliminary `benchmarks <https://github.com/cart/godot3-"
"bunnymark>`_, the performance of C# in Godot — while generally in the same " "bunnymark>`_, the performance of C# in Godot — while generally in the same "
@@ -375,11 +348,11 @@ msgid ""
"when talking to Godot." "when talking to Godot."
msgstr "" 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" msgid "Using NuGet packages in Godot"
msgstr "" msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:258 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:237
msgid "" msgid ""
"`NuGet <https://www.nuget.org/>`_ packages can be installed and used with " "`NuGet <https://www.nuget.org/>`_ packages can be installed and used with "
"Godot, as with any C# project. Many IDEs are able to add packages directly. " "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:" "csproj`` file located in the project root:"
msgstr "" msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:275 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:254
msgid "" msgid ""
"By default, tools like NuGet put ``Version`` as an attribute of the " "By default, tools like NuGet put ``Version`` as an attribute of the "
"```PackageReference``` Node. **You must manually create a Version node as " "```PackageReference``` Node. **You must manually create a Version node as "
@@ -395,36 +368,36 @@ msgid ""
"(This will be fixed in Godot 4.0.)" "(This will be fixed in Godot 4.0.)"
msgstr "" msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:277 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:256
msgid "" msgid ""
"Whenever packages are added or modified, run ``nuget restore`` (*not* " "Whenever packages are added or modified, run ``nuget restore`` (*not* "
"``dotnet restore``) in the root of the project directory. To ensure that " "``dotnet restore``) in the root of the project directory. To ensure that "
"NuGet packages will be available for msbuild to use, run:" "NuGet packages will be available for msbuild to use, run:"
msgstr "" 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" msgid "Profiling your C# code"
msgstr "" msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:288 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:267
msgid "" msgid ""
"`Mono log profiler <https://www.mono-project.com/docs/debug+profile/profile/" "`Mono log profiler <https://www.mono-project.com/docs/debug+profile/profile/"
"profiler/>`_ is available for Linux and macOS. Due to a Mono change, it does " "profiler/>`_ is available for Linux and macOS. Due to a Mono change, it does "
"not work on Windows currently." "not work on Windows currently."
msgstr "" msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:289 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:268
msgid "" msgid ""
"External Mono profiler like `JetBrains dotTrace <https://www.jetbrains.com/" "External Mono profiler like `JetBrains dotTrace <https://www.jetbrains.com/"
"profiler/>`_ can be used as described `here <https://github.com/godotengine/" "profiler/>`_ can be used as described `here <https://github.com/godotengine/"
"godot/pull/34382>`_." "godot/pull/34382>`_."
msgstr "" 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" msgid "Configuring VS 2019 for debugging"
msgstr "" msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:296 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:275
msgid "" msgid ""
"Godot has built-in support for workflows involving several popular C# IDEs. " "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 " "Built-in support for Visual Studio will be including in future versions, but "
@@ -432,66 +405,66 @@ msgid ""
"Godot C# projects." "Godot C# projects."
msgstr "" msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:301 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:280
msgid "" msgid ""
"Install VS 2019 with ``.NET desktop development`` and ``Desktop development " "Install VS 2019 with ``.NET desktop development`` and ``Desktop development "
"with C++`` workloads selected." "with C++`` workloads selected."
msgstr "" msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:302 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:281
msgid "" msgid ""
"**Ensure that you do not have Xamarin installed.** Do not choose the " "**Ensure that you do not have Xamarin installed.** Do not choose the "
"``Mobile development with .NET`` workload. Xamarin changes the DLLs used by " "``Mobile development with .NET`` workload. Xamarin changes the DLLs used by "
"MonoDebugger, which breaks debugging." "MonoDebugger, which breaks debugging."
msgstr "" msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:303 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:282
msgid "" msgid ""
"Install the `VSMonoDebugger extension <https://marketplace.visualstudio.com/" "Install the `VSMonoDebugger extension <https://marketplace.visualstudio.com/"
"items?itemName=GordianDotNet.VSMonoDebugger0d62>`_." "items?itemName=GordianDotNet.VSMonoDebugger0d62>`_."
msgstr "" 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:" msgid "In VS 2019 --> Extensions --> Mono --> Settings:"
msgstr "" 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``." msgid "Select ``Debug/Deploy to local Windows``."
msgstr "" 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." msgid "Leave ``Local Deploy Path`` blank."
msgstr "" msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:308 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:287
msgid "" msgid ""
"Set the ``Mono Debug Port`` to the port in Godot --> Project --> Project " "Set the ``Mono Debug Port`` to the port in Godot --> Project --> Project "
"Settings --> Mono --> Debugger Agent." "Settings --> Mono --> Debugger Agent."
msgstr "" msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:309 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:288
msgid "" msgid ""
"Also select ``Wait for Debugger`` in the Godot Mono options. `This Godot " "Also select ``Wait for Debugger`` in the Godot Mono options. `This Godot "
"Addon <https://godotengine.org/asset-library/asset/435>`_ may be helpful." "Addon <https://godotengine.org/asset-library/asset/435>`_ may be helpful."
msgstr "" msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:311 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:290
msgid "" msgid ""
"Run the game in Godot. It should hang at the Godot splash screen while it " "Run the game in Godot. It should hang at the Godot splash screen while it "
"waits for your debugger to attach." "waits for your debugger to attach."
msgstr "" msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:312 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:291
msgid "" msgid ""
"In VS 2019, open your project and choose Extensions --> Mono --> Attach to " "In VS 2019, open your project and choose Extensions --> Mono --> Attach to "
"Mono Debugger." "Mono Debugger."
msgstr "" 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" msgid "Configuring Visual Studio Code for debugging"
msgstr "" msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:317 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:296
msgid "" msgid ""
"To configure Visual Studio Code for debugging open up a project in Godot. " "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 " "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." "debugger.\" Next, copy the port number and open up Visual Studio Code."
msgstr "" msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:322 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:301
msgid "" msgid ""
"You need to download the Mono Debug extension from Microsoft. Then open the " "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 " "Godot project folder. Go to the run tab and click on create a launch.json "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"
@@ -18,7 +18,7 @@ msgstr ""
"Content-Transfer-Encoding: 8bit\n" "Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:4 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:4
msgid "API differences to GDScript" msgid "C# API differences to GDScript"
msgstr "" msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:6 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:6

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@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"
@@ -18,7 +18,8 @@ msgstr ""
"Content-Transfer-Encoding: 8bit\n" "Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:4 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:4
msgid "Features" #, fuzzy
msgid "C# features"
msgstr "Funktionen" msgstr "Funktionen"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:6 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:6

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@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"
@@ -1473,9 +1473,8 @@ msgstr "**Kontrollfluss**:"
msgid "" msgid ""
"The patterns are matched from top to bottom. If a pattern matches, the first " "The patterns are matched from top to bottom. If a pattern matches, the first "
"corresponding block will be executed. After that, the execution continues " "corresponding block will be executed. After that, the execution continues "
"below the ``match`` statement. If you want to have a fallthrough, you can " "below the ``match`` statement. You can use ``continue`` to stop execution in "
"use ``continue`` to stop execution in the current block and check for an " "the current block and check for an additional match in the patterns below it."
"additional match in the patterns below it."
msgstr "" msgstr ""
"Die Muster werden von oben nach unten abgeglichen. Wenn ein Muster passt, " "Die Muster werden von oben nach unten abgeglichen. Wenn ein Muster passt, "
"wird der entsprechende Block ausgeführt. Danach setzt die Ausführung unter " "wird der entsprechende Block ausgeführt. Danach setzt die Ausführung unter "

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@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"
@@ -429,7 +429,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:288 #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:288
msgid "SceneTree" msgid "SceneTree"
msgstr "" msgstr "Szenen-Baum (SceneTree)"
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:290 #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:290
msgid "" msgid ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"
@@ -32,10 +32,14 @@ msgid ""
"source files and assets while collaborating. Godot stores all assets as " "source files and assets while collaborating. Godot stores all assets as "
"files in its file system." "files in its file system."
msgstr "" 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 #: ../../docs/getting_started/step_by_step/filesystem.rst:15
msgid "Implementation" msgid "Implementation"
msgstr "" msgstr "Implementierung"
#: ../../docs/getting_started/step_by_step/filesystem.rst:17 #: ../../docs/getting_started/step_by_step/filesystem.rst:17
msgid "" msgid ""
@@ -47,6 +51,13 @@ msgid ""
"resources. For example, a font resource is often bundled together with the " "resources. For example, a font resource is often bundled together with the "
"font textures." "font textures."
msgstr "" 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 #: ../../docs/getting_started/step_by_step/filesystem.rst:24
msgid "" msgid ""
@@ -54,14 +65,21 @@ msgid ""
"and VCSs are better than anything we can implement, so Godot tries its best " "and VCSs are better than anything we can implement, so Godot tries its best "
"to play along with SVN, Git, Mercurial, Perforce, etc." "to play along with SVN, Git, Mercurial, Perforce, etc."
msgstr "" 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 #: ../../docs/getting_started/step_by_step/filesystem.rst:28
msgid "Example of file system contents:" msgid "Example of file system contents:"
msgstr "" msgstr "Beispiel von Dateisystem-Inhalten:"
#: ../../docs/getting_started/step_by_step/filesystem.rst:39 #: ../../docs/getting_started/step_by_step/filesystem.rst:39
#, fuzzy
msgid "project.godot" msgid "project.godot"
msgstr "" msgstr "project.godot"
#: ../../docs/getting_started/step_by_step/filesystem.rst:41 #: ../../docs/getting_started/step_by_step/filesystem.rst:41
msgid "" msgid ""
@@ -69,6 +87,11 @@ msgid ""
"found at the root of the project. In fact, its location defines where the " "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." "root is. This is the first file that Godot looks for when opening a project."
msgstr "" 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 #: ../../docs/getting_started/step_by_step/filesystem.rst:45
msgid "" msgid ""
@@ -76,10 +99,13 @@ msgid ""
"ini format. Even an empty ``project.godot`` can function as a basic " "ini format. Even an empty ``project.godot`` can function as a basic "
"definition of a blank project." "definition of a blank project."
msgstr "" 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 #: ../../docs/getting_started/step_by_step/filesystem.rst:50
msgid "Path delimiter" msgid "Path delimiter"
msgstr "" msgstr "Pfad-Trennzeichen"
#: ../../docs/getting_started/step_by_step/filesystem.rst:52 #: ../../docs/getting_started/step_by_step/filesystem.rst:52
msgid "" msgid ""
@@ -88,10 +114,14 @@ msgid ""
"``C:\\project\\project.godot`` needs to be typed as ``C:/project/project." "``C:\\project\\project.godot`` needs to be typed as ``C:/project/project."
"godot``." "godot``."
msgstr "" 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 #: ../../docs/getting_started/step_by_step/filesystem.rst:58
msgid "Resource path" msgid "Resource path"
msgstr "" msgstr "Resourcen-Pfad"
#: ../../docs/getting_started/step_by_step/filesystem.rst:60 #: ../../docs/getting_started/step_by_step/filesystem.rst:60
msgid "" msgid ""
@@ -99,12 +129,18 @@ msgid ""
"cumbersome and non-portable. To solve this problem, the special path ``res://" "cumbersome and non-portable. To solve this problem, the special path ``res://"
"`` was created." "`` was created."
msgstr "" 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 #: ../../docs/getting_started/step_by_step/filesystem.rst:64
msgid "" msgid ""
"The path ``res://`` will always point at the project root (where ``project." "The path ``res://`` will always point at the project root (where ``project."
"godot`` is located, so ``res://project.godot`` is always valid)." "godot`` is located, so ``res://project.godot`` is always valid)."
msgstr "" 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 #: ../../docs/getting_started/step_by_step/filesystem.rst:68
msgid "" msgid ""
@@ -113,10 +149,15 @@ msgid ""
"phones or consoles, or running from DVD), the file system will become read-" "phones or consoles, or running from DVD), the file system will become read-"
"only and writing will no longer be permitted." "only and writing will no longer be permitted."
msgstr "" 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 #: ../../docs/getting_started/step_by_step/filesystem.rst:74
msgid "User path" msgid "User path"
msgstr "" msgstr "Nutzer-Pfad"
#: ../../docs/getting_started/step_by_step/filesystem.rst:76 #: ../../docs/getting_started/step_by_step/filesystem.rst:76
msgid "" msgid ""
@@ -126,10 +167,16 @@ msgid ""
"differently depending on the OS the project is running on. Local path " "differently depending on the OS the project is running on. Local path "
"resolution is further explained in :ref:`doc_data_paths`." "resolution is further explained in :ref:`doc_data_paths`."
msgstr "" 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 #: ../../docs/getting_started/step_by_step/filesystem.rst:83
msgid "Host file system" msgid "Host file system"
msgstr "" msgstr "Host Dateisystem"
#: ../../docs/getting_started/step_by_step/filesystem.rst:85 #: ../../docs/getting_started/step_by_step/filesystem.rst:85
msgid "" msgid ""
@@ -138,10 +185,15 @@ msgid ""
"on all platforms. However, using host file system paths can be useful when " "on all platforms. However, using host file system paths can be useful when "
"writing development tools in Godot." "writing development tools in Godot."
msgstr "" 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 #: ../../docs/getting_started/step_by_step/filesystem.rst:91
msgid "Drawbacks" msgid "Drawbacks"
msgstr "" msgstr "Nachteile"
#: ../../docs/getting_started/step_by_step/filesystem.rst:93 #: ../../docs/getting_started/step_by_step/filesystem.rst:93
msgid "" msgid ""
@@ -151,6 +203,11 @@ msgid ""
"These references will have to be re-defined to point at the new asset " "These references will have to be re-defined to point at the new asset "
"location." "location."
msgstr "" 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 #: ../../docs/getting_started/step_by_step/filesystem.rst:98
msgid "" msgid ""
@@ -159,6 +216,12 @@ msgid ""
"dependencies will have to be fixed manually (Godot detects this and helps " "dependencies will have to be fixed manually (Godot detects this and helps "
"you fix them anyway, but why go the hard route?)." "you fix them anyway, but why go the hard route?)."
msgstr "" 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 #: ../../docs/getting_started/step_by_step/filesystem.rst:103
msgid "" msgid ""
@@ -169,6 +232,13 @@ msgid ""
"Linux, Android, etc. This may also apply to exported binaries, which use a " "Linux, Android, etc. This may also apply to exported binaries, which use a "
"compressed package to store all files." "compressed package to store all files."
msgstr "" 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 #: ../../docs/getting_started/step_by_step/filesystem.rst:109
msgid "" msgid ""
@@ -176,3 +246,6 @@ msgid ""
"files when working with Godot. One simple fool-proof convention is to only " "files when working with Godot. One simple fool-proof convention is to only "
"allow lowercase file and path names." "allow lowercase file and path names."
msgstr "" msgstr ""
"Es wird empfohlen, dass Teams klare Namenskonventionen zur Arbeit in Godot "
"festlegen. Eine simple, einfach einzuhaltende Regel ist Pfade und Dateinamen "
"allesamt in Kleinschreibung zu halten."

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"
@@ -171,22 +171,13 @@ msgstr "Instanzen bearbeiten"
#: ../../docs/getting_started/step_by_step/instancing.rst:93 #: ../../docs/getting_started/step_by_step/instancing.rst:93
#, fuzzy #, fuzzy
msgid "" msgid ""
"Open the ``Ball`` scene and add a ``PhysicsMaterial`` by opening the " "Open the ``Ball`` scene, expand the ``PhysicsMaterial`` by clicking on it, "
"\"Physics Material Override\" dropdown in the Inspector dock and selecting " "and set the ``Bounce`` property to ``1``."
"\"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``."
msgstr "" msgstr ""
"Klappe es dann aus indem du es anklickst und setze den ``Bounce`` Wert auf " "Klappe es dann aus indem du es anklickst und setze den ``Bounce`` Wert auf "
"``1``." "``1``."
#: ../../docs/getting_started/step_by_step/instancing.rst:104 #: ../../docs/getting_started/step_by_step/instancing.rst:98
msgid "" msgid ""
"Press \"Play\" and notice that all of the instanced balls are now much more " "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 " "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 " "stärker springen. Da die instantiierten Bälle auf der gespeicherten Szene "
"basieren, betreffen alle Änderungen in dieser Szene auch alle Instanzen." "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 "" msgid ""
"You can also adjust individual instances. Set the bounce value back to ``0`` " "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 " "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 " "wollen wir sie einzigartig machen. Drücke dazu auf den Pfeil nach unten und "
"wähle \"Einzigartig machen\" aus. Drücke danach auf \"Starten\"." "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 "" msgid ""
"Notice that a grey \"revert\" button appears next to the adjusted property. " "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 " "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 " "bei. Durch Drücken der \"Rückgängig\"-Schalfläche, wird die Eigenschaft auf "
"den Wert der gespeicherten Szene zurückgesetzt." "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" msgid "Conclusion"
msgstr "Fazit" msgstr "Fazit"
#: ../../docs/getting_started/step_by_step/instancing.rst:126 #: ../../docs/getting_started/step_by_step/instancing.rst:120
msgid "" msgid ""
"Instancing can be useful when you want to create many copies of the same " "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, " "object. It is also possible to create instances in code by using GDScript, "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"
@@ -37,14 +37,15 @@ msgid "Project manager"
msgstr "Projektverwaltung" msgstr "Projektverwaltung"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:13 #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:13
#, fuzzy
msgid "" msgid ""
"When you launch Godot, the first window you'll see is the Project Manager. " "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 " "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." "the asset library, just click cancel, we'll look at it later."
msgstr "" msgstr ""
"Wenn Du Godot startest, erscheint als erstes Fenster die Projektverwaltung. " "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 #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:19
msgid "" msgid ""
@@ -55,7 +56,6 @@ msgstr ""
"erstellen, entfernen, importieren oder Spielen." "erstellen, entfernen, importieren oder Spielen."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:24 #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:24
#, fuzzy
msgid "" msgid ""
"In the top-right corner you'll find a drop-down menu to change the editor's " "In the top-right corner you'll find a drop-down menu to change the editor's "
"language." "language."
@@ -92,13 +92,12 @@ msgstr ""
"auf deinem Computer aus, um es dort anzulegen." "auf deinem Computer aus, um es dort anzulegen."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:46 #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:46
#, fuzzy
msgid "" msgid ""
"Click the Browse button to open Godot's file browser and pick a location or " "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." "type the folder's path in the Project Path field."
msgstr "" msgstr ""
"Klicke auf \"Durchstöbern\", um Godots Dateibrowser zu öffnen und wähle " "Klicke auf \"Durchsuchen\", um Godots Dateibrowser zu öffnen und wähle einen "
"einen Ort oder tippe einen Pfad zum Zielverzeichnis im Projektpfadfeld ein." "Ort oder tippe einen Pfad zum Zielverzeichnis im Projektpfadfeld ein."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:51 #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:51
msgid "" msgid ""
@@ -135,7 +134,6 @@ msgstr ""
"Projekt für dich und öffnet es im Editor." "Projekt für dich und öffnet es im Editor."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:64 #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:64
#, fuzzy
msgid "" msgid ""
"The next time you open the project manager, you'll see your new project in " "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." "the list. Double click on it to open it in the editor."
@@ -272,7 +270,7 @@ msgstr ""
msgid "" msgid ""
"The **Script** workspace is a complete code editor with a debugger, rich " "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 " "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 "" msgstr ""
"Der **Skript**-Arbeitsbereich ist ein kompletter Code-Editor mit einem " "Der **Skript**-Arbeitsbereich ist ein kompletter Code-Editor mit einem "
"Debugger, Autovervollständigung und eingebauter Code-Referenz. Drücke F3, um " "Debugger, Autovervollständigung und eingebauter Code-Referenz. Drücke F3, um "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"
@@ -255,10 +255,11 @@ msgid "Creating your own resources"
msgstr "Eigene Ressourcen erstellen" msgstr "Eigene Ressourcen erstellen"
#: ../../docs/getting_started/step_by_step/resources.rst:153 #: ../../docs/getting_started/step_by_step/resources.rst:153
#, fuzzy
msgid "" msgid ""
"Like any Object in Godot, users can also script Resources. Resource scripts " "Like any Object in Godot, users can also script Resources. Resource scripts "
"inherit the ability to freely translate between object properties and " "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." "reference-counting memory management from the Reference type."
msgstr "" msgstr ""
"Wie jedes Objekt in Godot können Benutzer auch Ressourcen schreiben. " "Wie jedes Objekt in Godot können Benutzer auch Ressourcen schreiben. "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"
@@ -20,7 +20,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:4 #: ../../docs/getting_started/step_by_step/scene_tree.rst:4
#: ../../docs/getting_started/step_by_step/scene_tree.rst:33 #: ../../docs/getting_started/step_by_step/scene_tree.rst:33
msgid "SceneTree" msgid "SceneTree"
msgstr "" msgstr "Szenen-Baum (SceneTree)"
#: ../../docs/getting_started/step_by_step/scene_tree.rst:7 #: ../../docs/getting_started/step_by_step/scene_tree.rst:7
msgid "Introduction" msgid "Introduction"
@@ -32,10 +32,13 @@ msgid ""
"Scenes are collections of nodes. They become active once they enter the " "Scenes are collections of nodes. They become active once they enter the "
"*scene tree*." "*scene tree*."
msgstr "" 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 #: ../../docs/getting_started/step_by_step/scene_tree.rst:14
msgid "MainLoop" msgid "MainLoop"
msgstr "" msgstr "MainLoop"
#: ../../docs/getting_started/step_by_step/scene_tree.rst:16 #: ../../docs/getting_started/step_by_step/scene_tree.rst:16
msgid "" msgid ""
@@ -44,6 +47,9 @@ msgid ""
"Afterwards, all drivers, servers, scripting languages, scene system, etc are " "Afterwards, all drivers, servers, scripting languages, scene system, etc are "
"loaded." "loaded."
msgstr "" msgstr ""
"Godot arbeitet intern wie folgt. Eine OS-Klasse (:ref:`OS<class_OS>`) ist "
"die einzige Instanz die zu Begin ausgeführt wird. Darauf folgend werden "
"Treiber, Server, Scriptsprachen, Szenen-System etc. geladen."
#: ../../docs/getting_started/step_by_step/scene_tree.rst:21 #: ../../docs/getting_started/step_by_step/scene_tree.rst:21
msgid "" msgid ""
@@ -52,6 +58,10 @@ msgid ""
"internals working (you can check main/main.cpp file in the source code if " "internals working (you can check main/main.cpp file in the source code if "
"you are ever interested to see how this works internally)." "you are ever interested to see how this works internally)."
msgstr "" msgstr ""
"Sobald die Initialisierung abgeschlossen ist, wird :ref:`OS<class_OS>` ein :"
"ref:`MainLoop<class_MainLoop>` übergeben um ausgeführt zu werden. Bis zu "
"diesem Punkt ist alles interner Ablauf (siehe main/main.cpp im source code "
"falls Interesse besteht die Internen Abläufe nachzuvollziehen)."
#: ../../docs/getting_started/step_by_step/scene_tree.rst:27 #: ../../docs/getting_started/step_by_step/scene_tree.rst:27
msgid "" msgid ""
@@ -60,6 +70,11 @@ msgid ""
"(physics-synchronized callback), and input. Again, this is low level and " "(physics-synchronized callback), and input. Again, this is low level and "
"when making games in Godot, writing your own MainLoop seldom makes sense." "when making games in Godot, writing your own MainLoop seldom makes sense."
msgstr "" 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 #: ../../docs/getting_started/step_by_step/scene_tree.rst:35
msgid "" msgid ""
@@ -83,6 +98,10 @@ msgid ""
"<class_SceneTree>`. This is automatically instanced and set when running a " "<class_SceneTree>`. This is automatically instanced and set when running a "
"scene, no need to do any extra work." "scene, no need to do any extra work."
msgstr "" msgstr ""
"Das Szenen-System stellt eine Implemetierung des MainLoops dar (:ref:"
"`SceneTree <class_SceneTree>`) welcher OS so übergeben wird. Dies geschieht "
"standardmäßig automatisch sobald eine Szene ausgeführt wird und erfordert "
"kein manuelles Eingreifen."
#: ../../docs/getting_started/step_by_step/scene_tree.rst:46 #: ../../docs/getting_started/step_by_step/scene_tree.rst:46
msgid "" msgid ""
@@ -98,18 +117,25 @@ msgid ""
"added as a child when it's first opened to become part of the *Scene Tree* " "added as a child when it's first opened to become part of the *Scene Tree* "
"(more on that next)." "(more on that next)."
msgstr "" msgstr ""
"Es beinhaltet die Wurzel :ref:`Viewport<class_Viewport>`, zu welcher eine "
"Szene hinzugefügt wird, als Kind, welches beim ersten Öffnen Teil des Szenen-"
"Baums (*Scene Tree*) wird."
#: ../../docs/getting_started/step_by_step/scene_tree.rst:52 #: ../../docs/getting_started/step_by_step/scene_tree.rst:52
msgid "" msgid ""
"It contains information about the groups and has the means to call all nodes " "It contains information about the groups and has the means to call all nodes "
"in a group or get a list of them." "in a group or get a list of them."
msgstr "" 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 #: ../../docs/getting_started/step_by_step/scene_tree.rst:54
msgid "" msgid ""
"It contains some global state functionality, such as setting pause mode or " "It contains some global state functionality, such as setting pause mode or "
"quitting the process." "quitting the process."
msgstr "" 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 #: ../../docs/getting_started/step_by_step/scene_tree.rst:57
msgid "" msgid ""
@@ -117,16 +143,22 @@ msgid ""
"<class_SceneTree>` singleton can be obtained by calling :ref:`Node." "<class_SceneTree>` singleton can be obtained by calling :ref:`Node."
"get_tree() <class_Node_method_get_tree>`." "get_tree() <class_Node_method_get_tree>`."
msgstr "" msgstr ""
"Wenn ein Node teil des Szenen-Baums (Scene Tree) ist, kann auf den Szenen-"
"Baum (:ref:`SceneTree<class_SceneTree>`) als Singleton über :ref:`Node."
"get_tree() <class_Node_method_get_tree>`zugegriffen werden."
#: ../../docs/getting_started/step_by_step/scene_tree.rst:63 #: ../../docs/getting_started/step_by_step/scene_tree.rst:63
msgid "Root viewport" msgid "Root viewport"
msgstr "" msgstr "Wurzel Fenster (Viewport)"
#: ../../docs/getting_started/step_by_step/scene_tree.rst:65 #: ../../docs/getting_started/step_by_step/scene_tree.rst:65
msgid "" msgid ""
"The root :ref:`Viewport <class_Viewport>` is always at the top of the scene. " "The root :ref:`Viewport <class_Viewport>` is always at the top of the scene. "
"From a node, it can be obtained in two different ways:" "From a node, it can be obtained in two different ways:"
msgstr "" msgstr ""
"Das Wurzel-Fenster (:ref:`Viewport <class_Viewport>`) ist immer am oberen "
"Ende der Szene. Durch einen Node kann über folgende Wege auf es zugegriffen "
"werden:"
#: ../../docs/getting_started/step_by_step/scene_tree.rst:80 #: ../../docs/getting_started/step_by_step/scene_tree.rst:80
msgid "" msgid ""
@@ -135,6 +167,10 @@ msgid ""
"sense that the top of all nodes is always a node of this type otherwise " "sense that the top of all nodes is always a node of this type otherwise "
"nothing would be seen." "nothing would be seen."
msgstr "" msgstr ""
"Dieser Node enthält das Haupt-Fenster (Viewport - :ref:`Viewport "
"<class_Viewport>`). Alles was diesem untergeordnet ist wird standardmäßig "
"dargestellt, so macht es Sinn das die Wurzel aller Nodes immer ein Node "
"dieses Typs ist, andererseits ist nichts sichtbar."
#: ../../docs/getting_started/step_by_step/scene_tree.rst:85 #: ../../docs/getting_started/step_by_step/scene_tree.rst:85
msgid "" msgid ""
@@ -142,16 +178,21 @@ msgid ""
"and such), this one is the only one that is never created by the user. It's " "and such), this one is the only one that is never created by the user. It's "
"created automatically inside SceneTree." "created automatically inside SceneTree."
msgstr "" 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 #: ../../docs/getting_started/step_by_step/scene_tree.rst:90
msgid "Scene tree" msgid "Scene tree"
msgstr "" msgstr "Szenen-Baum (SceneTree)"
#: ../../docs/getting_started/step_by_step/scene_tree.rst:92 #: ../../docs/getting_started/step_by_step/scene_tree.rst:92
msgid "" msgid ""
"When a node is connected, directly or indirectly, to the root viewport, it " "When a node is connected, directly or indirectly, to the root viewport, it "
"becomes part of the *scene tree*." "becomes part of the *scene tree*."
msgstr "" 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 #: ../../docs/getting_started/step_by_step/scene_tree.rst:95
msgid "" msgid ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"
@@ -334,8 +334,8 @@ msgid ""
"tscn in Scene -> Save:" "tscn in Scene -> Save:"
msgstr "" msgstr ""
"Szenen müssen abgespeichert sein bevor sie ausgeführt werden können. " "Szenen müssen abgespeichert sein bevor sie ausgeführt werden können. "
"Speichere also die Szene bspw. als \n" "Speichere also die Szene bspw. als \"Hello.tscn\" in \"Szene\" -> \"Szene "
"\"Hello.tscn\" in \"Szene\" -> \"Szene speichern\" ab:" "speichern\" ab:"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:155 #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:155
msgid "" msgid ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"
@@ -18,9 +18,8 @@ msgstr ""
"Content-Transfer-Encoding: 8bit\n" "Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/step_by_step/signals.rst:1 #: ../../docs/getting_started/step_by_step/signals.rst:1
#, fuzzy
msgid "Signal" msgid "Signal"
msgstr "Signale" msgstr "Signal"
#: ../../docs/getting_started/step_by_step/signals.rst:7 #: ../../docs/getting_started/step_by_step/signals.rst:7
msgid "Signals" msgid "Signals"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr "" msgstr ""
"Project-Id-Version: Godot Engine latest\n" "Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \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" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n" "Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n" "Language-Team: LANGUAGE <LL@li.org>\n"

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