Sync Sphinx templates with current docs

This commit is contained in:
Rémi Verschelde
2019-12-21 12:27:58 +01:00
parent fc0abf2e90
commit d708da4619
292 changed files with 755 additions and 576 deletions

2
docs

Submodule docs updated: 54f7f21cc7...14df81739e

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\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"
@@ -77,46 +77,70 @@ msgid "Other chats"
msgstr ""
#: ../../docs/community/channels.rst:31
msgid "`Matrix (IRC compatible) <https://matrix.to/#/#godotengine:matrix.org>`_"
msgid "`Discord Server <https://discordapp.com/invite/zH7NUgz>`_"
msgstr ""
#: ../../docs/community/channels.rst:32
msgid "`Discord <https://discordapp.com/invite/zH7NUgz>`_"
msgid "`Matrix (IRC compatible) <https://matrix.to/#/#godotengine:matrix.org>`_"
msgstr ""
#: ../../docs/community/channels.rst:35
msgid "Social networks"
msgid "Language-based communities"
msgstr ""
#: ../../docs/community/channels.rst:37
msgid "`GitHub <https://github.com/godotengine/>`_"
msgid "Brazilian Portuguese: `Godot Brasil (Discord) <https://discord.gg/gWmQKBv>`_"
msgstr ""
#: ../../docs/community/channels.rst:38
msgid "`Facebook group <https://www.facebook.com/groups/godotengine/>`_"
msgid "French: `Godot Francophone Officiel (Discord) <https://discord.gg/3jvf3XN>`_"
msgstr ""
#: ../../docs/community/channels.rst:39
msgid "`Twitter (also, #godotengine) <https://twitter.com/godotengine>`_"
msgid "French: `SoloCode Godot (Discord) <https://discord.gg/gZ3QJ5T>`_"
msgstr ""
#: ../../docs/community/channels.rst:40
msgid "`Reddit <https://www.reddit.com/r/godot>`_"
msgid "German: `Deutsche Godot Community (Discord) <https://discord.gg/Tr7Ma6E>`_"
msgstr ""
#: ../../docs/community/channels.rst:41
msgid "`Youtube <https://www.youtube.com/c/GodotEngineOfficial>`_"
msgid "Swedish: `Swedish Godot Community (Discord) <https://discord.gg/6ZsgWmH>`_"
msgstr ""
#: ../../docs/community/channels.rst:42
msgid "`Steam <https://steamcommunity.com/app/404790>`_"
#: ../../docs/community/channels.rst:44
msgid "Social networks"
msgstr ""
#: ../../docs/community/channels.rst:45
msgid "Forum"
#: ../../docs/community/channels.rst:46
msgid "`GitHub <https://github.com/godotengine/>`_"
msgstr ""
#: ../../docs/community/channels.rst:47
msgid "`Facebook group <https://www.facebook.com/groups/godotengine/>`_"
msgstr ""
#: ../../docs/community/channels.rst:48
msgid "`Twitter (also, #godotengine) <https://twitter.com/godotengine>`_"
msgstr ""
#: ../../docs/community/channels.rst:49
msgid "`Reddit <https://www.reddit.com/r/godot>`_"
msgstr ""
#: ../../docs/community/channels.rst:50
msgid "`Youtube <https://www.youtube.com/c/GodotEngineOfficial>`_"
msgstr ""
#: ../../docs/community/channels.rst:51
msgid "`Steam <https://steamcommunity.com/app/404790>`_"
msgstr ""
#: ../../docs/community/channels.rst:54
msgid "Forum"
msgstr ""
#: ../../docs/community/channels.rst:56
msgid "`Forum (godotforums.org) <https://godotforums.org/>`_"
msgstr ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\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"
@@ -68,19 +68,19 @@ msgstr ""
msgid "It can be done in three steps: first compile the 32-bit version, then compile the 64-bit version and then use ``lipo`` to bundle them into one \"universal\" binary. All those steps can be performed with following commands:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:56
#: ../../docs/development/compiling/compiling_for_ios.rst:58
msgid "If you also want to provide a simulator build (reduces the chance of any linker errors with dependencies), you'll need to build and lipo the ``x86_64`` architecture as well."
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:66
#: ../../docs/development/compiling/compiling_for_ios.rst:70
msgid "Run"
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:68
#: ../../docs/development/compiling/compiling_for_ios.rst:72
msgid "To run on a device or simulator, follow these instructions: :ref:`doc_exporting_for_ios`."
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:71
#: ../../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 ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\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"
@@ -136,7 +136,7 @@ msgstr ""
msgid "Apple requires a fat binary with both architectures (``armv7`` and ``arm64``) in a single file. To do this, use the ``arm-apple-darwin11-lipo`` executable. The following example assumes you are in the root Godot source directory:"
msgstr ""
#: ../../docs/development/compiling/cross-compiling_for_ios_on_linux.rst:159
msgid "Then you will have an iOS fat binary in ``bin/godot.iphone.opt.debug.fat``."
#: ../../docs/development/compiling/cross-compiling_for_ios_on_linux.rst:162
msgid "Then you will have iOS fat binaries in ``bin`` directory."
msgstr ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\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"
@@ -29,7 +29,7 @@ msgid "This page provides a brief introduction to C#, both what it is and how to
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:21
msgid "C# is a high-level programming language developed by Microsoft. In Godot, it is implemented with the Mono 5.x .NET framework, including full support for C# 7.0. Mono is an open source implementation of Microsoft's .NET Framework based on the ECMA standards for C# and the Common Language Runtime. A good starting point for checking its capabilities is the `Compatibility <http://www.mono-project.com/docs/about-mono/compatibility/>`_ page in the Mono documentation."
msgid "C# is a high-level programming language developed by Microsoft. In Godot, it is implemented with the Mono 6.x .NET framework, including full support for C# 8.0. Mono is an open source implementation of Microsoft's .NET Framework based on the ECMA standards for C# and the Common Language Runtime. A good starting point for checking its capabilities is the `Compatibility <http://www.mono-project.com/docs/about-mono/compatibility/>`_ page in the Mono documentation."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:29
@@ -77,122 +77,138 @@ msgid "Configuring an external editor"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:79
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."
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:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:87
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:88
msgid "Visual Studio Code"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:89
msgid "MonoDevelop"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:90
msgid "Visual Studio for Mac"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:91
msgid "JetBrains Rider"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:93
msgid "If you are using Visual Studio Code, ensure you download and install the `C# extension <https://marketplace.visualstudio.com/items?itemName=ms-vscode.csharp>`_ to enable features like syntax highlighting and IntelliSense."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:92
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:98
msgid "Creating a C# script"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:94
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:100
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:99
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:105
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:106
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:112
msgid "Project setup and workflow"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:108
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:114
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:117
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:123
msgid "Note that currently, there are some issues where Godot and the C# project don't stay in sync; if you delete, rename or move a C# script, the change may not be reflected in the C# project file. In cases like this, you will have to edit the C# project file manually."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:122
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:128
msgid "For example, if you created a script (e.g. ``Test.cs``) and delete it in Godot, compilation will fail because the missing file is still expected to be there by the C# project file. For now, you can simply open up the ``.csproj`` file and look for the ``ItemGroup``, there should be a line included like the following:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:136
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:142
msgid "Simply remove that line and your project should build correctly again. Same for renaming and moving things, simply rename and move them in the project file if needed."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:141
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:147
msgid "Example"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:143
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:149
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:170
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:176
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:177
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:183
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:183
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:189
msgid "General differences between C# and GDScript"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:185
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:191
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:189
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:195
msgid "For more information, see the :ref:`doc_c_sharp_differences` page."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:192
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:198
msgid "Current gotchas and known issues"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:194
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:200
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:200
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:206
msgid "As explained above, the C# project isn't always kept in sync automatically when things are deleted, renamed or moved in Godot (`#12917 <https://github.com/godotengine/godot/issues/12917>`_)."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:203
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:209
msgid "Writing editor plugins is possible, but it is currently quite convoluted."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:204
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:210
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:206
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:212
msgid "Exporting Mono projects is only supported for desktop platforms (Linux, Windows and macOS). Android, iOS, HTML5 and UWP are not currently supported (`#20267 <https://github.com/godotengine/godot/issues/20267>`_, `#20268 <https://github.com/godotengine/godot/issues/20268>`_ `#20270 <https://github.com/godotengine/godot/issues/20270>`_ `#20271 <https://github.com/godotengine/godot/issues/20271>`_)."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:212
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:218
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:214
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:220
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:222
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:228
msgid "Performance of C# in Godot"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:224
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:230
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:232
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:238
msgid "Using NuGet packages in Godot"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:234
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:240
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:249
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:255
msgid "Whenever packages are added or modified, run ``nuget restore`` in the root of the project directory. To ensure that NuGet packages will be available for msbuild to use, run:"
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\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"
@@ -61,7 +61,7 @@ msgstr ""
#: ../../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:332
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:329
msgid "GDScript"
msgstr ""
@@ -74,7 +74,7 @@ msgstr ""
#: ../../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:332
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:329
msgid "C#"
msgstr ""
@@ -159,7 +159,7 @@ msgstr ""
#: ../../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:316
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:313
msgid "Example:"
msgstr ""
@@ -431,67 +431,67 @@ msgid "Communicating with other scripting languages"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:303
msgid "The methods ``object Object.Call(string method, params object[] args)``, ``object Object.Get(string field)`` and ``object Object.Set(string field, object value)`` are provided to communicate with instances of other scripting languages via the Variant API."
msgid "This is explained extensively in :ref:`doc_cross_language_scripting`."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:309
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:306
msgid "Yield"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:311
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:308
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:314
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:311
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:324
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:321
msgid "Other differences"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:326
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:323
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:329
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:326
msgid "Other differences:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:334
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:331
msgid "``Color8``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:334
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:331
msgid "``Color.Color8``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:335
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:332
msgid "``is_inf``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:335
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:332
msgid "``float.IsInfinity``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:336
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:333
msgid "``is_nan``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:336
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:333
msgid "``float.IsNaN``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:337
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:334
msgid "``dict2inst``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:337
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:338
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:334
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:335
msgid "TODO"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:338
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:335
msgid "``inst2dict``"
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\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"
@@ -24,99 +24,99 @@ msgstr ""
msgid "This page provides an overview of the commonly used features of both C# and Godot and how they are used together."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:10
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:12
msgid "Type conversion and casting"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:12
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:14
msgid "C# is a statically typed language. Therefore, you can't do the following:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:19
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:21
msgid "The method ``GetNode()`` returns a ``Node`` instance. You must explicitly convert it to the desired derived type, ``Sprite`` in this case."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:22
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:24
msgid "For this, you have various options in C#."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:24
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:26
msgid "**Casting and Type Checking**"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:26
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:28
msgid "Throws ``InvalidCastException`` if the returned node cannot be cast to Sprite. You would use it instead of the ``as`` operator if you are pretty sure it won't fail."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:34
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:36
msgid "**Using the AS operator**"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:36
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:38
msgid "The ``as`` operator returns ``null`` if the node cannot be cast to Sprite, and for that reason, it cannot be used with value types."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:45
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:47
msgid "**Using the generic methods**"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:47
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:49
msgid "Generic methods are also provided to make this type conversion transparent."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:49
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:51
msgid "``GetNode<T>()`` casts the node before returning it. It will throw an ``InvalidCastException`` if the node cannot be cast to the desired type."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:56
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:58
msgid "``GetNodeOrNull<T>()`` uses the ``as`` operator and will return ``null`` if the node cannot be cast to the desired type."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:64
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:66
msgid "**Type checking using the IS operator**"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:66
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:68
msgid "To check if the node can be cast to Sprite, you can use the ``is`` operator. The ``is`` operator returns false if the node cannot be cast to Sprite, otherwise it returns true."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:77
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:79
msgid "For more advanced type checking, you can look into `Pattern Matching <https://docs.microsoft.com/en-us/dotnet/csharp/pattern-matching>`_."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:82
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:84
msgid "C# signals"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:84
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:86
msgid "For a complete C# example, see the **Handling a signal** section in the step by step :ref:`doc_scripting` tutorial."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:86
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:88
msgid "Declaring a signal in C# is done with the ``[Signal]`` attribute on a delegate."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:96
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:98
msgid "These signals can then be connected either in the editor or from code with ``Connect``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:116
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:118
msgid "Emitting signals is done with the ``EmitSignal`` method."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:126
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:128
msgid "Notice that you can always reference a signal name with the ``nameof`` keyword (applied on the delegate itself)."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:128
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:130
msgid "It is possible to bind values when establishing a connection by passing an object array."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:148
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:150
msgid "Signals support parameters and bound values of all the `built-in types <https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/keywords/built-in-types-table>`_ and Classes derived from :ref:`Godot.Object <class_Object>`. Consequently, any ``Node`` or ``Reference`` will be compatible automatically, but custom data objects will need to extend from `Godot.Object` or one of its subclasses."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:160
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:162
msgid "Finally, signals can be created by calling ``AddUserSignal``, but be aware that it should be executed before any use of said signals (with ``Connect`` or ``EmitSignal``)."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -0,0 +1,122 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-21 12:27+0100\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/scripting/cross_language_scripting.rst:4
msgid "Cross-language scripting"
msgstr ""
#: ../../docs/getting_started/scripting/cross_language_scripting.rst:6
msgid "Godot allows you to mix and match scripting languages to suit your needs. This means a single project can define nodes in both C# and GDScript. This page will go through the possible interactions between two nodes writen in different languages."
msgstr ""
#: ../../docs/getting_started/scripting/cross_language_scripting.rst:11
msgid "The following two scripts will be used as references throughout this page."
msgstr ""
#: ../../docs/getting_started/scripting/cross_language_scripting.rst:66
msgid "Instantiating nodes"
msgstr ""
#: ../../docs/getting_started/scripting/cross_language_scripting.rst:68
msgid "If you're not using nodes from the scene tree, you'll probably want to instantiate nodes directly from the code."
msgstr ""
#: ../../docs/getting_started/scripting/cross_language_scripting.rst:72
msgid "Instantiating C# nodes from GDScript"
msgstr ""
#: ../../docs/getting_started/scripting/cross_language_scripting.rst:74
msgid "Using C# from GDScript doesn't need much work. Once loaded (see :ref:`doc_gdscript_classes_as_resources`) the script can be instantiated with :ref:`new() <class_CSharpScript_method_new>`."
msgstr ""
#: ../../docs/getting_started/scripting/cross_language_scripting.rst:86
msgid "When creating .cs scripts you should always keep in mind that the class Godot will use is the one named like the .cs file itself. If that class does not exist in the file, you'll see the following error: ``Invalid call. Nonexistent function `new` in base``."
msgstr ""
#: ../../docs/getting_started/scripting/cross_language_scripting.rst:91
msgid "For example, MyCoolNode.cs should contain a class named MyCoolNode."
msgstr ""
#: ../../docs/getting_started/scripting/cross_language_scripting.rst:93
msgid "You also need to check your .cs file is referenced in the project's .csproj file. Otherwise, the same error will occur."
msgstr ""
#: ../../docs/getting_started/scripting/cross_language_scripting.rst:97
msgid "Instantiating GDScript nodes from C#"
msgstr ""
#: ../../docs/getting_started/scripting/cross_language_scripting.rst:99
msgid "From the C# side, everything work the same way. Once loaded, the GDScript can be instantiated with :ref:`GDScript.New() <class_GDScript_method_new>`."
msgstr ""
#: ../../docs/getting_started/scripting/cross_language_scripting.rst:107
msgid "Here we are using an :ref:`class_Object` but you can use type convertion like explained in :ref:`doc_c_sharp_features_type_conversion_and_casting`."
msgstr ""
#: ../../docs/getting_started/scripting/cross_language_scripting.rst:111
msgid "Accessing fields"
msgstr ""
#: ../../docs/getting_started/scripting/cross_language_scripting.rst:114
msgid "Accessing C# fields from GDScript"
msgstr ""
#: ../../docs/getting_started/scripting/cross_language_scripting.rst:116
msgid "Accessing C# fields from GDScript is straightforward, you shouldn't have anything to worry about."
msgstr ""
#: ../../docs/getting_started/scripting/cross_language_scripting.rst:128
msgid "Note that it doesn't matter if the field is defined as a property or an attribute, but trying to set a value on a property that does not define a setter will result in a crash."
msgstr ""
#: ../../docs/getting_started/scripting/cross_language_scripting.rst:133
msgid "Accessing GDScript fields from C#"
msgstr ""
#: ../../docs/getting_started/scripting/cross_language_scripting.rst:135
msgid "As C# is statically typed, accessing GDScript from C# is a bit more convoluted, you will have to use :ref:`Object.Get() <class_Object_method_get>` and :ref:`Object.Set() <class_Object_method_set>`. The first argument is the name of the field you want to access."
msgstr ""
#: ../../docs/getting_started/scripting/cross_language_scripting.rst:148
msgid "Keep in mind that when setting a field value you should only use types the GDScript side knows about. Essentially, you want to work with built-in types as described in :ref:`doc_gdscript` or classes extending :ref:`class_Object`."
msgstr ""
#: ../../docs/getting_started/scripting/cross_language_scripting.rst:153
msgid "Calling methods"
msgstr ""
#: ../../docs/getting_started/scripting/cross_language_scripting.rst:156
msgid "Calling C# methods from GDScript"
msgstr ""
#: ../../docs/getting_started/scripting/cross_language_scripting.rst:158
msgid "Again, calling C# methods from GDScript should be straightforward. The marshalling process will do its best to cast your the arguments to match function signatures. If that's impossible you'll see the following error: ``Invalid call. Nonexistent function `FunctionName```."
msgstr ""
#: ../../docs/getting_started/scripting/cross_language_scripting.rst:174
msgid "Calling GDScript methods from C#"
msgstr ""
#: ../../docs/getting_started/scripting/cross_language_scripting.rst:176
msgid "To call GDScript methods from C# you'll need to use :ref:`Object.Call() <class_Object_method_call>`. The first arguments is the name of the method you want to call. The following arguments will be passed to said method."
msgstr ""
#: ../../docs/getting_started/scripting/cross_language_scripting.rst:198
msgid "As you can see, if the first argument of the called method is an array, you'll need to cast it as ``object``. Otherwise each element of your array will be treated as a single argument and the function signature won't match."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\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"
@@ -1322,196 +1322,196 @@ msgstr ""
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:1165
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1167
msgid "Classes as resources"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1167
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1169
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:1183
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1185
msgid "Exports"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1187
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1189
msgid "Documentation about exports has been moved to :ref:`doc_gdscript_exports`."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1190
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1192
msgid "Setters/getters"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1192
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1194
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:1195
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1197
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:1202
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1204
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:1216
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1218
msgid "Either of the *setter* or *getter* functions can be omitted::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1223
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1225
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:1226
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1228
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:1243
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1245
msgid "Tool mode"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1245
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1247
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:1257
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1259
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:1263
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1265
msgid "Memory management"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1265
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1267
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."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1273
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1275
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:1280
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1282
msgid "Signals"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1282
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1284
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:1294
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1296
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:1301
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1303
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:1304
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1306
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:1317
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1319
msgid "You can emit as many arguments as you want along with a signal."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1319
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1321
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:1323
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1325
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:1363
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1365
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:1366
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1368
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:1380
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1382
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:1383
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1385
msgid "You can write optional argument names in parentheses after the signal's definition::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1389
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1391
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:1395
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1397
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:1400
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1402
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:1404
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1406
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:1418
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1420
msgid "Our ``BattleLog`` node receives each element in the binds array as an extra argument::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1430
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1432
msgid "Coroutines with yield"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1432
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1434
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:1452
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1472
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1454
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1474
msgid "Will print::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1458
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1460
msgid "It is also possible to pass values between ``yield()`` and ``resume()``, for example::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1479
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1481
msgid "Coroutines & signals"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1481
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1483
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:1494
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1496
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:1505
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1507
msgid "``my_func`` will only continue execution once both buttons have been pressed."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1508
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1510
msgid "Onready keyword"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1510
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1512
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:1522
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1524
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:1530
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1532
msgid "Assert keyword"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1532
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1534
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:1544
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1546
msgid "When running a project from the editor, the project will be paused if an assertion error occurs."
msgstr ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
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"POT-Creation-Date: 2019-12-21 12:27+0100\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
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"POT-Creation-Date: 2019-12-21 12:27+0100\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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"POT-Creation-Date: 2019-12-21 12:27+0100\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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"POT-Creation-Date: 2019-12-21 12:27+0100\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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"POT-Creation-Date: 2019-12-21 12:27+0100\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
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"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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"POT-Creation-Date: 2019-12-21 12:27+0100\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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"POT-Creation-Date: 2019-12-21 12:27+0100\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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"POT-Creation-Date: 2019-12-17 12:01+0100\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
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"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
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"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
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"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"POT-Creation-Date: 2019-12-21 12:27+0100\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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"POT-Creation-Date: 2019-12-21 12:27+0100\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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"POT-Creation-Date: 2019-12-17 12:01+0100\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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"POT-Creation-Date: 2019-12-21 12:27+0100\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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