Sync Sphinx and Weblate templates with current docs

This commit is contained in:
Rémi Verschelde
2021-03-31 15:39:26 +02:00
parent bf185194b3
commit d470e7a603
338 changed files with 8571 additions and 7486 deletions

2
docs

Submodule docs updated: c94f9da2fc...0b715e3321

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.search__outer__wrapper {
position: fixed;
top: 0;
left: 0;
width: 100%;
height: 100%;
z-index: 700;
}
/* Backdrop */
.search__backdrop {
/* Positioning */
position: fixed;
top: 0;
left: 0;
z-index: 500;
/* Display and box model */
width: 100%;
height: 100%;
display: none;
/* Other */
background-color: rgba(0, 0, 0, 0.502);
}
.search__outer {
/* Positioning */
margin: auto;
position: absolute;
top: 0;
left: 0;
right: 0;
bottom: 0;
z-index: 100000;
/* Display and box model */
height: 80%;
width: 80%;
max-height: 1000px;
max-width: 1500px;
padding: 10px;
overflow-y: scroll;
/* Other */
border: 1px solid #e0e0e0;
line-height: 1.875;
background-color: #fcfcfc;
box-shadow: 1px 3px 4px rgba(0, 0, 0, 0.09);
text-align: left;
}
/* Custom scrollbar */
.search__outer::-webkit-scrollbar-track {
border-radius: 10px;
background-color: #fcfcfc;
}
.search__outer::-webkit-scrollbar {
width: 7px;
height: 7px;
background-color: #fcfcfc;
}
.search__outer::-webkit-scrollbar-thumb {
border-radius: 10px;
background-color: #8f8f8f;
}
/* Cross icon on top-right corner */
.search__cross__img {
width: 15px;
height: 15px;
margin: 12px;
}
.search__cross {
position: absolute;
top: 0;
right: 0;
}
.search__cross:hover {
cursor: pointer;
}
/* Input field on search modal */
.search__outer__input {
/* Display and box model */
width: 90%;
height: 30px;
font-size: 19px;
outline: none;
box-sizing: border-box;
/* Other */
background-color: #fcfcfc;
border: none;
border-bottom: 1px solid #757575;
/* search icon */
background-image: url("data:image/svg+xml;base64,PD94bWwgdmVyc2lvbj0iMS4wIiBlbmNvZGluZz0iaXNvLTg4NTktMSI/Pg0KPCEtLSBHZW5lcmF0b3I6IEFkb2JlIElsbHVzdHJhdG9yIDE5LjEuMCwgU1ZHIEV4cG9ydCBQbHVnLUluIC4gU1ZHIFZlcnNpb246IDYuMDAgQnVpbGQgMCkgIC0tPg0KPHN2ZyB2ZXJzaW9uPSIxLjEiIGlkPSJDYXBhXzEiIHhtbG5zPSJodHRwOi8vd3d3LnczLm9yZy8yMDAwL3N2ZyIgeG1sbnM6eGxpbms9Imh0dHA6Ly93d3cudzMub3JnLzE5OTkveGxpbmsiIHg9IjBweCIgeT0iMHB4Ig0KCSB2aWV3Qm94PSIwIDAgNDUxIDQ1MSIgc3R5bGU9ImVuYWJsZS1iYWNrZ3JvdW5kOm5ldyAwIDAgNDUxIDQ1MTsiIHhtbDpzcGFjZT0icHJlc2VydmUiPg0KPGc+DQoJPHBhdGggZD0iTTQ0Ny4wNSw0MjhsLTEwOS42LTEwOS42YzI5LjQtMzMuOCw0Ny4yLTc3LjksNDcuMi0xMjYuMUMzODQuNjUsODYuMiwyOTguMzUsMCwxOTIuMzUsMEM4Ni4yNSwwLDAuMDUsODYuMywwLjA1LDE5Mi4zDQoJCXM4Ni4zLDE5Mi4zLDE5Mi4zLDE5Mi4zYzQ4LjIsMCw5Mi4zLTE3LjgsMTI2LjEtNDcuMkw0MjguMDUsNDQ3YzIuNiwyLjYsNi4xLDQsOS41LDRzNi45LTEuMyw5LjUtNA0KCQlDNDUyLjI1LDQ0MS44LDQ1Mi4yNSw0MzMuMiw0NDcuMDUsNDI4eiBNMjYuOTUsMTkyLjNjMC05MS4yLDc0LjItMTY1LjMsMTY1LjMtMTY1LjNjOTEuMiwwLDE2NS4zLDc0LjIsMTY1LjMsMTY1LjMNCgkJcy03NC4xLDE2NS40LTE2NS4zLDE2NS40QzEwMS4xNSwzNTcuNywyNi45NSwyODMuNSwyNi45NSwxOTIuM3oiLz4NCjwvZz4NCjxnPg0KPC9nPg0KPGc+DQo8L2c+DQo8Zz4NCjwvZz4NCjxnPg0KPC9nPg0KPGc+DQo8L2c+DQo8Zz4NCjwvZz4NCjxnPg0KPC9nPg0KPGc+DQo8L2c+DQo8Zz4NCjwvZz4NCjxnPg0KPC9nPg0KPGc+DQo8L2c+DQo8Zz4NCjwvZz4NCjxnPg0KPC9nPg0KPGc+DQo8L2c+DQo8Zz4NCjwvZz4NCjwvc3ZnPg0K");
background-repeat: no-repeat;
background-position: left;
background-size: 15px 15px;
padding-left: 25px;
}
.search__outer__input:focus {
outline: none;
}
/* For material UI style underline on input field */
.search__outer .bar {
position: relative;
display: block;
width: 90%;
margin-bottom: 15px;
}
.search__outer .bar:before,
.search__outer .bar:after {
content: "";
height: 2px;
width: 0;
bottom: 1px;
position: absolute;
background: #5264ae;
transition: 0.2s ease all;
}
.search__outer .bar:before {
left: 50%;
}
.search__outer .bar:after {
right: 50%;
}
.search__outer__input:focus ~ .bar:before,
.search__outer__input:focus ~ .bar:after {
width: 50%;
}
/* Search result */
.search__result__single {
margin-top: 10px;
padding: 0px 10px;
border-bottom: 1px solid #e6e6e6;
}
.search__result__box .active {
background-color: rgb(245, 245, 245);
}
.outer_div_page_results {
margin: 5px 0px;
overflow: auto;
padding: 3px 5px;
}
.search__result__single a {
text-decoration: none;
cursor: pointer;
}
/* Title of each search result */
.search__result__title {
/* Display and box model */
display: inline-block;
font-weight: 500;
margin-bottom: 15px;
margin-top: 0;
font-size: 15px;
/* Other */
color: #6ea0ec;
border-bottom: 1px solid #6ea0ec;
}
.search__result__subheading {
color: black;
font-weight: 700;
float: left;
width: 20%;
font-size: 15px;
margin-right: 10px;
word-break: break-all;
overflow-x: hidden;
}
.search__result__content {
margin: 0;
text-decoration: none;
color: black;
font-size: 15px;
display: block;
margin-bottom: 5px;
margin-bottom: 0;
line-height: inherit;
float: right;
width: calc(80% - 15px);
text-align: left;
}
/* Highlighting of matched results */
.search__outer span {
font-style: normal;
}
.search__outer .search__result__title span {
background-color: #e5f6ff;
padding-bottom: 3px;
border-bottom-color: black;
}
.search__outer .search__result__content span {
background-color: #e5f6ff;
border-bottom: 1px solid black;
}
.search__result__subheading span {
border-bottom: 1px solid black;
}
.outer_div_page_results:hover {
background-color: rgb(245, 245, 245);
}
.br-for-hits {
display: block;
content: "";
margin-top: 10px;
}
.rtd_ui_search_subtitle {
all: unset;
color: inherit;
font-size: 85%;
}
.rtd__search__credits {
margin: auto;
position: absolute;
top: 0;
left: 0;
right: 0;
bottom: calc(-80% - 20px);
width: 80%;
max-width: 1500px;
height: 30px;
overflow: hidden;
background: #eee;
z-index: 100000;
border: 1px solid #eee;
padding: 5px 10px;
text-align: center;
color: black;
}
.rtd__search__credits a {
color: black;
text-decoration: underline;
}
.search__domain_role_name {
font-size: 80%;
letter-spacing: 1px;
}
@media (max-width: 670px) {
.rtd__search__credits {
height: 50px;
bottom: calc(-80% - 40px);
overflow: hidden;
}
}
@media (min-height: 1250px) {
.rtd__search__credits {
bottom: calc(-1000px - 30px);
}
}
@media (max-width: 630px) {
.search__result__subheading {
float: none;
width: 90%;
}
.search__result__content {
float: none;
width: 90%;
}
}
@keyframes fade-in {
from {
opacity: 0;
}
to {
opacity: 1;
}
}

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const MAX_SUGGESTIONS = 50;
const MAX_SECTION_RESULTS = 3;
const MAX_SUBSTRING_LIMIT = 100;
// Possible states of search modal
const SEARCH_MODAL_OPENED = "opened";
const SEARCH_MODAL_CLOSED = "closed";
let SEARCH_MODAL_STATE = SEARCH_MODAL_CLOSED;
let TOTAL_PAGE_RESULTS = 0;
let SEARCH_QUERY = "";
// this is used to store the total result counts,
// which includes all the sections and domains of all the pages.
let COUNT = 0;
/**
* Debounce the function.
* Usage::
*
* let func = debounce(() => console.log("Hello World"), 3000);
*
* // calling the func
* func();
*
* //cancelling the execution of the func (if not executed)
* func.cancel();
*
* @param {Function} func function to be debounced
* @param {Number} wait time to wait before running func (in miliseconds)
* @return {Function} debounced function
*/
const debounce = (func, wait) => {
let timeout;
let debounced = function() {
let context = this;
let args = arguments;
clearTimeout(timeout);
timeout = setTimeout(() => func.apply(context, args), wait);
};
debounced.cancel = () => {
clearTimeout(timeout);
timeout = null;
};
return debounced;
};
/**
* Take an object as parameter and convert it to
* url params string.
*
* Eg. if ``obj = { 'a': 1, 'b': 2, 'c': ['hello', 'world'] }``, then it will return
* the string ``a=1&b=2&c=hello,world``
*
* @param {Object} obj the object to be converted
* @return {String|Array} object in url params form
*/
const convertObjToUrlParams = obj => {
let params = Object.keys(obj).map(function(key) {
if (_is_string(key)) {
const s = key + "=" + encodeURI(obj[key]);
return s;
}
});
// removing empty strings from the 'params' array
let final_params = [];
for (let i = 0; i < params.length; ++i) {
if (_is_string(params[i])) {
final_params.push(params[i]);
}
}
if (final_params.length === 1) {
return final_params[0];
} else {
let final_url_params = final_params.join("&");
return final_url_params;
}
};
/**
* Adds/removes "rtd_search" url parameter to the url.
*/
const updateUrl = () => {
let origin = window.location.origin;
let path = window.location.pathname;
let url_params = $.getQueryParameters();
let hash = window.location.hash;
// SEARCH_QUERY should not be an empty string
if (_is_string(SEARCH_QUERY)) {
url_params.rtd_search = SEARCH_QUERY;
} else {
delete url_params.rtd_search;
}
let window_location_search = convertObjToUrlParams(url_params) + hash;
// this happens during the tests,
// when window.location.origin is "null" in Firefox
// then correct URL is contained by window.location.pathname
// which starts with "file://"
let url = path + "?" + window_location_search;
if (origin.substring(0, 4) === "http") {
url = origin + url;
}
// update url
window.history.pushState({}, null, url);
};
/**
* Create and return DOM nodes
* with passed attributes.
*
* @param {String} nodeName name of the node
* @param {Object} attributes obj of attributes to be assigned to the node
* @return {Object} dom node with attributes
*/
const createDomNode = (nodeName, attributes) => {
let node = document.createElement(nodeName);
for (let attr in attributes) {
node.setAttribute(attr, attributes[attr]);
}
return node;
};
/**
* Checks if data type is "string" or not
*
* @param {*} data data whose data-type is to be checked
* @return {Boolean} 'true' if type is "string" and length is > 0
*/
const _is_string = str => {
if (typeof str === "string" && str.length > 0) {
return true;
} else {
return false;
}
};
/**
* Checks if data type is a non-empty array
* @param {*} data data whose type is to be checked
* @return {Boolean} returns true if data is non-empty array, else returns false
*/
const _is_array = arr => {
if (Array.isArray(arr) && arr.length > 0) {
return true;
} else {
return false;
}
};
/**
* Generate and return html structure
* for a page section result.
*
* @param {Object} sectionData object containing the result data
* @param {String} page_link link of the main page. It is used to construct the section link
*/
const get_section_html = (sectionData, page_link) => {
let section_template =
'<a href="<%= section_link %>"> \
<div class="outer_div_page_results" id="<%= section_id %>"> \
<span class="search__result__subheading"> \
<%= section_subheading %> \
</span> \
<% for (var i = 0; i < section_content.length; ++i) { %> \
<p class="search__result__content"> \
<%= section_content[i] %> \
</p> \
<% } %>\
</div> \
</a> \
<br class="br-for-hits">';
let section_subheading = sectionData._source.title;
let highlight = sectionData.highlight;
if (getHighlightListData(highlight, "sections.title")) {
section_subheading = getHighlightListData(
highlight,
"sections.title"
)[0];
}
let section_content = [
sectionData._source.content.substring(0, MAX_SUBSTRING_LIMIT) + " ..."
];
if (getHighlightListData(highlight, "sections.content")) {
let highlight_content = getHighlightListData(
highlight,
"sections.content"
);
section_content = [];
for (
let j = 0;
j < highlight_content.length && j < MAX_SECTION_RESULTS;
++j
) {
section_content.push("... " + highlight_content[j] + " ...");
}
}
let section_link = `${page_link}#${sectionData._source.id}`;
let section_id = "hit__" + COUNT;
let section_html = $u.template(section_template, {
section_link: section_link,
section_id: section_id,
section_subheading: section_subheading,
section_content: section_content
});
return section_html;
};
/**
* Returns value of the corresponding key (if present),
* else returns false.
*
* @param {Object} data object containing the data used for highlighting
* @param {String} key key whose values is to be returned
* @return {Array|Boolean} if key is present, it will return its value. Otherwise, return false
*/
const getHighlightListData = (data, key) => {
if (_is_array(data[key])) {
return data[key];
} else {
return false;
}
};
/**
* Generate and return html structure
* for a sphinx domain result.
*
* @param {Object} domainData object containing the result data
* @param {String} page_link link of the main page. It is used to construct the section link
*/
const get_domain_html = (domainData, page_link) => {
let domain_template =
'<a href="<%= domain_link %>"> \
<div class="outer_div_page_results" id="<%= domain_id %>"> \
<span class="search__result__subheading"> \
<%= domain_subheading %> \
<div class="search__domain_role_name"> \
<%= domain_role_name %> \
</div> \
</span> \
<p class="search__result__content"><%= domain_content %></p> \
</div> \
</a> \
<br class="br-for-hits">';
let domain_link = `${page_link}#${domainData._source.anchor}`;
let domain_role_name = domainData._source.role_name;
let domain_name = domainData._source.name;
let domain_docstrings =
domainData._source.docstrings.substr(0, MAX_SUBSTRING_LIMIT) + " ...";
// take values from highlighted fields (if present)
if (domainData.highlight !== undefined && domainData.highlight !== null) {
let highlight = domainData.highlight;
let name = getHighlightListData(highlight, "domains.name");
let docstrings = getHighlightListData(highlight, "domains.docstrings");
if (name) {
domain_name = name[0];
}
if (docstrings) {
domain_docstrings = docstrings[0];
}
}
let domain_subheading = domain_name;
let domain_content = domain_docstrings;
let domain_id = "hit__" + COUNT;
domain_role_name = "[" + domain_role_name + "]";
let domain_html = $u.template(domain_template, {
domain_link: domain_link,
domain_id: domain_id,
domain_content: domain_content,
domain_subheading: domain_subheading,
domain_role_name: domain_role_name
});
return domain_html;
};
/**
* Generate search results for a single page.
*
* @param {Object} resultData search results of a page
* @return {Object} a <div> node with the results of a single page
*/
const generateSingleResult = (resultData, projectName) => {
let content = createDomNode("div");
let page_link_template =
'<a href="<%= page_link %>"> \
<h2 class="search__result__title"> \
<%= page_title %> \
</h2> \
</a>';
let page_link = `${resultData.link}${DOCUMENTATION_OPTIONS.FILE_SUFFIX}`;
let page_title = resultData.title;
// if title is present in highlighted field, use that.
if (resultData.highlight !== undefined && resultData.highlight !== null) {
if (
resultData.highlight.title !== undefined &&
resultData.highlight.title !== null
) {
page_title = resultData.highlight.title;
}
}
// if result is not from the same project,
// then it must be from subproject.
if (projectName !== resultData.project) {
page_title +=
" " +
$u.template(
'<small class="rtd_ui_search_subtitle"> \
(from project <%= project %>) \
</small>',
{
project: resultData.project
}
);
}
page_title += "<br>";
content.innerHTML += $u.template(page_link_template, {
page_link: page_link,
page_title: page_title
});
for (let i = 0; i < resultData.inner_hits.length; ++i) {
const type = resultData.inner_hits[i].type;
COUNT += 1;
let html_structure = "";
if (type === "sections") {
html_structure = get_section_html(
resultData.inner_hits[i],
page_link
);
} else if (type === "domains") {
html_structure = get_domain_html(
resultData.inner_hits[i],
page_link
);
}
content.innerHTML += html_structure;
}
return content;
};
/**
* Generate search suggestions list.
*
* @param {Object} data response data from the search backend
* @param {String} projectName name (slug) of the project
* @return {Object} a <div> node with class "search__result__box" with results
*/
const generateSuggestionsList = (data, projectName) => {
let search_result_box = createDomNode("div", {
class: "search__result__box"
});
for (let i = 0; i < TOTAL_PAGE_RESULTS; ++i) {
let search_result_single = createDomNode("div", {
class: "search__result__single"
});
let content = generateSingleResult(data.results[i], projectName);
search_result_single.appendChild(content);
search_result_box.appendChild(search_result_single);
}
return search_result_box;
};
/**
* Removes .active class from all the suggestions.
*/
const removeAllActive = () => {
const results = document.querySelectorAll(".outer_div_page_results");
const results_arr = Object.keys(results).map(i => results[i]);
for (let i = 1; i <= results_arr.length; ++i) {
results_arr[i - 1].classList.remove("active");
}
};
/**
* Add .active class to the search suggestion
* corresponding to serial number current_focus',
* and scroll to that suggestion smoothly.
*
* @param {Number} current_focus serial no. of suggestions which will be active
*/
const addActive = current_focus => {
const current_item = document.querySelector("#hit__" + current_focus);
// in case of no results or any error,
// current_item will not be found in the DOM.
if (current_item !== null) {
current_item.classList.add("active");
current_item.scrollIntoView({
behavior: "smooth",
block: "nearest",
inline: "start"
});
}
};
/**
* Returns initial search input field,
* which is already present in the docs.
*
* @return {Object} Input field node
*/
const getInputField = () => {
let inputField;
// on search some pages (like search.html),
// no div is present with role="search",
// in that case, use the other query to select
// the input field
try {
inputField = document.querySelector("div[role='search'] input");
if (inputField === undefined || inputField === null) {
throw "'div[role='search'] input' not found";
}
} catch (err) {
inputField = document.querySelector("input[name='q']");
}
return inputField;
};
/**
* Removes all results from the search modal.
* It doesn't close the search box.
*/
const removeResults = () => {
let all_results = document.querySelectorAll(".search__result__box");
for (let i = 0; i < all_results.length; ++i) {
all_results[i].parentElement.removeChild(all_results[i]);
}
};
/**
* Creates and returns a div with error message
* and some styles.
*
* @param {String} err_msg error message to be displayed
*/
const getErrorDiv = err_msg => {
let err_div = createDomNode("div", {
class: "search__result__box",
style: "color: black; min-width: 300px; font-weight: 700"
});
err_div.innerHTML = err_msg;
return err_div;
};
/**
* Fetch the suggestions from search backend,
* and appends the results to <div class="search__outer"> node,
* which is already created when the page was loaded.
*
* @param {String} search_url url on which request will be sent
* @param {String} projectName name (slug) of the project
* @return {Function} debounced function with debounce time of 500ms
*/
const fetchAndGenerateResults = (search_url, projectName) => {
let search_outer = document.querySelector(".search__outer");
// Removes all results (if there is any),
// and show the "Searching ...." text to
// the user.
removeResults();
let search_loding = createDomNode("div", { class: "search__result__box" });
search_loding.innerHTML = "<strong>Searching ....</strong>";
search_outer.appendChild(search_loding);
let ajaxFunc = () => {
$.ajax({
url: search_url,
crossDomain: true,
xhrFields: {
withCredentials: true
},
complete: (resp, status_code) => {
if (
status_code === "success" ||
typeof resp.responseJSON !== "undefined"
) {
if (resp.responseJSON.results.length > 0) {
TOTAL_PAGE_RESULTS =
MAX_SUGGESTIONS <= resp.responseJSON.results.length
? MAX_SUGGESTIONS
: resp.responseJSON.results.length;
let search_result_box = generateSuggestionsList(
resp.responseJSON,
projectName
);
removeResults();
search_outer.appendChild(search_result_box);
// remove active classes from all suggestions
// if the mouse hovers, otherwise styles from
// :hover and .active will clash.
search_outer.addEventListener("mouseenter", e => {
removeAllActive();
});
} else {
removeResults();
let err_div = getErrorDiv("No Results Found");
search_outer.appendChild(err_div);
}
}
},
error: (resp, status_code, error) => {
removeResults();
let err_div = getErrorDiv("Error Occurred. Please try again.");
search_outer.appendChild(err_div);
}
});
};
ajaxFunc = debounce(ajaxFunc, 500);
return ajaxFunc;
};
/**
* Creates the initial html structure which will be
* appended to the <body> as soon as the page loads.
* This html structure will serve as the boilerplate
* to show our search results.
*
* @return {String} initial html structure
*/
const generateAndReturnInitialHtml = () => {
let initialHtml =
'<div class="search__outer__wrapper search__backdrop"> \
<div class="search__outer"> \
<div class="search__cross" title="Close"> \
<!--?xml version="1.0" encoding="UTF-8"?--> \
<svg class="search__cross__img" width="15px" height="15px" enable-background="new 0 0 612 612" version="1.1" viewBox="0 0 612 612" xml:space="preserve" xmlns="http://www.w3.org/2000/svg"> \
<polygon points="612 36.004 576.52 0.603 306 270.61 35.478 0.603 0 36.004 270.52 306.01 0 576 35.478 611.4 306 341.41 576.52 611.4 612 576 341.46 306.01"></polygon> \
</svg> \
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File diff suppressed because one or more lines are too long

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@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -449,4 +449,3 @@ msgstr ""
#: ../../docs/about/docs_changelog.rst:222
msgid ":ref:`doc_binding_to_external_libraries`"
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -255,222 +255,253 @@ msgid "In the long term, we may develop a Direct3D 12 renderer for Godot (mainly
msgstr ""
#: ../../docs/about/faq.rst:205
msgid "How should assets be created to handle multiple resolutions and aspect ratios?"
msgid "Why does Godot aim to keep its core feature set small?"
msgstr ""
#: ../../docs/about/faq.rst:207
msgid "This question pops up often and it's probably thanks to the misunderstanding created by Apple when they originally doubled the resolution of their devices. It made people think that having the same assets in different resolutions was a good idea, so many continued towards that path. That originally worked to a point and only for Apple devices, but then several Android and Apple devices with different resolutions and aspect ratios were created, with a very wide range of sizes and DPIs."
msgid "Godot intentionally does not include features that can be implemented by add-ons unless they are used very often. One exemple of this would be advanced artificial intelligence functionality."
msgstr ""
#: ../../docs/about/faq.rst:215
msgid "The most common and proper way to achieve this is to, instead, use a single base resolution for the game and only handle different screen aspect ratios. This is mostly needed for 2D, as in 3D it's just a matter of Camera XFov or YFov."
#: ../../docs/about/faq.rst:211
msgid "There are several reasons for this:"
msgstr ""
#: ../../docs/about/faq.rst:219
msgid "Choose a single base resolution for your game. Even if there are devices that go up to 2K and devices that go down to 400p, regular hardware scaling in your device will take care of this at little or no performance cost. Most common choices are either near 1080p (1920x1080) or 720p (1280x720). Keep in mind the higher the resolution, the larger your assets, the more memory they will take and the longer the time it will take for loading."
#: ../../docs/about/faq.rst:213
msgid "**Code maintenance and surface for bugs.** Every time we accept new code in the Godot repository, existing contributors often take the reponsibility of maintaining it. Some contributors don't always stick around after getting their code merged, which can make it difficult for us to maintain the code in question. This can lead to poorly maintained features with bugs that are never fixed. On top of that, the \"API surface\" that needs to be tested and checked for regressions keeps increasing over time."
msgstr ""
#: ../../docs/about/faq.rst:227
msgid "Use the stretch options in Godot; 2D stretching while keeping aspect ratios works best. Check the :ref:`doc_multiple_resolutions` tutorial on how to achieve this."
#: ../../docs/about/faq.rst:221
msgid "**Ease of contribution.** By keeping the codebase small and tidy, it can remain fast and easy to compile from source. This makes it easier for new contributors to get started with Godot, without requiring them to purchase high-end hardware."
msgstr ""
#: ../../docs/about/faq.rst:226
msgid "**Keeping the binary size small for the editor.** Not everyone has a fast Internet connection. Ensuring that everyone can download the Godot editor, extract it and run it in less than 5 minutes makes Godot more accessible to developers in all countries."
msgstr ""
#: ../../docs/about/faq.rst:231
msgid "Determine a minimum resolution and then decide if you want your game to stretch vertically or horizontally for different aspect ratios, or if there is one aspect ratio and you want black bars to appear instead. This is also explained in :ref:`doc_multiple_resolutions`."
msgid "**Keeping the binary size small for export templates.** This directly impacts the size of projects exported with Godot. On mobile and web platforms, keeping file sizes low is primordial to ensure fast installation and loading on underpowered devices. Again, there are many countries where high-speed Internet is not readily available. To add to this, strict data usage caps are often in effect in those countries."
msgstr ""
#: ../../docs/about/faq.rst:236
msgid "For user interfaces, use the :ref:`anchoring <doc_size_and_anchors>` to determine where controls should stay and move. If UIs are more complex, consider learning about Containers."
#: ../../docs/about/faq.rst:238
msgid "For all the reasons above, we have to be selective of what we can accept as core functionality in Godot. This is why we are aiming to move some core functionality to officially supported add-ons in future versions of Godot. In terms of binary size, this also has the advance of making you pay only for what you actually use in your project. (In the meantime, you can :ref:`compile custom export templates with unused features disabled <doc_optimizing_for_size>` to optimize the distribution size of your project.)"
msgstr ""
#: ../../docs/about/faq.rst:240
msgid "And that's it! Your game should work in multiple resolutions."
#: ../../docs/about/faq.rst:247
msgid "How should assets be created to handle multiple resolutions and aspect ratios?"
msgstr ""
#: ../../docs/about/faq.rst:242
msgid "If there is a desire to make your game also work on ancient devices with tiny screens (fewer than 300 pixels in width), you can use the export option to shrink images, and set that build to be used for certain screen sizes in the App Store or Google Play."
msgstr ""
#: ../../docs/about/faq.rst:248
msgid "How can I extend Godot?"
msgstr ""
#: ../../docs/about/faq.rst:250
msgid "For extending Godot, like creating Godot Editor plugins or adding support for additional languages, take a look at :ref:`EditorPlugins <doc_making_plugins>` and tool scripts."
msgstr ""
#: ../../docs/about/faq.rst:254
msgid "Also, see the official blog posts on these topics:"
msgstr ""
#: ../../docs/about/faq.rst:256
msgid "`A look at the GDNative architecture <https://godotengine.org/article/look-gdnative-architecture>`_"
#: ../../docs/about/faq.rst:249
msgid "This question pops up often and it's probably thanks to the misunderstanding created by Apple when they originally doubled the resolution of their devices. It made people think that having the same assets in different resolutions was a good idea, so many continued towards that path. That originally worked to a point and only for Apple devices, but then several Android and Apple devices with different resolutions and aspect ratios were created, with a very wide range of sizes and DPIs."
msgstr ""
#: ../../docs/about/faq.rst:257
msgid "`GDNative is here! <https://godotengine.org/article/dlscript-here>`_"
msgid "The most common and proper way to achieve this is to, instead, use a single base resolution for the game and only handle different screen aspect ratios. This is mostly needed for 2D, as in 3D it's just a matter of Camera XFov or YFov."
msgstr ""
#: ../../docs/about/faq.rst:259
msgid "You can also take a look at the GDScript implementation, the Godot modules, as well as the `unofficial Python support <https://github.com/touilleMan/godot-python>`_ for Godot. This would be a good starting point to see how another third-party library integrates with Godot."
#: ../../docs/about/faq.rst:261
msgid "Choose a single base resolution for your game. Even if there are devices that go up to 2K and devices that go down to 400p, regular hardware scaling in your device will take care of this at little or no performance cost. Most common choices are either near 1080p (1920x1080) or 720p (1280x720). Keep in mind the higher the resolution, the larger your assets, the more memory they will take and the longer the time it will take for loading."
msgstr ""
#: ../../docs/about/faq.rst:265
msgid "When is the next release of Godot out?"
msgstr ""
#: ../../docs/about/faq.rst:267
msgid "When it's ready! See :ref:`doc_release_policy_when_is_next_release_out` for more information."
msgstr ""
#: ../../docs/about/faq.rst:271
msgid "I would like to contribute! How can I get started?"
#: ../../docs/about/faq.rst:269
msgid "Use the stretch options in Godot; 2D stretching while keeping aspect ratios works best. Check the :ref:`doc_multiple_resolutions` tutorial on how to achieve this."
msgstr ""
#: ../../docs/about/faq.rst:273
msgid "Awesome! As an open-source project, Godot thrives off of the innovation and ambition of developers like you."
msgid "Determine a minimum resolution and then decide if you want your game to stretch vertically or horizontally for different aspect ratios, or if there is one aspect ratio and you want black bars to appear instead. This is also explained in :ref:`doc_multiple_resolutions`."
msgstr ""
#: ../../docs/about/faq.rst:276
msgid "The first place to get started is in the `issues <https://github.com/godotengine/godot/issues>`_. Find an issue that resonates with you, then proceed to the `How to Contribute <https://github.com/godotengine/godot/blob/master/CONTRIBUTING.md#contributing-pull-requests>`_ guide to learn how to fork, modify, and submit a Pull Request (PR) with your changes."
#: ../../docs/about/faq.rst:278
msgid "For user interfaces, use the :ref:`anchoring <doc_size_and_anchors>` to determine where controls should stay and move. If UIs are more complex, consider learning about Containers."
msgstr ""
#: ../../docs/about/faq.rst:281
msgid "I have a great idea for Godot. How can I share it?"
#: ../../docs/about/faq.rst:282
msgid "And that's it! Your game should work in multiple resolutions."
msgstr ""
#: ../../docs/about/faq.rst:283
msgid "It might be tempting to want to bring ideas to Godot, like ones that result in massive core changes, some sort of mimicry of what another game engine does, or alternative workflows that you'd like built into the editor. These are great, and we are thankful to have such motivated people want to contribute, but Godot's focus is and always will be the core functionality as outlined in the `Roadmap <https://github.com/godotengine/godot-roadmap/blob/master/ROADMAP.md>`_, `squashing bugs and addressing issues <https://github.com/godotengine/godot/issues>`_, and conversations between Godot community members."
#: ../../docs/about/faq.rst:284
msgid "If there is a desire to make your game also work on ancient devices with tiny screens (fewer than 300 pixels in width), you can use the export option to shrink images, and set that build to be used for certain screen sizes in the App Store or Google Play."
msgstr ""
#: ../../docs/about/faq.rst:290
msgid "How can I extend Godot?"
msgstr ""
#: ../../docs/about/faq.rst:292
msgid "Most developers in the Godot community will be more interested to learn about things like:"
msgid "For extending Godot, like creating Godot Editor plugins or adding support for additional languages, take a look at :ref:`EditorPlugins <doc_making_plugins>` and tool scripts."
msgstr ""
#: ../../docs/about/faq.rst:295
msgid "Your experience using the software and the problems you have (we care about this much more than ideas on how to improve it)."
#: ../../docs/about/faq.rst:296
msgid "Also, see the official blog posts on these topics:"
msgstr ""
#: ../../docs/about/faq.rst:297
msgid "The features you would like to see implemented because you need them for your project."
#: ../../docs/about/faq.rst:298
msgid "`A look at the GDNative architecture <https://godotengine.org/article/look-gdnative-architecture>`_"
msgstr ""
#: ../../docs/about/faq.rst:299
msgid "The concepts that were difficult to understand while learning the software."
msgstr ""
#: ../../docs/about/faq.rst:300
msgid "The parts of your workflow you would like to see optimized."
msgid "`GDNative is here! <https://godotengine.org/article/dlscript-here>`_"
msgstr ""
#: ../../docs/about/faq.rst:301
msgid "Parts where you missed clear tutorials or where the documentation wasn't clear."
msgstr ""
#: ../../docs/about/faq.rst:303
msgid "Please don't feel like your ideas for Godot are unwelcome. Instead, try to reformulate them as a problem first, so developers and the community have a functional foundation to ground your ideas on."
msgid "You can also take a look at the GDScript implementation, the Godot modules, as well as the `unofficial Python support <https://github.com/touilleMan/godot-python>`_ for Godot. This would be a good starting point to see how another third-party library integrates with Godot."
msgstr ""
#: ../../docs/about/faq.rst:307
msgid "A good way to approach sharing your ideas and problems with the community is as a set of user stories. Explain what you are trying to do, what behavior you expect to happen, and then what behavior actually happened. Framing problems and ideas this way will help the whole community stay focused on improving developer experiences as a whole."
msgid "When is the next release of Godot out?"
msgstr ""
#: ../../docs/about/faq.rst:309
msgid "When it's ready! See :ref:`doc_release_policy_when_is_next_release_out` for more information."
msgstr ""
#: ../../docs/about/faq.rst:313
msgid "Bonus points for bringing screenshots, concrete numbers, test cases, or example projects (if applicable)."
msgid "I would like to contribute! How can I get started?"
msgstr ""
#: ../../docs/about/faq.rst:317
msgid "Is it possible to use Godot as a library?"
#: ../../docs/about/faq.rst:315
msgid "Awesome! As an open-source project, Godot thrives off of the innovation and ambition of developers like you."
msgstr ""
#: ../../docs/about/faq.rst:319
msgid "Godot is meant to be used with its editor. We recommend you give it a try, as it will most likely save you time in the long term. There are no plans to make Godot usable as a library, as it would make the rest of the engine more convoluted and difficult to use for casual users."
#: ../../docs/about/faq.rst:318
msgid "The first place to get started is in the `issues <https://github.com/godotengine/godot/issues>`_. Find an issue that resonates with you, then proceed to the `How to Contribute <https://github.com/godotengine/godot/blob/master/CONTRIBUTING.md#contributing-pull-requests>`_ guide to learn how to fork, modify, and submit a Pull Request (PR) with your changes."
msgstr ""
#: ../../docs/about/faq.rst:324
msgid "If you want to use a rendering library, look into using an established rendering engine instead. Keep in mind rendering engines usually have smaller communities compared to Godot. This will make it more difficult to find answers to your questions."
#: ../../docs/about/faq.rst:323
msgid "I have a great idea for Godot. How can I share it?"
msgstr ""
#: ../../docs/about/faq.rst:330
msgid "Why does Godot not use STL (Standard Template Library)"
#: ../../docs/about/faq.rst:325
msgid "It might be tempting to want to bring ideas to Godot, like ones that result in massive core changes, some sort of mimicry of what another game engine does, or alternative workflows that you'd like built into the editor. These are great, and we are thankful to have such motivated people want to contribute, but Godot's focus is and always will be the core functionality as outlined in the `Roadmap <https://github.com/godotengine/godot-roadmap/blob/master/ROADMAP.md>`_, `squashing bugs and addressing issues <https://github.com/godotengine/godot/issues>`_, and conversations between Godot community members."
msgstr ""
#: ../../docs/about/faq.rst:332
msgid "Like many other libraries (Qt as an example), Godot does not make use of STL. We believe STL is a great general purpose library, but we had special requirements for Godot."
msgstr ""
#: ../../docs/about/faq.rst:336
msgid "STL templates create very large symbols, which results in huge debug binaries. We use few templates with very short names instead."
#: ../../docs/about/faq.rst:334
msgid "Most developers in the Godot community will be more interested to learn about things like:"
msgstr ""
#: ../../docs/about/faq.rst:337
msgid "Most of our containers cater to special needs, like Vector, which uses copy on write and we use to pass data around, or the RID system, which requires O(1) access time for performance. Likewise, our hash map implementations are designed to integrate seamlessly with internal engine types."
msgstr ""
#: ../../docs/about/faq.rst:338
msgid "Our containers have memory tracking built-in, which helps better track memory usage."
msgid "Your experience using the software and the problems you have (we care about this much more than ideas on how to improve it)."
msgstr ""
#: ../../docs/about/faq.rst:339
msgid "For large arrays, we use pooled memory, which can be mapped to either a preallocated buffer or virtual memory."
msgid "The features you would like to see implemented because you need them for your project."
msgstr ""
#: ../../docs/about/faq.rst:340
msgid "We use our custom String type, as the one provided by STL is too basic and lacks proper internationalization support."
#: ../../docs/about/faq.rst:341
msgid "The concepts that were difficult to understand while learning the software."
msgstr ""
#: ../../docs/about/faq.rst:342
msgid "The parts of your workflow you would like to see optimized."
msgstr ""
#: ../../docs/about/faq.rst:343
msgid "Why does Godot not use exceptions?"
msgid "Parts where you missed clear tutorials or where the documentation wasn't clear."
msgstr ""
#: ../../docs/about/faq.rst:345
msgid "We believe games should not crash, no matter what. If an unexpected situation happens, Godot will print an error (which can be traced even to script), but then it will try to recover as gracefully as possible and keep going."
msgid "Please don't feel like your ideas for Godot are unwelcome. Instead, try to reformulate them as a problem first, so developers and the community have a functional foundation to ground your ideas on."
msgstr ""
#: ../../docs/about/faq.rst:350
msgid "Additionally, exceptions significantly increase binary size for the executable."
#: ../../docs/about/faq.rst:349
msgid "A good way to approach sharing your ideas and problems with the community is as a set of user stories. Explain what you are trying to do, what behavior you expect to happen, and then what behavior actually happened. Framing problems and ideas this way will help the whole community stay focused on improving developer experiences as a whole."
msgstr ""
#: ../../docs/about/faq.rst:354
msgid "Why does Godot not enforce RTTI?"
#: ../../docs/about/faq.rst:355
msgid "Bonus points for bringing screenshots, concrete numbers, test cases, or example projects (if applicable)."
msgstr ""
#: ../../docs/about/faq.rst:356
msgid "Godot provides its own type-casting system, which can optionally use RTTI internally. Disabling RTTI in Godot means considerably smaller binary sizes can be achieved, at a little performance cost."
#: ../../docs/about/faq.rst:359
msgid "Is it possible to use Godot as a library?"
msgstr ""
#: ../../docs/about/faq.rst:361
msgid "Why does Godot not force users to implement DoD (Data oriented Design)?"
msgid "Godot is meant to be used with its editor. We recommend you give it a try, as it will most likely save you time in the long term. There are no plans to make Godot usable as a library, as it would make the rest of the engine more convoluted and difficult to use for casual users."
msgstr ""
#: ../../docs/about/faq.rst:363
msgid "While Godot internally for a lot of the heavy performance tasks attempts to use cache coherency as well as possible, we believe most users don't really need to be forced to use DoD practices."
#: ../../docs/about/faq.rst:366
msgid "If you want to use a rendering library, look into using an established rendering engine instead. Keep in mind rendering engines usually have smaller communities compared to Godot. This will make it more difficult to find answers to your questions."
msgstr ""
#: ../../docs/about/faq.rst:367
msgid "DoD is mostly a cache coherency optimization that can only gain you significant performance improvements when dealing with dozens of thousands of objects (which are processed every frame with little modification). As in, if you are moving a few hundred sprites or enemies per frame, DoD won't help you, and you should consider a different approach to optimization."
#: ../../docs/about/faq.rst:372
msgid "Why does Godot not use STL (Standard Template Library)"
msgstr ""
#: ../../docs/about/faq.rst:374
msgid "The vast majority of games do not need this and Godot provides handy helpers to do the job for most cases when you do."
msgid "Like many other libraries (Qt as an example), Godot does not make use of STL. We believe STL is a great general purpose library, but we had special requirements for Godot."
msgstr ""
#: ../../docs/about/faq.rst:377
msgid "If a game that really needs to process such large amount of objects is needed, our recommendation is to use C++ and GDNative for the high performance parts and GDScript (or C#) for the rest of the game."
#: ../../docs/about/faq.rst:378
msgid "STL templates create very large symbols, which results in huge debug binaries. We use few templates with very short names instead."
msgstr ""
#: ../../docs/about/faq.rst:379
msgid "Most of our containers cater to special needs, like Vector, which uses copy on write and we use to pass data around, or the RID system, which requires O(1) access time for performance. Likewise, our hash map implementations are designed to integrate seamlessly with internal engine types."
msgstr ""
#: ../../docs/about/faq.rst:380
msgid "Our containers have memory tracking built-in, which helps better track memory usage."
msgstr ""
#: ../../docs/about/faq.rst:381
msgid "For large arrays, we use pooled memory, which can be mapped to either a preallocated buffer or virtual memory."
msgstr ""
#: ../../docs/about/faq.rst:382
msgid "How can I support Godot development or contribute?"
msgid "We use our custom String type, as the one provided by STL is too basic and lacks proper internationalization support."
msgstr ""
#: ../../docs/about/faq.rst:384
msgid "See :ref:`doc_ways_to_contribute`."
#: ../../docs/about/faq.rst:385
msgid "Why does Godot not use exceptions?"
msgstr ""
#: ../../docs/about/faq.rst:387
msgid "We believe games should not crash, no matter what. If an unexpected situation happens, Godot will print an error (which can be traced even to script), but then it will try to recover as gracefully as possible and keep going."
msgstr ""
#: ../../docs/about/faq.rst:392
msgid "Additionally, exceptions significantly increase binary size for the executable."
msgstr ""
#: ../../docs/about/faq.rst:396
msgid "Why does Godot not enforce RTTI?"
msgstr ""
#: ../../docs/about/faq.rst:398
msgid "Godot provides its own type-casting system, which can optionally use RTTI internally. Disabling RTTI in Godot means considerably smaller binary sizes can be achieved, at a little performance cost."
msgstr ""
#: ../../docs/about/faq.rst:403
msgid "Why does Godot not force users to implement DoD (Data oriented Design)?"
msgstr ""
#: ../../docs/about/faq.rst:405
msgid "While Godot internally for a lot of the heavy performance tasks attempts to use cache coherency as well as possible, we believe most users don't really need to be forced to use DoD practices."
msgstr ""
#: ../../docs/about/faq.rst:409
msgid "DoD is mostly a cache coherency optimization that can only gain you significant performance improvements when dealing with dozens of thousands of objects (which are processed every frame with little modification). As in, if you are moving a few hundred sprites or enemies per frame, DoD won't help you, and you should consider a different approach to optimization."
msgstr ""
#: ../../docs/about/faq.rst:416
msgid "The vast majority of games do not need this and Godot provides handy helpers to do the job for most cases when you do."
msgstr ""
#: ../../docs/about/faq.rst:419
msgid "If a game that really needs to process such large amount of objects is needed, our recommendation is to use C++ and GDNative for the high performance parts and GDScript (or C#) for the rest of the game."
msgstr ""
#: ../../docs/about/faq.rst:424
msgid "How can I support Godot development or contribute?"
msgstr ""
#: ../../docs/about/faq.rst:426
msgid "See :ref:`doc_ways_to_contribute`."
msgstr ""
#: ../../docs/about/faq.rst:429
msgid "Who is working on Godot? How can I contact you?"
msgstr ""
#: ../../docs/about/faq.rst:389
#: ../../docs/about/faq.rst:431
msgid "See the corresponding page on the `Godot website <https://godotengine.org/contact>`_."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -19,4 +19,3 @@ msgstr ""
#: ../../docs/about/index.rst:2
msgid "About"
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -115,4 +115,3 @@ msgstr ""
#: ../../docs/about/introduction.rst:110
msgid "Have fun reading and making games with Godot Engine!"
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -25,7 +25,7 @@ msgid "This page aims to list all features currently supported by Godot."
msgstr ""
#: ../../docs/about/list_of_features.rst:10
msgid "This page lists features supported by the current stable version of Godot (3.2). `More features <https://docs.godotengine.org/en/latest/about/list_of_features.html>`__ are available in the latest development version (4.0)."
msgid "This page lists features supported by the current stable version of Godot (3.3). `More features <https://docs.godotengine.org/en/latest/about/list_of_features.html>`__ are available in the latest development version (4.0)."
msgstr ""
#: ../../docs/about/list_of_features.rst:15
@@ -832,479 +832,482 @@ msgstr ""
msgid "Ogg Vorbis."
msgstr ""
#: ../../docs/about/list_of_features.rst:374
#: ../../docs/about/list_of_features.rst:373
msgid "MP3."
msgstr ""
#: ../../docs/about/list_of_features.rst:375
msgid "*3D scenes:*"
msgstr ""
#: ../../docs/about/list_of_features.rst:376
#: ../../docs/about/list_of_features.rst:377
msgid "glTF 2.0 *(recommended)*."
msgstr ""
#: ../../docs/about/list_of_features.rst:377
#: ../../docs/about/list_of_features.rst:378
msgid "`ESCN <https://github.com/godotengine/godot-blender-exporter>`__ (direct export from Blender)."
msgstr ""
#: ../../docs/about/list_of_features.rst:379
#: ../../docs/about/list_of_features.rst:380
msgid "FBX (experimental)."
msgstr ""
#: ../../docs/about/list_of_features.rst:380
#: ../../docs/about/list_of_features.rst:381
msgid "Collada (.dae)."
msgstr ""
#: ../../docs/about/list_of_features.rst:381
#: ../../docs/about/list_of_features.rst:382
msgid "Wavefront OBJ (static scenes only, can be loaded directly as a mesh)."
msgstr ""
#: ../../docs/about/list_of_features.rst:384
#: ../../docs/about/list_of_features.rst:385
msgid "Input"
msgstr ""
#: ../../docs/about/list_of_features.rst:386
#: ../../docs/about/list_of_features.rst:387
msgid "Input mapping system using hardcoded input events or remappable input actions."
msgstr ""
#: ../../docs/about/list_of_features.rst:388
#: ../../docs/about/list_of_features.rst:389
msgid "Axis values can be mapped to two different actions with a configurable deadzone."
msgstr ""
#: ../../docs/about/list_of_features.rst:389
#: ../../docs/about/list_of_features.rst:390
msgid "Use the same code to support both keyboards and gamepads."
msgstr ""
#: ../../docs/about/list_of_features.rst:391
#: ../../docs/about/list_of_features.rst:392
msgid "Keyboard input."
msgstr ""
#: ../../docs/about/list_of_features.rst:393
#: ../../docs/about/list_of_features.rst:394
msgid "Keys can be mapped in \"physical\" mode to be independent of the keyboard layout."
msgstr ""
#: ../../docs/about/list_of_features.rst:395
#: ../../docs/about/list_of_features.rst:396
msgid "Mouse input."
msgstr ""
#: ../../docs/about/list_of_features.rst:397
#: ../../docs/about/list_of_features.rst:398
msgid "The mouse cursor can be visible, hidden, captured or confined within the window."
msgstr ""
#: ../../docs/about/list_of_features.rst:398
#: ../../docs/about/list_of_features.rst:399
msgid "When captured, raw input will be used on Windows and Linux to sidestep the OS' mouse acceleration settings."
msgstr ""
#: ../../docs/about/list_of_features.rst:401
#: ../../docs/about/list_of_features.rst:402
msgid "Gamepad input (up to 8 simultaneous controllers)."
msgstr ""
#: ../../docs/about/list_of_features.rst:402
#: ../../docs/about/list_of_features.rst:403
msgid "Pen/tablet input with pressure support."
msgstr ""
#: ../../docs/about/list_of_features.rst:405
#: ../../docs/about/list_of_features.rst:406
msgid "Navigation"
msgstr ""
#: ../../docs/about/list_of_features.rst:407
#: ../../docs/about/list_of_features.rst:408
msgid "A* algorithm in 2D and 3D."
msgstr ""
#: ../../docs/about/list_of_features.rst:408
#: ../../docs/about/list_of_features.rst:409
msgid "Navigation meshes."
msgstr ""
#: ../../docs/about/list_of_features.rst:409
#: ../../docs/about/list_of_features.rst:410
msgid "Support for dynamic obstacle avoidance planned in Godot 4.0."
msgstr ""
#: ../../docs/about/list_of_features.rst:410
#: ../../docs/about/list_of_features.rst:411
msgid "Generate navigation meshes from the editor."
msgstr ""
#: ../../docs/about/list_of_features.rst:413
#: ../../docs/about/list_of_features.rst:414
msgid "Networking"
msgstr ""
#: ../../docs/about/list_of_features.rst:415
#: ../../docs/about/list_of_features.rst:416
msgid "Low-level TCP networking using StreamPeer and TCP_Server."
msgstr ""
#: ../../docs/about/list_of_features.rst:416
#: ../../docs/about/list_of_features.rst:417
msgid "Low-level UDP networking using PacketPeer and UDPServer."
msgstr ""
#: ../../docs/about/list_of_features.rst:417
#: ../../docs/about/list_of_features.rst:418
msgid "Low-level HTTP requests using HTTPClient."
msgstr ""
#: ../../docs/about/list_of_features.rst:418
#: ../../docs/about/list_of_features.rst:419
msgid "High-level HTTP requests using HTTPRequest."
msgstr ""
#: ../../docs/about/list_of_features.rst:420
#: ../../docs/about/list_of_features.rst:421
msgid "Supports HTTPS out of the box using bundled certificates."
msgstr ""
#: ../../docs/about/list_of_features.rst:422
#: ../../docs/about/list_of_features.rst:423
msgid "High-level multiplayer API using UDP and ENet."
msgstr ""
#: ../../docs/about/list_of_features.rst:424
#: ../../docs/about/list_of_features.rst:425
msgid "Automatic replication using remote procedure calls (RPCs)."
msgstr ""
#: ../../docs/about/list_of_features.rst:425
#: ../../docs/about/list_of_features.rst:426
msgid "Supports unreliable, reliable and ordered transfers."
msgstr ""
#: ../../docs/about/list_of_features.rst:427
#: ../../docs/about/list_of_features.rst:428
msgid "WebSocket client and server, available on all platforms."
msgstr ""
#: ../../docs/about/list_of_features.rst:428
#: ../../docs/about/list_of_features.rst:429
msgid "WebRTC client and server, available on all platforms."
msgstr ""
#: ../../docs/about/list_of_features.rst:429
#: ../../docs/about/list_of_features.rst:430
msgid "Support for UPnP to sidestep the requirement to forward ports when hosting a server behind a NAT."
msgstr ""
#: ../../docs/about/list_of_features.rst:433
#: ../../docs/about/list_of_features.rst:434
msgid "Internationalization"
msgstr ""
#: ../../docs/about/list_of_features.rst:435
#: ../../docs/about/list_of_features.rst:436
msgid "Full support for Unicode including emoji."
msgstr ""
#: ../../docs/about/list_of_features.rst:436
#: ../../docs/about/list_of_features.rst:437
msgid "Store localization strings using :ref:`CSV <doc_internationalizing_games>` or :ref:`gettext <doc_localization_using_gettext>`."
msgstr ""
#: ../../docs/about/list_of_features.rst:438
#: ../../docs/about/list_of_features.rst:439
msgid "Use localized strings in your project automatically in GUI elements or by using the ``tr()`` function."
msgstr ""
#: ../../docs/about/list_of_features.rst:440
#: ../../docs/about/list_of_features.rst:441
msgid "Support for right-to-left typesetting and text shaping planned in Godot 4.0."
msgstr ""
#: ../../docs/about/list_of_features.rst:443
#: ../../docs/about/list_of_features.rst:444
msgid "Windowing and OS integration"
msgstr ""
#: ../../docs/about/list_of_features.rst:445
#: ../../docs/about/list_of_features.rst:446
msgid "Move, resize, minimize, and maximize the window spawned by the project."
msgstr ""
#: ../../docs/about/list_of_features.rst:446
#: ../../docs/about/list_of_features.rst:447
msgid "Change the window title and icon."
msgstr ""
#: ../../docs/about/list_of_features.rst:447
#: ../../docs/about/list_of_features.rst:448
msgid "Request attention (will cause the title bar to blink on most platforms)."
msgstr ""
#: ../../docs/about/list_of_features.rst:448
#: ../../docs/about/list_of_features.rst:449
msgid "Fullscreen mode."
msgstr ""
#: ../../docs/about/list_of_features.rst:450
#: ../../docs/about/list_of_features.rst:451
msgid "Doesn't use exclusive fullscreen, so the screen resolution can't be changed this way. Use a Viewport with a different resolution instead."
msgstr ""
#: ../../docs/about/list_of_features.rst:453
#: ../../docs/about/list_of_features.rst:454
msgid "Borderless window (fullscreen or non-fullscreen)."
msgstr ""
#: ../../docs/about/list_of_features.rst:454
#: ../../docs/about/list_of_features.rst:455
msgid "Ability to keep the window always on top."
msgstr ""
#: ../../docs/about/list_of_features.rst:455
#: ../../docs/about/list_of_features.rst:456
msgid "Transparent window with per-pixel transparency."
msgstr ""
#: ../../docs/about/list_of_features.rst:456
#: ../../docs/about/list_of_features.rst:457
msgid "Global menu integration on macOS."
msgstr ""
#: ../../docs/about/list_of_features.rst:457
#: ../../docs/about/list_of_features.rst:458
msgid "Execute commands in a blocking or non-blocking manner."
msgstr ""
#: ../../docs/about/list_of_features.rst:458
#: ../../docs/about/list_of_features.rst:459
msgid "Open file paths and URLs using default or custom protocol handlers (if registered on the system)."
msgstr ""
#: ../../docs/about/list_of_features.rst:459
#: ../../docs/about/list_of_features.rst:460
msgid "Parse custom command line arguments."
msgstr ""
#: ../../docs/about/list_of_features.rst:462
#: ../../docs/about/list_of_features.rst:463
msgid "Mobile"
msgstr ""
#: ../../docs/about/list_of_features.rst:464
#: ../../docs/about/list_of_features.rst:465
msgid "In-app purchases on Android and iOS."
msgstr ""
#: ../../docs/about/list_of_features.rst:465
#: ../../docs/about/list_of_features.rst:466
msgid "Support for advertisements using third-party modules."
msgstr ""
#: ../../docs/about/list_of_features.rst:468
#: ../../docs/about/list_of_features.rst:469
msgid "XR support (AR and VR)"
msgstr ""
#: ../../docs/about/list_of_features.rst:470
#: ../../docs/about/list_of_features.rst:471
msgid "Support for ARKit on iOS out of the box."
msgstr ""
#: ../../docs/about/list_of_features.rst:471
#: ../../docs/about/list_of_features.rst:472
msgid "Support for the OpenXR and OpenVR APIs."
msgstr ""
#: ../../docs/about/list_of_features.rst:472
#: ../../docs/about/list_of_features.rst:473
msgid "Popular VR headsets like the Oculus Quest and HTC Vive are supported thanks to plugins."
msgstr ""
#: ../../docs/about/list_of_features.rst:475
#: ../../docs/about/list_of_features.rst:476
msgid "GUI system"
msgstr ""
#: ../../docs/about/list_of_features.rst:477
#: ../../docs/about/list_of_features.rst:478
msgid "Godot's GUI is built using the same Control nodes used to make games in Godot. The editor UI can easily be extended in many ways using add-ons."
msgstr ""
#: ../../docs/about/list_of_features.rst:480
#: ../../docs/about/list_of_features.rst:481
msgid "**Nodes:**"
msgstr ""
#: ../../docs/about/list_of_features.rst:482
#: ../../docs/about/list_of_features.rst:483
msgid "Buttons."
msgstr ""
#: ../../docs/about/list_of_features.rst:483
#: ../../docs/about/list_of_features.rst:484
msgid "Checkboxes, check buttons, radio buttons."
msgstr ""
#: ../../docs/about/list_of_features.rst:484
#: ../../docs/about/list_of_features.rst:485
msgid "Text entry using LineEdit (single line) and TextEdit (multiple lines)."
msgstr ""
#: ../../docs/about/list_of_features.rst:485
#: ../../docs/about/list_of_features.rst:486
msgid "Dropdown menus using PopupMenu and OptionButton."
msgstr ""
#: ../../docs/about/list_of_features.rst:486
#: ../../docs/about/list_of_features.rst:487
msgid "Scrollbars."
msgstr ""
#: ../../docs/about/list_of_features.rst:487
#: ../../docs/about/list_of_features.rst:488
msgid "Labels."
msgstr ""
#: ../../docs/about/list_of_features.rst:488
#: ../../docs/about/list_of_features.rst:489
msgid "RichTextLabel for :ref:`text formatted using BBCode <doc_bbcode_in_richtextlabel>`."
msgstr ""
#: ../../docs/about/list_of_features.rst:489
#: ../../docs/about/list_of_features.rst:490
msgid "Trees (can also be used to represent tables)."
msgstr ""
#: ../../docs/about/list_of_features.rst:490
#: ../../docs/about/list_of_features.rst:491
msgid "Containers (horizontal, vertical, grid, center, margin, draggable splitter, ...)."
msgstr ""
#: ../../docs/about/list_of_features.rst:491
#: ../../docs/about/list_of_features.rst:492
msgid "Controls can be rotated and scaled."
msgstr ""
#: ../../docs/about/list_of_features.rst:493
#: ../../docs/about/list_of_features.rst:494
msgid "**Sizing:**"
msgstr ""
#: ../../docs/about/list_of_features.rst:495
#: ../../docs/about/list_of_features.rst:496
msgid "Anchors to keep GUI elements in a specific corner, edge or centered."
msgstr ""
#: ../../docs/about/list_of_features.rst:496
#: ../../docs/about/list_of_features.rst:497
msgid "Containers to place GUI elements automatically following certain rules."
msgstr ""
#: ../../docs/about/list_of_features.rst:498
#: ../../docs/about/list_of_features.rst:499
msgid ":ref:`Stack <class_BoxContainer>` layouts."
msgstr ""
#: ../../docs/about/list_of_features.rst:499
#: ../../docs/about/list_of_features.rst:500
msgid ":ref:`Grid <class_GridContainer>` layouts."
msgstr ""
#: ../../docs/about/list_of_features.rst:500
#: ../../docs/about/list_of_features.rst:501
msgid ":ref:`Margin <class_MarginContainer>` and :ref:`centered <class_CenterContainer>` layouts."
msgstr ""
#: ../../docs/about/list_of_features.rst:502
#: ../../docs/about/list_of_features.rst:503
msgid ":ref:`Draggable splitter <class_SplitContainer>` layouts."
msgstr ""
#: ../../docs/about/list_of_features.rst:504
#: ../../docs/about/list_of_features.rst:505
msgid "Scale to multiple resolutions using the ``2d`` or ``viewport`` stretch modes."
msgstr ""
#: ../../docs/about/list_of_features.rst:505
#: ../../docs/about/list_of_features.rst:506
msgid "Support any aspect ratio using anchors and the ``expand`` stretch aspect."
msgstr ""
#: ../../docs/about/list_of_features.rst:507
#: ../../docs/about/list_of_features.rst:508
msgid "**Theming:**"
msgstr ""
#: ../../docs/about/list_of_features.rst:509
#: ../../docs/about/list_of_features.rst:510
msgid "Built-in theme editor."
msgstr ""
#: ../../docs/about/list_of_features.rst:511
#: ../../docs/about/list_of_features.rst:512
msgid "Generate a theme based on the current editor theme settings."
msgstr ""
#: ../../docs/about/list_of_features.rst:513
#: ../../docs/about/list_of_features.rst:514
msgid "Procedural vector-based theming using :ref:`class_StyleBoxFlat`."
msgstr ""
#: ../../docs/about/list_of_features.rst:515
#: ../../docs/about/list_of_features.rst:516
msgid "Supports rounded/beveled corners, drop shadows and per-border widths."
msgstr ""
#: ../../docs/about/list_of_features.rst:517
#: ../../docs/about/list_of_features.rst:518
msgid "Texture-based theming using :ref:`class_StyleBoxTexture`."
msgstr ""
#: ../../docs/about/list_of_features.rst:519
#: ../../docs/about/list_of_features.rst:520
msgid "Godot's small distribution size can make it a suitable alternative to frameworks like Electron or Qt."
msgstr ""
#: ../../docs/about/list_of_features.rst:523
#: ../../docs/about/list_of_features.rst:524
msgid "Animation"
msgstr ""
#: ../../docs/about/list_of_features.rst:525
#: ../../docs/about/list_of_features.rst:526
msgid "Direct kinematics and inverse kinematics."
msgstr ""
#: ../../docs/about/list_of_features.rst:526
#: ../../docs/about/list_of_features.rst:527
msgid "Support for animating any property with customizable interpolation."
msgstr ""
#: ../../docs/about/list_of_features.rst:527
#: ../../docs/about/list_of_features.rst:528
msgid "Support for calling methods in animation tracks."
msgstr ""
#: ../../docs/about/list_of_features.rst:528
#: ../../docs/about/list_of_features.rst:529
msgid "Support for playing sounds in animation tracks."
msgstr ""
#: ../../docs/about/list_of_features.rst:529
#: ../../docs/about/list_of_features.rst:530
msgid "Support for Bézier curves in animation."
msgstr ""
#: ../../docs/about/list_of_features.rst:532
#: ../../docs/about/list_of_features.rst:533
msgid "Formats"
msgstr ""
#: ../../docs/about/list_of_features.rst:534
#: ../../docs/about/list_of_features.rst:535
msgid "Scenes and resources can be saved in :ref:`text-based <doc_tscn_file_format>` or binary formats."
msgstr ""
#: ../../docs/about/list_of_features.rst:536
#: ../../docs/about/list_of_features.rst:537
msgid "Text-based formats are human-readable and more friendly to version control."
msgstr ""
#: ../../docs/about/list_of_features.rst:537
#: ../../docs/about/list_of_features.rst:538
msgid "Binary formats are faster to save/load for large scenes/resources."
msgstr ""
#: ../../docs/about/list_of_features.rst:539
#: ../../docs/about/list_of_features.rst:540
msgid "Read and write text or binary files using :ref:`class_File`."
msgstr ""
#: ../../docs/about/list_of_features.rst:541
#: ../../docs/about/list_of_features.rst:542
msgid "Can optionally be compressed or encrypted."
msgstr ""
#: ../../docs/about/list_of_features.rst:543
#: ../../docs/about/list_of_features.rst:544
msgid "Read and write :ref:`class_JSON` files."
msgstr ""
#: ../../docs/about/list_of_features.rst:544
#: ../../docs/about/list_of_features.rst:545
msgid "Read and write INI-style configuration files using :ref:`class_ConfigFile`."
msgstr ""
#: ../../docs/about/list_of_features.rst:546
#: ../../docs/about/list_of_features.rst:547
msgid "Can (de)serialize any Godot datatype, including Vector, Color, ..."
msgstr ""
#: ../../docs/about/list_of_features.rst:548
#: ../../docs/about/list_of_features.rst:549
msgid "Read XML files using :ref:`class_XMLParser`."
msgstr ""
#: ../../docs/about/list_of_features.rst:549
#: ../../docs/about/list_of_features.rst:550
msgid "Pack game data into a PCK file (custom format optimized for fast seeking), into a ZIP archive, or directly into the executable for single-file distribution."
msgstr ""
#: ../../docs/about/list_of_features.rst:551
#: ../../docs/about/list_of_features.rst:552
msgid ":ref:`Export additional PCK files<doc_exporting_pcks>` that can be read by the engine to support mods and DLCs."
msgstr ""
#: ../../docs/about/list_of_features.rst:555
#: ../../docs/about/list_of_features.rst:556
msgid "Miscellaneous"
msgstr ""
#: ../../docs/about/list_of_features.rst:557
#: ../../docs/about/list_of_features.rst:558
msgid ":ref:`Low-level access to servers <doc_using_servers>` which allows bypassing the scene tree's overhead when needed."
msgstr ""
#: ../../docs/about/list_of_features.rst:559
#: ../../docs/about/list_of_features.rst:560
msgid "Command line interface for automation."
msgstr ""
#: ../../docs/about/list_of_features.rst:561
#: ../../docs/about/list_of_features.rst:562
msgid "Export and deploy projects using continuous integration platforms."
msgstr ""
#: ../../docs/about/list_of_features.rst:562
#: ../../docs/about/list_of_features.rst:563
msgid "`Completion scripts <https://github.com/godotengine/godot/tree/master/misc/dist/shell>`__ are available for Bash, zsh and fish."
msgstr ""
#: ../../docs/about/list_of_features.rst:565
#: ../../docs/about/list_of_features.rst:566
msgid "Support for :ref:`C++ modules <doc_custom_modules_in_c++>` statically linked into the engine binary."
msgstr ""
#: ../../docs/about/list_of_features.rst:567
#: ../../docs/about/list_of_features.rst:568
msgid "Engine and editor written in C++03."
msgstr ""
#: ../../docs/about/list_of_features.rst:569
#: ../../docs/about/list_of_features.rst:570
msgid "Can be :ref:`compiled <doc_introduction_to_the_buildsystem>` using GCC, Clang and MSVC. MinGW is also supported."
msgstr ""
#: ../../docs/about/list_of_features.rst:571
#: ../../docs/about/list_of_features.rst:572
msgid "Friendly towards packagers. In most cases, system libraries can be used instead of the ones provided by Godot. The build system doesn't download anything. Builds can be fully reproducible."
msgstr ""
#: ../../docs/about/list_of_features.rst:574
#: ../../docs/about/list_of_features.rst:575
msgid "Godot 4.0 will be written in C++17."
msgstr ""
#: ../../docs/about/list_of_features.rst:576
#: ../../docs/about/list_of_features.rst:577
msgid "Licensed under the permissive MIT license."
msgstr ""
#: ../../docs/about/list_of_features.rst:578
#: ../../docs/about/list_of_features.rst:579
msgid "Open developement process with :ref:`contributions welcome <doc_ways_to_contribute>`."
msgstr ""
#: ../../docs/about/list_of_features.rst:582
#: ../../docs/about/list_of_features.rst:583
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 ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -20,147 +20,211 @@ msgstr ""
msgid "Godot release policy"
msgstr ""
#: ../../docs/about/release_policy.rst:7
#: ../../docs/about/release_policy.rst:6
msgid "Godot's release policy is in constant evolution. What is described below is intended to give a general idea of what to expect, but what will actually happen depends on the choices of core contributors, and the needs of the community at a given time."
msgstr ""
#: ../../docs/about/release_policy.rst:12
msgid "Godot versioning"
msgstr ""
#: ../../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."
#: ../../docs/about/release_policy.rst:14
msgid "Godot loosely follows `Semantic Versioning <https://semver.org/>`__ with a ``major.minor.patch`` versioning system, albeit with an interpretation of each term adapted to the complexity of a game engine:"
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."
#: ../../docs/about/release_policy.rst:18
msgid "The ``major`` version is incremented when major compatibility breakages happen which imply significant porting work to move projects from one major version to another."
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``."
msgid "For example, porting Godot projects from Godot 2.1 to Godot 3.0 required running the project through a conversion tool, and then performing a number of further adjustments manually for what the tool could not do automatically."
msgstr ""
#: ../../docs/about/release_policy.rst:27
#: ../../docs/about/release_policy.rst:26
msgid "The ``minor`` version is incremented for feature releases which do not break compatibility in a major way. Minor compatibility breakage in very specific areas *may* happen in minor versions, but the vast majority of projects should not be affected or require significant porting work."
msgstr ""
#: ../../docs/about/release_policy.rst:31
msgid "The reason for this is that as a game engine, Godot covers many areas such as rendering, physics, scripting, etc., and fixing bugs or implementing new features in a given area may sometimes require changing the behavior of a feature, or modifying the interface of a given class, even if the rest of the engine API remains backwards compatible."
msgstr ""
#: ../../docs/about/release_policy.rst:39
msgid "Upgrading to a new minor version is therefore recommended for all users, but some testing is necessary to ensure that your project still behaves as expected in a new minor version."
msgstr ""
#: ../../docs/about/release_policy.rst:43
msgid "The ``patch`` version is incremented for maintenance releases which focus on fixing bugs and security issues, implementing new requirements for platform support, and backporting safe usability enhancements. Patch releases are backwards compatible."
msgstr ""
#: ../../docs/about/release_policy.rst:48
msgid "Patch versions may include minor new features which do not impact the existing API, and thus have no risk of impacting existing projects."
msgstr ""
#: ../../docs/about/release_policy.rst:53
msgid "Updating to new patch versions is therefore considered safe and strongly recommended to all users of a given stable branch."
msgstr ""
#: ../../docs/about/release_policy.rst:56
msgid "We call ``major.minor`` combinations *stable branches*. Each stable branch starts with a ``major.minor`` release (without the ``0`` for ``patch``) and is further developed for maintenance releases in a Git branch of the same name (for example patch updates for the 3.3 stable branch are developed in the ``3.3`` Git branch)."
msgstr ""
#: ../../docs/about/release_policy.rst:64
msgid "As mentioned in the introduction, Godot's release policy is evolving, and earlier Godot releases may not have followed the above rules to the letter. In particular, the 3.2 stable branch received a number of new features in 3.2.2 which would have warranted a ``minor`` version increment."
msgstr ""
#: ../../docs/about/release_policy.rst:70
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
msgid "**Version**"
msgstr ""
#: ../../docs/about/release_policy.rst:34
msgid "**Release date**"
msgstr ""
#: ../../docs/about/release_policy.rst:34
msgid "**Support level**"
msgstr ""
#: ../../docs/about/release_policy.rst:36
msgid "Godot 4.0"
msgstr ""
#: ../../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
msgid "Godot 3.2"
msgstr ""
#: ../../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
msgid "Godot 3.1"
msgstr ""
#: ../../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
msgid "Godot 3.0"
msgstr ""
#: ../../docs/about/release_policy.rst:43
msgid "January 2018"
msgstr ""
#: ../../docs/about/release_policy.rst:45
msgid "Godot 2.1"
msgstr ""
#: ../../docs/about/release_policy.rst:45
msgid "July 2016"
msgstr ""
#: ../../docs/about/release_policy.rst:47
msgid "Godot 2.0"
msgstr ""
#: ../../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
msgid "Godot 1.1"
msgstr ""
#: ../../docs/about/release_policy.rst:49
msgid "May 2015"
msgstr ""
#: ../../docs/about/release_policy.rst:51
msgid "Godot 1.0"
msgstr ""
#: ../../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:71
msgid "When is the next release out?"
msgstr ""
#: ../../docs/about/release_policy.rst:73
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**."
#: ../../docs/about/release_policy.rst:72
msgid "Stable branches are supported *at minimum* until the next stable branch is released and has received its first patch update. In practice, we support stable branches on a *best effort* basis for as long as they have active users who need maintenance updates."
msgstr ""
#: ../../docs/about/release_policy.rst:77
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."
msgid "Whenever a new major version is released, we make the previous stable branch a long-term supported release, and do our best to provide fixes for issues encountered by users of that branch who cannot port complex projects to the new major version. This is the case for the 2.1 branch, and will be the case for the latest 3.x stable branch by the time Godot 4.0 is released."
msgstr ""
#: ../../docs/about/release_policy.rst:84
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."
#: ../../docs/about/release_policy.rst:88
msgid "**Version**"
msgstr ""
#: ../../docs/about/release_policy.rst:88
msgid "**Release date**"
msgstr ""
#: ../../docs/about/release_policy.rst:88
msgid "**Support level**"
msgstr ""
#: ../../docs/about/release_policy.rst:90
msgid "Godot 4.0"
msgstr ""
#: ../../docs/about/release_policy.rst:90
msgid "~2021 (see below)"
msgstr ""
#: ../../docs/about/release_policy.rst:90
msgid "|unstable| *Current focus of development (unstable).*"
msgstr ""
#: ../../docs/about/release_policy.rst:92
msgid "Godot 3.3"
msgstr ""
#: ../../docs/about/release_policy.rst:92
msgid "March/April 2021"
msgstr ""
#: ../../docs/about/release_policy.rst:92
msgid "|supported| Receives bug, security and platform support fixes, as well as backwards-compatible usability enhancements."
msgstr ""
#: ../../docs/about/release_policy.rst:95
msgid "Godot 3.2"
msgstr ""
#: ../../docs/about/release_policy.rst:95
msgid "January 2020"
msgstr ""
#: ../../docs/about/release_policy.rst:95
msgid "|partial| Only critical, security and platform support fixes (last update: 3.2.3)."
msgstr ""
#: ../../docs/about/release_policy.rst:98
msgid "Godot 3.1"
msgstr ""
#: ../../docs/about/release_policy.rst:98
msgid "March 2019"
msgstr ""
#: ../../docs/about/release_policy.rst:98
msgid "|partial| Only critical, security and platform support fixes (last update: 3.1.2)."
msgstr ""
#: ../../docs/about/release_policy.rst:101
msgid "Godot 3.0"
msgstr ""
#: ../../docs/about/release_policy.rst:101
msgid "January 2018"
msgstr ""
#: ../../docs/about/release_policy.rst:101
msgid "|eol| No longer supported (last update: 3.0.6)."
msgstr ""
#: ../../docs/about/release_policy.rst:103
msgid "Godot 2.1"
msgstr ""
#: ../../docs/about/release_policy.rst:103
msgid "July 2016"
msgstr ""
#: ../../docs/about/release_policy.rst:103
msgid "|partial| Only critical, security and platform support fixes (last update: 2.1.6)."
msgstr ""
#: ../../docs/about/release_policy.rst:106
msgid "Godot 2.0"
msgstr ""
#: ../../docs/about/release_policy.rst:106
msgid "February 2016"
msgstr ""
#: ../../docs/about/release_policy.rst:106
msgid "|eol| No longer supported (last update: 2.0.4.1)."
msgstr ""
#: ../../docs/about/release_policy.rst:108
msgid "Godot 1.1"
msgstr ""
#: ../../docs/about/release_policy.rst:108
msgid "May 2015"
msgstr ""
#: ../../docs/about/release_policy.rst:108
#: ../../docs/about/release_policy.rst:110
msgid "|eol| No longer supported."
msgstr ""
#: ../../docs/about/release_policy.rst:110
msgid "Godot 1.0"
msgstr ""
#: ../../docs/about/release_policy.rst:110
msgid "December 2014"
msgstr ""
#: ../../docs/about/release_policy.rst:118
msgid "**Legend:** |supported| Full support |partial| Partial support |eol| No support (end of life) |unstable| Development version"
msgstr ""
#: ../../docs/about/release_policy.rst:124
msgid "Pre-release Godot versions aren't intended to be used in production and are provided for testing purposes only."
msgstr ""
#: ../../docs/about/release_policy.rst:130
msgid "When is the next release out?"
msgstr ""
#: ../../docs/about/release_policy.rst:132
msgid "While Godot contributors aren't working under any deadlines, we have historically had one major or minor release per year, with several maintenance updates between each."
msgstr ""
#: ../../docs/about/release_policy.rst:136
msgid "Starting with Godot 3.3, we aim to accelerate our development cycles for minor releases, so you can expect a new minor release every 3 to 6 months."
msgstr ""
#: ../../docs/about/release_policy.rst:139
msgid "Maintenance (patch) releases will be released as needed with potentially very short development cycles, to provide users of the current stable branch with the latest bug fixes for their production needs."
msgstr ""
#: ../../docs/about/release_policy.rst:143
msgid "As for the upcoming Godot 4.0, we can only say that we aim for a **2021** release, but any closer estimate is likely to be hard to uphold. Alpha builds will be published as soon as the main features for Godot 4.0 are finalized."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -24,83 +24,102 @@ msgstr ""
msgid "This page lists common issues encountered when using Godot and possible solutions."
msgstr ""
#: ../../docs/about/troubleshooting.rst:9
#: ../../docs/about/troubleshooting.rst:10
msgid "See :ref:`doc_using_the_web_editor` for caveats specific to the HTML5 version of the Godot editor."
msgstr ""
#: ../../docs/about/troubleshooting.rst:14
msgid "Everything I do in the editor or project manager appears delayed by one frame."
msgstr ""
#: ../../docs/about/troubleshooting.rst:11
#: ../../docs/about/troubleshooting.rst:16
msgid "This is a `known bug <https://github.com/godotengine/godot/issues/23069>`__ on Intel graphics drivers on Windows. Updating to the latest graphics driver version *provided by Intel* should fix the issue."
msgstr ""
#: ../../docs/about/troubleshooting.rst:15
#: ../../docs/about/troubleshooting.rst:20
msgid "You should use the graphics driver provided by Intel rather than the one provided by your desktop or laptop's manufacturer because their version is often outdated."
msgstr ""
#: ../../docs/about/troubleshooting.rst:20
#: ../../docs/about/troubleshooting.rst:25
msgid "The grid disappears and meshes turn black when I rotate the 3D camera in the editor."
msgstr ""
#: ../../docs/about/troubleshooting.rst:22
#: ../../docs/about/troubleshooting.rst:27
msgid "This is a `known bug <https://github.com/godotengine/godot/issues/30330>`__ on Intel graphics drivers on Windows."
msgstr ""
#: ../../docs/about/troubleshooting.rst:25
#: ../../docs/about/troubleshooting.rst:30
msgid "The only workaround, for now, is to switch to the GLES2 renderer. You can switch the renderer in the top-right corner of the editor or the Project Settings."
msgstr ""
#: ../../docs/about/troubleshooting.rst:28
#: ../../docs/about/troubleshooting.rst:33
msgid "If you use a computer allowing you to switch your graphics card, like NVIDIA Optimus, you can use the dedicated graphics card to run Godot."
msgstr ""
#: ../../docs/about/troubleshooting.rst:32
#: ../../docs/about/troubleshooting.rst:37
msgid "The editor or project takes a very long time to start."
msgstr ""
#: ../../docs/about/troubleshooting.rst:34
#: ../../docs/about/troubleshooting.rst:39
msgid "This is a `known bug <https://github.com/godotengine/godot/issues/20566>`__ on Windows when you have specific USB peripherals connected. In particular, Corsair's iCUE software seems to cause the bug. Try updating your USB peripherals' drivers to their latest version. If the bug persists, you need to disconnect the faulty peripherals before opening the editor. You can then connect the peripheral again."
msgstr ""
#: ../../docs/about/troubleshooting.rst:42
#: ../../docs/about/troubleshooting.rst:47
msgid "The Godot editor appears frozen after clicking the system console."
msgstr ""
#: ../../docs/about/troubleshooting.rst:44
#: ../../docs/about/troubleshooting.rst:49
msgid "When running Godot on Windows with the system console enabled, you can accidentally enable *selection mode* by clicking inside the command window. This Windows-specific behavior pauses the application to let you select text inside the system console. Godot cannot override this system-specific behavior."
msgstr ""
#: ../../docs/about/troubleshooting.rst:49
#: ../../docs/about/troubleshooting.rst:54
msgid "To solve this, select the system console window and press Enter to leave selection mode."
msgstr ""
#: ../../docs/about/troubleshooting.rst:53
#: ../../docs/about/troubleshooting.rst:58
msgid "Some text such as \"NO DC\" appears in the top-left corner of the project manager and editor window."
msgstr ""
#: ../../docs/about/troubleshooting.rst:60
msgid "This is caused by the NVIDIA graphics driver injecting an overlay to display information."
msgstr ""
#: ../../docs/about/troubleshooting.rst:62
msgid "To disable this overlay on Windows, restore your graphics driver settings to the default values in the NVIDIA Control Panel."
msgstr ""
#: ../../docs/about/troubleshooting.rst:65
msgid "To disable this overlay on Linux, open ``nvidia-settings``, go to **X Screen 0 > OpenGL Settings** then uncheck **Enable Graphics API Visual Indicator**."
msgstr ""
#: ../../docs/about/troubleshooting.rst:69
msgid "The project window appears blurry, unlike the editor."
msgstr ""
#: ../../docs/about/troubleshooting.rst:55
#: ../../docs/about/troubleshooting.rst:71
msgid "Unlike the editor, the project isn't marked as DPI-aware by default. This is done to improve performance, especially on integrated graphics, where rendering 3D scenes in hiDPI is slow."
msgstr ""
#: ../../docs/about/troubleshooting.rst:59
#: ../../docs/about/troubleshooting.rst:75
msgid "To resolve this, open **Project > Project Settings** and enable **Display > Window > Dpi > Allow Hidpi**. On top of that, make sure your project is configured to support :ref:`multiple resolutions <doc_multiple_resolutions>`."
msgstr ""
#: ../../docs/about/troubleshooting.rst:64
#: ../../docs/about/troubleshooting.rst:80
msgid "The project window doesn't appear centered when I run the project."
msgstr ""
#: ../../docs/about/troubleshooting.rst:66
#: ../../docs/about/troubleshooting.rst:82
msgid "This is a `known bug <https://github.com/godotengine/godot/issues/13017>`__. To resolve this, open **Project > Project Settings** and enable **Display > Window > Dpi > Allow Hidpi**. On top of that, make sure your project is configured to support :ref:`multiple resolutions <doc_multiple_resolutions>`."
msgstr ""
#: ../../docs/about/troubleshooting.rst:72
#: ../../docs/about/troubleshooting.rst:88
msgid "The project works when run from the editor, but fails to load some files when running from an exported copy."
msgstr ""
#: ../../docs/about/troubleshooting.rst:74
#: ../../docs/about/troubleshooting.rst:90
msgid "This is usually caused by forgetting to specify a filter for non-resource files in the Export dialog. By default, Godot will only include actual *resources* into the PCK file. Some files commonly used, such as JSON files, are not considered resources. For example, if you load ``test.json`` in the exported project, you need to specify ``*.json`` in the non-resource export filter. See :ref:`doc_exporting_projects_export_mode` for more information."
msgstr ""
#: ../../docs/about/troubleshooting.rst:81
#: ../../docs/about/troubleshooting.rst:97
msgid "On Windows, this can also be due to :ref:`case sensitivity <doc_project_organization_case_sensitivity>` issues. If you reference a resource in your script with a different case than on the filesystem, loading will fail once you export the project. This is because the virtual PCK filesystem is case-sensitive, while Windows's filesystem is case-insensitive by default."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -89,58 +89,41 @@ msgid "Language-based communities"
msgstr ""
#: ../../docs/community/channels.rst:37
msgid "Brazilian Portuguese: `Godot Brasil (Discord) <https://discord.gg/gWmQKBv>`_"
msgstr ""
#: ../../docs/community/channels.rst:38
msgid "French: `Godot Francophone Officiel (Discord) <https://discord.gg/3jvf3XN>`_"
msgstr ""
#: ../../docs/community/channels.rst:39
msgid "French: `SoloCode Godot (Discord) <https://discord.gg/gZ3QJ5T>`_"
msgstr ""
#: ../../docs/community/channels.rst:40
msgid "German: `Deutsche Godot Community (Discord) <https://discord.gg/Tr7Ma6E>`_"
msgid "See the `User groups <https://godotengine.org/community/user-groups>` page of the website for a list of local communities."
msgstr ""
#: ../../docs/community/channels.rst:41
msgid "Swedish: `Swedish Godot Community (Discord) <https://discord.gg/6ZsgWmH>`_"
msgstr ""
#: ../../docs/community/channels.rst:44
msgid "Social networks"
msgstr ""
#: ../../docs/community/channels.rst:46
#: ../../docs/community/channels.rst:43
msgid "`GitHub <https://github.com/godotengine/>`_"
msgstr ""
#: ../../docs/community/channels.rst:47
#: ../../docs/community/channels.rst:44
msgid "`Facebook group <https://www.facebook.com/groups/godotengine/>`_"
msgstr ""
#: ../../docs/community/channels.rst:48
#: ../../docs/community/channels.rst:45
msgid "`Twitter <https://twitter.com/godotengine>`_ (see also the `#GodotEngine <https://twitter.com/hashtag/GodotEngine>`_ hashtag)"
msgstr ""
#: ../../docs/community/channels.rst:50
#: ../../docs/community/channels.rst:47
msgid "`Reddit <https://www.reddit.com/r/godot>`_"
msgstr ""
#: ../../docs/community/channels.rst:51
#: ../../docs/community/channels.rst:48
msgid "`YouTube <https://www.youtube.com/c/GodotEngineOfficial>`_"
msgstr ""
#: ../../docs/community/channels.rst:52
#: ../../docs/community/channels.rst:49
msgid "`Steam <https://steamcommunity.com/app/404790>`_"
msgstr ""
#: ../../docs/community/channels.rst:55
#: ../../docs/community/channels.rst:52
msgid "Forum"
msgstr ""
#: ../../docs/community/channels.rst:57
#: ../../docs/community/channels.rst:54
msgid "`Godot Forums <https://godotforums.org/>`_"
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -243,4 +243,3 @@ msgstr ""
#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:237
msgid "Also, libraries must use a permissive enough license to be included into Godot. Some examples of acceptable licenses are Apache 2.0, BSD, MIT, ISC, and MPL 2.0. In particular, we cannot accept libraries licensed under the GPL or LGPL since these licenses effectively disallow static linking in proprietary software (which Godot is distributed as in most exported projects). This requirement also applies to the editor, since we may want to run it on iOS in the long term. Since iOS doesn't support dynamic linking, static linking the only option on that platform."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -115,4 +115,3 @@ msgstr ""
#: ../../docs/community/contributing/bisecting_regressions.rst:144
msgid "You can read the full documentation on ``git bisect`` `here <https://git-scm.com/docs/git-bisect>`__."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -219,4 +219,3 @@ msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:129
msgid "Contributors are free to pick issues regardless of their assigned milestone; if a fix is proposed for a bug that was not deemed urgent and thus without milestone, it would likely still be very welcome."
msgstr ""

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@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -259,3 +259,51 @@ msgstr ""
msgid "Many IDEs or code editors have beautifier plugins that can be configured to run black automatically, for example each time you save a file. For details you can check `Black editor integration <https://github.com/psf/black#editor-integration>`__."
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:306
msgid "Comment style guide"
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:308
msgid "This comment style guide applies to all programming languages used within Godot's codebase."
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:311
msgid "Begin comments with a space character to distinguish them from disabled code."
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:312
msgid "Use sentence case for comments. Begin comments with an uppercase character and always end them with a period."
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:314
msgid "Reference variable/function names and values using backticks."
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:315
msgid "Wrap comments to ~100 characters."
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:316
msgid "You can use ``TODO:``, ``FIXME:``, ``NOTE:``, or ``HACK:`` as adominitions when needed."
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:319
#: ../../docs/community/contributing/code_style_guidelines.rst:342
msgid "**Example:**"
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:327
msgid "Don't repeat what the code says in a comment. Explain the *why* rather than *how*."
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:329
msgid "**Bad:**"
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:336
msgid "You can use Javadoc-style comments above function or macro definitions. It's recommended to use Javadoc-style comments *only* for methods which are not exposed to scripting. This is because exposed methods should be documented in the :ref:`class reference XML <doc_updating_the_class_reference>` instead."
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:354
msgid "For member variables, don't use Javadoc-style comments but use single-line comments instead:"
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -488,4 +488,3 @@ msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:535
msgid "The program pngquant must be installed locally as it's not available in Squoosh."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -155,4 +155,3 @@ msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:138
msgid "By contributing to the documentation on the GitHub repository, you agree that your changes are distributed under this license."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -295,4 +295,3 @@ msgstr ""
#: ../../docs/community/contributing/editor_and_docs_localization.rst:412
msgid "Repeat this for other images and :ref:`make a Pull Request <doc_pr_workflow>`."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -19,4 +19,3 @@ msgstr ""
#: ../../docs/community/contributing/index.rst:2
msgid "Contributing"
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -391,4 +391,3 @@ msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:547
msgid "You can also delete the remote branch from the GitHub PR itself, a button should appear once it has been merged or closed."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -523,4 +523,3 @@ msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:326
msgid "Languages with a good level of completion have their own localized instances of ReadTheDocs. Open an issue on the ``godot-docs-l10n`` repository if you think that a new language is complete enough to get its own instance."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -179,4 +179,3 @@ msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:201
msgid "See :ref:`doc_editor_and_docs_localization` for more details."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -41,114 +41,133 @@ msgid "If you're interested in Visual Scripting, `Emilio's tutorials <https://ww
msgstr ""
#: ../../docs/community/tutorials.rst:17
msgid "If you're interested in a complete introduction to programming using Godot and GDScript, the unofficial `Godot Tutorials <https://www.youtube.com/channel/UCnr9ojBEQGgwbcKsZC-2rIg>`_ YouTube channel is a good place to start."
msgstr ""
#: ../../docs/community/tutorials.rst:19
msgid "Some tutorials mentioned below provide more advanced tutorials, e.g. on 3D or shaders."
msgstr ""
#: ../../docs/community/tutorials.rst:20
#: ../../docs/community/tutorials.rst:22
msgid "Video tutorials"
msgstr ""
#: ../../docs/community/tutorials.rst:22
msgid "`Emilio <https://www.youtube.com/channel/UC9DR22-qohBDtZ74R3FxOZg>`_ (2D, GDScript and VisualScript)."
msgstr ""
#: ../../docs/community/tutorials.rst:23
msgid "`GDQuest <https://www.youtube.com/channel/UCxboW7x0jZqFdvMdCFKTMsQ/playlists>`_ (2D and 3D, GDScript, VisualScript and C#)."
msgstr ""
#: ../../docs/community/tutorials.rst:24
msgid "`Game Development Channel <https://www.youtube.com/channel/UClseGZiVmeHamsjYmpbiAmQ/playlists>`_ (2D, GDScript)."
msgid "`Godot Tutorials <https://www.youtube.com/channel/UCnr9ojBEQGgwbcKsZC-2rIg>`_ (2D, GDScript, Programming Basics)."
msgstr ""
#: ../../docs/community/tutorials.rst:25
msgid "`Game Endeavor <https://www.youtube.com/channel/UCLweX1UtQjRjj7rs_0XQ2Eg/videos>`_ (2D, GDScript)."
msgid "`Emilio <https://www.youtube.com/channel/UC9DR22-qohBDtZ74R3FxOZg>`_ (2D, GDScript and VisualScript)."
msgstr ""
#: ../../docs/community/tutorials.rst:26
msgid "`Game from Scratch <https://www.youtube.com/watch?v=iDEcP8Mc-7s&list=PLS9MbmO_ssyDk79j9ewONxV88fD5e_o5d>`_ (2D and 3D, GDScript and C#)."
msgid "`GDQuest <https://www.youtube.com/channel/UCxboW7x0jZqFdvMdCFKTMsQ/playlists>`_ (2D and 3D, GDScript, VisualScript and C#)."
msgstr ""
#: ../../docs/community/tutorials.rst:27
msgid "`HeartBeast <https://www.youtube.com/watch?v=wETY5_9kFtA&list=PL9FzW-m48fn2jlBu_0DRh7PvAt-GULEmd>`_ (2D, GDScript)."
msgid "`Game Development Center <https://www.youtube.com/c/GameDevelopmentCenter>`_ (2D, networked multiplayer, GDScript)."
msgstr ""
#: ../../docs/community/tutorials.rst:28
msgid "`Jeremy Bullock <https://www.youtube.com/channel/UCwJw2-V5S1TkBjLQ3_Ws54g>`_ (2D and 3D, GDScript, VisualScript and C#)."
msgid "`Game Endeavor <https://www.youtube.com/channel/UCLweX1UtQjRjj7rs_0XQ2Eg/videos>`_ (2D, GDScript)."
msgstr ""
#: ../../docs/community/tutorials.rst:29
msgid "`KidsCanCode <https://www.youtube.com/channel/UCNaPQ5uLX5iIEHUCLmfAgKg/playlists>`__ (2D and 3D, GDScript and VisualScript)."
msgid "`Game from Scratch <https://www.youtube.com/watch?v=iDEcP8Mc-7s&list=PLS9MbmO_ssyDk79j9ewONxV88fD5e_o5d>`_ (2D and 3D, GDScript and C#)."
msgstr ""
#: ../../docs/community/tutorials.rst:30
msgid "`Mister Taft Creates <https://www.youtube.com/playlist?list=PL4vbr3u7UKWqwQlvwvgNcgDL1p_3hcNn2>`_ (2D, GDScript)."
msgid "`HeartBeast <https://www.youtube.com/watch?v=wETY5_9kFtA&list=PL9FzW-m48fn2jlBu_0DRh7PvAt-GULEmd>`_ (2D, GDScript)."
msgstr ""
#: ../../docs/community/tutorials.rst:31
msgid "`Miziziziz <https://www.youtube.com/playlist?list=PLmugv6_kd0qN6AyjG245_Pdak4MXKUx88>`_ (2D, GDScript)."
msgid "`Jeremy Bullock <https://www.youtube.com/channel/UCwJw2-V5S1TkBjLQ3_Ws54g>`_ (2D and 3D, GDScript, VisualScript and C#)."
msgstr ""
#: ../../docs/community/tutorials.rst:32
msgid "`P1X / Krzysztof Jankowski <https://www.youtube.com/playlist?list=PLvDk7UKhld4xGPovdB4IFtAHYMYjx_-3K>`_ (3D)."
msgid "`KidsCanCode <https://www.youtube.com/channel/UCNaPQ5uLX5iIEHUCLmfAgKg/playlists>`__ (2D and 3D, GDScript and VisualScript)."
msgstr ""
#: ../../docs/community/tutorials.rst:33
msgid "`Pigdev <https://www.youtube.com/playlist?list=PLPMN4vCRFdordS3E-3zi0Hdh7pAsbWQ6a>`_ (2D, GDScript)."
msgid "`Mister Taft Creates <https://www.youtube.com/playlist?list=PL4vbr3u7UKWqwQlvwvgNcgDL1p_3hcNn2>`_ (2D, GDScript)."
msgstr ""
#: ../../docs/community/tutorials.rst:34
msgid "`Steincodes <https://www.youtube.com/c/steincodes/playlists>`__ (2D, GDScript and VisualScript)."
msgid "`Miziziziz <https://www.youtube.com/playlist?list=PLmugv6_kd0qN6AyjG245_Pdak4MXKUx88>`_ (2D, GDScript)."
msgstr ""
#: ../../docs/community/tutorials.rst:35
msgid "`TheBuffED <https://www.youtube.com/watch?v=ygGaN1EOQEA&list=PLvN5Z3tTxXEDfQkt4Frg6ALirespSwZd7>`_ (2D, GDScript)."
msgid "`P1X / Krzysztof Jankowski <https://www.youtube.com/playlist?list=PLvDk7UKhld4xGPovdB4IFtAHYMYjx_-3K>`_ (3D)."
msgstr ""
#: ../../docs/community/tutorials.rst:36
msgid "`Code with Tom <https://www.youtube.com/playlist?list=PLiUQR4U_J9ec0k91iHPme_qtfS1nrWF3W>`_ (2D and 3D, GDScript)."
msgid "`Pigdev <https://www.youtube.com/playlist?list=PLPMN4vCRFdordS3E-3zi0Hdh7pAsbWQ6a>`_ (2D, GDScript)."
msgstr ""
#: ../../docs/community/tutorials.rst:37
msgid "`BornCG <https://www.youtube.com/playlist?list=PLda3VoSoc_TSBBOBYwcmlamF1UrjVtccZ>`_ (3D, GDScript)."
msgid "`Steincodes <https://www.youtube.com/c/steincodes/playlists>`__ (2D, GDScript and VisualScript)."
msgstr ""
#: ../../docs/community/tutorials.rst:38
msgid "`Gonkee <https://www.youtube.com/channel/UCJqCPFHdbc6443G3Sz6VYDw>`_ (2D, 3D, GDScript, Shaders)."
msgid "`TheBuffED <https://www.youtube.com/watch?v=ygGaN1EOQEA&list=PLvN5Z3tTxXEDfQkt4Frg6ALirespSwZd7>`_ (2D, GDScript)."
msgstr ""
#: ../../docs/community/tutorials.rst:39
msgid "`Code with Tom <https://www.youtube.com/playlist?list=PLiUQR4U_J9ec0k91iHPme_qtfS1nrWF3W>`_ (2D and 3D, GDScript)."
msgstr ""
#: ../../docs/community/tutorials.rst:40
msgid "`BornCG <https://www.youtube.com/playlist?list=PLda3VoSoc_TSBBOBYwcmlamF1UrjVtccZ>`_ (2D and 3D, GDScript)."
msgstr ""
#: ../../docs/community/tutorials.rst:41
msgid "Text tutorials"
msgid "`Gonkee <https://www.youtube.com/channel/UCJqCPFHdbc6443G3Sz6VYDw>`_ (2D and 3D, GDScript, Shaders)."
msgstr ""
#: ../../docs/community/tutorials.rst:42
msgid "`TheGuideKnight <https://www.youtube.com/playlist?list=PLYcTJBw32KtX2fvOdtO_fS3Nd6sxM71tn>`_ (2D, GDScript)."
msgstr ""
#: ../../docs/community/tutorials.rst:43
msgid "`Godot Recipes by KidsCanCode <http://godotrecipes.com/>`__"
msgid "`GDScript Dude <https://www.youtube.com/channel/UCQs0i6vKISElM6mh7OzLouQ>`_ (GDScript)."
msgstr ""
#: ../../docs/community/tutorials.rst:44
msgid "`Steincodes <https://steincodes.tumblr.com>`__"
#: ../../docs/community/tutorials.rst:46
msgid "Text tutorials"
msgstr ""
#: ../../docs/community/tutorials.rst:47
msgid "Devlogs"
#: ../../docs/community/tutorials.rst:48
msgid "`GDScript website by Andrew Wilkes <https://gdscript.com>`__"
msgstr ""
#: ../../docs/community/tutorials.rst:49
msgid "`Andrea Catania (Physics & AI) <https://www.youtube.com/channel/UCm4RuvYtgpgFDTCgaEUT5uQ/videos>`_"
msgid "`Godot Recipes by KidsCanCode <http://godotrecipes.com/>`__"
msgstr ""
#: ../../docs/community/tutorials.rst:50
msgid "`Bastiaan Olij (AR & VR) <https://www.youtube.com/channel/UCrbLJYzJjDf2p-vJC011lYw/videos>`_"
msgid "`Steincodes <https://steincodes.tumblr.com>`__"
msgstr ""
#: ../../docs/community/tutorials.rst:53
msgid "Resources"
msgid "Devlogs"
msgstr ""
#: ../../docs/community/tutorials.rst:55
msgid "`awesome-godot: A curated list of resources by Calinou <https://github.com/Calinou/awesome-godot>`_"
msgid "`Andrea Catania (Physics & AI) <https://www.youtube.com/channel/UCm4RuvYtgpgFDTCgaEUT5uQ/videos>`_"
msgstr ""
#: ../../docs/community/tutorials.rst:56
msgid "`Zeef Godot Engine: A curated directory of resources by Andre Schmitz <https://godot-engine.zeef.com/andre.antonio.schmitz>`_"
msgid "`Bastiaan Olij (AR & VR) <https://www.youtube.com/channel/UCrbLJYzJjDf2p-vJC011lYw/videos>`_"
msgstr ""
#: ../../docs/community/tutorials.rst:59
msgid "Resources"
msgstr ""
#: ../../docs/community/tutorials.rst:61
msgid "`awesome-godot: A curated list of free/libre plugins, scripts and add-ons <https://github.com/godotengine/awesome-godot>`_"
msgstr ""
#: ../../docs/community/tutorials.rst:62
msgid "`Zeef Godot Engine: A curated directory of resources by Andre Schmitz <https://godot-engine.zeef.com/andre.antonio.schmitz>`_"
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -53,202 +53,209 @@ msgid "`Android SDK <https://developer.android.com/studio/#command-tools>`_ (com
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:29
msgid "Required SDK components will be automatically installed by Gradle (except the NDK)."
msgid "Required SDK components will be automatically installed."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:31
msgid "`Android NDK <https://developer.android.com/ndk/downloads/>`_ r17 or later."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:32
msgid "Gradle (will be downloaded and installed automatically if missing)."
#: ../../docs/development/compiling/compiling_for_android.rst:30
msgid "On Linux, **do not use an Android SDK provided by your distribution's repositories as it will often be outdated**."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:33
msgid "Gradle (will be downloaded and installed automatically if missing)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:34
msgid "JDK 8 (either OpenJDK or Oracle JDK)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:35
#: ../../docs/development/compiling/compiling_for_android.rst:36
msgid "JDK 9 or later are not currently supported."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:36
#: ../../docs/development/compiling/compiling_for_android.rst:37
msgid "You can download a build from `ojdkbuild <https://github.com/ojdkbuild/ojdkbuild>`_."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:38
#: ../../docs/development/compiling/compiling_for_android.rst:39
msgid "For a general overview of SCons usage for Godot, see :ref:`doc_introduction_to_the_buildsystem`."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:44
#: ../../docs/development/compiling/compiling_for_android.rst:45
msgid "Setting up the buildsystem"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:46
msgid "Set the environment variable ``ANDROID_HOME`` to point to the Android SDK. If you downloaded the Android command-line tools, this would be the folder where you extracted the contents of the ZIP archive. Later on, ``gradlew`` will install necessary SDK components in this folder. However, you need to accept the SDK component licenses before they can be downloaded by Gradle. This can be done by running the following command from the root of the SDK directory, then answering all the prompts with ``y``:"
#: ../../docs/development/compiling/compiling_for_android.rst:47
msgid "Set the environment variable ``ANDROID_SDK_ROOT`` to point to the Android SDK. If you downloaded the Android command-line tools, this would be the folder where you extracted the contents of the ZIP archive."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:51
msgid "Install the necessary SDK components in this folder:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:53
msgid "Accept the SDK component licenses by running the following command where ``android_sdk_path`` is the path to the Android SDK, then answering all the prompts with ``y``:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:60
msgid "Set the environment variable ``ANDROID_NDK_ROOT`` to point to the Android NDK. You also might need to set the variable ``ANDROID_NDK_HOME`` to the same path, especially if you are using custom Android modules, since some Gradle plugins rely on the NDK and use this variable to determine its location."
msgid "Complete setup by running the following command where ``android_sdk_path`` is the path to the Android SDK."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:66
msgid "To set those environment variables on Windows, press :kbd:`Windows + R`, type \"control system\", then click on **Advanced system settings** in the left pane, then click on **Environment variables** on the window that appears."
msgid "To set the environment variable on Windows, press :kbd:`Windows + R`, type \"control system\", then click on **Advanced system settings** in the left pane, then click on **Environment variables** on the window that appears."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:71
msgid "To set those environment variables on Linux or macOS, use ``export ANDROID_HOME=/path/to/android-sdk`` and ``export ANDROID_NDK_ROOT=/path/to/android-ndk`` where ``/path/to/android-sdk`` and ``/path/to/android-ndk`` point to the root of the SDK and NDK directories."
#: ../../docs/development/compiling/compiling_for_android.rst:70
msgid "To set the environment variable on Linux or macOS, use ``export ANDROID_SDK_ROOT=/path/to/android-sdk`` where ``/path/to/android-sdk`` points to the root of the SDK directories."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:78
#: ../../docs/development/compiling/compiling_for_android.rst:75
msgid "Building the export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:80
#: ../../docs/development/compiling/compiling_for_android.rst:77
msgid "Godot needs two export templates for Android: the optimized \"release\" template (``android_release.apk``) and the debug template (``android_debug.apk``). As Google will require all APKs to include ARMv8 (64-bit) libraries starting from August 2019, the commands below will build an APK containing both ARMv7 and ARMv8 libraries."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:86
#: ../../docs/development/compiling/compiling_for_android.rst:83
msgid "Compiling the standard export templates is done by calling SCons from the Godot root directory with the following arguments:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:89
#: ../../docs/development/compiling/compiling_for_android.rst:86
msgid "Release template (used when exporting with **Debugging Enabled** unchecked)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:102
#: ../../docs/development/compiling/compiling_for_android.rst:99
msgid "The resulting APK will be located at ``bin/android_release.apk``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:104
#: ../../docs/development/compiling/compiling_for_android.rst:101
msgid "Debug template (used when exporting with **Debugging Enabled** checked)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:117
#: ../../docs/development/compiling/compiling_for_android.rst:114
msgid "The resulting APK will be located at ``bin/android_debug.apk``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:120
#: ../../docs/development/compiling/compiling_for_android.rst:117
msgid "Adding support for x86 devices"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:122
#: ../../docs/development/compiling/compiling_for_android.rst:119
msgid "If you also want to include support for x86 and x86-64 devices, run the SCons command a third and fourth time with the ``android_arch=x86``, and ``android_arch=x86_64`` arguments before building the APK with Gradle. For example, for the release template:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:140
#: ../../docs/development/compiling/compiling_for_android.rst:137
msgid "This will create a fat binary that works on all platforms. The final APK size of exported projects will depend on the platforms you choose to support when exporting; in other words, unused platforms will be removed from the APK."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:146
#: ../../docs/development/compiling/compiling_for_android.rst:143
msgid "Cleaning the generated export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:148
#: ../../docs/development/compiling/compiling_for_android.rst:145
msgid "You can use the following commands to remove the generated export templates:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:160
#: ../../docs/development/compiling/compiling_for_android.rst:157
msgid "Using the export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:162
#: ../../docs/development/compiling/compiling_for_android.rst:159
msgid "Godot needs release and debug APKs that were compiled against the same version/commit as the editor. If you are using official binaries for the editor, make sure to install the matching export templates, or build your own from the same version."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:167
#: ../../docs/development/compiling/compiling_for_android.rst:164
msgid "When exporting your game, Godot opens the APK, changes a few things inside and adds your files."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:171
#: ../../docs/development/compiling/compiling_for_android.rst:168
msgid "Installing the templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:173
#: ../../docs/development/compiling/compiling_for_android.rst:170
msgid "The newly-compiled templates (``android_debug.apk`` and ``android_release.apk``) must be copied to Godot's templates folder with their respective names. The templates folder can be located in:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:177
#: ../../docs/development/compiling/compiling_for_android.rst:174
msgid "Windows: ``%APPDATA%\\Godot\\templates\\<version>\\``"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:178
#: ../../docs/development/compiling/compiling_for_android.rst:175
msgid "Linux: ``$HOME/.local/share/godot/templates/<version>/``"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:179
#: ../../docs/development/compiling/compiling_for_android.rst:176
msgid "macOS: ``$HOME/Library/Application Support/Godot/templates/<version>/``"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:181
#: ../../docs/development/compiling/compiling_for_android.rst:178
msgid "``<version>`` is of the form ``major.minor[.patch].status`` using values from ``version.py`` in your Godot source repository (e.g. ``3.0.5.stable`` or ``3.1.dev``). You also need to write this same version string to a ``version.txt`` file located next to your export templates."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:188
#: ../../docs/development/compiling/compiling_for_android.rst:185
msgid "However, if you are writing your custom modules or custom C++ code, you might instead want to configure your APKs as custom export templates here:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:194
#: ../../docs/development/compiling/compiling_for_android.rst:191
msgid "You don't even need to copy them, you can just reference the resulting file in the ``bin\\`` directory of your Godot source folder, so that the next time you build you will automatically have the custom templates referenced."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:200
#: ../../docs/development/compiling/compiling_for_android.rst:197
msgid "Troubleshooting"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:203
#: ../../docs/development/compiling/compiling_for_android.rst:200
msgid "Platform doesn't appear in SCons"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:205
msgid "Double-check that you've set both the ``ANDROID_HOME`` and ``ANDROID_NDK_ROOT`` environment variables. This is required for the platform to appear in SCons' list of detected platforms. See :ref:`Setting up the buildsystem <doc_android_setting_up_the_buildsystem>` for more information."
#: ../../docs/development/compiling/compiling_for_android.rst:202
msgid "Double-check that you've set the ``ANDROID_SDK_ROOT`` environment variable. This is required for the platform to appear in SCons' list of detected platforms. See :ref:`Setting up the buildsystem <doc_android_setting_up_the_buildsystem>` for more information."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:212
#: ../../docs/development/compiling/compiling_for_android.rst:209
msgid "Application not installed"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:214
#: ../../docs/development/compiling/compiling_for_android.rst:211
msgid "Android might complain the application is not correctly installed. If so:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:217
#: ../../docs/development/compiling/compiling_for_android.rst:214
msgid "Check that the debug keystore is properly generated."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:218
#: ../../docs/development/compiling/compiling_for_android.rst:215
msgid "Check that the jarsigner executable is from JDK 8."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:220
#: ../../docs/development/compiling/compiling_for_android.rst:217
msgid "If it still fails, open a command line and run `logcat <https://developer.android.com/studio/command-line/logcat>`_:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:226
#: ../../docs/development/compiling/compiling_for_android.rst:223
msgid "Then check the output while the application is installed; the error message should be presented there. Seek assistance if you can't figure it out."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:231
#: ../../docs/development/compiling/compiling_for_android.rst:228
msgid "Application exits immediately"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:233
#: ../../docs/development/compiling/compiling_for_android.rst:230
msgid "If the application runs but exits immediately, this might be due to one of the following reasons:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:236
#: ../../docs/development/compiling/compiling_for_android.rst:233
msgid "Make sure to use export templates that match your editor version; if you use a new Godot version, you *have* to update the templates too."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:238
#: ../../docs/development/compiling/compiling_for_android.rst:235
msgid "``libgodot_android.so`` is not in ``libs/<android_arch>/`` where ``<android_arch>`` is the device's architecture."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:240
#: ../../docs/development/compiling/compiling_for_android.rst:237
msgid "The device's architecture does not match the exported one(s). Make sure your templates were built for that device's architecture, and that the export settings included support for that architecture."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:244
#: ../../docs/development/compiling/compiling_for_android.rst:241
msgid "In any case, ``adb logcat`` should also show the cause of the error."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -83,4 +83,3 @@ msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:75
msgid "Replace or add your executable to the Xcode project, and change the \"executable name\" property on Info.plist accordingly if you use an alternative build."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -69,7 +69,7 @@ msgid "To compile for Intel (x86-64) powered Macs, use::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:39
msgid "To compile for Apple Silicon (ARM64) powered Macs, use (only for Godot 3.2.3+)::"
msgid "To compile for Apple Silicon (ARM64) powered Macs, use::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:43
@@ -131,4 +131,3 @@ msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:108
msgid "If you have an OSXCross SDK version different from the one expected by the SCons buildsystem, you can specify a custom one with the ``osxcross_sdk`` argument::"
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -151,4 +151,3 @@ msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:142
msgid "Now you can just run the project and your app should open. You can also use the \"Start Without Debugging\" option from the \"Debug\" menu (or press :kbd:`Ctrl + F5`) to make it launch faster."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -91,4 +91,3 @@ msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:76
msgid "In order to choose one of the two methods, the ``LLVM_ROOT`` variable in the Emscripten configuration file is used. If it points to a directory containing binaries of Emscripten's *fastcomp* fork of clang, ``asm2wasm`` is used. This is the default in a normal Emscripten installation. Otherwise, LLVM binaries built with the WebAssembly backend will be expected and the LLVM's WebAssembly backend is used."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -120,163 +120,170 @@ msgstr ""
msgid "The tutorial will assume from now on that you placed the source code in ``C:\\godot``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:92
msgid "Compiling"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:95
msgid "Selecting a compiler"
#: ../../docs/development/compiling/compiling_for_windows.rst:93
msgid "To prevent slowdowns caused by continuous virus scanning during compilation, add the Godot source folder to the list of exceptions in your antivirus software."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:97
msgid "SCons will automatically find and use an existing Visual Studio installation. If you do not have Visual Studio installed, it will attempt to use MinGW instead. If you already have Visual Studio installed and want to use MinGW, pass ``use_mingw=yes`` to the SCons command line."
msgid "For Windows Defender, hit the :kbd:`Windows` key, type \"Windows Defender Settings\" then hit :kbd:`Enter`. Under **Virus & threat protection**, go to **Virus & threat protection setting** and scroll down to **Exclusions**. Click **Add or remove exclusions** then add the Godot source folder."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:102
#: ../../docs/development/compiling/compiling_for_windows.rst:104
msgid "Compiling"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:107
msgid "Selecting a compiler"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:109
msgid "SCons will automatically find and use an existing Visual Studio installation. If you do not have Visual Studio installed, it will attempt to use MinGW instead. If you already have Visual Studio installed and want to use MinGW, pass ``use_mingw=yes`` to the SCons command line. Note that MSVC builds cannot be performed from the MSYS2 or MinGW shells. Use either ``cmd.exe`` or PowerShell instead."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:116
msgid "During development, using the Visual Studio compiler is usually a better idea, as it links the Godot binary much faster than MinGW. However, MinGW can produce more optimized binaries using link-time optimization (see below), making it a better choice for production use."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:108
#: ../../docs/development/compiling/compiling_for_windows.rst:122
msgid "Running SCons"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:110
#: ../../docs/development/compiling/compiling_for_windows.rst:124
msgid "After opening a command prompt, change to the root directory of the engine source code (using ``cd``) and type::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:115
#: ../../docs/development/compiling/compiling_for_windows.rst:129
msgid "You can specify a number of CPU threads to use to speed up the build::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:119
#: ../../docs/development/compiling/compiling_for_windows.rst:133
msgid "In general, it is OK to have at least as many threads compiling Godot as you have cores in your CPU, if not one or two more. Feel free to add the ``-j`` option to any SCons command you see below."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:123
#: ../../docs/development/compiling/compiling_for_windows.rst:137
msgid "When compiling with multiple CPU threads, SCons may warn about pywin32 being missing. You can safely ignore this warning."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:126
#: ../../docs/development/compiling/compiling_for_windows.rst:140
msgid "If all goes well, the resulting binary executable will be placed in ``C:\\godot\\bin\\`` with the name ``godot.windows.tools.32.exe`` or ``godot.windows.tools.64.exe``. By default, SCons will build a binary matching your CPU architecture, but this can be overridden using ``bits=64`` or ``bits=32``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:132
#: ../../docs/development/compiling/compiling_for_windows.rst:146
msgid "This executable file contains the whole engine and runs without any dependencies. Running it will bring up the Project Manager."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:135
#: ../../docs/development/compiling/compiling_for_windows.rst:149
msgid "If you are compiling Godot for production use, then you can make the final executable smaller and faster by adding the SCons option ``target=release_debug``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:139
msgid "If you are compiling Godot with MinGW, you can make the binary even smaller and faster by adding the SCons option ``use_lto=yes``. As link-time optimization is a memory-intensive process, this will require about 3 GB of available RAM while compiling."
#: ../../docs/development/compiling/compiling_for_windows.rst:153
msgid "If you are compiling Godot with MinGW, you can make the binary even smaller and faster by adding the SCons option ``use_lto=yes``. As link-time optimization is a memory-intensive process, this will require about 7 GB of available RAM while compiling."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:144
#: ../../docs/development/compiling/compiling_for_windows.rst:158
msgid "If you want to use separate editor settings for your own Godot builds and official releases, you can enable :ref:`doc_data_paths_self_contained_mode` by creating a file called ``._sc_`` or ``_sc_`` in the ``bin/`` folder."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:150
#: ../../docs/development/compiling/compiling_for_windows.rst:164
msgid "Development in Visual Studio or other IDEs"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:152
#: ../../docs/development/compiling/compiling_for_windows.rst:166
msgid "For most projects, using only scripting is enough but when development in C++ is needed, for creating modules or extending the engine, working with an IDE is usually desirable."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:156
#: ../../docs/development/compiling/compiling_for_windows.rst:170
msgid "You can create a Visual Studio solution via SCons by running SCons with the ``vsproj=yes`` parameter, like this::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:161
#: ../../docs/development/compiling/compiling_for_windows.rst:175
msgid "You will be able to open Godot's source in a Visual Studio solution now, and able to build Godot using Visual Studio's **Build** button."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:164
#: ../../docs/development/compiling/compiling_for_windows.rst:178
msgid "If you need to edit the build commands, they are located in \"Godot\" project settings, NMAKE sheet. SCons is called at the end of the commands. If you make a mistake, copy the command from one of the other build configurations (debug, release_debug, release) or architectures (Win32/x64); they are equivalent."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:171
#: ../../docs/development/compiling/compiling_for_windows.rst:185
msgid "Cross-compiling for Windows from other operating systems"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:173
#: ../../docs/development/compiling/compiling_for_windows.rst:187
msgid "If you are a Linux or macOS user, you need to install `MinGW-w64 <https://mingw-w64.org/doku.php>`__, which typically comes in 32-bit and 64-bit variants. The package names may differ based on your distribution, here are some known ones:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:179
#: ../../docs/development/compiling/compiling_for_windows.rst:193
msgid "**Arch Linux**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:179
#: ../../docs/development/compiling/compiling_for_windows.rst:193
msgid "Install `mingw-w64-gcc from the AUR`_."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:181
#: ../../docs/development/compiling/compiling_for_windows.rst:195
msgid "**Debian** / **Ubuntu**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:185
#: ../../docs/development/compiling/compiling_for_windows.rst:199
msgid "**Fedora**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:190
#: ../../docs/development/compiling/compiling_for_windows.rst:204
msgid "**macOS**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:194
#: ../../docs/development/compiling/compiling_for_windows.rst:208
msgid "**Mageia**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:202
#: ../../docs/development/compiling/compiling_for_windows.rst:216
msgid "Before attempting the compilation, SCons will check for the following binaries in your ``PATH`` environment variable::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:208
#: ../../docs/development/compiling/compiling_for_windows.rst:222
msgid "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can define the following environment variables to give a hint to the build system::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:215
#: ../../docs/development/compiling/compiling_for_windows.rst:229
msgid "To make sure you are doing things correctly, executing the following in the shell should result in a working compiler (the version output may differ based on your system)::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:223
#: ../../docs/development/compiling/compiling_for_windows.rst:237
msgid "Troubleshooting"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:225
#: ../../docs/development/compiling/compiling_for_windows.rst:239
msgid "Cross-compiling from some Ubuntu versions may lead to `this bug <https://github.com/godotengine/godot/issues/9258>`_, due to a default configuration lacking support for POSIX threading."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:229
#: ../../docs/development/compiling/compiling_for_windows.rst:243
msgid "You can change that configuration following those instructions, for 64-bit::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:237
#: ../../docs/development/compiling/compiling_for_windows.rst:251
msgid "And for 32-bit::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:245
#: ../../docs/development/compiling/compiling_for_windows.rst:259
msgid "Creating Windows export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:247
#: ../../docs/development/compiling/compiling_for_windows.rst:261
msgid "Windows export templates are created by compiling Godot without the editor, with the following flags::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:255
#: ../../docs/development/compiling/compiling_for_windows.rst:269
msgid "If you plan on replacing the standard export templates, copy these to the following location, replacing ``<version>`` with the version identifier (such as ``3.1.1.stable`` or ``3.2.dev``)::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:261
#: ../../docs/development/compiling/compiling_for_windows.rst:275
msgid "With the following names::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:268
#: ../../docs/development/compiling/compiling_for_windows.rst:282
msgid "However, if you are using custom modules or custom engine code, you may instead want to configure your binaries as custom export templates here:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:274
#: ../../docs/development/compiling/compiling_for_windows.rst:288
msgid "You don't need to copy them in this case, just reference the resulting files in the ``bin\\`` directory of your Godot source folder, so the next time you build, you will automatically have the custom templates referenced."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -153,7 +153,7 @@ msgid "If you are compiling Godot for production use, then you can make the fina
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:127
msgid "If you are compiling Godot with GCC, you can make the binary even smaller and faster by adding the SCons option ``use_lto=yes``. As link-time optimization is a memory-intensive process, this will require about 3 GB of available RAM while compiling."
msgid "If you are compiling Godot with GCC, you can make the binary even smaller and faster by adding the SCons option ``use_lto=yes``. As link-time optimization is a memory-intensive process, this will require about 7 GB of available RAM while compiling."
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:132
@@ -235,4 +235,3 @@ msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:221
msgid "It's still recommended to use GCC for production builds as they can be compiled using link-time optimization, making the resulting binaries smaller and faster."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -449,4 +449,3 @@ msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:390
msgid "Whether to copy the Mono framework assemblies and configuration files required by the Godot editor."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -71,4 +71,3 @@ msgstr ""
#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:64
msgid "If you get an error like below, it means the key wasn't properly included in your Godot build. Godot is encrypting the scripts during export, but can't read them at runtime."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -139,4 +139,3 @@ msgstr ""
#: ../../docs/development/compiling/cross-compiling_for_ios_on_linux.rst:162
msgid "Then you will have iOS fat binaries in ``bin`` directory."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -63,4 +63,3 @@ msgstr ""
#: ../../docs/development/compiling/getting_source.rst:42
msgid "After downloading the Godot source code, you can :ref:`continue to compiling Godot <doc_introduction_to_the_buildsystem>`."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -19,4 +19,3 @@ msgstr ""
#: ../../docs/development/compiling/index.rst:2
msgid "Compiling"
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -287,4 +287,3 @@ msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:349
msgid "If you are developing for multiple platforms, macOS is definitely the most convenient host platform for cross-compilation, since you can cross-compile for almost every target (except for UWP). Linux and Windows come in second place, but Linux has the advantage of being the easier platform to set this up."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -101,7 +101,7 @@ msgid "Enabling link-time optimization produces more efficient binaries, both in
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:143
msgid "Linking becomes much slower with this option, so it should be used only for release builds."
msgid "Linking becomes much slower and more RAM consuming with this option, so it should be used only for release builds."
msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:147
@@ -111,4 +111,3 @@ msgstr ""
#: ../../docs/development/compiling/optimizing_for_size.rst:149
msgid "If you build from source, remember to strip debug symbols from binaries:"
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -99,4 +99,3 @@ msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:225
msgid "And the output will be ``is_spoken: True`` if the text is spoken."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -155,4 +155,3 @@ msgstr ""
#: ../../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

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -51,4 +51,3 @@ msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/android_studio.rst:27
msgid "If you run into any issues, ask for help in one of `Godot's community channels <https://godotengine.org/community>`__."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -37,7 +37,7 @@ msgid "From the CLion's welcome window choose the option to import an existing p
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/clion.rst:20
msgid "Navigate to ``<Godot root directory>/platform/android/java/lib`` (the ``CMakeLists.txt`` file is located there) and select it (but *not* the ``CMakeLists.txt`` file itself), then click **OK**."
msgid "Navigate to ``<Godot root directory>/platform/android/java/nativeSrcsConfigs`` (the ``CMakeLists.txt`` file is located there) and select it (but *not* the ``CMakeLists.txt`` file itself), then click **OK**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/clion.rst:27
@@ -60,3 +60,34 @@ msgstr ""
msgid "If you run into any issues, ask for help in one of `Godot's community channels <https://godotengine.org/community>`__."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/clion.rst:47
msgid "Debugging the project"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/clion.rst:49
msgid "Since CLion does not support SCons, you won't be able to compile, launch, and debug Godot from CLion in one step. You will first need to `compile godot yourself <https://docs.godotengine.org/en/stable/development/compiling/index.html>`__ and run the binary without CLion. You will then be able to debug Godot by using the `Attach to process <https://www.jetbrains.com/help/clion/attaching-to-local-process.html>`__ feature."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/clion.rst:52
msgid "Run the compilation in debug mode by entering ``scons``."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/clion.rst:54
msgid "Run the binary you have created (in the bin directory). If you want to debug a specific project, run the binary with the following arguments : ``--editor --path path/to/your/godot/project``. To run the project instead of editing it, remove the ``--editor`` argument."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/clion.rst:56
msgid "In CLion, go to **Run > Attach to Process...**"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/clion.rst:61
msgid "Find and Select godot in the list (or type the binary name/Process ID)"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/clion.rst:66
msgid "You can now use the debugging tools from CLion."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/clion.rst:70
msgid "If you run the binary without any arguments, you will only debug the project manager window. Don't forget to add the ``--path path/to/your/godot/project`` argument to debug a project."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -131,4 +131,3 @@ msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:129
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 ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -31,4 +31,3 @@ msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/index.rst:24
msgid "It is possible to use other IDEs, but their setup is not documented yet."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -115,4 +115,3 @@ msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:86
msgid "If you run into any issues, ask for help in one of `Godot's community channels <https://godotengine.org/community>`__."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -123,4 +123,3 @@ msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:110
msgid "If you run into any issues, ask for help in one of `Godot's community channels <https://godotengine.org/community>`__."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -87,4 +87,3 @@ msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio.rst:67
msgid "If you run into any issues, ask for help in one of `Godot's community channels <https://godotengine.org/community>`__."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -21,7 +21,7 @@ msgid "Visual Studio Code"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:6
msgid "`Visual Studio Code <https://code.visualstudio.com>`_ is a free cross-platform IDE by `Microsoft <https://microsoft.com>`_ (not to be confused with :ref:`doc_configuring_an_ide_vs`)."
msgid "`Visual Studio Code <https://code.visualstudio.com>`_ is a free cross-platform code editor by `Microsoft <https://microsoft.com>`_ (not to be confused with :ref:`doc_configuring_an_ide_vs`)."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:10
@@ -95,4 +95,3 @@ msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:107
msgid "If you run into any issues, ask for help in one of `Godot's community channels <https://godotengine.org/community>`__."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -159,4 +159,3 @@ msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/xcode.rst:109
msgid "If you run into any issues, ask for help in one of `Godot's community channels <https://godotengine.org/community>`__."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -254,4 +254,3 @@ msgstr ""
#: ../../docs/development/cpp/core_types.rst:235
msgid "`core/rid.h <https://github.com/godotengine/godot/blob/master/core/rid.h>`__"
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -108,4 +108,3 @@ msgstr ""
#: ../../docs/development/cpp/custom_audiostreams.rst:349
msgid "`core/math/audio_frame.h <https://github.com/godotengine/godot/blob/master/core/math/audio_frame.h>`__"
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -172,4 +172,3 @@ msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:509
msgid "Connecting signal example code is pretty hacky."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -371,4 +371,3 @@ msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:569
msgid "By this same logic, you can extend the Editor and almost any area of the engine."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -93,7 +93,7 @@ msgid "Each file format consist of a data container and a ``ResourceFormatLoader
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:49
msgid "ResourceFormatLoaders are usually simple classes which return all the necessary metadata for supporting new extensions in Godot. The class must the return the format name and the extension string."
msgid "ResourceFormatLoaders are usually simple classes which return all the necessary metadata for supporting new extensions in Godot. The class must return the format name and the extension string."
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:53
@@ -163,4 +163,3 @@ msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:379
msgid "Then attach the following script to any node::"
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -19,4 +19,3 @@ msgstr ""
#: ../../docs/development/cpp/index.rst:2
msgid "Engine development"
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -43,4 +43,3 @@ msgstr ""
#: ../../docs/development/cpp/inheritance_class_tree.rst:29
msgid "Source files: :download:`class_tree.zip <files/class_tree.zip>`."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -43,4 +43,3 @@ msgstr ""
#: ../../docs/development/cpp/introduction_to_godot_development.rst:35
msgid "Or:"
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -276,4 +276,3 @@ msgstr ""
#: ../../docs/development/cpp/object_class.rst:317
msgid "`core/io/resource_saver.h <https://github.com/godotengine/godot/blob/master/core/io/resource_saver.h>`__"
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -108,4 +108,3 @@ msgstr ""
#: ../../docs/development/cpp/variant_class.rst:60
msgid "`core/array.h <https://github.com/godotengine/godot/blob/master/core/array.h>`__"
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -123,4 +123,3 @@ msgstr ""
#: ../../docs/development/editor/creating_icons.rst:104
msgid "`editor/icons <https://github.com/godotengine/godot/tree/master/editor/icons>`__"
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -159,4 +159,3 @@ msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:98
msgid "**Bad:** *Compute global illumination for the selected GIProbe.*"
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -19,4 +19,3 @@ msgstr ""
#: ../../docs/development/editor/index.rst:2
msgid "Editor development"
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -27,4 +27,3 @@ msgstr ""
#: ../../docs/development/file_formats/gdscript_grammar.rst:9
msgid "This grammar is descriptive only, derived from the reference documentation and current implementation. The GDScript parser is **not** generated from a grammar definition. Inconsistencies here likely mean an error in this grammar, not a bug in GDScript."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -19,4 +19,3 @@ msgstr ""
#: ../../docs/development/file_formats/index.rst:2
msgid "Godot file formats"
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -430,4 +430,3 @@ msgstr ""
#: ../../docs/development/file_formats/tscn.rst:416
msgid "A Transform track uses every 12 real numbers in the ``keys`` to describe a keyframe. The first number is the timestamp. The second number is the transition followed by a 3-number translation vector, followed by a 4-number rotation quaternion (X, Y, Z, W) and finally a 3-number scale vector. The default transition in a Transform track is 1.0."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -517,46 +517,49 @@ msgid "Exporting the project from the command line is also supported. This is es
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:271
msgid "The platform names recognized by the ``--export`` switch are the same as displayed in the export wizard of the editor. To get a list of supported platforms from the command line, try exporting to a non-recognized platform and the full listing of platforms your configuration supports will be shown."
msgid "The preset name must match the name of an export preset defined in the project's ``export_presets.cfg`` file. If the preset name contains spaces or special characters (such as \"Windows Desktop\"), it must be surrounded with quotes."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:277
#: ../../docs/getting_started/editor/command_line_tutorial.rst:275
msgid "To export a debug version of the game, use the ``--export-debug`` switch instead of ``--export``. Their parameters and usage are the same."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:280
#: ../../docs/getting_started/editor/command_line_tutorial.rst:278
msgid "To export only a PCK file, use the ``--export-pack`` option followed by the preset name and output path, with the file extension, instead of ``--export``. The output path extension determines the package's format, either PCK or ZIP."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:285
#: ../../docs/getting_started/editor/command_line_tutorial.rst:284
msgid "When specifying a relative path as the path for `--export`, `--export-debug` or `--export-pack`, the path will be relative to the directory containing the ``project.godot`` file, **not** relative to the current working directory."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:289
msgid "Running a script"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:287
#: ../../docs/getting_started/editor/command_line_tutorial.rst:291
msgid "It is possible to run a simple ``.gd`` script from the command line. This feature is especially useful in large projects, e.g. for batch conversion of assets or custom import/export."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:291
#: ../../docs/getting_started/editor/command_line_tutorial.rst:295
msgid "The script must inherit from ``SceneTree`` or ``MainLoop``."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:293
#: ../../docs/getting_started/editor/command_line_tutorial.rst:297
msgid "Here is a simple ``sayhello.gd`` example of how it works:"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:304
#: ../../docs/getting_started/editor/command_line_tutorial.rst:308
msgid "And how to run it:"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:311
#: ../../docs/getting_started/editor/command_line_tutorial.rst:315
msgid "If no ``project.godot`` exists at the path, current path is assumed to be the current working directory (unless ``--path`` is specified)."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:314
#: ../../docs/getting_started/editor/command_line_tutorial.rst:318
msgid "The first line of ``sayhello.gd`` above is commonly referred to as a *shebang*. If the Godot binary is in your ``PATH`` as ``godot``, it allows you to run the script as follows in modern Linux distributions, as well as macOS:"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:326
#: ../../docs/getting_started/editor/command_line_tutorial.rst:330
msgid "If the above doesn't work in your current version of Linux or macOS, you can always have the shebang run Godot straight from where it is located as follows:"
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -2872,4 +2872,3 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:533
msgid "``tileset_editor/editmode_z_index``"
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -127,4 +127,3 @@ msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:49
msgid "For Visual Studio Code you will have to point to the ``code.cmd`` file."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -19,4 +19,3 @@ msgstr ""
#: ../../docs/getting_started/editor/index.rst:3
msgid "Editor manual"
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -439,4 +439,3 @@ msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:252
msgid "If you are interested in using Godot in C++, you may want to start reading the :ref:`Developing in C++ <doc_introduction_to_godot_development>` page."
msgstr ""

View File

@@ -0,0 +1,169 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2021, 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 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+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"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/editor/using_the_web_editor.rst:4
msgid "Using the Web editor"
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:6
msgid "Since Godot 3.3, there is a `Web editor <https://editor.godotengine.org/>`__ you can use to work on new or existing projects."
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:11
msgid "The web editor is in a preliminary stage. While its feature set may be sufficient for educational purposes, it is currently **not recommended for production work**. See :ref:`doc_using_the_web_editor_limitations` below."
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:16
msgid "Browser support"
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:18
msgid "The Web editor requires support for WebAssembly's SharedArrayBuffer. This is in turn required to support threading in the browser. The following desktop browsers support WebAssembly threading and can therefore run the web editor:"
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:22
msgid "Chrome 68 or later"
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:23
msgid "Firefox 79 or later"
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:24
msgid "Edge 79 or later"
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:26
msgid "Opera and Safari are not supported yet. Safari may work in the future once proper threading support is added."
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:29
msgid "**Mobile browsers are currently not supported.**"
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:31
msgid "The web editor supports both the GLES3 and GLES2 renderers, although GLES2 is recommended for better performance and compatibility with old/low-end hardware."
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:36
msgid "If you use Linux, due to `poor Firefox WebGL performance <https://bugzilla.mozilla.org/show_bug.cgi?id=1010527>`__, it's recommended to use a Chromium-based browser instead of Firefox."
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:43
msgid "Limitations"
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:45
msgid "Due to limitations on the Godot or Web platform side, the following features are currently missing:"
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:48
msgid "No C#/Mono support."
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:49
msgid "No GDNative support."
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:50
msgid "No project exporting. As a workaround, you can download the project source using **Project > Tools > Download Project Source** and export it using a `native version of the Godot editor <https://godotengine.org/download>`__."
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:53
msgid "The editor won't warn you when closing the tab with unsaved changes."
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:54
msgid "No lightmap baking support. You can still use existing lightmaps if they were baked with a native version of the Godot editor (e.g. by importing an existing project)."
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:58
msgid "The following features are unlikely to be supported due to inherent limitations of the Web platform:"
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:61
msgid "No support for external script editors."
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:62
msgid "No support for Android one-click deploy."
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:66
msgid "See the `list of open issues on GitHub related to the web editor <https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+label%3Aplatform%3Ahtml5+label%3Atopic%3Aeditor>`__ for a list of known bugs."
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:70
msgid "Importing a project"
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:72
msgid "To import an existing project, the current process is as follows:"
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:74
msgid "Specify a ZIP file to preload on the HTML5 filesystem using the **Preload project ZIP** input."
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:76
msgid "Run the editor by clicking **Start Godot editor**. The Godot project manager should appear after 10-20 seconds. On slower machines or connections, loading may take up to a minute."
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:79
msgid "In the dialog that appears at the middle of the window, specify a name for the folder to create then click the **Create Folder** button (it doesn't have to match the ZIP archive's name)."
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:82
msgid "Click **Install & Edit** and the project will open in the editor."
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:86
msgid "It's important to place the project folder somewhere in ``/home/web_user/``. If your project folder is placed outside ``/home/web_user/``, you will lose your project when closing the editor!"
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:90
msgid "When you follow the steps described above, the project folder will always be located in ``/home/web_user/projects``, keeping it safe."
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:94
msgid "Editing and running a project"
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:96
msgid "Unlike the native version of Godot, the web editor is constrained to a single window. Therefore, it cannot open a new window when running the project. Instead, when you run the project by clicking the Run button or pressing :kbd:`F5`, it will appear to \"replace\" the editor window."
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:101
msgid "The web editor offers an alternative way to deal with the editor and game windows (which are now \"tabs\"). You can switch between the **Editor** and **Game** tabs using the buttons on the top. You can also close the running game or editor by clicking the **×** button next to those tabs."
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:107
msgid "Where are my project files?"
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:109
msgid "Due to browser security limitations, the editor will save the project files to the browser's IndexedDB storage. This storage isn't accessible as a regular folder on your machine, but is abstracted away in a database."
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:113
msgid "You can download the project files as a ZIP archive by using **Project > Tools > Download Project Source**. This can be used to export the project using a `native Godot editor <https://godotengine.org/download>`__, since exporting from the web editor isn't supported yet."
msgstr ""
#: ../../docs/getting_started/editor/using_the_web_editor.rst:118
msgid "In the future, it may be possible to use the `HTML5 FileSystem API <https://developer.mozilla.org/en-US/docs/Web/API/FileSystem>`__ to store the project files on the user's filesystem as the native editor would do. However, this isn't implemented yet."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -45,278 +45,329 @@ msgid "Setting up C# for Godot"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:42
msgid "Windows (Visual Studio)"
msgid "Prerequisites"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:44
msgid "Download and install the latest version of `Visual Studio <https://visualstudio.microsoft.com/downloads/>`_ (*not* Visual Studio Code), which contains utilities required to use C# in Godot. If you don't plan on using the Visual Studio IDE, you can download just the `Visual Studio Build Tools <https://visualstudio.microsoft.com/thank-you-downloading-visual-studio/?sku=BuildTools&rel=15>`_ instead. Make sure you at least have the .NET Framework 4.5 targeting pack installed, you can get it using any of the installers mentioned above inside the \"Individual components\" tab."
msgid "Install the latest stable version of `.NET Core SDK <https://dotnet.microsoft.com/download/dotnet-core>`__ (3.1 as of writing)."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:54
msgid "Windows (JetBrains Rider)"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:48
msgid "From Godot 3.2.3 onwards, installing Mono SDK is not a requirement anymore, except it is required if you are building the engine from source."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:56
msgid "JetBrains Rider comes with bundled MSBuild, so nothing extra is required. Make sure to set the following preferences:"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:51
msgid "Godot bundles the parts of Mono needed to run already compiled games, however Godot does not include the tools required to build and compile games, such as MSBuild. These tools need to be installed separately. The required tools are included in the .NET Core SDK. MSBuild is also included in the Mono SDK, but it can't build C# projects with the new ``csproj`` format, therefore .NET Core SDK is required for Godot 3.2.3+."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:59
msgid "In Godot's Editor Settings:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:61
msgid "Set **Mono External Editor** to **JetBrains Rider**."
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:58
msgid "In summary, you must have installed .NET Core SDK **and** the Mono-enabled version of Godot."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:62
msgid "set **Mono Build Tool** to **JetBrains Mono**."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:64
msgid "In Rider:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:66
msgid "Set **MSBuild version** to either **Bundled with Rider** or **.NET Core**."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:67
msgid "Install the **Godot support** plugin."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:70
msgid "macOS and Linux"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:72
msgid "Download and install the latest version of the `Mono SDK <http://www.mono-project.com/download/>`_. As of Godot 3.1 beta 3, the version number doesn't matter since Godot bundles its own Mono 5.18 installation. We only need the Mono installation for NuGet and MSBuild which are required to use C# in Godot."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:78
msgid "To download Mono on macOS, use the \"Stable Channel\" link from the `Mono Downloads Page <http://www.mono-project.com/download/>`_. The Visual Studio channel is an earlier version of Mono and will not work."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:84
msgid "Additional notes"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:86
msgid "Your Godot version must have Mono support enabled, so make sure to download the **Mono version** of Godot. If you are building Godot from source, make sure to follow the steps to enable Mono support in your build as outlined in the :ref:`doc_compiling_with_mono` page."
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:64
msgid "Be sure to install the 64-bit version of the SDK(s) if you are using the 64-bit version of Godot."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:92
msgid "In summary, you must have installed Visual Studio or Mono (depending on your operating system) **and** the Mono-enabled version of Godot."
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:67
msgid "If you are building Godot from source, install the latest stable version of `Mono <https://www.mono-project.com/download/stable/>`__, and make sure to follow the steps to enable Mono support in your build as outlined in the :ref:`doc_compiling_with_mono` page."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:96
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:73
msgid "Configuring an external editor"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:98
msgid "C# support in Godot's script editor is minimal. Consider using an external IDE or editor, such as `Visual Studio Code <https://code.visualstudio.com/>`_ or MonoDevelop. These provide autocompletion, debugging, and other useful features for C#. To select an external editor in Godot, click on **Editor → Editor Settings** and scroll down to **Mono**. Under **Mono**, click on **Editor**, and select your external editor of choice. Godot currently supports the following external editors:"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:75
msgid "C# support in Godot's built-in script editor is minimal. Consider using an external IDE or editor, such as `Visual Studio Code <https://code.visualstudio.com/>`__ or MonoDevelop. These provide autocompletion, debugging, and other useful features for C#. To select an external editor in Godot, click on **Editor → Editor Settings** and scroll down to **Mono**. Under **Mono**, click on **Editor**, and select your external editor of choice. Godot currently supports the following external editors:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:107
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:84
msgid "Visual Studio 2019"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:108
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:85
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:109
msgid "Visual Studio Code"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:109
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:86
msgid "MonoDevelop"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:110
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:87
msgid "Visual Studio for Mac"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:111
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:88
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:93
msgid "JetBrains Rider"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:115
msgid "If you are using Visual Studio Code, ensure you download and install the `C# extension <https://marketplace.visualstudio.com/items?itemName=ms-vscode.csharp>`_ to enable features like syntax highlighting and IntelliSense."
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:90
msgid "See the following sections for how to configure an external editor:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:95
msgid "After reading the \"Prerequisites\" section, you can download and install `JetBrains Rider <https://www.jetbrains.com/rider/download>`__."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:98
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:114
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:141
msgid "In Godot's **Editor → Editor Settings** menu:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:100
msgid "Set **Mono** -> **Editor** -> **External Editor** to **JetBrains Rider**."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:101
msgid "Set **Mono** -> **Builds** -> **Build Tool** to **dotnet CLI**."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:103
msgid "In Rider:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:105
msgid "Set **MSBuild version** to **.NET Core**."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:106
msgid "Install the **Godot support** plugin."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:111
msgid "After reading the \"Prerequisites\" section, you can download and install `Visual Studio Code <https://code.visualstudio.com/download>`__ (aka VS Code)."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:116
msgid "Set **Mono** -> **Editor** -> **External Editor** to **Visual Studio Code**."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:118
msgid "In Visual Studio Code:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:120
msgid "Install the `C# <https://marketplace.visualstudio.com/items?itemName=ms-dotnettools.csharp>`__ extension."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:121
msgid "If you are using Visual Studio 2019, you must follow the instructions found in the `:ref:doc_c_sharp_configuring_vs_2019_for_debugging` section below."
msgid "Install the `godot-tools <https://marketplace.visualstudio.com/items?itemName=geequlim.godot-tools>`__ extension."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:126
msgid "Creating a C# script"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:122
msgid "Install the `C# Tools for Godot <https://marketplace.visualstudio.com/items?itemName=neikeq.godot-csharp-vscode>`__ extension."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:124
msgid "Next, follow the instructions found in the :ref:`doc_c_sharp_configuring_vs_code_for_debugging` section below."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:128
msgid "Visual Studio (Windows only)"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:130
msgid "Download and install the latest version of `Visual Studio <https://visualstudio.microsoft.com/downloads/>`__. Visual Studio will include the required SDKs if you have the correct workloads selected, so you don't need to manually install the things listed in the \"Prerequisites\" section."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:136
msgid "While installing Visual Studio, select these workloads:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:138
msgid "Mobile development with .NET"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:139
msgid ".NET Core cross-platform development"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:143
msgid "Set **Mono** -> **Editor** -> **External Editor** to **Visual Studio**."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:145
msgid "Next, follow the instructions found in the :ref:`doc_c_sharp_configuring_vs_2019_for_debugging` section below."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:149
msgid "Creating a C# script"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:151
msgid "After you successfully set up C# for Godot, you should see the following option when selecting **Attach Script** in the context menu of a node in your scene:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:133
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:156
msgid "Note that while some specifics change, most concepts work the same when using C# for scripting. If you're new to Godot, you may want to follow the tutorials on :ref:`doc_scripting` at this point. While some places in the documentation still lack C# examples, most concepts can be transferred easily from GDScript."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:140
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:163
msgid "Project setup and workflow"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:142
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:165
msgid "When you create the first C# script, Godot initializes the C# project files for your Godot project. This includes generating a C# solution (``.sln``) and a project file (``.csproj``), as well as some utility files and folders (``.mono`` and ``Properties/AssemblyInfo.cs``). All of these but ``.mono`` are important and should be committed to your version control system. ``.mono`` can be safely added to the ignore list of your VCS. When troubleshooting, it can sometimes help to delete the ``.mono`` folder and let it regenerate."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:152
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:175
msgid "Example"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:154
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:177
msgid "Here's a blank C# script with some comments to demonstrate how it works."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:181
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:204
msgid "As you can see, functions normally in global scope in GDScript like Godot's ``print`` function are available in the ``GD`` class which is part of the ``Godot`` namespace. For a list of methods in the ``GD`` class, see the class reference pages for :ref:`@GDScript <class_@gdscript>` and :ref:`@GlobalScope <class_@globalscope>`."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:188
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:211
msgid "Keep in mind that the class you wish to attach to your node should have the same name as the ``.cs`` file. Otherwise, you will get the following error and won't be able to run the scene: *\"Cannot find class XXX for script res://XXX.cs\"*"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:194
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:217
msgid "General differences between C# and GDScript"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:196
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:219
msgid "The C# API uses ``PascalCase`` instead of ``snake_case`` in GDScript/C++. Where possible, fields and getters/setters have been converted to properties. In general, the C# Godot API strives to be as idiomatic as is reasonably possible."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:200
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:223
msgid "For more information, see the :ref:`doc_c_sharp_differences` page."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:204
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:227
msgid "You need to (re)build the project assemblies whenever you want to see new exported variables or signals in the editor. This build can be manually triggered by clicking the word **Mono** at the bottom of the editor window to reveal the Mono panel, then clicking the **Build Project** button."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:209
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:232
msgid "You will also need to rebuild the project assemblies to apply changes in \"tool\" scripts."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:213
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:236
msgid "Current gotchas and known issues"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:215
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:238
msgid "As C# support is quite new in Godot, there are some growing pains and things that need to be ironed out. Below is a list of the most important issues you should be aware of when diving into C# in Godot, but if in doubt, also take a look over the official `issue tracker for Mono issues <https://github.com/godotengine/godot/labels/topic%3Amono>`_."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:221
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:244
msgid "Writing editor plugins is possible, but it is currently quite convoluted."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:222
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:245
msgid "State is currently not saved and restored when hot-reloading, with the exception of exported variables."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:224
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:247
msgid "Attached C# scripts should refer to a class that has a class name that matches the file name."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:226
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:249
msgid "There are some methods such as ``Get()``/``Set()``, ``Call()``/``CallDeferred()`` and signal connection method ``Connect()`` that rely on Godot's ``snake_case`` API naming conventions. So when using e.g. ``CallDeferred(\"AddChild\")``, ``AddChild`` will not work because the API is expecting the original ``snake_case`` version ``add_child``. However, you can use any custom properties or methods without this limitation."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:234
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."
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:257
msgid "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:239
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:261
msgid "Performance of C# in Godot"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:241
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:263
msgid "According to some preliminary `benchmarks <https://github.com/cart/godot3-bunnymark>`_, the performance of C# in Godot — while generally in the same order of magnitude — is roughly **~4×** that of GDScript in some naive cases. C++ is still a little faster; the specifics are going to vary according to your use case. GDScript is likely fast enough for most general scripting workloads. C# is faster, but requires some expensive marshalling when talking to Godot."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:249
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:271
msgid "Using NuGet packages in Godot"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:251
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:273
msgid "`NuGet <https://www.nuget.org/>`_ packages can be installed and used with Godot, as with any C# project. Many IDEs are able to add packages directly. They can also be added manually by adding the package reference in the ``.csproj`` file located in the project root:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:268
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:290
msgid "By default, tools like NuGet put ``Version`` as an attribute of the ```PackageReference``` Node. **You must manually create a Version node as shown above.** This is because the version of MSBuild used requires this. (This will be fixed in Godot 4.0.)"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:270
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:292
msgid "Whenever packages are added or modified, run ``nuget restore`` (*not* ``dotnet restore``) in the root of the project directory. To ensure that NuGet packages will be available for msbuild to use, run:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:279
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:301
msgid "Profiling your C# code"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:281
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:303
msgid "`Mono log profiler <https://www.mono-project.com/docs/debug+profile/profile/profiler/>`_ is available for Linux and macOS. Due to a Mono change, it does not work on Windows currently."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:282
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:304
msgid "External Mono profiler like `JetBrains dotTrace <https://www.jetbrains.com/profiler/>`_ can be used as described `here <https://github.com/godotengine/godot/pull/34382>`_."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:287
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:309
msgid "Configuring VS 2019 for debugging"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:291
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:313
msgid "Godot has built-in support for workflows involving several popular C# IDEs. Built-in support for Visual Studio will be including in future versions, but in the meantime, the steps below can let you configure VS 2019 for use with Godot C# projects."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:296
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:318
msgid "Install VS 2019 with ``.NET desktop development`` and ``Desktop development with C++`` workloads selected."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:297
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:319
msgid "**Ensure that you do not have Xamarin installed.** Do not choose the ``Mobile development with .NET`` workload. Xamarin changes the DLLs used by MonoDebugger, which breaks debugging."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:298
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:320
msgid "Install the `VSMonoDebugger extension <https://marketplace.visualstudio.com/items?itemName=GordianDotNet.VSMonoDebugger0d62>`_."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:299
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:321
msgid "In VS 2019 --> Extensions --> Mono --> Settings:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:301
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:323
msgid "Select ``Debug/Deploy to local Windows``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:302
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:324
msgid "Leave ``Local Deploy Path`` blank."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:303
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:325
msgid "Set the ``Mono Debug Port`` to the port in Godot --> Project --> Project Settings --> Mono --> Debugger Agent."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:304
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:326
msgid "Also select ``Wait for Debugger`` in the Godot Mono options. `This Godot Addon <https://godotengine.org/asset-library/asset/435>`_ may be helpful."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:306
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:328
msgid "Run the game in Godot. It should hang at the Godot splash screen while it waits for your debugger to attach."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:307
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:329
msgid "In VS 2019, open your project and choose Extensions --> Mono --> Attach to Mono Debugger."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:310
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:334
msgid "Configuring Visual Studio Code for debugging"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:312
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:336
msgid "To configure debugging, open Visual Studio Code and download the Mono Debug extension from Microsoft and the Godot extension by Ignacio. Then open the Godot project folder in VS Code. Go to the Run tab and click on **create a launch.json file**. Select **C# Godot** from the dropdown menu. Now, when you start the debugger in VS Code your Godot project will run."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -54,27 +54,27 @@ msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:30
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:59
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:199
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:214
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:226
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:237
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:245
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:260
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:272
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:329
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:221
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:236
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:248
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:259
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:267
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:282
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:294
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:351
msgid "GDScript"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:30
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:59
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:199
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:214
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:226
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:237
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:245
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:260
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:272
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:329
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:221
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:236
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:248
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:259
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:267
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:282
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:294
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:351
msgid "C#"
msgstr ""
@@ -156,10 +156,10 @@ msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:71
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:92
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:132
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:143
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:155
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:313
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:154
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:165
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:177
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:335
msgid "Example:"
msgstr ""
@@ -184,314 +184,325 @@ msgid "See also: :ref:`doc_c_sharp_signals`."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:127
msgid "Singletons"
msgid "`onready` keyword"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:129
msgid "GDScript has the ability to defer the initialization of a member variable until the ready function is called with `onready` (cf. :ref:`doc_gdscript_onready_keyword`). For example:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:137
msgid "However C# does not have this ability. To achieve the same effect you need to do this."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:149
msgid "Singletons"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:151
msgid "Singletons are available as static classes rather than using the singleton pattern. This is to make code less verbose than it would be with an ``Instance`` property."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:138
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:160
msgid "However, in some very rare cases this is not enough. For example, you may want to access a member from the base class ``Godot.Object``, like ``Connect``. For such use cases we provide a static property named ``Singleton`` that returns the singleton instance. The type of this instance is ``Godot.Object``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:150
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:172
msgid "String"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:152
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:174
msgid "Use ``System.String`` (``string``). Most of Godot's String methods are provided by the ``StringExtensions`` class as extension methods."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:162
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:184
msgid "There are a few differences, though:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:164
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:186
msgid "``erase``: Strings are immutable in C#, so we cannot modify the string passed to the extension method. For this reason, ``Erase`` was added as an extension method of ``StringBuilder`` instead of string. Alternatively, you can use ``string.Remove``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:168
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:190
msgid "``IsSubsequenceOf``/``IsSubsequenceOfi``: An additional method is provided, which is an overload of ``IsSubsequenceOf``, allowing you to explicitly specify case sensitivity:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:179
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:201
msgid "``Match``/``Matchn``/``ExprMatch``: An additional method is provided besides ``Match`` and ``Matchn``, which allows you to explicitly specify case sensitivity:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:190
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:212
msgid "Basis"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:192
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:214
msgid "Structs cannot have parameterless constructors in C#. Therefore, ``new Basis()`` initializes all primitive members to their default value. Use ``Basis.Identity`` for the equivalent of ``Basis()`` in GDScript and C++."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:196
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:242
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:218
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:264
msgid "The following method was converted to a property with a different name:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:201
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:217
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:223
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:239
msgid "``get_scale()``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:201
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:217
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:223
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:239
msgid "``Scale``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:205
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:227
msgid "Transform2D"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:207
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:229
msgid "Structs cannot have parameterless constructors in C#. Therefore, ``new Transform2D()`` initializes all primitive members to their default value. Please use ``Transform2D.Identity`` for the equivalent of ``Transform2D()`` in GDScript and C++."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:211
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:233
msgid "The following methods were converted to properties with their respective names changed:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:216
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:238
msgid "``get_rotation()``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:216
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:238
msgid "``Rotation``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:221
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:243
msgid "Plane"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:223
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:245
msgid "The following method was converted to a property with a *slightly* different name:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:228
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:250
msgid "``center()``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:228
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:250
msgid "``Center``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:232
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:254
msgid "Rect2"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:234
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:256
msgid "The following field was converted to a property with a *slightly* different name:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:239
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:261
msgid "``end``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:239
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:261
msgid "``End``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:247
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:269
msgid "``get_area()``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:247
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:269
msgid "``Area``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:251
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:273
msgid "Quat"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:253
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:275
msgid "Structs cannot have parameterless constructors in C#. Therefore, ``new Quat()`` initializes all primitive members to their default value. Please use ``Quat.Identity`` for the equivalent of ``Quat()`` in GDScript and C++."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:257
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:279
msgid "The following methods were converted to a property with a different name:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:262
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:284
msgid "``length()``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:262
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:284
msgid "``Length``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:263
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:285
msgid "``length_squared()``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:263
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:285
msgid "``LengthSquared``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:267
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:289
msgid "Array"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:269
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:291
msgid "*This is temporary. PoolArrays will need their own types to be used the way they are meant to.*"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:274
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:296
msgid "``Array``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:274
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:296
msgid "``Godot.Collections.Array``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:275
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:297
msgid "``PoolIntArray``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:275
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:297
msgid "``int[]``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:276
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:298
msgid "``PoolByteArray``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:276
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:298
msgid "``byte[]``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:277
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:299
msgid "``PoolFloatArray``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:277
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:299
msgid "``float[]``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:278
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:300
msgid "``PoolStringArray``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:278
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:300
msgid "``String[]``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:279
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:301
msgid "``PoolColorArray``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:279
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:301
msgid "``Color[]``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:280
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:302
msgid "``PoolVector2Array``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:280
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:302
msgid "``Vector2[]``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:281
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:303
msgid "``PoolVector3Array``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:281
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:303
msgid "``Vector3[]``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:284
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:306
msgid "``Godot.Collections.Array<T>`` is a type-safe wrapper around ``Godot.Collections.Array``. Use the ``Godot.Collections.Array<T>(Godot.Collections.Array)`` constructor to create one."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:288
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:310
msgid "Dictionary"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:290
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:312
msgid "Use ``Godot.Collections.Dictionary``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:292
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:314
msgid "``Godot.Collections.Dictionary<T>`` is a type-safe wrapper around ``Godot.Collections.Dictionary``. Use the ``Godot.Collections.Dictionary<T>(Godot.Collections.Dictionary)`` constructor to create one."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:296
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:318
msgid "Variant"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:298
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:320
msgid "``System.Object`` (``object``) is used instead of ``Variant``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:301
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:323
msgid "Communicating with other scripting languages"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:303
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:325
msgid "This is explained extensively in :ref:`doc_cross_language_scripting`."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:306
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:328
msgid "Yield"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:308
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:330
msgid "Something similar to GDScript's ``yield`` with a single parameter can be achieved with C#'s `yield keyword <https://docs.microsoft.com/en-US/dotnet/csharp/language-reference/keywords/yield>`_."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:311
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:333
msgid "The equivalent of yield on signal can be achieved with async/await and ``Godot.Object.ToSignal``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:321
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:343
msgid "Other differences"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:323
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:345
msgid "``preload``, as it works in GDScript, is not available in C#. Use ``GD.Load`` or ``ResourceLoader.Load`` instead."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:326
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:348
msgid "Other differences:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:331
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:353
msgid "``Color8``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:331
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:353
msgid "``Color.Color8``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:332
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:354
msgid "``is_inf``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:332
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:354
msgid "``float.IsInfinity``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:333
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:355
msgid "``is_nan``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:333
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:355
msgid "``float.IsNaN``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:334
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:356
msgid "``dict2inst``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:334
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:335
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:356
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:357
msgid "TODO"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:335
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:357
msgid "``inst2dict``"
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -187,4 +187,3 @@ msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:244
msgid "To see an example project, see the OS testing demo: https://github.com/godotengine/godot-demo-projects/tree/master/misc/os_test"
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -295,4 +295,3 @@ msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:324
msgid "Use safe cast when there is a possibility of the value being a different type, and use direct cast otherwise."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -19,4 +19,3 @@ msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/index.rst:2
msgid "C#"
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -184,4 +184,3 @@ msgstr ""
#: ../../docs/getting_started/scripting/creating_script_templates.rst:155
msgid "``-> void``"
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -127,4 +127,3 @@ msgstr ""
#: ../../docs/getting_started/scripting/cross_language_scripting.rst:206
msgid "A GDScript file may not inherit from a C# script. Likewise, a C# script may not inherit from a GDScript file. Due to how complex this would be to implement, this limitation is unlikely to be lifted in the future. See `this GitHub issue <https://github.com/godotengine/godot/issues/38352>`__ for more information."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -309,4 +309,3 @@ msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:527
msgid "Then, simply define that method and anything the rock touches can be smashed."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -1338,316 +1338,319 @@ msgstr ""
msgid "Instead, you can give your class a name to register it as a new type in Godot's editor. For that, you use the ``class_name`` keyword. You can add an optional comma followed by a path to an image, to use it as an icon. Your class will then appear with its new icon in the editor::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1055
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1057
msgid "If the script is located in the ``res://addons/`` directory, ``class_name`` will only cause the node to show up in the **Create New Node** dialog if the script is part of an *enabled* editor plugin. See :ref:`doc_making_plugins` for more information."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1062
msgid "Here's a class file example:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1077
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1084
msgid "Godot's class syntax is compact: it can only contain member variables or functions. You can use static functions, but not static member variables. In the same way, the engine initializes variables every time you create an instance, and this includes arrays and dictionaries. This is in the spirit of thread safety, since scripts can be initialized in separate threads without the user knowing."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1085
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1092
msgid "Inheritance"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1087
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1094
msgid "A class (stored as a file) can inherit from:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1089
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1096
msgid "A global class."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1090
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1097
msgid "Another class file."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1091
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1098
msgid "An inner class inside another class file."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1093
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1100
msgid "Multiple inheritance is not allowed."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1095
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1102
msgid "Inheritance uses the ``extends`` keyword::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1107
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1114
msgid "To check if a given instance inherits from a given class, the ``is`` keyword can be used::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1119
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1126
msgid "To call a function in a *parent class* (i.e. one ``extend``-ed in your current class), prepend ``.`` to the function name::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1124
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1131
msgid "This is especially useful because functions in extending classes replace functions with the same name in their parent classes. If you still want to call them, you can prefix them with ``.`` (like the ``super`` keyword in other languages)::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1132
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1139
msgid "Default functions like ``_init``, and most notifications such as ``_enter_tree``, ``_exit_tree``, ``_process``, ``_physics_process``, etc. are called in all parent classes automatically. There is no need to call them explicitly when overloading them."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1139
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1146
msgid "Class Constructor"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1141
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1148
msgid "The class constructor, called on class instantiation, is named ``_init``. As mentioned earlier, the constructors of parent classes are called automatically when inheriting a class. So, there is usually no need to call ``._init()`` explicitly."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1146
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1153
msgid "Unlike the call of a regular function, like in the above example with ``.some_func``, if the constructor from the inherited class takes arguments, they are passed like this::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1153
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1160
msgid "This is better explained through examples. Consider this scenario::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1176
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1183
msgid "There are a few things to keep in mind here:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1178
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1185
msgid "If the inherited class (``State.gd``) defines a ``_init`` constructor that takes arguments (``e`` in this case), then the inheriting class (``Idle.gd``) *must* define ``_init`` as well and pass appropriate parameters to ``_init`` from ``State.gd``."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1181
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1188
msgid "``Idle.gd`` can have a different number of arguments than the parent class ``State.gd``."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1182
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1189
msgid "In the example above, ``e`` passed to the ``State.gd`` constructor is the same ``e`` passed in to ``Idle.gd``."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1184
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1191
msgid "If ``Idle.gd``'s ``_init`` constructor takes 0 arguments, it still needs to pass some value to the ``State.gd`` parent class, even if it does nothing. This brings us to the fact that you can pass literals in the base constructor as well, not just variables. eg.::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1194
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1201
msgid "Inner classes"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1196
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1203
msgid "A class file can contain inner classes. Inner classes are defined using the ``class`` keyword. They are instanced using the ``ClassName.new()`` function."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1221
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1228
msgid "Classes as resources"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1223
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1230
msgid "Classes stored as files are treated as :ref:`resources <class_GDScript>`. They must be loaded from disk to access them in other classes. This is done using either the ``load`` or ``preload`` functions (see below). Instancing of a loaded class resource is done by calling the ``new`` function on the class object::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1240
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1247
msgid "Exports"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1244
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1251
msgid "Documentation about exports has been moved to :ref:`doc_gdscript_exports`."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1247
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1254
msgid "Setters/getters"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1249
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1256
msgid "It is often useful to know when a class' member variable changes for whatever reason. It may also be desired to encapsulate its access in some way."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1252
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1259
msgid "For this, GDScript provides a *setter/getter* syntax using the ``setget`` keyword. It is used directly after a variable definition:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1259
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1266
msgid "Whenever the value of ``variable`` is modified by an *external* source (i.e. not from local usage in the class), the *setter* function (``setterfunc`` above) will be called. This happens *before* the value is changed. The *setter* must decide what to do with the new value. Vice versa, when ``variable`` is accessed, the *getter* function (``getterfunc`` above) must ``return`` the desired value. Below is an example::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1275
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1282
msgid "Either of the *setter* or *getter* functions can be omitted::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1282
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1289
msgid "Setters and getters are useful when :ref:`exporting variables <doc_gdscript_exports>` to the editor in tool scripts or plugins, for validating input."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1285
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1292
msgid "As said, *local* access will *not* trigger the setter and getter. Here is an illustration of this:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1302
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1309
msgid "Tool mode"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1304
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1311
msgid "By default, scripts don't run inside the editor and only the exported properties can be changed. In some cases, it is desired that they do run inside the editor (as long as they don't execute game code or manually avoid doing so). For this, the ``tool`` keyword exists and must be placed at the top of the file::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1318
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1325
msgid "See :ref:`doc_running_code_in_the_editor` for more information."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1320
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1327
msgid "Be cautious when freeing nodes with ``queue_free()`` or ``free()`` in a tool script (especially the script's owner itself). As tool scripts run their code in the editor, misusing them may lead to crashing the editor."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1326
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1333
msgid "Memory management"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1328
msgid "If a class inherits from :ref:`class_Reference`, then instances will be freed when no longer in use. No garbage collector exists, just reference counting. By default, all classes that don't define inheritance extend **Reference**. If this is not desired, then a class must inherit :ref:`class_Object` manually and must call ``instance.free()``. To avoid reference cycles that can't be freed, a ``weakref`` function is provided for creating weak references."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1335
msgid "If a class inherits from :ref:`class_Reference`, then instances will be freed when no longer in use. No garbage collector exists, just reference counting. By default, all classes that don't define inheritance extend **Reference**. If this is not desired, then a class must inherit :ref:`class_Object` manually and must call ``instance.free()``. To avoid reference cycles that can't be freed, a :ref:`class_WeakRef` function is provided for creating weak references. Here is an example:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1336
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1357
msgid "Alternatively, when not using references, the ``is_instance_valid(instance)`` can be used to check if an object has been freed."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1343
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1364
msgid "Signals"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1345
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1366
msgid "Signals are a tool to emit messages from an object that other objects can react to. To create custom signals for a class, use the ``signal`` keyword."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1358
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1379
msgid "Signals are a `Callback <https://en.wikipedia.org/wiki/Callback_(computer_programming)>`_ mechanism. They also fill the role of Observers, a common programming pattern. For more information, read the `Observer tutorial <https://gameprogrammingpatterns.com/observer.html>`_ in the Game Programming Patterns ebook."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1365
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1386
msgid "You can connect these signals to methods the same way you connect built-in signals of nodes like :ref:`class_Button` or :ref:`class_RigidBody`."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1368
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1389
msgid "In the example below, we connect the ``health_depleted`` signal from a ``Character`` node to a ``Game`` node. When the ``Character`` node emits the signal, the game node's ``_on_Character_health_depleted`` is called::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1382
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1403
msgid "You can emit as many arguments as you want along with a signal."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1384
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1405
msgid "Here is an example where this is useful. Let's say we want a life bar on screen to react to health changes with an animation, but we want to keep the user interface separate from the player in our scene tree."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1388
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1409
msgid "In our ``Character.gd`` script, we define a ``health_changed`` signal and emit it with :ref:`Object.emit_signal() <class_Object_method_emit_signal>`, and from a ``Game`` node higher up our scene tree, we connect it to the ``Lifebar`` using the :ref:`Object.connect() <class_Object_method_connect>` method::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1429
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1450
msgid "To use signals, your class has to extend the ``Object`` class or any type extending it like ``Node``, ``KinematicBody``, ``Control``..."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1432
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1453
msgid "In the ``Game`` node, we get both the ``Character`` and ``Lifebar`` nodes, then connect the character, that emits the signal, to the receiver, the ``Lifebar`` node in this case."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1446
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1467
msgid "This allows the ``Lifebar`` to react to health changes without coupling it to the ``Character`` node."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1449
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1470
msgid "You can write optional argument names in parentheses after the signal's definition::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1455
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1476
msgid "These arguments show up in the editor's node dock, and Godot can use them to generate callback functions for you. However, you can still emit any number of arguments when you emit signals; it's up to you to emit the correct values."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1461
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1482
msgid "GDScript can bind an array of values to connections between a signal and a method. When the signal is emitted, the callback method receives the bound values. These bound arguments are unique to each connection, and the values will stay the same."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1466
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1487
msgid "You can use this array of values to add extra constant information to the connection if the emitted signal itself doesn't give you access to all the data that you need."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1470
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1491
msgid "Building on the example above, let's say we want to display a log of the damage taken by each character on the screen, like ``Player1 took 22 damage.``. The ``health_changed`` signal doesn't give us the name of the character that took damage. So when we connect the signal to the in-game console, we can add the character's name in the binds array argument::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1484
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1505
msgid "Our ``BattleLog`` node receives each element in the binds array as an extra argument::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1497
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1518
msgid "Coroutines with yield"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1499
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1520
msgid "GDScript offers support for `coroutines <https://en.wikipedia.org/wiki/Coroutine>`_ via the :ref:`yield<class_@GDScript_method_yield>` built-in function. Calling ``yield()`` will immediately return from the current function, with the current frozen state of the same function as the return value. Calling ``resume()`` on this resulting object will continue execution and return whatever the function returns. Once resumed, the state object becomes invalid. Here is an example::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1520
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1541
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1562
msgid "Will print::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1526
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1547
msgid "It is also possible to pass values between ``yield()`` and ``resume()``, for example::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1547
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1568
msgid "Remember to save the new function state, when using multiple ``yield``\\s::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1562
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1583
msgid "Coroutines & signals"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1564
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1585
msgid "The real strength of using ``yield`` is when combined with signals. ``yield`` can accept two arguments, an object and a signal. When the signal is received, execution will recommence. Here are some examples::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1577
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1598
msgid "Coroutines themselves use the ``completed`` signal when they transition into an invalid state, for example::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1589
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1610
msgid "``my_func`` will only continue execution once both buttons have been pressed."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1591
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1612
msgid "You can also get the signal's argument once it's emitted by an object:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1598
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1619
msgid "If there is more than one argument, ``yield`` returns an array containing the arguments::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1616
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1637
msgid "If you're unsure whether a function may yield or not, or whether it may yield multiple times, you can yield to the ``completed`` signal conditionally:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1638
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1659
msgid "This ensures that the function returns whatever it was supposed to return regardless of whether coroutines were used internally. Note that using ``while`` would be redundant here as the ``completed`` signal is only emitted when the function didn't yield anymore."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1644
msgid "Onready keyword"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1646
msgid "When using nodes, it's common to desire to keep references to parts of the scene in a variable. As scenes are only warranted to be configured when entering the active scene tree, the sub-nodes can only be obtained when a call to ``Node._ready()`` is made."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1659
msgid "This can get a little cumbersome, especially when nodes and external references pile up. For this, GDScript has the ``onready`` keyword, that defers initialization of a member variable until ``_ready()`` is called. It can replace the above code with a single line::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1667
msgid "Assert keyword"
msgid "`onready` keyword"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1669
msgid "When using nodes, it's common to desire to keep references to parts of the scene in a variable. As scenes are only warranted to be configured when entering the active scene tree, the sub-nodes can only be obtained when a call to ``Node._ready()`` is made."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1682
msgid "This can get a little cumbersome, especially when nodes and external references pile up. For this, GDScript has the ``onready`` keyword, that defers initialization of a member variable until ``_ready()`` is called. It can replace the above code with a single line::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1690
msgid "Assert keyword"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1692
msgid "The ``assert`` keyword can be used to check conditions in debug builds. These assertions are ignored in non-debug builds. This means that the expression passed as argument won't be evaluated in a project exported in release mode. Due to this, assertions must **not** contain expressions that have side effects. Otherwise, the behavior of the script would vary depending on whether the project is run in a debug build."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1681
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1704
msgid "When running a project from the editor, the project will be paused if an assertion error occurs."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -143,4 +143,3 @@ msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:286
msgid "``PROPERTY_USAGE_GROUP`` indicates that the property should be treated as a script group specifically, so the type ``TYPE_NIL`` can be ignored as it won't be actually used for the scripting logic, yet it must be defined anyway."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -384,4 +384,3 @@ msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:279
msgid "Hi, Godette v3.11"
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -86,7 +86,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:327
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:347
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:373
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:766
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:767
msgid "**Good**:"
msgstr ""
@@ -100,7 +100,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:334
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:354
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:383
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:772
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:773
msgid "**Bad**:"
msgstr ""
@@ -456,15 +456,6 @@ msgstr ""
msgid "In most cases you can let the compiler infer the type, using ``:=``:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:759
msgid "::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:759
msgid "var health := 0 # The compiler will use the int type."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:761
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:762
msgid "However, in a few cases when context is missing, the compiler falls back to the function's return type. For example, ``get_node()`` cannot infer a type unless the scene or file of the node is loaded in memory. In this case, you should set the type explicitly."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -19,4 +19,3 @@ msgstr ""
#: ../../docs/getting_started/scripting/gdscript/index.rst:2
msgid "GDScript"
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -263,4 +263,3 @@ msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:381
msgid "Typed GDScript is a powerful tool. Available as of version 3.1 of Godot, it helps you write more structured code, avoid common errors, and create scalable systems. In the future, static types will also bring you a nice performance boost thanks to upcoming compiler optimizations."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -59,4 +59,3 @@ msgstr ""
#: ../../docs/getting_started/scripting/gdscript/warning_system.rst:51
msgid "Warnings as errors"
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -19,4 +19,3 @@ msgstr ""
#: ../../docs/getting_started/scripting/index.rst:2
msgid "Scripting"
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -75,4 +75,3 @@ msgstr ""
#: ../../docs/getting_started/scripting/visual_script/custom_visualscript_nodes.rst:100
msgid "Result:"
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -131,4 +131,3 @@ msgstr ""
#: ../../docs/getting_started/scripting/visual_script/getting_started.rst:131
msgid "More on that will be explained later in this document."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -19,4 +19,3 @@ msgstr ""
#: ../../docs/getting_started/scripting/visual_script/index.rst:2
msgid "VisualScript"
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -531,4 +531,3 @@ msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:508
msgid "Use sequenced mode, which makes more sense in case of respecting the processing order:"
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -51,4 +51,3 @@ msgstr ""
#: ../../docs/getting_started/scripting/visual_script/what_is_visual_scripting.rst:24
msgid "These scenarios are far more common than one might think, so this is why Godot has added this feature."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -99,4 +99,3 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/animations.rst:83
msgid "And finally, when running the scene, the animation should look like this:"
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -29,11 +29,11 @@ msgid "Now that you have a working game, you probably want to share your success
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:14
msgid "The way you export your game depends on what platform you are targeting. In this tutorial, you'll learn how to export the \"Dodge the Creeps\" game for a variety of platforms. First, however, we need to make some changes to the way the game works."
msgid "The way you export your game depends on what platform you are targeting. In this tutorial, you'll learn how to export the *Dodge the Creeps* game for a variety of platforms. First, however, we need to make some changes to the way the game works."
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:19
msgid "If you haven't made \"Dodge the Creeps\" yourself yet, please read :ref:`doc_your_first_game` before continuing with this tutorial."
msgid "If you haven't made *Dodge the Creeps* yourself yet, please read :ref:`doc_your_first_game` before continuing with this tutorial."
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:23
@@ -41,210 +41,217 @@ msgid "Preparing the project"
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:25
msgid "In \"Dodge the Creeps\" we used keyboard controls to move the player's character. This is fine if your game is being played on a PC platform, but on a phone or tablet, you need to support touchscreen input. Because a click event can be treated the same as a touch event, we'll convert the game to a click-and-move input style."
msgid "In *Dodge the Creeps*, we used keyboard controls to move the player's character. This is fine if your game is being played on a PC platform, but on a phone or tablet, you need to support touchscreen input. Because a click event can be treated the same as a touch event, we'll convert the game to a click-and-move input style."
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:31
msgid "By default Godot emulates mouse input from touch input. That means if anything is coded to happen on a mouse event, touch will trigger it as well. Godot can also emulate touch input from mouse clicks, which we will need to be able to keep playing our game on our computer after we switch to touch input. In the \"Project Settings\" under *Input Devices* and *Pointing*, set *Emulate Touch From Mouse* to \"On\"."
msgid "By default, Godot emulates mouse input from touch input. That means that if anything is coded to happen on a mouse event, touch will trigger it as well. Godot can also emulate touch input from mouse clicks, which we will need to be able to keep playing our game on our computer after we switch to touch input."
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:39
msgid "We also want to ensure that the game scales consistently on different-sized screens, so in the project settings go to *Display*, then click on *Window*. In the *Stretch* options, set *Mode* to \"2d\" and *Aspect* to \"keep\"."
#: ../../docs/getting_started/step_by_step/exporting.rst:36
msgid "In **Project > Project Settings**, under **Input Devices > Pointing**, enable **Emulate Touch From Mouse**."
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:43
msgid "Since we are already in the *Window* settings, we should also set under *Handheld* the *Orientation* to \"portrait\"."
#: ../../docs/getting_started/step_by_step/exporting.rst:41
msgid "We also want to ensure that the game scales consistently on different-sized screens, so in the project settings go to **Display**, then click on **Window**. In the **Stretch** options, set **Mode** to ``2d``\" and **Aspect** to ``keep``."
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:48
#: ../../docs/getting_started/step_by_step/exporting.rst:45
msgid "Since we are already in the **Window** settings, we should also set under **Handheld** the **Orientation** to ``portrait``."
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:50
msgid "Next, we need to modify the ``Player.gd`` script to change the input method. We'll remove the key inputs and make the player move towards a \"target\" that's set by the touch (or click) event."
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:52
#: ../../docs/getting_started/step_by_step/exporting.rst:54
msgid "Here is the full script for the player, with comments noting what we've changed:"
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:240
#: ../../docs/getting_started/step_by_step/exporting.rst:242
msgid "Setting a main scene"
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:242
msgid "The main scene is the one that your game will start in. In *Project -> Project Settings -> Application -> Run*, set *Main Scene* to \"Main.tscn\" by clicking the folder icon and selecting it."
#: ../../docs/getting_started/step_by_step/exporting.rst:244
msgid "The main scene is the one that your game will start in. For this *Dodge the Creeps* example, in **Project -> Project Settings -> Application -> Run**, set **Main Scene** to ``Main.tscn`` by clicking the folder icon and selecting it."
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:247
#: ../../docs/getting_started/step_by_step/exporting.rst:250
msgid "Export templates"
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:249
msgid "In order to export, you need to download the *export templates* from the http://godotengine.org/download. These templates are optimized versions of the engine without the editor pre-compiled for each platform . You can also download them in Godot by clicking on *Editor -> Manage Export Templates*:"
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:256
msgid "In the window that appears, you can click \"Download\" to get the template version that matches your version of Godot."
#: ../../docs/getting_started/step_by_step/exporting.rst:252
msgid "To export the project, you need to download the *export templates* from the http://godotengine.org/download. These templates are optimized versions of the engine without the editor pre-compiled for each platform. You can also download them in Godot by clicking on **Editor -> Manage Export Templates**:"
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:261
msgid "If you upgrade Godot, you must download templates that match the new version or your exported projects may not work correctly."
msgid "If you've downloaded Godot from `Steam <https://store.steampowered.com/app/404790/Godot_Engine/>`__, export templates are already included. Therefore, you don't need to download them using the **Manage Export Templates** dialog."
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:265
#: ../../docs/getting_started/step_by_step/exporting.rst:266
msgid "In the window that appears, you can click **Download** to get the template version that matches your version of Godot."
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:273
msgid "Export templates are bound to a specific Godot version. If you upgrade Godot, you must download templates that match the new version."
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:277
msgid "Export presets"
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:267
msgid "Next, you can configure the export settings by clicking on *Project -> Export*."
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:269
msgid "Create a new export preset by clicking \"Add...\" and selecting a platform. You can make as many presets as you like with different settings."
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:274
msgid "At the bottom of the window are two buttons. \"Export PCK/ZIP\" only creates a packed version of your project's data. This doesn't include an executable so the project can't be run on its own."
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:278
msgid "The second button, \"Export Project\", creates a complete executable version of your game, such as an `.apk` for Android or an `.exe` for Windows."
#: ../../docs/getting_started/step_by_step/exporting.rst:279
msgid "Next, you can configure the export settings by clicking on **Project -> Export**."
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:281
msgid "In the \"Resources\" and \"Features\" tabs, you can customize how the game is exported for each platform. We can leave those settings alone for now."
msgid "Create a new export preset by clicking **Add...** and selecting a platform. You can make as many presets as you like with different settings."
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:285
msgid "Exporting by platform"
#: ../../docs/getting_started/step_by_step/exporting.rst:286
msgid "At the bottom of the window are two buttons. **Export PCK/ZIP** only creates a packed version of your project's data. This doesn't include an executable so the project can't be run on its own."
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:287
msgid "In this section, we'll walk through the process for each platform, including any additional software or requirements you'll need."
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:291
msgid "PC (Linux/macOS/Windows)"
#: ../../docs/getting_started/step_by_step/exporting.rst:290
msgid "The second button, **Export Project**, creates a complete executable version of your game, such as an ``.apk`` for Android or an ``.exe`` for Windows."
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:293
msgid "Exporting PC platforms works the same across the three supported operating systems. Open the export window and click \"Add..\" to create the preset(s) you want to make. Then click \"Export Project\" and choose a name and destination folder. Choose a location *outside* of your project folder."
msgid "In the **Resources** and **Features** tabs, you can customize how the game is exported for each platform. We can leave those settings alone for now."
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:298
msgid "Click \"Save\" and the engine will build the export files."
#: ../../docs/getting_started/step_by_step/exporting.rst:297
msgid "Exporting by platform"
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:300
msgid "When exporting for macOS, if you export on a macOS computer, you'll end up with a `.dmg` file, while using Linux or Windows produces a `.zip`. In either case, the compressed file contains a macOS `.app` that you can double-click and run."
#: ../../docs/getting_started/step_by_step/exporting.rst:299
msgid "In this section, we'll walk through the process for each platform, including any additional software or requirements you'll need."
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:303
msgid "PC (Linux/macOS/Windows)"
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:305
msgid "On Windows, if you want your exported executable to have a different icon than the default one, you need to change it manually. See: :ref:`doc_changing_application_icon_for_windows`."
msgid "Exporting PC platforms works the same across the three supported operating systems. Open the export window and click **Add...** to create the preset(s) you want to make. Then click **Export Project** and choose a name and destination folder. Choose a location *outside* of your project folder."
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:310
msgid "Android"
msgid "Click **Save** and the engine will build the export files."
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:312
msgid "Mobile devices come with a wide variety of capabilities. In most cases, Godot's default settings will work, but mobile development is sometimes more art than science, and you may need to do some experimenting and searching for help in order to get everything working."
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:318
msgid "Before you can export your project for Android, you must download the following software:"
#: ../../docs/getting_started/step_by_step/exporting.rst:314
msgid "When exporting for macOS, if you export from a macOS computer, you'll end up with a ``.dmg`` file, while using Linux or Windows produces a ``.zip``. In either case, the compressed file contains a macOS ``.app`` that you can double-click and run."
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:321
msgid "Android SDK: https://developer.android.com/studio/"
msgid "On Windows, if you want your exported executable to have a different icon than the default one, you need to change it manually. See :ref:`doc_changing_application_icon_for_windows`."
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:322
msgid "Open JDK(version 8 is required, more recent versions won't work): https://adoptopenjdk.net/index.html"
#: ../../docs/getting_started/step_by_step/exporting.rst:326
msgid "Android"
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:324
msgid "When you run Android Studio for the first time, click on *Configure -> SDK Manager* and install \"Android SDK Platform Tools\". This installs the `adb` command-line tool that Godot uses to communicate with your device."
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:328
msgid "Next, create a debug keystore by running the following command on your system's command line:"
#: ../../docs/getting_started/step_by_step/exporting.rst:330
msgid "Mobile devices come with a wide variety of capabilities. In most cases, Godot's default settings will work, but mobile development is sometimes more art than science, and you may need to do some experimenting and searching for help in order to get everything working."
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:335
msgid "Click on *Editor -> Editor Settings* in Godot and select the *Export/Android* section. Here, you need to set the paths to the Android SDK applications on your system and the location of the keystore you just created."
msgid "Before you can export your project for Android, you must download the following software:"
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:338
msgid "Android SDK: https://developer.android.com/studio/"
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:339
msgid "Open JDK (**version 8 is required**, more recent versions won't work): https://adoptopenjdk.net/index.html"
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:341
msgid "Now you're ready to export. Click on *Project -> Export* and add a preset for Android (see above). Select the Android Presets and under *Options* go to *Screen* and set *Orientation* to \"Portrait\"."
msgid "When you run Android Studio for the first time, click on **Configure -> SDK Manager** and install **Android SDK Platform Tools**. This installs the ``adb`` command-line tool that Godot uses to communicate with your device."
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:345
msgid "Click the \"Export Project\" button and Godot will build an APK you can download on your device. To do this on the command line, use the following:"
msgid "Next, create a debug keystore by running the following command on your system's command line:"
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:352
msgid "Click on *Editor -> Editor Settings* in Godot and select the *Export/Android* section. Here, you need to set the paths to the Android SDK applications on your system and the location of the keystore you just created."
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:358
msgid "Now you're ready to export. Click on **Project -> Export** and add a preset for Android (see above). Select the newly added Android preset. Under **Options**, go to **Screen** and set **Orientation** to **Portrait**. If your game is in landscape mode (i.e. the window width in pixels is greater than the window height), leave this on **Landscape**."
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:364
msgid "Click the **Export Project** button and Godot will build an APK you can download on your device. To do this on the command line, use the following:"
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:371
msgid "Your device may need to be in *developer mode*. Consult your device's documentation for details."
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:355
msgid "If your system supports it, connecting a compatible Android device will cause a \"One-click Deploy\" button to appear in Godot's playtest button area:"
#: ../../docs/getting_started/step_by_step/exporting.rst:374
msgid "If your system supports it, connecting a compatible Android device will cause a **One-click Deploy** button to appear in Godot's playtest button area:"
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:360
#: ../../docs/getting_started/step_by_step/exporting.rst:379
msgid "Clicking this button builds the APK and copies it onto your device in one step."
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:363
#: ../../docs/getting_started/step_by_step/exporting.rst:382
msgid "iOS"
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:365
msgid "In order to build your game for iOS, you must have a computer running macOS with Xcode installed."
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:368
msgid "Before exporting, there are some settings that you *must* complete for the project to export successfully. First, the \"App Store Team Id\", which you can find by logging in to your Apple developer account and looking in the \"Membership\" section."
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:372
msgid "You must also provide icons and splash screen images as shown below:"
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:376
msgid "Click \"Export Project\" and select a destination folder."
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:378
msgid "Once you have successfully exported the project, you'll find the following folders and files have been created in your selected location:"
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:383
msgid "You can now open the project in Xcode and build the project for iOS. Xcode build procedure is beyond the scope of this tutorial. See https://help.apple.com/xcode/mac/current/#/devc8c2a6be1 for more information."
#: ../../docs/getting_started/step_by_step/exporting.rst:386
msgid "To build your game for iOS, you must have a computer running macOS with Xcode installed."
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:389
msgid "HTML5 (web)"
msgid "Before exporting, there are some settings that you *must* complete for the project to export successfully. First, the **App Store Team Id**, which you can find by logging in to your Apple developer account and looking in the **Membership** section."
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:391
msgid "Click \"Export Project\" on the HTML5 preset. We don't need to change any of the default settings."
#: ../../docs/getting_started/step_by_step/exporting.rst:393
msgid "You must also provide icons and splash screen images as shown below:"
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:394
msgid "When the export is complete, you'll have a folder containing the following files:"
#: ../../docs/getting_started/step_by_step/exporting.rst:397
msgid "Click **Export Project** and select a destination folder."
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:399
msgid "Viewing the `.html` file in your browser lets you play the game. However, you can't open the file directly, it needs to be served by a web server. If you don't have one set up on your computer, you can search online to find suggestions for your specific OS."
msgid "Once you have successfully exported the project, you'll find the following folders and files have been created in your selected location:"
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:404
msgid "Point your browser at the URL where you've placed the html file. You may have to wait a few moments while the game loads before you see the start screen."
msgid "You can now open the project in Xcode and build the project for iOS. The Xcode build procedure is beyond the scope of this tutorial. See https://help.apple.com/xcode/mac/current/#/devc8c2a6be1 for more information."
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:409
msgid "The console window beneath the game tells you if anything goes wrong. You can disable it by setting \"Export With Debug\" off when you export the project."
#: ../../docs/getting_started/step_by_step/exporting.rst:410
msgid "HTML5 (web)"
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:414
msgid "While WASM is supported in all major browsers, it is still an emerging technology and you may find some things that don't work. Make sure you have updated your browser to the most recent version, and report any bugs you find at the `Godot GitHub repository <https://github.com/godotengine/godot/issues>`_."
#: ../../docs/getting_started/step_by_step/exporting.rst:412
msgid "Click **Export Project** on the HTML5 preset. We don't need to change any of the default settings."
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:415
msgid "When the export is complete, you'll have a folder containing the following files:"
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:420
msgid "Viewing the ``.html`` file in your browser lets you play the game. However, you can't open the file directly. Instead, it needs to be served by a web server. If you don't have one set up on your computer, you can search online to find suggestions for your specific OS."
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:425
msgid "Point your browser at the URL where you've placed the HTML file. You may have to wait a few moments while the game loads before you see the start screen."
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:430
msgid "The console window beneath the game tells you if anything goes wrong. You can disable it by disabling **Export With Debug** in the final file dialog that appears when you export the project."
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:438
msgid "While WebAssembly is supported in all major browsers, it is still an emerging technology and you may find some things that don't work. Make sure you have updated your browser to the most recent version, and report any bugs you find on the `Godot GitHub repository <https://github.com/godotengine/godot/issues>`_."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -115,4 +115,3 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/filesystem.rst:109
msgid "It is recommended that your team clearly define a naming convention for files when working with Godot. One simple fool-proof convention is to only allow lowercase file and path names."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -187,4 +187,3 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:168
msgid "Godot offers dedicated 2D and 3D rendering engines. As a result, **the base unit for 2D scenes is pixels.** Even though the engines are separate, you can render 2D in 3D, 3D in 2D, and overlay 2D sprites and interfaces over your 3D world."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -19,4 +19,3 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/index.rst:2
msgid "Step by step"
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -119,4 +119,3 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/instancing.rst:121
msgid "Instancing can be useful when you want to create many copies of the same object. It is also possible to create instances in code by using GDScript, see :ref:`doc_instancing_continued`."
msgstr ""

View File

@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2021, 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 3.2\n"
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+0100\n"
"POT-Creation-Date: 2021-03-31 15:34+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"
@@ -99,4 +99,3 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/instancing_continued.rst:79
msgid "Everything discussed here will become second nature to you once you start making games and putting these concepts into practice. For now, don't worry about it too much, and go on to the next tutorial!"
msgstr ""

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