Sync translations with Weblate

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Rémi Verschelde
2020-06-05 17:36:28 +02:00
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@@ -35,6 +35,7 @@
# Gordon Karnauka <G.Karnauka@googlemail.com>, 2020.
# Headmade Games <janusdr@gmail.com>, 2018-2019.
# heroldini <heroldini@gmail.com>, 2018.
# HugeGameArt <hugegameartgd@gmail.com>, 2020.
# Jaigskim <filzstift112@gmail.com>, 2020.
# J. Lavoie <j.lavoie@net-c.ca>, 2020.
# Johannes Rabold <jojo@urweltpark.de>, 2019.
@@ -113,8 +114,8 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: 2020-05-27 11:28+0000\n"
"Last-Translator: Jaigskim <filzstift112@gmail.com>\n"
"PO-Revision-Date: 2020-05-31 05:50+0000\n"
"Last-Translator: HugeGameArt <hugegameartgd@gmail.com>\n"
"Language-Team: German <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/de/>\n"
"Language: de\n"
@@ -2354,18 +2355,26 @@ msgid ""
"signal in the engine while you are writing a script, press the \"Search Help"
"\" button at the top right of the Script workspace."
msgstr ""
"Um nach Informationen nach einer Klasse, Methode, Eigenschaft, Konstante "
"oder Signal in der Engine zu suchen, während Sie dabei sind, ein Skript zu "
"schreiben, drücken Sie den \"Suche Hilfe\" Knopf oben rechts des Skript "
"Arbeitsplatz."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:148
msgid ""
"A new window will pop up. Search for the item that you want to find "
"information about."
msgstr ""
"Ein neues Fenster wird erscheinen. Suche nach dem Element, für dass "
"Information benötigt wird."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:153
msgid ""
"Click on the item you are looking for and press open. The documentation for "
"the item will be displayed in the script workspace."
msgstr ""
"Klicke auf das Element, nach dem gesucht wird, und drücke 'öffnen'. Die "
"Dokumentation für das Element wird im Skript-Arbeitsplatz angezeigt."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:158
#, fuzzy
@@ -4421,6 +4430,12 @@ msgid ""
"method, as each signal propagation will result in different values for those "
"extra call arguments."
msgstr ""
"Wenn Sie das Fortgeschrittene-Menü anzeigen, werden Sie auf der rechten "
"Seite sehen, dass man eine einfache Nummer von Argumenten von (möglichen) "
"unterschiedlichen Typen anbinden kann. Das kann nützlich sein, wenn man mehr "
"als ein Signal mit der selben Methode verbunden hat, da jede Signal-"
"Verwendung in unterschiedlichen Werten für diese extra Aufruf-Argumente "
"resultieren werden."
#: ../../docs/getting_started/step_by_step/signals.rst:70
msgid ""
@@ -4525,6 +4540,8 @@ msgid ""
"A signal can also optionally declare one or more arguments. Specify the "
"argument names between parentheses:"
msgstr ""
"Ein Signal kann auch optional als ein oder mehrere Argumente deklariert "
"werden. Bestimme die Argument-Namen zwischen den Parenthesen."
#: ../../docs/getting_started/step_by_step/signals.rst:243
msgid ""
@@ -4533,6 +4550,11 @@ msgid ""
"number of arguments when you emit signals. So it's up to you to emit the "
"correct values."
msgstr ""
"Die Signal-Argumente werden oben im Bearbeitungs-Node-Dock auftauchen, und "
"Godot kann diese nutzen, um Aufruf-Funktionen für Sie zu generieren. "
"Allerdings kann man immer noch jede beliebige Anzahl von Argumenten "
"aufrufen, wenn man Signale aufruft. Es ist also in der Hand der Person, "
"diese richtigen Werte aufzurufen."
#: ../../docs/getting_started/step_by_step/signals.rst:248
#, fuzzy
@@ -4666,6 +4688,9 @@ msgid ""
"and ``Aspect`` to \"keep\". This ensures that the game scales consistently "
"on different sized screens."
msgstr ""
"Auch in diesem Abschnitt, unter den \"Streck\"-Optionen, setze ``Modus`` auf "
"\"2d\" und ``Aspect`` auf \"keep\". Das stellt sicher, dass das Spiel "
"konsistent auf verschiedenen Bildschirmgrößen skaliert wird."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:49
msgid "Organizing the project"
@@ -4714,6 +4739,11 @@ msgid ""
"- what the object *is*. Click the \"Other Node\" button and add an :ref:"
"`Area2D <class_Area2D>` node to the scene."
msgstr ""
"Um zu beginnen, müssen wir eine Wurzel-Node für das Spieler-Objekt wählen. "
"Als eine generelle Regel, eine Wurzel-Node einer Szene sollte immer die "
"gewünschte Funktionalität des Objektes reflektieren - was das Objekt *ist*. "
"Klicke auf den \"Andere Node\" - Knopf und füge eine :ref:`Area2D "
"<class_Area2D> Node zu der Szene hinzu."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:78
msgid ""
@@ -4862,7 +4892,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:150
msgid "Make sure to save the scene again after these changes."
msgstr ""
msgstr "Stelle sicher, die Szene nach diesen Änderungen wieder abzuspeichern."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:153
msgid "Moving the player"
@@ -5104,16 +5134,20 @@ msgid ""
"Click \"Play Scene\" (``F6``) and confirm you can move the player around the "
"screen in all directions."
msgstr ""
"Klicke \"Spiele Szene\" (``F6``) und stelle sicher, dass der Spieler sich "
"auf dem Bildschirm in alle Richtungen bewegen kann."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:355
msgid "If you get an error in the \"Debugger\" panel that says"
msgstr ""
msgstr "Wenn ein Fehler im \"Debugger\" Bereich auftaucht, der sagt"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:357
msgid ""
"``Attempt to call function 'play' in base 'null instance' on a null "
"instance``"
msgstr ""
"``Attempt to call function 'play' in base 'null instance' on a null "
"instance``"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:359
#, fuzzy
@@ -5167,6 +5201,8 @@ msgid ""
"Play the scene again and check that the animations are correct in each of "
"the directions."
msgstr ""
"Starte die Szene erneut und überprüfe, ob alle Animationen richtig in jeder "
"der Richtungen."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:428
msgid ""
@@ -5175,6 +5211,10 @@ msgid ""
"code. If you named the animation ``\"Walk\"``, you must also use a capital "
"\"W\" in the code."
msgstr ""
"Ein allgemeiner Fehler ist hier, die Namen der Animationen falsch zu "
"benennen. Die Animationsnamen in dem SpriteFrames Bereich müssen mit dem, "
"was im Code geschrieben steht, übereinstimmen. Wenn du Animation ``\"Walk"
"\"`` heißt, dann muss auch ein großgeschriebenes \"W\" im Code stehen."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:433
#, fuzzy
@@ -5243,6 +5283,8 @@ msgid ""
"Note the green icon indicating that a signal is connected to this function. "
"Add this code to the function:"
msgstr ""
"Beachte das grüne Symbol, was anzeigt, dass das Signal mit dieser Funktion "
"verbunden ist. Füge diesen Code zu der Funktion hinzu:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:502
msgid ""
@@ -5371,7 +5413,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:567
msgid "Adjust the \"Speed (FPS)\" to ``3`` for all animations."
msgstr ""
msgstr "Setze die \"Geschwindigkeit (FPS)\" auf ``3`` für alle Animationen."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:571
#, fuzzy
@@ -5383,6 +5425,8 @@ msgid ""
"We'll select one of these animations randomly so that the mobs will have "
"some variety."
msgstr ""
"Wir werden eine der Animationen zufällig auswählen, sodass die mobs eine "
"gewisse Variabilität haben."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:575
msgid ""
@@ -5445,6 +5489,9 @@ msgid ""
"``frames`` property. This returns an Array containing all three animation "
"names: ``[\"walk\", \"swim\", \"fly\"]``."
msgstr ""
"Zunächst werden wir die Liste der Animationsnamen von der Eigenschaft "
"``frames`` im AnimatedSprite erhalten. Diese gibt ein Array zuruück, dass "
"alle drei Animationsnamen enthält: ``[\"walk\", \"swim\", \"fly\"]``."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:639
msgid ""
@@ -5452,6 +5499,10 @@ msgid ""
"of these names from the list (array indices start at ``0``). ``randi() % n`` "
"selects a random integer between ``0`` and ``n-1``."
msgstr ""
"Wir werden eine zufällige Zahl zwischen``0`` und``2`` auswählen müssen, um "
"einen von diesen Namen von der Liste auswählen zu können (Arrays starten "
"bei ``0``). ``randi() % n`` wählt eine zufällige Ganzzahl zwischen ``0`` "
"und ``n-1`` aus."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:643
#, fuzzy
@@ -5645,10 +5696,12 @@ msgid ""
"Click the ``Main`` node and you will see the ``Mob`` property in the "
"Inspector under \"Script Variables\"."
msgstr ""
"Klicke auf die ``Main`` Node und man wird eine ``Mob`` Eigenschaft im "
"Inspector unter \"Script Variables\" erkennen."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:773
msgid "You can assign this property's value in two ways:"
msgstr ""
msgstr "Man kann einen Wert für eine Eigenschaft auf zwei Wege hinzufügen:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:775
#, fuzzy
@@ -5664,6 +5717,8 @@ msgid ""
"Click the down arrow next to \"[empty]\" and choose \"Load\". Select ``Mob."
"tscn``."
msgstr ""
"Klicke auf den unteren Pfeil neben \"[empty]\" und wähle \"Load\". Klicke "
"auf ``Mob.tscn``."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:780
#, fuzzy
@@ -5737,6 +5792,8 @@ msgid ""
"Let's test the scene to make sure everything is working. Add this to "
"``_ready()``:"
msgstr ""
"Lass und die Szene testen, um sicherzustellen, dass alles funktioniert. Füge "
"dies ``_ready()`` hinzu:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:924
msgid ""
@@ -5744,18 +5801,26 @@ msgid ""
"automatically when the game launches. Press the \"Play\" button and select "
"``Main.tscn`` when prompted."
msgstr ""
"Lass uns auch ``Main`` zu unserer \"Hauptszene\" hinzufügen - die, die "
"automatisch läuft, wenn das Spiel startet. Drücke den \"Start\"-Knopf und "
"wähle ``Main.tscn`` im Dialog."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:928
msgid ""
"You should be able to move the player around, see mobs spawning, and see the "
"player disappear when hit by a mob."
msgstr ""
"Es sollte jetzt möglich sein, den Spieler zu bewegen, siehe die "
"erscheinenden mobs, und sehe, wie der Spieler verschwindet, wenn er einen "
"mob erwischt."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:931
msgid ""
"When you're sure everything is working, remove the call to ``new_game()`` "
"from ``_ready()``."
msgstr ""
"Wenn man sicher ist, dass alles läuft, lösche den Aufruf zum ``new_game()`` "
"von ``_ready()``."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:935
msgid "HUD"
@@ -5871,6 +5936,10 @@ msgid ""
"next to the DynamicFont property and choose \"Copy\", then \"Paste\" it in "
"the same place on the other two Control nodes."
msgstr ""
"Sobald Sie das auf dem ``ScoreLabel`` erledigt haben, können Sie den Pfeil "
"nach unten drücken neben der DynamicFont-Eigenschaft und wählen \"Kopieren"
"\", dann \"Einfügen\" in den gleichen Ort bei den anderen zwei Kontroll-"
"Nodes."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:983
msgid ""
@@ -6066,6 +6135,11 @@ msgid ""
"\"Receiver Method\" in the \"Connect a Signal\" window. Verify that the "
"green connection icon now appears next to ``func new_game()`` in the script."
msgstr ""
"In dem Node-Bereich, verbinde das Signal der HUD ``start_game`` zu der "
"``new_game()`` Funktion der Hauptnode durch Tippen von \"new_game\" in der "
"\"Receiver Methode\" in dem \"Verbinde ein Signal\"-Fenster. Stelle sicher, "
"dass das grüne Verbindungssymbol nun neben ``func new_game()``im Skript "
"erscheint."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1168
msgid ""
@@ -6121,18 +6195,28 @@ msgid ""
"\"Signals\", click \"Groups\" and you can type a new group name and click "
"\"Add\"."
msgstr ""
"Wählen Sie in der Szene ``Mob`` den Wurzelknoten und klicken Sie auf die "
"Registerkarte \"Knoten\" neben dem Inspektor (die gleiche Stelle, an der Sie "
"die Signale des Knotens finden). Klicken Sie neben \"Signale\" auf \"Gruppen"
"\", und Sie können einen neuen Gruppennamen eingeben und auf \"Hinzufügen\" "
"klicken."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1223
msgid ""
"Now all mobs will be in the \"mobs\" group. We can then add the following "
"line to the ``game_over()`` function in ``Main``:"
msgstr ""
"Nun werden alle Mobs in der Gruppe \"Mobs\" sein. Wir können dann die "
"folgende Zeile zur Funktion ``game_over()`` in ``Main`` hinzufügen:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1236
msgid ""
"The ``call_group()`` function calls the named function on every node in a "
"group - in this case we are telling every mob to delete itself."
msgstr ""
"Die Funktion ``call_group()`` ruft die benannte Funktion auf jedem Knoten in "
"einer Gruppe auf - in diesem Fall sagen wir jedem Mob, dass er sich selbst "
"löschen soll."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1240
msgid "Finishing up"
@@ -6581,6 +6665,8 @@ msgid ""
"Open JDK(version 8 is required, more recent versions won't work): https://"
"adoptopenjdk.net/index.html"
msgstr ""
"Open JDK (Version 8 wird benötigt, neuere Versionen werden nicht "
"funktionieren): https://adoptopenjdk.net/index.html"
#: ../../docs/getting_started/step_by_step/exporting.rst:324
msgid ""
@@ -10927,6 +11013,11 @@ msgid ""
"the bottom of the window. This will take you to the ``GUI.gd`` file in the "
"Script Workspace."
msgstr ""
"Stellen Sie im Fenster \"Verbindungssignal\" wieder eine Verbindung zum "
"Knoten ``GUI`` her. Der Pfad zum Knoten sollte ```../../GUI`` sein und die "
"Methode im Knoten sollte ``_on_Player_died`` anzeigen. Lassen Sie die Option "
"Make Function eingeschaltet und klicken Sie unten im Fenster auf Connect. "
"Dies führt Sie zu der Datei ``GUI.gd`` im Skript-Arbeitsbereich."
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:597
msgid "You should get these values in the Connecting Signal window"
@@ -10958,6 +11049,10 @@ msgid ""
"from it. It lets you toggle the visibility of the node, assign a shader to "
"it, and modify it using a color with `modulate`."
msgstr ""
"`modulate` kommt von der `CanvasItem` Klasse, alle 2D und UI Nodes erben von "
"dieser. Es lässt einen die Sichtbarkeit der Node umschalten, einen Shader "
"hinzufügen, und es zu modifizieren, indem eine Farbe für `modulate` "
"verwendet wird."
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:611
msgid ""
@@ -10965,6 +11060,10 @@ msgid ""
"alpha. If we darken any of the first three channels it darkens the "
"interface. If we lower the alpha channel, our interface fades out."
msgstr ""
"``Modulieren`` nimmt einen ``Farbe`` Wert mit 4 Kanälen an: Rot, Grün, Blau "
"und Alpha. Wenn wir einen der ersten drei Kanäle verdunkeln, verdunkelt das "
"die Schnittstelle. Wenn wir den Alphakanal absenken, wird unser Interface "
"ausgeblendet."
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:615
msgid ""
@@ -10974,6 +11073,12 @@ msgid ""
"``_on_Player_died`` method and name them ``start_color`` and ``end_color``. "
"Use the ``Color()`` constructor to build two ``Color`` values."
msgstr ""
"Wir bewegen uns zwischen zwei Farbwerten: von einem Weiß mit einem Alpha-"
"Wert von ``1``, d.h. bei voller Deckkraft, zu einem reinen Weiß mit einem "
"Alpha-Wert von ``0``, vollständig transparent. Fügen wir zwei Variablen am "
"Anfang der ``_on_Player_died`` Methode hinzu und nennen sie ``start_color`` "
"und ``end_color``. Benutzen Sie den ``Color()`` Konstruktor, um zwei "
"``Color`` Werte zu erzeugen."
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:637
msgid ""
@@ -11000,14 +11105,21 @@ msgid ""
"linear transition. Here again, because the transition is linear, the easing "
"does not matter. Here's the complete ``_on_Player_died`` method:"
msgstr ""
"Dieses Mal ändern wir die Eigenschaft ``Modulieren`` und lassen sie von "
"``Start_Farbe`` auf die ``End_Farbe`` animieren. Die Dauer beträgt eine "
"Sekunde, mit einem linearen Übergang. Da auch hier der Übergang linear ist, "
"spielt die Lockerung keine Rolle. Hier ist die komplette "
"``_auf_Spielfarbe_gedämpft`` Methode:"
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:679
msgid "And that is it. You may now play the game to see the final result!"
msgstr ""
"Und das war's. Sie mögen nun das Spiel spielen, um das fertige Ergebnis zu "
"sehen!"
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:683
msgid "The final result. Congratulations for getting there!"
msgstr ""
msgstr "Das fertige Ergebnis. Herzlichen Glückwunsch, dort hinzukommen!"
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:687
msgid ""
@@ -11017,6 +11129,12 @@ msgid ""
"signal to forward the information from the `Player` to the `GUI` and let the "
"`GUI` process it."
msgstr ""
"Mit genau denselben Techniken können Sie die Farbe des Balkens ändern, wenn "
"der Spieler vergiftet wird, den Balken rot färben, wenn seine Gesundheit "
"sinkt, die UI schütteln, wenn er einen kritischen Treffer erhält... das "
"Prinzip ist das gleiche: Sie senden ein Signal aus, um die Informationen vom "
"`Spieler` an die `GUI` weiterzuleiten und lassen sie von der `GUI` "
"verarbeiten."
#: ../../docs/getting_started/step_by_step/splash_screen.rst:4
msgid "Splash screen"

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@@ -21,7 +21,7 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: 2020-05-24 15:13+0000\n"
"PO-Revision-Date: 2020-05-29 07:46+0000\n"
"Last-Translator: Tapani Niemi <tapani.niemi@kapsi.fi>\n"
"Language-Team: Finnish <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/fi/>\n"
@@ -80684,7 +80684,7 @@ msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:55
msgid "Enable"
msgstr ""
msgstr "Ota käyttöön"
#: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:55
msgid "**True**"

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@@ -25,8 +25,8 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: 2020-05-20 14:07+0000\n"
"Last-Translator: dzikroy 119 <dzikroy119@gmail.com>\n"
"PO-Revision-Date: 2020-06-03 20:09+0000\n"
"Last-Translator: Sofyan Sugianto <sofyanartem@gmail.com>\n"
"Language-Team: Indonesian <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/id/>\n"
"Language: id\n"
@@ -37,9 +37,8 @@ msgstr ""
"X-Generator: Weblate 4.1-dev\n"
#: ../../docs/index.rst:2
#, fuzzy
msgid "Godot Docs *3.2* branch"
msgstr "Dokumentasi Godot branch *master*"
msgstr "Dokumentasi Godot versi *3.2*"
#: ../../docs/index.rst:6
msgid ""
@@ -50,7 +49,6 @@ msgstr ""
"\"Baca Dokumentasi\" di bawah sidebar untuk melihat daftarnya."
#: ../../docs/index.rst:10
#, fuzzy
msgid ""
"This is the documentation for the stable 3.2 branch. Looking for the "
"documentation of the current **development** branch? `Have a look here "
@@ -58,9 +56,10 @@ msgid ""
"documentation for the previous stable `3.1 <https://docs.godotengine.org/"
"en/3.1>`_ branch."
msgstr ""
"Ini adalah dokumentasi untuk branch (master) yang tidak stabil. Cari "
"dokumentasi branch stabil **stable** yang sekarang? `Lihat disini <http://"
"docs.godotengine.org/en/stable>`_."
"Ini adalah dokumentasi untuk versi stabil 3.2. Ingin melihat dokumentasi "
"dari versi **dalam pengembangan** saat ini? `Silakan menuju ke <https://docs."
"godotengine.org/en/latest>`_. Anda juga bisa menelusuri dokumentasi untuk "
"versi stabil `3.1 <https://docs.godotengine.org/en/3.1>`_ sebelumnya."
#: ../../docs/index.rst:18
msgid ""
@@ -95,7 +94,6 @@ msgstr ""
"mempelajari bagaimana cara menggunakan Godot versi stabil."
#: ../../docs/index.rst:31
#, fuzzy
msgid ""
"Welcome to the official documentation of `Godot Engine <https://godotengine."
"org>`__, the free and open source community-driven 2D and 3D game engine! If "
@@ -103,11 +101,11 @@ msgid ""
"`introduction page <doc_about_intro>` to get an overview of what this "
"documentation has to offer."
msgstr ""
"Selamat datang di dokumentasi resmi dari Godot Engine, game engine 2D dan 3D "
"yang gratis dan digerakkan oleh komunitas open source! Jika anda masih baru "
"di dokumentasi ini, kami sarankan anda untuk membaca :ref:`halaman "
"pendahuluan <doc_about_intro>` untuk mendapatkan gambaran mengenai apa yang "
"dokumentasi ini tawarkan."
"Selamat datang di dokumentasi resmi `Godot Engine <https://godotengine."
"org>`__, *game engine* 2D dan 3D yang bebas dan digerakkan oleh komunitas "
"*open source*! Jika Anda masih baru di dokumentasi ini, kami sarankan Anda "
"untuk membaca :ref:`halaman pendahuluan <doc_about_intro>` untuk mendapatkan "
"gambaran mengenai apa yang dokumentasi ini tawarkan."
#: ../../docs/index.rst:37
msgid ""
@@ -182,9 +180,8 @@ msgid "Community"
msgstr "Komunitas"
#: ../../docs/index.rst:131
#, fuzzy
msgid "Class reference"
msgstr "Referensi Shading"
msgstr "Referensi Kelas"
#: ../../docs/about/index.rst:2
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:7
@@ -428,14 +425,13 @@ msgid "Organization of the documentation"
msgstr "Susunan Dokumentasi"
#: ../../docs/about/introduction.rst:79
#, fuzzy
msgid ""
"This documentation is organized in five sections with an impressively "
"unbalanced distribution of contents but the way it is split up should be "
"relatively intuitive:"
msgstr ""
"Dokumentasi ini terorganisir menjadi lima sesi dengan distribusi konten yang "
"tidak seimbang - tetapi cara pemisahannya relatif intuitif:"
"Dokumentasi ini disusun dalam lima bagian dengan distribusi konten yang "
"terkesan tidak seimbang - tetapi cara pemisahannya relatif intuitif:"
#: ../../docs/about/introduction.rst:83
msgid ""
@@ -868,7 +864,6 @@ msgid "What were the motivations behind creating GDScript?"
msgstr "Apa motivasi awal dalam pembuatan GDScript?"
#: ../../docs/about/faq.rst:129
#, fuzzy
msgid ""
"In the early days, the engine used the `Lua <https://www.lua.org>`__ "
"scripting language. Lua is fast, but creating bindings to an object oriented "
@@ -876,12 +871,12 @@ msgid ""
"of code. After some experiments with `Python <https://www.python.org>`__, it "
"also proved difficult to embed."
msgstr ""
"Pada awalnya, Mesin ini menggunakan bahasa skrip `Lua <https://www.lua."
"org>`__. Lua itu cepat, tetapi ketika membuat binding pada sebuah objek yang "
"berorientasi sistemorientasi sistem (menggunakan fallbacks) masih kompleks "
"dan lambat ditambah menggunakan sebagian besar kode. Setelah melakukan "
"eksperimen dengan `Python <https://www.python.org>`__, masih juga terbukti "
"sulit untuk ditanamkan."
"Pada awalnya, mesin ini menggunakan bahasa skrip `Lua <https://www.lua."
"org>`__. Lua itu cepat, tetapi ketika membuat binding pada sebuah sistem "
"berorientasi objek (menggunakan *fallbacks*) masih kompleks dan lambat "
"apalagi memerlukan baris kode yang banyak. Setelah bereksperimen dengan "
"`Python <https://www.python.org>`__, masih juga terbukti sulit untuk "
"ditanamkan."
#: ../../docs/about/faq.rst:135
msgid ""
@@ -3295,6 +3290,9 @@ msgid ""
"Scripting<doc_what_is_visual_script>`. This is a typical implementation of a "
"\"blocks and connections\" language, but adapted to how Godot works."
msgstr ""
"Sejak 3.0, Godot menawarkan :ref:`Visual "
"Scripting<doc_what_is_visual_script>`. Ini adalah implementasi khas dari "
"bahasa \"blok dan koneksi\", tapi disesuaikan dengan cara kerja Godot."
#: ../../docs/getting_started/step_by_step/scripting.rst:46
msgid ""
@@ -3302,12 +3300,18 @@ msgid ""
"experienced developers who want to make parts of the code more accessible to "
"others, like game designers or artists."
msgstr ""
"Visual scripting adalah tool yang sangat membantu untuk orang-orang non-"
"programmer, atau bahkan untuk pengembang berpengalaman yang ingin membuat "
"bagian-bagian dari kode lebih mudah digunakan oleh yang lain, seperti "
"desainer gim atau artist."
#: ../../docs/getting_started/step_by_step/scripting.rst:50
msgid ""
"It can also be used by programmers to build state machines or custom visual "
"node workflows - for example, a dialogue system."
msgstr ""
"Bahasa ini juga dapat digunakan oleh programmer untuk membangun *state "
"machine* atau *custom visual node workflow* - contohnya, sistem dialog."
#: ../../docs/getting_started/step_by_step/scripting.rst:55
msgid ".NET / C#"
@@ -3319,12 +3323,18 @@ msgid ""
"official support for it. C# is a mature language with tons of code written "
"for it, and support was added thanks to a generous donation from Microsoft."
msgstr ""
"Karena C# dari Microsoft menjadi bahasa favorit di kalangan pengembang gim, "
"kami menambahkan dukungan resmi untuk C#. C# adalah bahasa yang matang "
"dengan banyak kode yang ditulis untuknya, dan dukungan ditambahkan berkat "
"donasi dari Microsoft."
#: ../../docs/getting_started/step_by_step/scripting.rst:62
msgid ""
"It has an excellent tradeoff between performance and ease of use, although "
"one must be aware of its garbage collector."
msgstr ""
"Bahasa ini memiliki tradeoff yang sangat baik antara performa dan kemudahan "
"penggunaan, meskipun orang harus menyadari *garbage collector* -nya."
#: ../../docs/getting_started/step_by_step/scripting.rst:65
msgid ""
@@ -3334,6 +3344,12 @@ msgid ""
"programming language, such as F#, Boo or ClojureCLR. In practice however, C# "
"is the only officially supported .NET option."
msgstr ""
"Sejak Godot menggunakan runtime `Mono <https://mono-project.com>`_ .NET, "
"secara teori apapun pustaka .NET pihak ketiga atau *framework* dapat "
"digunakan untuk menulis skrip dalam Godot, serta bahasa pemrograman yang "
"sesuai dengan *Common Language Infrastructure*, seperti F#, Boo, atau "
"ClojureCLR. Namun dalam praktiknya, C # adalah satu-satunya opsi .NET yang "
"didukung secara resmi."
#: ../../docs/getting_started/step_by_step/scripting.rst:71
msgid "GDNative / C++"
@@ -3344,6 +3360,9 @@ msgid ""
"Finally, one of our brightest additions for the 3.0 release: GDNative allows "
"scripting in C++ without needing to recompile (or even restart) Godot."
msgstr ""
"Akhirnya, salah satu tambahan kami untuk rilis 3.0: GDNative memungkinkan "
"untuk menulis skrip dalam bahasa C++ tanpa perlu mengompilasi ulang (atau "
"bahkan menjalankan ulang) Godot."
#: ../../docs/getting_started/step_by_step/scripting.rst:77
msgid ""
@@ -3351,6 +3370,9 @@ msgid ""
"generated shared libraries works perfectly, thanks to our use of an internal "
"C API Bridge."
msgstr ""
"Sembarang versi C++ dapat digunakan, dan pencampuran berbagai merek dan "
"versi *compiler* untuk pustaka bersama yang dihasilkan bekerja dengan "
"sempurna, berkat penggunaan C API Bridge internal kami."
#: ../../docs/getting_started/step_by_step/scripting.rst:81
msgid ""
@@ -3359,16 +3381,22 @@ msgid ""
"Visual Script. However, the API is clear and easy to use as it resembles, "
"mostly, Godot's actual C++ API."
msgstr ""
"Bahasa ini adalah pilihan terbaik untuk performa dan tidak perlu digunakan "
"di seluruh bagian gim, karena bagian lain bisa ditulis dalam GDScript atau "
"Visual Script. Namun, API yang jelas dan mudah untuk digunakan karena mirip, "
"sebagian besar, API C++ milik Godot."
#: ../../docs/getting_started/step_by_step/scripting.rst:86
msgid ""
"More languages can be made available through the GDNative interface, but "
"keep in mind we don't have official support for them."
msgstr ""
"Bahasa lainnya dapat disediakan melalui interface GDNative, namun perlu "
"diingat bahwa kami tidak memiliki dukungan resmi untuk mereka."
#: ../../docs/getting_started/step_by_step/scripting.rst:90
msgid "Scripting a scene"
msgstr ""
msgstr "Menulis Skrip untuk Skena"
#: ../../docs/getting_started/step_by_step/scripting.rst:92
msgid ""
@@ -3376,18 +3404,21 @@ msgid ""
"button and a label, where pressing the button will update the label. This "
"will demonstrate:"
msgstr ""
"Untuk sisa tutorial kali ini kita akan mengatur skena GUI yang terdiri atas "
"sebuah tombol dan label, dimana ketika kita menekan tombol akan memperbarui "
"label. Disini kami akan menunjukkan:"
#: ../../docs/getting_started/step_by_step/scripting.rst:96
msgid "Writing a script and attaching it to a node."
msgstr ""
msgstr "Bagaimana menulis sebuah skrip dan melampirkannya ke suatu node."
#: ../../docs/getting_started/step_by_step/scripting.rst:97
msgid "Hooking up UI elements via signals."
msgstr ""
msgstr "Menghubungkan elemen UI melalui sinyal."
#: ../../docs/getting_started/step_by_step/scripting.rst:98
msgid "Writing a script that can access other nodes in the scene."
msgstr ""
msgstr "Menulis skrip yang dapat mengakses node-node lain dalam skena."
#: ../../docs/getting_started/step_by_step/scripting.rst:100
msgid ""
@@ -3396,18 +3427,25 @@ msgid ""
"and the reference is short, so it will not take more than a few minutes to "
"get an overview of the concepts."
msgstr ""
"Sebelum melanjutkan, pastikan membaca rujukan :ref:`GDScript<doc_gdscript>`. "
"Ini adalah bahasa yang dirancang untuk menjadi sederhana, dan rujukannya "
"singkat, sehingga tidak perlu lebih dari beberapa menit untuk mendapatkan "
"gambaran umum dari konsep-konsep tersebut."
#: ../../docs/getting_started/step_by_step/scripting.rst:105
#: ../../docs/tutorials/physics/kinematic_character_2d.rst:79
#: ../../docs/tutorials/animation/introduction_2d.rst:109
msgid "Scene setup"
msgstr ""
msgstr "Pengaturan Skena"
#: ../../docs/getting_started/step_by_step/scripting.rst:107
msgid ""
"Use the \"Add Child Node\" dialogue accessed from the Scene tab (or by "
"pressing :kbd:`Ctrl + A`) to create a hierarchy with the following nodes:"
msgstr ""
"Gunakan dialog \"Tambahkan Node Anak\" yang diakses dari tab Skena (atau "
"dengan menekan tombol :kbd:`Ctrl + A`) untuk membuat hirarki dengan node "
"berikut:"
#: ../../docs/getting_started/step_by_step/scripting.rst:110
msgid "Panel"
@@ -3424,39 +3462,47 @@ msgstr "Tombol"
#: ../../docs/getting_started/step_by_step/scripting.rst:115
msgid "The scene tree should look like this:"
msgstr ""
msgstr "Tampilan pohon skena akan terlihat seperti ini:"
#: ../../docs/getting_started/step_by_step/scripting.rst:119
msgid ""
"Use the 2D editor to position and resize the Button and Label so that they "
"look like the image below. You can set the text from the Inspector tab."
msgstr ""
"Gunakan editor 2D untuk memposisikan dan mengubah ukuran Button dan Label "
"sehingga mereka terlihat seperti gambar di bawah. Anda dapat mengatur teks "
"dari bilah Inspektor."
#: ../../docs/getting_started/step_by_step/scripting.rst:124
msgid "Finally, save the scene with a name such as ``sayhello.tscn``."
msgstr ""
msgstr "Terakhir, simpan skena dengan nama misalnya ``sayhello.tscn``."
#: ../../docs/getting_started/step_by_step/scripting.rst:129
msgid "Adding a script"
msgstr ""
msgstr "Menambahkan Skrip"
#: ../../docs/getting_started/step_by_step/scripting.rst:131
msgid ""
"Right click on the Panel node, then select \"Attach Script\" from the "
"context menu:"
msgstr ""
"Klik kanan di node Panel, lalu pilih \"Lampirkan Skrip\" dari menu konteks:"
#: ../../docs/getting_started/step_by_step/scripting.rst:136
msgid ""
"The script creation dialog will pop up. This dialog allows you to set the "
"script's language, class name, and other relevant options."
msgstr ""
"Dialog pembuatan skrip akan muncul. Dialog ini memungkinkan Anda untuk "
"mengatur bahasa skrip, nama kelas, dan opsi relevan lainnya."
#: ../../docs/getting_started/step_by_step/scripting.rst:139
msgid ""
"In GDScript, the file itself represents the class, so the class name field "
"is not editable."
msgstr ""
"Di GDScript, berkas itu sendiri mewakili kelas, sehingga isian nama kelas "
"tidak dapat disunting."
#: ../../docs/getting_started/step_by_step/scripting.rst:142
msgid ""
@@ -3464,10 +3510,14 @@ msgid ""
"will automatically be filled in with \"Panel\". This is what we want, as the "
"script's goal is to extend the functionality of our panel node."
msgstr ""
"Node yang akan kita lampiri skrip adalah sebuah panel, sehingga dalam isian "
"Turunan secara otomatis terisi dengan \"Panel\". Inilah yang kita inginkan, "
"karena tujuan skripnya adalah memperluas (extend) fungsionalitas dari node "
"panel kita."
#: ../../docs/getting_started/step_by_step/scripting.rst:146
msgid "Finally, enter a path name for the script and select Create:"
msgstr ""
msgstr "Terakhir, masukkan lokasi path untuk skrip ini dan pilih Buat:"
#: ../../docs/getting_started/step_by_step/scripting.rst:150
msgid ""
@@ -3475,6 +3525,9 @@ msgid ""
"an \"Open script\" icon next to the node in the Scene tab, as well as in the "
"script property under Inspector:"
msgstr ""
"Skrip kemudian akan dibuat dan ditambahkan ke node. Anda dapat melihat ikon "
"\"Buka skrip\" di sebelah nama node dalam bilah Skena, dan juga dalam "
"properti skrip di bawah Inspektor:"
#: ../../docs/getting_started/step_by_step/scripting.rst:156
msgid ""
@@ -3482,6 +3535,9 @@ msgid ""
"highlighted in the above image. This will bring you to the script editor, "
"where a default template will be included:"
msgstr ""
"Untuk menyunting skrip, pilih salah satu tombol ini, keduanya disorot dalam "
"gambar di atas. Ini akan membawa Anda ke editor skrip, dengan templat baku "
"di dalamnya:"
#: ../../docs/getting_started/step_by_step/scripting.rst:161
msgid ""
@@ -3489,10 +3545,13 @@ msgid ""
"and all its children, enters the active scene. **Note:** ``_ready()`` is not "
"the constructor; the constructor is instead ``_init()``."
msgstr ""
"Tidak banyak di sana. Fungsi ``_ready()`` dipanggil ketika node dan semua "
"anaknya memasuki skena aktif. **Catatan:** ``_ready()`` bukanlah "
"konstruktor; akan tetapi konstruktornya adalah ``_init()``."
#: ../../docs/getting_started/step_by_step/scripting.rst:166
msgid "The role of the script"
msgstr ""
msgstr "Peran Skrip"
#: ../../docs/getting_started/step_by_step/scripting.rst:168
msgid ""
@@ -3501,10 +3560,15 @@ msgid ""
"siblings, and so on. The local scope of the script is the node. In other "
"words, the script inherits the functions provided by that node."
msgstr ""
"Skrip menambahkan perilaku ke node. Skrip digunakan untuk mengontrol "
"bagaimana node berfungsi serta bagaimana ia berinteraksi dengan node-node "
"lain: anak-anak, induk, saudara-saudaranya, dan sebagainya. Cakupan lokal "
"skrip adalah node dimana dia dilampirkan. Dengan kata lain, skrip menurunkan "
"fungsi yang disediakan oleh node itu."
#: ../../docs/getting_started/step_by_step/scripting.rst:179
msgid "Handling a signal"
msgstr ""
msgstr "Menangani Sinyal"
#: ../../docs/getting_started/step_by_step/scripting.rst:181
msgid ""
@@ -3513,6 +3577,11 @@ msgid ""
"mostly in GUI nodes, although other nodes have them too, and you can even "
"define custom signals in your own scripts."
msgstr ""
"Sinyal \"dipancarkan\" ketika beberapa jenis aksi tertentu terjadi, dan "
"mereka dapat dihubungkan dengan sembarang fungsi dari sembarang instance "
"skrip. Sinyal sebagian besar digunakan dalam node-node GUI, meskipun node "
"lain memilikinya juga, bahkan Anda juga dapat menentukan sinyal khusus dalam "
"skrip Anda sendiri."
#: ../../docs/getting_started/step_by_step/scripting.rst:186
msgid ""
@@ -3521,18 +3590,28 @@ msgid ""
"the second part. For the first part, Godot provides two ways to create "
"connections: through a visual interface the editor provides or through code."
msgstr ""
"Pada langkah ini, kita akan menghubungkan sinyal \"pressed\" ke fungsi "
"khusus. Membuat koneksi adalah bagian pertama dan mendefinisikan fungsi "
"kustom adalah bagian kedua. Untuk bagian pertama, Godot menyediakan dua cara "
"untuk membuat koneksi: melalui antarmuka visual yang disediakan editor atau "
"melalui kode."
#: ../../docs/getting_started/step_by_step/scripting.rst:191
msgid ""
"While we will use the code method for the remainder of this tutorial series, "
"let's cover how the editor interface works for future reference."
msgstr ""
"Sementara kita akan menggunakan metode menulis kode untuk sisa seri tutorial "
"ini, mari kita bahas bagaimana antarmuka editor bekerja untuk referensi di "
"masa mendatang."
#: ../../docs/getting_started/step_by_step/scripting.rst:194
msgid ""
"Select the Button node in the scene tree and then select the \"Node\" tab. "
"Next, make sure that you have \"Signals\" selected."
msgstr ""
"Pilih node Button dalam pohon skena dan pilih bilah \"Node\". Selanjutnya, "
"pastikan Anda melihat tulisan \"Signal\" terpilih."
#: ../../docs/getting_started/step_by_step/scripting.rst:199
msgid ""
@@ -3540,12 +3619,17 @@ msgid ""
"\"Connect...\" button in the bottom right, you'll open up the connection "
"creation dialogue."
msgstr ""
"Jika Anda kemudian memilih \"pressed()\" di bawah \"BaseButton\" dan klik "
"tombol \"Hubungkan...\" di kanan bawah, Anda akan membuka dialog pembuatan "
"koneksi."
#: ../../docs/getting_started/step_by_step/scripting.rst:204
msgid ""
"The top of the dialogue displays a list of your scene's nodes with the "
"emitting node's name highlighted in blue. Select the \"Panel\" node here."
msgstr ""
"Bagian atas dialog menampilkan daftar node dari skena Anda dengan nama node "
"yang dipancarkan disorot dengan warna biru. Pilih node \"Panel\" di sini."
#: ../../docs/getting_started/step_by_step/scripting.rst:207
msgid ""
@@ -3553,6 +3637,9 @@ msgid ""
"created. By default, the method name will contain the emitting node's name "
"(\"Button\" in this case), resulting in ``_on_[EmitterNode]_[signal_name]``."
msgstr ""
"Bagian bawah dialog menampilkan nama *method* yang akan dibuat. Secara baku, "
"nama *method* mengandung nama node yang memancarkan (\"Button\" dalam kasus "
"ini), menghasilkan ``_on_[EmitterNode]_[nama_sinyal]``."
#: ../../docs/getting_started/step_by_step/scripting.rst:211
msgid ""
@@ -3560,6 +3647,9 @@ msgid ""
"this is a scripting tutorial, so for the sake of learning, let's dive into "
"the manual process!"
msgstr ""
"Dan itu menyimpulkan panduan tentang cara menggunakan antarmuka visual. "
"Namun, ini adalah tutorial scripting, jadi demi belajar, mari selami proses "
"manual!"
#: ../../docs/getting_started/step_by_step/scripting.rst:215
msgid ""
@@ -3568,6 +3658,10 @@ msgid ""
"<class_Node_method_get_node>`. This function uses paths to fetch nodes "
"anywhere in the scene, relative to the node that owns the script."
msgstr ""
"Untuk mencapai hal ini, kami akan memperkenalkan fungsi yang mungkin paling "
"sering digunakan oleh programmer Godot:: ref: `Node.get_node() "
"<class_Node_method_get_node>`. Fungsi ini menggunakan jalur untuk mengambil "
"node di mana saja dalam skena, relatif terhadap node yang memiliki skrip."
#: ../../docs/getting_started/step_by_step/scripting.rst:220
msgid ""
@@ -3916,7 +4010,7 @@ msgstr "Sinyal-sinyal"
#: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:696
#: ../../docs/development/cpp/object_class.rst:214
msgid "Signals"
msgstr "Sinyal-sinyal"
msgstr "Sinyal"
#: ../../docs/getting_started/step_by_step/signals.rst:12
msgid ""

View File

@@ -27,7 +27,7 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: 2020-05-26 12:19+0000\n"
"PO-Revision-Date: 2020-05-31 05:50+0000\n"
"Last-Translator: Wataru Onuki <bettawat@yahoo.co.jp>\n"
"Language-Team: Japanese <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/ja/>\n"
@@ -35374,7 +35374,7 @@ msgstr "いくつかの設定を含むダイアログボックスが表示され
#: ../../docs/tutorials/2d/particle_systems_2d.rst:323
msgid "Emission Mask"
msgstr "\\ Emission Mask"
msgstr "放出マスク"
#: ../../docs/tutorials/2d/particle_systems_2d.rst:325
msgid "Three types of emission masks can be generated from a texture:"
@@ -35406,7 +35406,7 @@ msgstr ""
#: ../../docs/tutorials/2d/particle_systems_2d.rst:344
msgid "Emission Colors"
msgstr "発光(Emission)色"
msgstr "放出色"
#: ../../docs/tutorials/2d/particle_systems_2d.rst:346
msgid ""

View File

@@ -9,7 +9,7 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: 2020-05-20 14:08+0000\n"
"PO-Revision-Date: 2020-06-04 18:34+0000\n"
"Last-Translator: StiLins <aigars.skilins@gmail.com>\n"
"Language-Team: Latvian <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/lv/>\n"
@@ -11102,7 +11102,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:95
msgid "Zoom Reset"
msgstr ""
msgstr "Atiestatīt Tuvinājumu"
#: ../../docs/getting_started/editor/default_key_mapping.rst:95
#: ../../docs/getting_started/editor/default_key_mapping.rst:338

View File

@@ -23,6 +23,7 @@
# Kolunio <kolunio15wie@gmail.com>, 2020.
# Letero <jkurzynski93@gmail.com>, 2020.
# luluu9 <maxmax89_89@o2.pl>, 2018.
# Maciej Krzyżanowski <krzmaciek@gmail.com>, 2020.
# Maciej <WriteToFeniks@gmail.com>, 2019.
# Matshiro <mrmatshiro@gmail.com>, 2020.
# Michael <michael0march@gmail.com>, 2019.
@@ -43,6 +44,7 @@
# Spamowy Mail <spamowy15@gmail.com>, 2020.
# Szymon Nowakowski <smnbdg13@gmail.com>, 2019.
# Tomek <kobewi4e@gmail.com>, 2018-2020.
# wieslaw.mlynarski Wiesław <wieslaw.mlynarski@gmail.com>, 2020.
# Zamulacz <mcichocki@protonmail.com>, 2019.
#
msgid ""
@@ -50,7 +52,7 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: 2020-05-18 00:28+0000\n"
"PO-Revision-Date: 2020-06-05 15:30+0000\n"
"Last-Translator: Tomek <kobewi4e@gmail.com>\n"
"Language-Team: Polish <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/pl/>\n"
@@ -63,9 +65,8 @@ msgstr ""
"X-Generator: Weblate 4.1-dev\n"
#: ../../docs/index.rst:2
#, fuzzy
msgid "Godot Docs *3.2* branch"
msgstr "Dokumentacja Godot - gałąź *master*"
msgstr "Dokumentacja Godot - gałąź *3.2*"
#: ../../docs/index.rst:6
msgid ""
@@ -76,7 +77,6 @@ msgstr ""
"Rozwiń panel \"Czytaj Dokumenty\" na dole menu aby dotrzeć do listy."
#: ../../docs/index.rst:10
#, fuzzy
msgid ""
"This is the documentation for the stable 3.2 branch. Looking for the "
"documentation of the current **development** branch? `Have a look here "
@@ -84,9 +84,10 @@ msgid ""
"documentation for the previous stable `3.1 <https://docs.godotengine.org/"
"en/3.1>`_ branch."
msgstr ""
"To jest dokumentacja dla gałęzi rozwojowej (master). Szukasz dokumentacji "
"dla aktualnej gałęzi **stabilnej**?. `Sprawdź tutaj <http://docs.godotengine."
"org/en/stable>`_."
"To jest dokumentacja dla gałęzi stabilnej 3.2. Szukasz dokumentacji dla "
"aktualnej gałęzi **rozwojowej**?. `Sprawdź tutaj <http://docs.godotengine."
"org/en/latest>`_. Możesz także przejrzeć dokumentację poprzedniej stabilnej "
"gałęzi `3.1 <https://docs.godotengine.org/en/3.1>`_."
#: ../../docs/index.rst:18
msgid ""
@@ -120,7 +121,6 @@ msgstr ""
"nauczyć się obsługi stabilnych wersji Godot'a."
#: ../../docs/index.rst:31
#, fuzzy
msgid ""
"Welcome to the official documentation of `Godot Engine <https://godotengine."
"org>`__, the free and open source community-driven 2D and 3D game engine! If "
@@ -128,10 +128,10 @@ msgid ""
"`introduction page <doc_about_intro>` to get an overview of what this "
"documentation has to offer."
msgstr ""
"Witamy w oficjalnej dokumentacji silnika Godot, darmowego i napędzanego "
"przez społeczność Open Source silnika gier 2D i 3D! Początkującym zalecamy "
"zapoznanie się ze :ref:`stroną wprowadzającą <doc_about_intro>`, aby "
"mieć ogólne pojęcie o czym ta dokumentacja traktuje."
"Witamy w oficjalnej dokumentacji `silnika Godot <https://godotengine."
"org>`__, darmowego i otwartego, napędzanego przez społeczność silnika gier "
"2D i 3D! Początkującym zalecamy zapoznanie się ze :ref:`stroną wprowadzającą "
"<doc_about_intro>`, aby mieć ogólne pojęcie o czym ta dokumentacja traktuje."
#: ../../docs/index.rst:37
msgid ""
@@ -204,9 +204,8 @@ msgid "Community"
msgstr "Społeczność"
#: ../../docs/index.rst:131
#, fuzzy
msgid "Class reference"
msgstr "Zmiana aktualnej sceny"
msgstr "Referencja klas"
#: ../../docs/about/index.rst:2
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:7
@@ -449,14 +448,13 @@ msgid "Organization of the documentation"
msgstr "Organizacja dokumentacji"
#: ../../docs/about/introduction.rst:79
#, fuzzy
msgid ""
"This documentation is organized in five sections with an impressively "
"unbalanced distribution of contents but the way it is split up should be "
"relatively intuitive:"
msgstr ""
"Dokumentacja ta podzielona jest na pięć części o imponująco niezrównoważonej "
"dystrybucji treści, ale sposób jej podziału powinien być stosunkowo "
"dystrybucji treści - ale sposób jej podziału powinien być stosunkowo "
"intuicyjny:"
#: ../../docs/about/introduction.rst:83
@@ -886,7 +884,6 @@ msgid "What were the motivations behind creating GDScript?"
msgstr "Jakie były motywy tworzenia GDScript?"
#: ../../docs/about/faq.rst:129
#, fuzzy
msgid ""
"In the early days, the engine used the `Lua <https://www.lua.org>`__ "
"scripting language. Lua is fast, but creating bindings to an object oriented "
@@ -896,9 +893,9 @@ msgid ""
msgstr ""
"W początkowym okresie silnik używał języka skryptowego `Lua <http://www.lua."
"org>`__. Lua jest szybka, ale tworzenie wiązań do obiektowo zorientowanego "
"systemu, było skomplikowane i powolne i zajmowało olbrzymią ilość kodu. Po "
"kilku eksperymentach z `Python <https://www.python.org>`__, okazał się "
"również trudny do poprawnej implementacji."
"systemu było skomplikowane i powolne oraz zajmowało olbrzymią ilość kodu. Po "
"kilku eksperymentach z `Pythonem <https://www.python.org>`__, również się "
"okazał trudny do poprawnej implementacji."
#: ../../docs/about/faq.rst:135
msgid ""
@@ -908,26 +905,23 @@ msgstr ""
"były:"
#: ../../docs/about/faq.rst:137
#, fuzzy
msgid ""
"Poor threading support in most script VMs, and Godot uses threads (Lua, "
"Python, Squirrel, JavaScript, ActionScript, etc.)."
msgstr ""
"Słaba obsługa wątków w większości maszyn wirtualnych skryptów, a Godot używa "
"wątków (Lua, Python, Squirrel, JS, AS, itp.)."
"Słaba obsługa wątków w większości skryptowych maszyn wirtualnych, a Godot "
"używa wątków (Lua, Python, Squirrel, JavaScript, ActionScript, itp.)."
#: ../../docs/about/faq.rst:139
#, fuzzy
msgid ""
"Poor class-extending support in most script VMs, and adapting to the way "
"Godot works is highly inefficient (Lua, Python, JavaScript)."
msgstr ""
"Słabe wsparcie dla klas w większości skryptowych maszyn wirtualnych i "
"dostosowanie do sposobu działania Godota jest wysoce nieefektywne (Lua, "
"Python, JS)."
"Słabe wsparcie dla rozszerzania klas w większości skryptowych maszyn "
"wirtualnych i dostosowywanie do sposobu działania Godota jest wysoce "
"nieefektywne (Lua, Python, JavaScript)."
#: ../../docs/about/faq.rst:141
#, fuzzy
msgid ""
"Many existing languages have horrible interfaces for binding to C++, "
"resulting in large amount of code, bugs, bottlenecks, and general "
@@ -935,44 +929,41 @@ msgid ""
"a great engine, not a great amount of integrations."
msgstr ""
"Wiele istniejących języków ma okropne interfejsy do wiązania z C++, co "
"skutkuje dużą ilością kodu, błędów, bottleneck'ów i ogólnej nieefektywności "
"(Lua, Python, Squirrel, JS, itp.). Chcieliśmy skupić się na świetnym "
"skutkuje dużą ilością kodu, błędów, wąskich gardeł i ogólnej nieefektywności "
"(Lua, Python, Squirrel, JavaScript, itp.). Chcieliśmy skupić się na świetnym "
"silniku, a nie na dużej ilości integracji."
#: ../../docs/about/faq.rst:144
#, fuzzy
msgid ""
"No native vector types (vector3, matrix4, etc.), resulting in highly reduced "
"performance when using custom types (Lua, Python, Squirrel, JavaScript, "
"ActionScript, etc.)."
msgstr ""
"Brak natywnego wsparcia dla typów wektorów (vector3, matrix4, itd.). "
"sktutkuje znacznym zmniejszeniem wydajności kiedy używa się własnych typów "
"(Lua, Python, Squirrel, JS, AS, itd.)."
"Brak natywnych typów wektorowych (vector3, matrix4, itd.), skutkujący "
"znacznym zmniejszeniem wydajności kiedy używa się własnych typów (Lua, "
"Python, Squirrel, JavaScript, ActionScript, itd.)."
#: ../../docs/about/faq.rst:147
#, fuzzy
msgid ""
"Garbage collector results in stalls or unnecessarily large memory usage "
"(Lua, Python, JavaScript, ActionScript, etc.)."
msgstr ""
"Odśmiecacz pamięci skutkuje niepotrzebnie dużym użyciem pamięci (Lua, "
"Python, JS, AS, itd.)."
"Odśmiecacz pamięci skutkuje przestojami i niepotrzebnie dużym zużyciem "
"pamięci (Lua, Python, JavaScript, ActionScript, itd.)."
#: ../../docs/about/faq.rst:149
#, fuzzy
msgid ""
"Difficulty to integrate with the code editor for providing code completion, "
"live editing, etc. (all of them). This is well-supported by GDScript."
msgstr ""
"Trudności ze zintegrowaniem z edytorem kodu funkcji auto uzupełniania, "
"edycji w czasie rzeczywistym, itd. Są one bardzo dobrze wspierane przez "
"GDScript."
"Trudności ze zintegrowaniem z edytorem kodu dla auto-uzupełniania, edycji w "
"czasie rzeczywistym, itd. (każdy z nich). Funkcje te są bardzo dobrze "
"wspierane przez GDScript."
#: ../../docs/about/faq.rst:153
#, fuzzy
msgid "GDScript was designed to curtail the issues above, and more."
msgstr "GDScript został zaprojektowany tak żeby zminimalizować te problemy."
msgstr ""
"GDScript został zaprojektowany tak, żeby zredukować te problemy i nie tylko."
#: ../../docs/about/faq.rst:156
msgid "What type of 3D model formats does Godot support?"
@@ -1202,7 +1193,7 @@ msgstr ""
#: ../../docs/about/faq.rst:247
msgid "I would like to contribute! How can I get started?"
msgstr "Chciałbym przyczynić się do rozwoju Godota! Jak mogę zacząć?"
msgstr "Chcę się przyczynić do rozwoju Godota! Jak mogę zacząć?"
#: ../../docs/about/faq.rst:249
msgid ""
@@ -1232,7 +1223,6 @@ msgid "I have a great idea for Godot. How can I share it?"
msgstr "Mam świetny pomysł dla Godot'a. Jak mogę się nim podzielić?"
#: ../../docs/about/faq.rst:259
#, fuzzy
msgid ""
"It might be tempting to want to bring ideas to Godot, like ones that result "
"in massive core changes, some sort of mimicry of what another game engine "
@@ -1244,15 +1234,16 @@ msgid ""
"github.com/godotengine/godot/issues>`_, and conversations between Godot "
"community members."
msgstr ""
"Kusząca może być chęć dodawania do Godota nowych pomysłów, zwłaszcza takich, "
"które prowadzą do gruntownych zmian, w jakiś sposób próbujących imitować "
"działanie innych silników do tworzenia gier lub alternatywnych rozwiązań, "
"które chciałbyś umieścić w edytorze. To świetne pomysły i jesteśmy "
"wdzięczni, że tak zmotywowani ludzie chcą nam wspomóc, ale centrum uwagi "
"Godota jest i zawsze będzie rozwój głównych funkcji określonych w `Roadmap "
"<https://github.com/godotengine/godot-roadmap/blob/master/ROADMAP.md>`_, "
"pozbywanie się błędów i problemów <https://github.com/godotengine/godot/"
"issues>`_, oraz wzmocnienie komunikacji między członkami społeczności Godot."
"Kusząca może być chęć dodawania do Godota nowych pomysłów, na przykład "
"takich, które prowadzą do gruntownych zmian, w jakiś sposób próbujących "
"imitować działanie innych silników do tworzenia gier lub alternatywnych "
"rozwiązań, które chciałbyś umieścić w edytorze. To świetne pomysły i "
"jesteśmy wdzięczni, że tak zmotywowani ludzie chcą nam wspomóc, ale w "
"centrum uwagi Godota jest i zawsze będzie rozwój głównych funkcji "
"określonych w `Roadmap <https://github.com/godotengine/godot-roadmap/blob/"
"master/ROADMAP.md>`_, pozbywanie się błędów i problemów <https://github.com/"
"godotengine/godot/issues>`_, oraz komunikacja między członkami społeczności "
"Godot."
#: ../../docs/about/faq.rst:268
msgid ""
@@ -1407,7 +1398,7 @@ msgid ""
"Additionally, exceptions significantly increase binary size for the "
"executable."
msgstr ""
"Dodatkowo, wyjątki znacznie zwiększają rozmiar pliku binarnego pliku "
"Dodatkowo, wyjątki znacząco zwiększają rozmiar skompilowanego pliku "
"wykonywalnego."
#: ../../docs/about/faq.rst:318
@@ -1431,16 +1422,15 @@ msgstr ""
"zorientowanego na dane)?"
#: ../../docs/about/faq.rst:327
#, fuzzy
msgid ""
"While Godot internally for a lot of the heavy performance tasks attempts to "
"use cache coherency as well as possible, we believe most users don't really "
"need to be forced to use DoD practices."
msgstr ""
"Podczas gdy Godot wewnętrznie, dla wielu zadań wymagających dużej "
"wydajności, próbuje wykorzystać spójność pamięci najlepiej jak to możliwe, "
"wierzymy, że większość użytkowników tak naprawdę nie musi być zmuszana do "
"używania praktyk DoD."
"Mimo, że wewnętrznie Godot dla wielu zadań wymagających dużej wydajności "
"próbuje wykorzystać spójność pamięci najlepiej jak to możliwe, wierzymy, że "
"większość użytkowników tak naprawdę nie musi być zmuszana do używania "
"praktyk DoD."
#: ../../docs/about/faq.rst:331
msgid ""
@@ -1499,17 +1489,16 @@ msgid "Documentation changelog"
msgstr "Dziennik zmian w dokumentacji"
#: ../../docs/about/docs_changelog.rst:6
#, fuzzy
msgid ""
"The documentation is continually being improved. The release of version 3.2 "
"includes many new tutorials, many fixes and updates for old tutorials, and "
"many updates to the :ref:`class reference <toc-class-ref>`. Below is a list "
"of new tutorials added since version 3.1."
msgstr ""
"Dokumentacja jest wciąż ulepszana. Wydanie wersji 3.1 zawiera wiele nowych "
"poradników a stare poradniki oraz odnośniki klas zostały odświeżone i "
"poprawione. Poniżej możesz zobaczyć listę nowych poradników dodanych od "
"wersji 3.0."
"Dokumentacja jest wciąż ulepszana. Wydanie wersji 3.2 zawiera wiele nowych "
"poradników, wiele poprawek do starych poradników oraz wiele poprawek w :ref:"
"`referencji klas <toc-class-ref>`. Poniżej jest lista nowych poradników "
"dodanych od czasu wersji 3.1."
#: ../../docs/about/docs_changelog.rst:11
msgid ""
@@ -1550,9 +1539,8 @@ msgid "Audio"
msgstr "Dźwięk"
#: ../../docs/about/docs_changelog.rst:30
#, fuzzy
msgid ":ref:`doc_recording_with_microphone`"
msgstr ":ref:`doc_complying_with_licenses`"
msgstr ":ref:`doc_recording_with_microphone`"
#: ../../docs/about/docs_changelog.rst:31
msgid ":ref:`doc_sync_with_audio`"
@@ -1614,9 +1602,8 @@ msgid ":ref:`doc_your_second_spatial_shader`"
msgstr ":ref:`doc_your_second_spatial_shader`"
#: ../../docs/about/docs_changelog.rst:57
#, fuzzy
msgid ":ref:`doc_visual_shaders`"
msgstr ":ref:`doc_visual_shader_plugins`"
msgstr ":ref:`doc_visual_shaders`"
#: ../../docs/about/docs_changelog.rst:60
#: ../../docs/tutorials/networking/index.rst:2
@@ -1754,24 +1741,20 @@ msgid "Best Practices:"
msgstr "Najlepsze praktyki:"
#: ../../docs/about/docs_changelog.rst:122
#, fuzzy
msgid ":ref:`doc_introduction_best_practices`"
msgstr ":ref:`Wprowadzenie <doc_introduction_best_practices>`"
msgstr ":ref:`doc_introduction_best_practices`"
#: ../../docs/about/docs_changelog.rst:123
#, fuzzy
msgid ":ref:`doc_what_are_godot_classes`"
msgstr ":ref:`Czym są klasy Godot <doc_what_are_godot_classes>`"
msgstr ":ref:`doc_what_are_godot_classes`"
#: ../../docs/about/docs_changelog.rst:124
#, fuzzy
msgid ":ref:`doc_scene_organization`"
msgstr ":ref:`Organizacja sceny <doc_scene_organization>`"
msgstr ":ref:`doc_scene_organization`"
#: ../../docs/about/docs_changelog.rst:125
#, fuzzy
msgid ":ref:`doc_scenes_versus_scripts`"
msgstr ":ref:`Sceny kontra skrypty <doc_scenes_versus_scripts>`"
msgstr ":ref:`doc_scenes_versus_scripts`"
#: ../../docs/about/docs_changelog.rst:126
msgid ":ref:`doc_autoloads_versus_internal_nodes`"
@@ -1784,23 +1767,20 @@ msgid ":ref:`doc_node_alternatives`"
msgstr ":ref:`Alternatywy węzłów <doc_node_alternatives>`"
#: ../../docs/about/docs_changelog.rst:128
#, fuzzy
msgid ":ref:`doc_godot_interfaces`"
msgstr ":ref:`Interfejs Godota <doc_godot_interfaces>`"
msgstr ":ref:`doc_godot_interfaces`"
#: ../../docs/about/docs_changelog.rst:129
#, fuzzy
msgid ":ref:`doc_godot_notifications`"
msgstr ":ref:`Powiadomienia Godota <doc_godot_notifications>`"
msgstr ":ref:`doc_godot_notifications`"
#: ../../docs/about/docs_changelog.rst:130
msgid ":ref:`doc_data_preferences`"
msgstr ":ref:`Preferencje danych <doc_data_preferences>`"
#: ../../docs/about/docs_changelog.rst:131
#, fuzzy
msgid ":ref:`doc_logic_preferences`"
msgstr ":ref:`Preferencje logiki <doc_logic_preferences>`"
msgstr ":ref:`doc_logic_preferences`"
#: ../../docs/about/docs_changelog.rst:136
msgid ":ref:`doc_2d_lights_and_shadows`"
@@ -1819,16 +1799,12 @@ msgid ":ref:`doc_csg_tools`"
msgstr ":ref:`Narzędzia CSG <doc_csg_tools>`"
#: ../../docs/about/docs_changelog.rst:143
#, fuzzy
msgid ":ref:`doc_animating_thousands_of_fish`"
msgstr ":ref:`doc_matrices_and_transforms`"
msgstr ":ref:`doc_animating_thousands_of_fish`"
#: ../../docs/about/docs_changelog.rst:144
#, fuzzy
msgid ":ref:`doc_controlling_thousands_of_fish`"
msgstr ""
":ref:`Kontrolowanie tysięcy ryb za pomocą cząsteczek "
"<doc_controlling_thousands_of_fish>`"
msgstr ":ref:`doc_controlling_thousands_of_fish`"
#: ../../docs/about/docs_changelog.rst:147
#: ../../docs/tutorials/physics/index.rst:2
@@ -1836,14 +1812,12 @@ msgid "Physics"
msgstr "Fizyka"
#: ../../docs/about/docs_changelog.rst:149
#, fuzzy
msgid ":ref:`doc_ragdoll_system`"
msgstr ":ref:`System Ragdolli <doc_ragdoll_system>`"
msgstr ":ref:`doc_ragdoll_system`"
#: ../../docs/about/docs_changelog.rst:150
#, fuzzy
msgid ":ref:`doc_soft_body`"
msgstr ":ref:`Ciało miękkie <doc_soft_body>`"
msgstr ":ref:`doc_soft_body`"
#: ../../docs/about/docs_changelog.rst:153
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:2
@@ -1865,9 +1839,8 @@ msgid "GUI"
msgstr "GUI (Interfejs)"
#: ../../docs/about/docs_changelog.rst:161
#, fuzzy
msgid ":ref:`doc_gui_containers`"
msgstr ":ref:`Interfejs Godota <doc_godot_interfaces>`"
msgstr ":ref:`doc_gui_containers`"
#: ../../docs/about/docs_changelog.rst:164
#: ../../docs/tutorials/viewports/index.rst:2
@@ -1890,11 +1863,8 @@ msgstr ""
"<doc_intro_to_shaders_water_workshop>`"
#: ../../docs/about/docs_changelog.rst:173
#, fuzzy
msgid ":ref:`doc_migrating_to_godot_shader_language`"
msgstr ""
":ref:`Migracja do języka cieniowania Godota "
"<doc_migrating_to_godot_shader_language>`"
msgstr ":ref:`doc_migrating_to_godot_shader_language`"
#: ../../docs/about/docs_changelog.rst:174
msgid ":ref:`doc_advanced_postprocessing`"
@@ -1905,14 +1875,12 @@ msgid "Shading Reference:"
msgstr "O Shaderach:"
#: ../../docs/about/docs_changelog.rst:178
#, fuzzy
msgid ":ref:`doc_shaders`"
msgstr ":ref:`Shadery <doc_shaders>`"
msgstr ":ref:`doc_shaders`"
#: ../../docs/about/docs_changelog.rst:179
#, fuzzy
msgid ":ref:`doc_shading_language`"
msgstr ":ref:`Język cieniowania <doc_shading_language>`"
msgstr ":ref:`doc_shading_language`"
#: ../../docs/about/docs_changelog.rst:180
msgid ":ref:`doc_spatial_shader`"
@@ -1923,15 +1891,12 @@ msgid ":ref:`doc_canvas_item_shader`"
msgstr ":ref:`Shader Canvas Item`"
#: ../../docs/about/docs_changelog.rst:182
#, fuzzy
msgid ":ref:`doc_particle_shader`"
msgstr " :ref:`Shadery cząstek<doc_particle_shader>`"
msgstr ":ref:`doc_particle_shader`"
#: ../../docs/about/docs_changelog.rst:187
#, fuzzy
msgid ":ref:`doc_making_main_screen_plugins`"
msgstr ""
":ref:`Tworzenie wtyczek ekranu głównego <doc_making_main_screen_plugins>`"
msgstr ":ref:`doc_making_main_screen_plugins`"
#: ../../docs/about/docs_changelog.rst:188
msgid ":ref:`doc_spatial_gizmo_plugins`"
@@ -1952,9 +1917,8 @@ msgid ":ref:`doc_thread_safe_apis`"
msgstr ":ref:`Bezpieczne API Thread<doc_thread_safe_apis>`"
#: ../../docs/about/docs_changelog.rst:203
#, fuzzy
msgid ":ref:`doc_making_trees`"
msgstr " :ref:`Tworzenie drzew <doc_making_trees>`"
msgstr ":ref:`doc_making_trees`"
#: ../../docs/about/docs_changelog.rst:206
#: ../../docs/tutorials/misc/index.rst:2
@@ -1962,24 +1926,20 @@ msgid "Miscellaneous"
msgstr "Różności"
#: ../../docs/about/docs_changelog.rst:208
#, fuzzy
msgid ":ref:`doc_jitter_stutter`"
msgstr ":ref:`Naprawa drgań i migania <doc_jitter_stutter>`"
msgstr ":ref:`doc_jitter_stutter`"
#: ../../docs/about/docs_changelog.rst:209
#, fuzzy
msgid ":ref:`doc_running_code_in_the_editor`"
msgstr ":ref:`Uruchamianie kodu w edytorze <doc_running_code_in_the_editor>`"
msgstr ":ref:`doc_running_code_in_the_editor`"
#: ../../docs/about/docs_changelog.rst:210
#, fuzzy
msgid ":ref:`doc_change_scenes_manually`"
msgstr ":ref:`Ręczna zmiana scen <doc_change_scenes_manually>`"
msgstr ":ref:`doc_change_scenes_manually`"
#: ../../docs/about/docs_changelog.rst:211
#, fuzzy
msgid ":ref:`doc_gles2_gles3_differences`"
msgstr ":ref:`Różnice pomiędzy GLES2 i GLES3 <doc_gles2_gles3_differences>`"
msgstr ":ref:`doc_gles2_gles3_differences`"
#: ../../docs/about/docs_changelog.rst:214
#: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:349
@@ -1993,14 +1953,12 @@ msgid "Compiling"
msgstr "Kompilowanie"
#: ../../docs/about/docs_changelog.rst:216
#, fuzzy
msgid ":ref:`doc_optimizing_for_size`"
msgstr ":ref:`Optymalizacja rozmiaru projektu <doc_optimizing_for_size>`"
msgstr ":ref:`doc_optimizing_for_size`"
#: ../../docs/about/docs_changelog.rst:217
#, fuzzy
msgid ":ref:`doc_compiling_with_script_encryption_key`"
msgstr "Kompilowanie z Mono"
msgstr ":ref:`doc_compiling_with_script_encryption_key`"
#: ../../docs/about/docs_changelog.rst:220
#: ../../docs/development/cpp/index.rst:2
@@ -2008,50 +1966,47 @@ msgid "Engine development"
msgstr "Rozwój silnika"
#: ../../docs/about/docs_changelog.rst:222
#, fuzzy
msgid ":ref:`doc_binding_to_external_libraries`"
msgstr "Łączenie zewnętrznych bibliotek z Godotem (jak PhysX, FMOD itp.)."
msgstr ":ref:`doc_binding_to_external_libraries`"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:4
#, fuzzy
msgid "Introduction to Godot's editor"
msgstr "Wprowadzenie do Godot Engine"
msgstr "Wprowadzenie do edytora silnika Godot"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:6
#, fuzzy
msgid ""
"This tutorial will run you through Godot's interface. We're going to look at "
"the **Project Manager, docks, workspaces** and everything you need to know "
"to get started with the engine."
msgstr ""
"Ten samouczek poprowadzi cię przez interfejs Godota. Zobaczymy **Menedżera "
"projektów, panele** i wszystko, co musisz wiedzieć, by zacząć go używać."
"Ten samouczek poprowadzi cię przez interfejs Godota. Przyjrzymy się "
"**menedżerowi projektów, dokom, przestrzeniom roboczym** i wszystkiemu, co "
"musisz wiedzieć, by zacząć pracę z silnikiem."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:11
msgid "Project manager"
msgstr "Menedżer projektów"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:13
#, fuzzy
msgid ""
"When you launch Godot, the first window you'll see is the Project Manager. "
"Since you have no projects there will be a popup asking if you want to open "
"the asset library, just click cancel, we'll look at it later."
msgstr ""
"Po uruchomieniu programu Godot pierwszym oknem, które zobaczysz, jest "
"Menedżer Projektów. Pozwala grać, tworzyć, usuwać, importować projekty."
"Po uruchomieniu Godota, pierwszym oknem, które zobaczysz, jest Menedżer "
"Projektów. Ponieważ nie masz projektów, pojawi się okienko pytające, czy "
"chcesz otworzyć bibliotekę zasobów. Po prostu kliknij anuluj, przyjrzymy się "
"jej później."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:19
#, fuzzy
msgid ""
"Now you should see the project manager. It lets you create, remove, import "
"or play game projects."
msgstr ""
"Po uruchomieniu programu Godot pierwszym oknem, które zobaczysz, jest "
"Menedżer Projektów. Pozwala grać, tworzyć, usuwać, importować projekty."
"Teraz powinien się pokazać menedżer projektów. Pozwala ci on tworzyć, "
"usuwać, importować lub uruchamiać projekty gier."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:24
#, fuzzy
msgid ""
"In the top-right corner you'll find a drop-down menu to change the editor's "
"language."
@@ -2059,7 +2014,6 @@ msgstr ""
"W prawym górnym rogu znajduje się rozwijane menu do zmiany języka edytora."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:29
#, fuzzy
msgid ""
"From the **Templates** tab you can download open source project templates "
"and demos from the Asset Library to help you get started faster. Just select "
@@ -2067,43 +2021,44 @@ msgid ""
"downloading click install and choose where you want the project to go. You "
"can learn more about it in :ref:`doc_what_is_assetlib`."
msgstr ""
"Z zakładki **Szablony** możesz pobrać szablony i dema projektów open source, "
"które pomogą ci szybciej rozpocząć pracę."
"Z zakładki **Szablony** możesz pobrać otwartoźródłowe szablony projektów i "
"dema z Biblioteki Zasobów, by pomóc ci szybciej rozpocząć pracę. Wybierz po "
"prostu szablon lub demo, które chcesz i kliknij pobierz. Kiedy pobieranie "
"się skończy, kliknij instaluj i wybierz, gdzie chcesz, żeby projekt się "
"znalazł. Możesz dowiedzieć się o tym więcej w :ref:`doc_what_is_assetlib`."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:38
msgid "Create or import a project"
msgstr "Utwórz lub zaimportuj projekt"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:40
#, fuzzy
msgid ""
"To create a new project, click the ``New Project`` button on the right. Here "
"you give it a name, choose an empty folder on your computer to save it to, "
"and choose a renderer."
msgstr ""
"Aby utworzyć nowy projekt, kliknij przycisk ``Nowy projekt`` po prawej "
"stronie. Nadaj mu nazwę i wybierz pusty folder na komputerze, aby go zapisać."
"stronie. Nadaj mu nazwę, wybierz pusty folder na komputerze, aby go zapisać "
"oraz wybierz renderer."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:46
#, fuzzy
msgid ""
"Click the Browse button to open Godot's file browser and pick a location or "
"type the folder's path in the Project Path field."
msgstr ""
"Kliknij przycisk Przeglądaj, aby otworzyć przeglądarkę plików Godota i "
"wybrać lokalizację lub wpis ścieżkę do folderu w polu ścieżka projektu."
"Kliknij przycisk Przeglądaj, aby otworzyć Godotową przeglądarkę plików i "
"wybierz lokalizację lub wpisz ścieżkę do folderu w polu Ścieżka projektu."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:51
#, fuzzy
msgid ""
"When you see the green tick on the right, it means the engine detects an "
"empty folder. You can also click the ``Create Folder`` button next to your "
"project name and an empty folder will be created with that name for the "
"project."
msgstr ""
"Gdy zobaczysz zielony haczyk po prawej, oznacza to, że silnik wykrywa pusty "
"folder i możesz kliknąć ``Stwórz``. Godot stworzy projekt dla Ciebie i "
"otworzy go w edytorze."
"Kiedy zobaczysz zielony haczyk po prawej, oznacza to, że silnik wykrywa "
"pusty folder. Możesz także kliknąć przycisk ``Utwórz katalog`` obok nazwy "
"twojego projektu i zostanie utworzony pusty folder z nazwą projektu."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:55
msgid ""
@@ -2121,23 +2076,20 @@ msgstr ""
"tutorialu każdy backend jest w porządku."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:61
#, fuzzy
msgid ""
"Once you are done click ``Create & Edit``. Godot will create the project for "
"you and open it in the editor."
msgstr ""
"Gdy zobaczysz zielony haczyk po prawej, oznacza to, że silnik wykrywa pusty "
"folder i możesz kliknąć ``Stwórz``. Godot stworzy projekt dla Ciebie i "
"otworzy go w edytorze."
"Kiedy skończysz kliknij ``Utwórz i edytuj`. Godot utworzy dla ciebie projekt "
"i otworzy go w edytorze."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:64
#, fuzzy
msgid ""
"The next time you open the project manager, you'll see your new project in "
"the list. Double click on it to open it in the editor."
msgstr ""
"Następnym razem, gdy otworzysz menedżera projektu, nowy projekt zostanie "
"wyświetlony na liście. Kliknij dwukrotnie, aby otworzyć go w edytorze."
"Następnym razem, gdy otworzysz menedżer projektów, zobaczysz swój nowy "
"projekt na liście. Kliknij na niego dwukrotnie, aby otworzyć go w edytorze."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:69
msgid ""
@@ -2154,20 +2106,18 @@ msgid "When the folder path is correct, you'll see a green checkmark."
msgstr "Jeśli ścieżka do katalogu będzie poprawna, zobaczysz zielony znacznik."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:80
#, fuzzy
msgid "Your first look at Godot's editor"
msgstr "Twoje pierwsze spojrzenie na edytor Godota"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:82
#, fuzzy
msgid ""
"Welcome to Godot! With your project open, you should see the editor's "
"interface with menus along the top of the interface and docks along the far "
"extremes of the interface on either side of the viewport."
msgstr ""
"Witamy w Godocie! W oknie projektu powinien być widoczny interfejs edytora z "
"aktywnym widokiem 3D. Można zmienić aktualny obszar roboczy na górze "
"interfejsu. Wybierz 2D, by przejść do widoku 2D."
"Witamy w Godocie! Po otwarciu projektu, powinien ci się pokazać interfejs "
"edytora, z różnymi menu na górze interfejsu oraz dokami wzdłuż końca każdego "
"boku głównego widoku sceny."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:88
msgid ""
@@ -2178,32 +2128,29 @@ msgstr ""
"robocze** oraz **przyciski odtwarzacza**."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:91
#, fuzzy
msgid ""
"The **FileSystem dock** is where you'll manage your project files and assets."
msgstr ""
"Po lewej stronie znajduje się **panel systemu plików**, gdzie można "
"zarządzać plikami projektu i zasobami."
"W **Doku systemu plików**dziesz zarządzać plikami i zasobami swojego "
"projektu."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:95
#, fuzzy
msgid ""
"The **Scene dock** lists the active scene's content and the **Inspector** "
"allows for the management of the properties of a scene's content."
msgstr ""
"Po prawej stronie znajdują się **Panel sceny**, który wyświetla zawartość "
"aktywnej sceny oraz **Inspektor** poniżej."
"**Dok sceny** listuje zawartość aktywnej sceny, a **Inspector** pozwala na "
"zarządzanie właściwościami zawartości sceny."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:100
#, fuzzy
msgid ""
"In the center, you have the **Toolbar** at the top, where you'll find tools "
"to move, scale or lock your scene's objects. It changes as you jump to "
"different workspaces."
msgstr ""
"Na środku u góry znajduje się **Pasek Narzędzi**, oferujący funkcje "
"przesuwania, skalowania czy blokowania obiektów sceny. Zmienia się w "
"zależności od obszaru roboczego."
"Na górze na środku jest **Pasek narzędzi**, gdzie znajdziesz narzędzia do "
"przesuwania, skalowania czy blokowania obiektów sceny. Zmienia się on kiedy "
"przechodzisz między różnymi obszarami roboczymi."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:106
#, fuzzy
@@ -2280,12 +2227,16 @@ msgid ""
"signal in the engine while you are writing a script, press the \"Search Help"
"\" button at the top right of the Script workspace."
msgstr ""
"By wyszukać informacje o klasie, metodzie, właściwości, stałej albo sygnale "
"w silniku podczas pisana skryptu, wciśnij przycisk \"Wyszukaj w pomocy\" w "
"prawym górnym rogu przestrzeni roboczej skryptu."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:148
msgid ""
"A new window will pop up. Search for the item that you want to find "
"information about."
msgstr ""
"Pojawi się nowe okno. Wyszukaj pozycję, o której chcesz znaleźć informacje."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:153
msgid ""
@@ -15202,9 +15153,8 @@ msgid "``file_dialog/toggle_mode``"
msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:410
#, fuzzy
msgid "Create Folder"
msgstr "Tworzenie węzłów"
msgstr "Utwórz katalog"
#: ../../docs/getting_started/editor/default_key_mapping.rst:410
msgid ":kbd:`Ctrl + N`"
@@ -19667,6 +19617,13 @@ msgid ""
"integral or real number becomes a decimal, other types usually return their "
"data in a human-readable string."
msgstr ""
"``%s`` widoczne w przykładzie powyżej jest najprostszym symbolem zastępczym "
"i działa dla większości przypadków: konwertuje wartość tą samą metodą, którą "
"niejawna konwersja lub ``str()`` by ją skonwertowała. Łańcuchy znaków "
"pozostają niezmienione, Wartości logiczne (Boolean) zmieniają się w albo ``"
"\"True\"`` albo ``\"False\"``, liczby całkowite lub rzeczywiste stają się "
"dziesiętnymi, inne typy zwykle zwracają swoje dane w ciąg znaków łatwy do "
"odczytania przez człowieka."
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:46
msgid ""
@@ -19675,6 +19632,10 @@ msgid ""
"the corresponding value. The method can handle arrays or dictionaries for "
"the key/value pairs."
msgstr ""
"Jest jeszcze inny sposób by sformatować tekst w GDScript, mianowicie za "
"pomocą metody ``String.format()``. Zamienia ona wszystkie wystąpienia klucza "
"w łańcuchu znaków na odpowiednią wartość. Ta metoda pozwala na obsługę "
"tablic, czy słowników dla par klucz/wartość."
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:50
msgid ""
@@ -19684,17 +19645,21 @@ msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:53
msgid "A quick example in GDScript:"
msgstr ""
msgstr "Krótki przykład w GDScript:"
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:66
#, fuzzy
msgid ""
"There are other `format specifiers`_, but they are only applicable when "
"using the ``%`` operator."
msgstr ""
"Istnieją inne `specyfikatory formatu`_, ale mają one zastosowanie tylko przy "
"użyciu operatora` `%` `."
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:71
#, fuzzy
msgid "Multiple placeholders"
msgstr ""
msgstr "Wiele symboli zastępczych"
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:73
msgid ""
@@ -76868,16 +76833,19 @@ msgstr ""
#: ../../docs/tutorials/platform/html5_shell_classref.rst:243
msgid "Files are delivered with server-side chunked compression"
msgstr ""
"Pliki są dostarczone przy pomocy fragment-owej kompresji po stronie serwera"
#: ../../docs/tutorials/platform/html5_shell_classref.rst:244
msgid "Files are delivered with server-side compression on Chromium"
msgstr ""
msgstr "Pliki są dostarczone przy pomocy kompresji z serwera w Chromium"
#: ../../docs/tutorials/platform/html5_shell_classref.rst:245
msgid ""
"Not all file downloads have started yet (usually on servers without multi-"
"threading)"
msgstr ""
"Nie wszystkie ściągnięcia plików rozpoczęły się (zwykle na serwerach bez "
"mulit wątkowości)"
#: ../../docs/tutorials/platform/html5_shell_classref.rst:248
msgid ""

View File

@@ -2,6 +2,7 @@
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
#
# 0 S0IC BR <braswashington@gmail.com>, 2020.
# Abraao C. S. Filho <acsf09@gmail.com>, 2019.
# Accácio <raccacio@poli.ufrj.br>, 2018-2019.
# Alan Araújo <alan.r.araujo@gmail.com>, 2018.
@@ -45,6 +46,7 @@
# Fupi Brazil <fupicat@gmail.com>, 2020.
# Gabriel Andrade <gabrielandrade@poli.ufrj.br>, 2019.
# Gabriel Carvalho <billlmaster@gmail.com>, 2018-2019.
# Gabriel Gomes Guimarães <gabrielgguimaraes21@gmail.com>, 2020.
# Gabriel Henrique Pereira Soare <ghsoares99795@gmail.com>, 2019.
# Gadiel <gadiel.mendes@gmail.com>, 2020.
# George Marques <georgemjesus@gmail.com>, 2018.
@@ -85,12 +87,14 @@
# Luccas Brandão <srluccasbrandao@gmail.com>, 2018.
# Luciano Pestana Santos <lucianopestana@hotmail.com>, 2018.
# Luigi <luigimendeszanchett@gmail.com>, 2019.
# Luís Ângelo Rodrigues Jr <luisangelorjr@gmail.com>, 2020.
# Luiz Carlos L. G. de Oliveira <luizcarlos1405@gmail.com>, 2020.
# Luiz Montevechio <montevechiol@gmail.com>, 2019.
# Luk3M <luk3@hotmail.com.br>, 2018.
# M4gma <lucboari@gmail.com>, 2018.
# Marcelo de Farias <anjonegro2100@gmail.com>, 2019.
# Marcus Correia <marknokalt@live.com>, 2018-2019.
# MARIO VINICIUS BELO BARBOSA MELLO <spanker.br@gmail.com>, 2020.
# Matheus <matheus.cumpian@hotmail.com>, 2018.
# Matheus Moutinho Vieira <mmoutinhov@gmail.com>, 2019.
# Matheus Paiva <matheus75679@gmail.com>, 2019.
@@ -146,7 +150,7 @@
# Walter Bolitto <wrcarval@live.com>, 2018.
# Wellyngton R Weller <well.weller@hotmail.com>, 2020.
# Wesley <wsplay357@gmail.com>, 2019.
# William Batista Costa <costa.williambatista@gmail.com>, 2019.
# William Batista Costa <costa.williambatista@gmail.com>, 2019-2020.
# Wow Bitch <hahaj@itmailr.com>, 2019.
# Z <rainromes@gmail.com>, 2020.
# Zeero <igcdzeero@gmail.com>, 2019.
@@ -156,8 +160,8 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: 2020-05-27 11:28+0000\n"
"Last-Translator: DeeJayLSP <djlsplays@gmail.com>\n"
"PO-Revision-Date: 2020-06-04 18:34+0000\n"
"Last-Translator: Gabriel Gomes Guimarães <gabrielgguimaraes21@gmail.com>\n"
"Language-Team: Portuguese (Brazil) <https://hosted.weblate.org/projects/"
"godot-engine/godot-docs/pt_BR/>\n"
"Language: pt_BR\n"
@@ -188,9 +192,11 @@ msgid ""
"documentation for the previous stable `3.1 <https://docs.godotengine.org/"
"en/3.1>`_ branch."
msgstr ""
"Esta é a documentação para a branch 3.2 stable. Procurando a documentação do "
"atual branch **development**? `Dê uma olhada aqui <https://docs.godotengine."
"org/en/stable>`_."
"Esta é a documentação para a branch estável (3.2). Procurando pela "
"documentação da atual branch de **desenvolvimento**? `Dê uma olhada aqui "
"<https://docs.godotengine.org/en/latest>`_. Também pode ver a documentação "
"da versão estável anterior `3.1 <https://docs.godotengine.org/en/3.1>`_ "
"branch."
#: ../../docs/index.rst:18
msgid ""
@@ -220,8 +226,8 @@ msgid ""
"stable Godot releases nevertheless."
msgstr ""
"Por enquanto, as traduções localizadas estão disponíveis apenas para a "
"branch \"mais recente\" (desenvolvimento), mas devem ser adequadas para "
"aprender como usar versões estáveis de Godot."
"branch \"latest\" (desenvolvimento), mas devem ser adequadas para aprender "
"como usar versões estáveis de Godot."
#: ../../docs/index.rst:31
msgid ""
@@ -231,11 +237,11 @@ msgid ""
"`introduction page <doc_about_intro>` to get an overview of what this "
"documentation has to offer."
msgstr ""
"Seja bem-vindo à documentação oficial do `Godot Engine<https://godotengine."
"Seja bem-vindo à documentação oficial do `Godot Engine <https://godotengine."
"org>`__, o motor de jogos gratuito e de código aberto impulsionado pela "
"comunidade para jogos 2D e 3D! Se você não conhece a documentação, sugerimos "
"que leia a :ref:`introdução <doc_about_intro>` para ter uma visão sobre o "
"que a documentação tem para oferecer."
"que leia a :ref:`introdução <doc_about_intro>` para ter uma visão geral "
"sobre o que a documentação tem para oferecer."
#: ../../docs/index.rst:37
msgid ""
@@ -273,8 +279,8 @@ msgstr ""
"Envie um problema ou uma pull request no `repositório do GitHub <https://"
"github.com/godotengine/godot-docs/issues>`_, ajude-nos a `traduzir a "
"documentação <https://hosted.weblate.org/engage/godot-engine/>`_ para o seu "
"idioma, ou fale conosco no ``#documentation`` canal do `Discord <https://"
"discord.gg/zH7NUgz>`_, ou no ``#godotengine-doc`` canal do `irc.freenode.net "
"idioma, ou fale conosco no canal ``#documentation`` do `Discord <https://"
"discord.gg/zH7NUgz>`_, ou no canal ``#godotengine-doc`` do `irc.freenode.net "
"<http://webchat.freenode.net/?channels=#godotengine-doc>`_!"
#: ../../docs/index.rst:58
@@ -402,11 +408,11 @@ msgid ""
"will find a powerful yet user-friendly tool that you can use to develop any "
"kind of game, for any platform and with no usage restriction whatsoever."
msgstr ""
"Bem-vindo à documentação oficial do Godot Engine, o motor de jogo 2D e 3D "
"orientado para a comunidade de código aberto e gratuito! Por trás desta "
"boca, você encontrará uma ferramenta poderosa e de fácil utilização que você "
"pode usar para desenvolver qualquer tipo de jogo, para qualquer plataforma e "
"sem nenhuma restrição de uso."
"Bem-vindo à documentação oficial do Godot Engine, o motor de jogo 2D e 3D de "
"código aberto e gratuito orientado para a comunidade! Por trás disso tudo, "
"você encontrará uma ferramenta poderosa e de fácil utilização que você pode "
"usar para desenvolver qualquer tipo de jogo, para qualquer plataforma e sem "
"nenhuma restrição de uso."
#: ../../docs/about/introduction.rst:16
msgid ""
@@ -485,12 +491,12 @@ msgid ""
"expectations. It is supported by the `Software Freedom Conservancy <https://"
"sfconservancy.org>`_ not-for-profit."
msgstr ""
"Godot é completamente gratuito e de código aberto sob a licença MIT "
"permissiva. Sem amarras, sem royalties, nada. Os jogos dos usuários são "
"deles, até a última linha do código do motor. O desenvolvimento do Godot é "
"totalmente independente e voltado para a comunidade, capacitando os usuários "
"a ajudar a moldar seu motor para atender às suas expectativas. Ele é mantido "
"pela `Software Freedom Conservancy <https://sfconservancy.org>`_ sem fins "
"Godot é completamente gratuito e de código aberto sob a permissiva licença "
"MIT. Sem amarras, sem royalties, nada. Os jogos dos usuários são deles, até "
"a última linha do código do motor. O desenvolvimento do Godot é totalmente "
"independente e voltado para a comunidade, capacitando os usuários a ajudar a "
"moldar seu motor para atender às suas expectativas. Ele é mantido pela "
"`Software Freedom Conservancy <https://sfconservancy.org>`_ sem fins "
"lucrativos."
#: ../../docs/about/introduction.rst:52
@@ -682,7 +688,7 @@ msgid ""
"profit, commercial, or otherwise."
msgstr ""
"Você está livre para baixar e usar Godot para qualquer propósito, pessoal, "
"sem lucro, comercial, ou qualquer outro;"
"sem lucro, comercial, ou qualquer outro."
#: ../../docs/about/faq.rst:17
msgid ""
@@ -916,7 +922,7 @@ msgstr ""
"pontos fortes do Godot o mais rápido possível. Se você já escreveu alguma "
"coisa em uma linguagem como o Python antes disso, você se sentirá em casa. "
"Para exemplos, histórico e uma visão geral completa do poder que o GDScript "
"oferece, confira nosso guia `GDScript: <gdscript_basics>`_."
"oferece, confira nosso guia `GDScript: <gdscript_basics>`_."
#: ../../docs/about/faq.rst:102
msgid ""
@@ -1265,9 +1271,9 @@ msgid ""
"for additional languages, take a look at :ref:`EditorPlugins "
"<doc_making_plugins>` and tool scripts."
msgstr ""
"Para estender o Godot, criar plugins para o Godot Editor ou adicionar o "
"suporte a novas línguas, veja :ref:`EditorPlugins <doc_making_plugins>` e "
"ferramentas."
"Para estender o Godot, como criar plugins para o Editor ou adicionar suporte "
"a novas linguagens, dê uma olhada em:ref:`EditorPlugins "
"<doc_making_plugins>` e ferramentas."
#: ../../docs/about/faq.rst:236
msgid "Also, see the official blog posts on these topics:"
@@ -1321,7 +1327,7 @@ msgstr ""
"O primeiro lugar para começar é em `issues <https://github.com/godotengine/"
"godot/issues>`_. Procure um problema que você se identifica, então proceda "
"para `How to Contribute <https://github.com/godotengine/godot/blob/master/"
"CONTRIBUTING.md#contributing-pull-requests>`_ guia para aprender como fazer "
"CONTRIBUTING.md#contributing-pull-requests>`_ guia para aprender como fazer "
"um fork, modificar e enviar uma solicitação de envio (Pull request = PR) com "
"suas alterações."
@@ -1343,14 +1349,14 @@ msgid ""
"community members."
msgstr ""
"Pode ser tentador querer trazer ideias ao Godot, como aquelas que resultam e "
"mudanças massivas no núcleo, um tipo de mímica que outro engine de jogos "
"faz, ou modos de trabalho alternativo que você iria querer dentro do editor. "
"Tudo isso é ótimo e nós agradecemos por ter tantas pessoas motivadas "
"querendo contribuir, porém, o foco da Godot é e sempre será, a "
"funcionalidade central como descrita no `Roadmap <https://github.com/"
"godotengine/godot-roadmap/blob/master/ROADMAP.md>`_, `consertando bugs e "
"discutindo problemas <https://github.com/godotengine/godot/issues>`_, e "
"discussão entre membros da comunidade da godot."
"mudanças massivas no núcleo, um tipo de mímica que outro motor de jogos faz, "
"ou modos de trabalho alternativo que você iria querer dentro do editor. Tudo "
"isso é ótimo e nós agradecemos por ter tantas pessoas motivadas querendo "
"contribuir, porém, o foco da Godot é e sempre será, a funcionalidade central "
"como descrita no `Roadmap <https://github.com/godotengine/godot-roadmap/blob/"
"master/ROADMAP.md>`_, `consertando bugs e discutindo problemas <https://"
"github.com/godotengine/godot/issues>`_, e discussão entre membros da "
"comunidade da godot."
#: ../../docs/about/faq.rst:268
msgid ""
@@ -1431,8 +1437,8 @@ msgstr ""
#: ../../docs/about/faq.rst:294
msgid "Why does Godot not use STL (Standard Template Library)"
msgstr ""
"Por que Godot não usa STL (Standard Template Library, ou \n"
"Biblioteca de Modelos Padrão)"
"Por que Godot não usa STL (Standard Template Library, ou Biblioteca de "
"Modelos Padrão)"
#: ../../docs/about/faq.rst:296
msgid ""
@@ -1535,15 +1541,14 @@ msgstr ""
"Design, ou Design orientado a Dados)?"
#: ../../docs/about/faq.rst:327
#, fuzzy
msgid ""
"While Godot internally for a lot of the heavy performance tasks attempts to "
"use cache coherency as well as possible, we believe most users don't really "
"need to be forced to use DoD practices."
msgstr ""
"Embora Godot internamente, para muitas das tarefas de alto desempenho, tente "
"usar a coerência do cache da melhor maneira possível, acreditamos que a "
"maioria dos usuários não precisa realmente ser forçado a usar práticas de "
"Enquanto Godot internamente, para muitas das tarefas de alto desempenho, "
"tente usar a coerência do cache da melhor maneira possível, acreditamos que "
"a maioria dos usuários não precisa realmente ser forçado a usar práticas de "
"DoD."
#: ../../docs/about/faq.rst:331
@@ -1581,7 +1586,7 @@ msgstr ""
#: ../../docs/about/faq.rst:346
msgid "How can I support Godot development or contribute?"
msgstr "Como eu posso ajudar o desenvolvimento de Godot ou contribuir?"
msgstr "Como posso ajudar o desenvolvimento de Godot ou contribuir?"
#: ../../docs/about/faq.rst:348
msgid "See :ref:`doc_ways_to_contribute`."
@@ -1604,7 +1609,6 @@ msgid "Documentation changelog"
msgstr "Alterações da Documentação"
#: ../../docs/about/docs_changelog.rst:6
#, fuzzy
msgid ""
"The documentation is continually being improved. The release of version 3.2 "
"includes many new tutorials, many fixes and updates for old tutorials, and "
@@ -1612,9 +1616,9 @@ msgid ""
"of new tutorials added since version 3.1."
msgstr ""
"Esta documentação está sendo continuamente melhorada. O lançamento da versão "
"3.1 inclui muitos novos tutoriais, muitas correções e atualizações de "
"3.2 inclui muitos novos tutoriais, muitas correções e atualizações de "
"antigos tutoriais, e muitas atualizações das referências de classes. Abaixo "
"está a lista dos novos tutoriais adicionados desde a versão 3.0."
"está uma lista dos novos tutoriais adicionados desde a versão 3.1."
#: ../../docs/about/docs_changelog.rst:11
msgid ""
@@ -1638,7 +1642,7 @@ msgstr "Fluxo de trabalho do projeto"
#: ../../docs/about/docs_changelog.rst:20
msgid ":ref:`doc_android_custom_build`"
msgstr ":ref:`build personalizada android <doc_android_custom_build>`"
msgstr ":ref:`doc_android_custom_build`"
#: ../../docs/about/docs_changelog.rst:23
#: ../../docs/about/docs_changelog.rst:134 ../../docs/tutorials/2d/index.rst:2
@@ -1647,7 +1651,7 @@ msgstr "2D"
#: ../../docs/about/docs_changelog.rst:25
msgid ":ref:`doc_2d_sprite_animation`"
msgstr ":ref:`animação de Sprite 2D <doc_2d_sprite_animation>`"
msgstr ":ref:`doc_2d_sprite_animation`"
#: ../../docs/about/docs_changelog.rst:28
#: ../../docs/tutorials/audio/index.rst:2
@@ -1660,19 +1664,19 @@ msgstr ":ref:`doc_recording_with_microphone`"
#: ../../docs/about/docs_changelog.rst:31
msgid ":ref:`doc_sync_with_audio`"
msgstr ":ref:`sincronização com o áudio <doc_sync_with_audio>`"
msgstr ":ref:`doc_sync_with_audio`"
#: ../../docs/about/docs_changelog.rst:34 ../../docs/tutorials/math/index.rst:2
msgid "Math"
msgstr "Math"
msgstr "Matemática"
#: ../../docs/about/docs_changelog.rst:36
msgid ":ref:`doc_beziers_and_curves`"
msgstr ":ref:`Beziers e curves <doc_beziers_and_curves>`"
msgstr ":ref:`doc_beziers_and_curves`"
#: ../../docs/about/docs_changelog.rst:37
msgid ":ref:`doc_interpolation`"
msgstr ":ref:`Interpolação <doc_interpolation>`"
msgstr ":ref:`doc_interpolation`"
#: ../../docs/about/docs_changelog.rst:40
#: ../../docs/tutorials/inputs/index.rst:2
@@ -1681,7 +1685,7 @@ msgstr "Entradas"
#: ../../docs/about/docs_changelog.rst:42
msgid ":ref:`doc_input_examples`"
msgstr ":ref:`Exemplos de entradas <doc_input_examples>`"
msgstr ":ref:`doc_input_examples`"
#: ../../docs/about/docs_changelog.rst:45 ../../docs/tutorials/i18n/index.rst:2
msgid "Internationalization"
@@ -1689,13 +1693,13 @@ msgstr "Internacionalização"
#: ../../docs/about/docs_changelog.rst:47
msgid ":ref:`doc_localization_using_gettext`"
msgstr ":ref:`Localização usando gettext <doc_localization_using_gettext>`"
msgstr ":ref:`doc_localization_using_gettext`"
#: ../../docs/about/docs_changelog.rst:50
#: ../../docs/about/docs_changelog.rst:170
#: ../../docs/tutorials/shading/index.rst:2
msgid "Shading"
msgstr "Sombreamento"
msgstr "Criando Shaders"
#: ../../docs/about/docs_changelog.rst:55
msgid "Your First Shader Series:"
@@ -1703,25 +1707,23 @@ msgstr "Sua Primeira Série Shader:"
#: ../../docs/about/docs_changelog.rst:53
msgid ":ref:`doc_what_are_shaders`"
msgstr ":ref:`O que são shaders? <doc_what_are_shaders>`"
msgstr ":ref:`doc_what_are_shaders`"
#: ../../docs/about/docs_changelog.rst:54
msgid ":ref:`doc_your_first_canvasitem_shader`"
msgstr ""
":ref:`Seu primeiro shader CanvasItem <doc_your_first_canvasitem_shader>`"
msgstr ":ref:`doc_your_first_canvasitem_shader`"
#: ../../docs/about/docs_changelog.rst:55
msgid ":ref:`doc_your_first_spatial_shader`"
msgstr ":ref:`Seu primeiro shader Spatial <doc_your_first_spatial_shader>`"
msgstr ":ref:`doc_your_first_spatial_shader`"
#: ../../docs/about/docs_changelog.rst:56
msgid ":ref:`doc_your_second_spatial_shader`"
msgstr ":ref:`Seu segundo shader Spatial <doc_your_second_spatial_shader>`"
msgstr ":ref:`doc_your_second_spatial_shader`"
#: ../../docs/about/docs_changelog.rst:57
#, fuzzy
msgid ":ref:`doc_visual_shaders`"
msgstr ":ref:`Plugins de shader visual <doc_visual_shader_plugins>`"
msgstr ":ref:`doc_visual_shaders`"
#: ../../docs/about/docs_changelog.rst:60
#: ../../docs/tutorials/networking/index.rst:2
@@ -1730,7 +1732,7 @@ msgstr "Trabalho em rede"
#: ../../docs/about/docs_changelog.rst:62
msgid ":ref:`doc_webrtc`"
msgstr ":ref:`WebRTC <doc_webrtc>`"
msgstr ":ref:`doc_webrtc`"
#: ../../docs/about/docs_changelog.rst:65 ../../docs/tutorials/vr/index.rst:2
msgid "VR"
@@ -1738,13 +1740,11 @@ msgstr "VR"
#: ../../docs/about/docs_changelog.rst:67
msgid ":ref:`doc_vr_starter_tutorial_part_one`"
msgstr ":ref:`Tutorial para iniciantes de VR <doc_vr_starter_tutorial>`"
msgstr ":ref:`doc_vr_starter_tutorial_part_one`"
#: ../../docs/about/docs_changelog.rst:68
msgid ":ref:`doc_vr_starter_tutorial_part_two`"
msgstr ""
":ref:`Tutorial de iniciante de VR (Parte 2) "
"<doc_vr_starter_tutorial_part_two>`"
msgstr ":ref:`doc_vr_starter_tutorial_part_two`"
#: ../../docs/about/docs_changelog.rst:71
#: ../../docs/about/docs_changelog.rst:185
@@ -1754,25 +1754,25 @@ msgstr "Plugins"
#: ../../docs/about/docs_changelog.rst:73
msgid ":ref:`doc_android_plugin`"
msgstr ":ref:`Plugins Android <doc_android_plugin>`"
msgstr ":ref:`doc_android_plugin`"
#: ../../docs/about/docs_changelog.rst:74
msgid ":ref:`doc_inspector_plugins`"
msgstr ":ref:`Plugins de inspetor <doc_inspector_plugins>`"
msgstr ":ref:`doc_inspector_plugins`"
#: ../../docs/about/docs_changelog.rst:75
msgid ":ref:`doc_visual_shader_plugins`"
msgstr ":ref:`Plugins de shader visual <doc_visual_shader_plugins>`"
msgstr ":ref:`doc_visual_shader_plugins`"
#: ../../docs/about/docs_changelog.rst:78
#: ../../docs/about/docs_changelog.rst:196
#: ../../docs/tutorials/threads/index.rst:2
msgid "Multi-threading"
msgstr "Multi-threading"
msgstr "Múltiplas execuções (Multi-threading)"
#: ../../docs/about/docs_changelog.rst:80
msgid ":ref:`doc_using_multiple_threads`"
msgstr ":ref:`Utilizando threads múltiplos <doc_using_multiple_threads>`"
msgstr ":ref:`doc_using_multiple_threads`"
#: ../../docs/about/docs_changelog.rst:83
#: ../../docs/about/docs_changelog.rst:201
@@ -2101,12 +2101,10 @@ msgstr ""
":ref: Binding de bibliotecas externas `doc_binding_to_external_libraries`"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:4
#, fuzzy
msgid "Introduction to Godot's editor"
msgstr "Introdução ao editor do Godot"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:6
#, fuzzy
msgid ""
"This tutorial will run you through Godot's interface. We're going to look at "
"the **Project Manager, docks, workspaces** and everything you need to know "
@@ -2114,7 +2112,7 @@ msgid ""
msgstr ""
"Este tutorial vai lhe apresentar a interface do Godot. Vamos dar uma olhada "
"no **Gerenciador de Projetos, painéis, áreas de trabalho** e tudo que você "
"precisa conhecer para começar a usar a engine."
"precisa saber para começar a usar a engine."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:11
msgid "Project manager"
@@ -2224,8 +2222,8 @@ msgid ""
"The next time you open the project manager, you'll see your new project in "
"the list. Double click on it to open it in the editor."
msgstr ""
"Na próxima vez que abrir o Godot, você verá seu novo projeto na lista. Um "
"duplo clique nele fará abri-lo no editor."
"Na próxima vez que abrir o Gerenciador de Projetos, você verá seu novo "
"projeto na lista. Um duplo clique nele fará abri-lo no editor."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:69
msgid ""
@@ -2244,20 +2242,18 @@ msgstr ""
"confirmação."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:80
#, fuzzy
msgid "Your first look at Godot's editor"
msgstr "Seu primeiro olhar no editor do Godot"
msgstr "Seu primeiro olhar no editor da Godot"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:82
#, fuzzy
msgid ""
"Welcome to Godot! With your project open, you should see the editor's "
"interface with menus along the top of the interface and docks along the far "
"extremes of the interface on either side of the viewport."
msgstr ""
"Bem-vindo(a) ao Godot! Com seu projeto aberto, você verá a interface do "
"editor com menus ao longo do topo da interface e painéis ao ao longo de "
"ambas as extremidades laterais da janela de exibição."
"editor com menus ao longo do topo da interface e painéis ao longo de ambas "
"as extremidades laterais da janela de exibição."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:88
msgid ""
@@ -2268,21 +2264,20 @@ msgstr ""
"as **workspaces** e os **botões de teste**."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:91
#, fuzzy
msgid ""
"The **FileSystem dock** is where you'll manage your project files and assets."
msgstr ""
"O **Painel Arquivos** é onde você vai gerenciar seus recursos e arquivos do "
"projeto."
"O **Painel Arquivos(FileSystem dock)** é onde você vai gerenciar seus "
"recursos e arquivos do projeto."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:95
#, fuzzy
msgid ""
"The **Scene dock** lists the active scene's content and the **Inspector** "
"allows for the management of the properties of a scene's content."
msgstr ""
"O **Painél de Cenas** lista o conteúdo da cena ativa e o **Inspetor** "
"permite o gerenciamento das propriedades do conteúdo da Cena."
"O **Painél de Cenas(Scene dock)** lista o conteúdo da cena ativa e o "
"**Inspetor(Inspector)** permite o gerenciamento das propriedades do conteúdo "
"da Cena."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:100
msgid ""
@@ -2401,7 +2396,6 @@ msgid "Modify the interface"
msgstr "Modificar a interface"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:164
#, fuzzy
msgid ""
"Godot's interface lives in a single window. You cannot split it across "
"multiple screens although you can work with an external code editor like "
@@ -3504,7 +3498,6 @@ msgstr ""
"perfeitamente; tudo graças ao nosso uso de uma ponte de API C interna."
#: ../../docs/getting_started/step_by_step/scripting.rst:81
#, fuzzy
msgid ""
"This language is the best choice for performance and does not need to be "
"used throughout an entire game, as other parts can be written in GDScript or "
@@ -3513,8 +3506,8 @@ msgid ""
msgstr ""
"Esta linguagem é a melhor escolha para performance e não precisa ser usada "
"no jogo todo, já que outras partes podem ser escritas em GDScript ou Visual "
"Script. Entretanto, a API é limpa e fácil de usar, porque se assemelha, em "
"sua maior parte, à API C++ real do Godot."
"Script. Entretanto, a API é clara e fácil de usar, porque se assemelha, em "
"sua maior parte, à API C++ da Godot."
#: ../../docs/getting_started/step_by_step/scripting.rst:86
msgid ""
@@ -5084,6 +5077,8 @@ msgid ""
"``Attempt to call function 'play' in base 'null instance' on a null "
"instance``"
msgstr ""
"``Tentativa de chamar a função 'play' na base 'instance null' em uma "
"instância nula``"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:359
#, fuzzy
@@ -25684,8 +25679,9 @@ msgstr "Múltiplos espaços reservados"
#: ../../docs/getting_started/scripting/creating_script_templates.rst:125
#: ../../docs/getting_started/scripting/creating_script_templates.rst:147
#, fuzzy
msgid "Placeholder"
msgstr ""
msgstr "Placeholder"
#: ../../docs/getting_started/scripting/creating_script_templates.rst:127
msgid "``%CLASS%``"
@@ -25948,7 +25944,7 @@ msgid ""
msgstr ""
"Este plugin pode ser utilizado para exportar cenas do Blender para um "
"formato específico de cena do Godot chamado de ESCN, que é similar ao TSCN "
"(formato de texto), mas será importado como binário SCN pela perfomance."
"(formato de texto), mas será importado como SCN binário para desempenho."
#: ../../docs/getting_started/workflow/assets/escn_exporter/index.rst:12
msgid "Details on exporting"
@@ -26749,7 +26745,7 @@ msgstr ""
#: ../../docs/getting_started/workflow/assets/import_process.rst:39
msgid "Automatic reimport"
msgstr "Reimporto Automático"
msgstr "Reimportação Automática"
#: ../../docs/getting_started/workflow/assets/import_process.rst:41
msgid ""
@@ -30531,13 +30527,12 @@ msgstr ""
"Linux e macOS, você pode encontrá-lo no diretório ``~/.android```)."
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:32
#, fuzzy
msgid ""
"If you can't find it or need to generate one, the keytool command from the "
"JDK can be used for this purpose::"
msgstr ""
"Se você não conseguir encontrá-lo ou precisar gerar um, o comando da "
"ferramenta-chave do JDK pode ser usado para este objetivo:"
"ferramenta-chave do JDK pode ser usado para este propósito::"
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:37
msgid ""
@@ -30572,17 +30567,15 @@ msgstr ""
"ele seja instalado no diretório do SDK."
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:47
#, fuzzy
msgid "Setting it up in Godot"
msgstr "Configurando na Godot"
msgstr "Configurando no Godot"
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:49
#, fuzzy
msgid ""
"Enter the Editor Settings screen. This screen contains the editor settings "
"for the user account in the computer (it's independent of the project)."
msgstr ""
"Entrar na tela Configurações do Editor. Esta tela contém as configurações do "
"Entre na tela Configurações do Editor. Esta tela contém as configurações do "
"editor para a conta do usuário no computador (é independente do projeto)."
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:55
@@ -30597,16 +30590,14 @@ msgid "In that screen, the path to 3 files needs to be set:"
msgstr "Nessa tela, o caminho para 3 arquivos precisa ser definido:"
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:61
#, fuzzy
msgid ""
"The ``adb`` executable (``adb.exe`` on Windows) - It can usually be found at "
"``%LOCALAPPDATA%\\Android\\Sdk\\platform-tools\\adb.exe``."
msgstr ""
"O executável ``adb`` (``adb.exe`` no Windows) - Normalmente pode ser "
"encontrado em ``%LOCALAPPDATA%`Android`Sdk``platform-tools`adb.exe``."
"encontrado em ``%LOCALAPPDATA%\\Android\\Sdk\\platform-tools\\adb.exe``."
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:64
#, fuzzy
msgid ""
"The ``jarsigner`` executable (from JDK 6 or 8) - On Windows, OpenJDK "
"installs to a dir like ``%PROGRAMFILES%\\ojdkbuild\\java-1.8.0-"
@@ -30614,13 +30605,14 @@ msgid ""
"usr/bin/jarsigner``. The exact path may vary depending on the OpenJDK update "
"you've installed and your machine's operating system."
msgstr ""
"O executável ``jarsigner`` (do JDK 6 ou 8) - No Windows, o OpenJDK instala "
"O executável ``jarsigner`` (do JDK 6 ou 8) - No Windows, o OpenJDK o instala "
"para um diretório como ``%PROGRAMFILES%ojdkbuild\\java-1.8.0-"
"openjdk-1.8.0.232-2\\bin``. O caminho exato pode variar dependendo da "
"atualização do OpenJDK que você tenha instalado."
"openjdk-1.8.0.232-2\\bin``. No Linux, ele tipicamente instala para um "
"diretório como ``/usr/bin/jarsigner``. O caminho exato pode variar "
"dependendo da atualização do OpenJDK que você tenha instalado e do sistema "
"operacional da sua máquina."
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:67
#, fuzzy
msgid ""
"The debug ``.keystore`` file - It can be found in the folder where you put "
"the ``debug.keystore`` file you created above."
@@ -30629,7 +30621,6 @@ msgstr ""
"coloca o arquivo ``debug.keystore``` que você criou acima."
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:70
#, fuzzy
msgid "Once that is configured, everything is ready to export to Android!"
msgstr "Uma vez configurado, tudo está pronto para exportar para o Android!"
@@ -30685,6 +30676,10 @@ msgid ""
"designing-adaptive-icons-515af294c783>`_ that helps to understand those "
"rules and some of the capabilities of adaptive icons."
msgstr ""
"É importante seguir algumas regras ao criar ícones adaptáveis. `O Google "
"Design forneceu um bom artigo <https://medium.com/google-design/designing-"
"adaptive-icons-515af294c783>` _ que ajuda a entender essas regras e alguns "
"dos recursos dos ícones adaptáveis."
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:84
msgid ""
@@ -30692,29 +30687,42 @@ msgid ""
"elements inside the safe zone: a centered circle with a diameter of 66dp "
"(264 pixels on ``xxxhdpi``) to avoid being clipped by the launcher."
msgstr ""
"A regra de design de ícone adaptativo mais importante é ter partes "
"importantes do seu ícone dentro da área segura: um círculo centralizado com "
"um diâmetro de 66dp (264 pixels em ``xxxhdpi``) para evitar ser cortado pelo "
"launcher."
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:86
msgid ""
"If you don't provide some of the requested icons, Godot will replace them "
"using a fallback chain, trying the next in line when the current one fails:"
msgstr ""
"Se você não fornecer alguns dos ícones solicitados, o Godot os substituirá "
"usando uma cadeia de fallback, tentando a próxima na linha quando a atual "
"falhar:"
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:88
msgid ""
"**Main Icon:** Provided main icon -> Project icon -> Default Godot main icon."
msgstr ""
"**Ícone principal:** Ícone principal fornecido -> Ícone do projeto -> Ícone "
"principal do Godot padrão."
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:89
msgid ""
"**Adaptive Icon Foreground:** Provided foreground icon -> Provided main icon "
"-> Project icon -> Default Godot foreground icon."
msgstr ""
"**Ícone Adaptativo (frente)**: Ícone de frente fornecido -> Ícone principal "
"fornecido -> Ícone do projeto -> Ícone principal do Godot padrão."
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:90
msgid ""
"**Adaptive Icon Background:** Provided background icon -> Default Godot "
"background icon."
msgstr ""
"**Ícone Adaptativo (verso):** Ícone de verso fornecido -> Ícone principal do "
"Godot padrão."
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:92
msgid ""
@@ -30722,6 +30730,9 @@ msgid ""
"the specified resolutions. Only this way your application will look great on "
"all Android devices and versions."
msgstr ""
"É altamente recomendado fornecer todos os ícones requeridos, e ao menos com "
"as resoluções especificadas. Só assim seu aplicativo vai parecer ótimo em "
"todos os dispositivos Android e suas versões."
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:95
msgid "Exporting for Google Play Store"
@@ -30732,6 +30743,8 @@ msgid ""
"Uploading an APK to Google's Play Store requires you to sign using a non-"
"debug keystore file; such file can be generated like this:"
msgstr ""
"Enviar um APK para a Play Store do Google requer que você o assine usando um "
"arquivo keystore não-depuração; tal arquivo pode ser gerado assim:"
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:104
msgid ""
@@ -30740,10 +30753,16 @@ msgid ""
"guides to learn more about `APK signing <https://developer.android.com/"
"studio/publish/app-signing>`__."
msgstr ""
"Este keystore e chave são usados para verificar sua identidade de "
"desenvolvedor, lembre-se da senha e mantenha-a em um lugar seguro! Use os "
"guias de Desenvolvedor Android do Google para aprender mais sobre `Assinar o "
"app <https://developer.android.com/studio/publish/app-signing>`__."
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:107
msgid "Now fill in the following forms in your Android Export Presets:"
msgstr ""
"Agora preencha-o nos seguintes campos nas suas Predefinições de Exportação "
"Android:"
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:111
msgid "**Release:** Enter the path to the keystore file you just generated."
@@ -31037,7 +31056,7 @@ msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:99
msgid "Exported ``.html`` file must not be reused"
msgstr ""
msgstr "Esse também o ícone que é mostrado na lista de projetos da Godot."
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:101
msgid ""
@@ -31064,9 +31083,10 @@ msgid "Unimplemented functionality"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:114
#, fuzzy
msgid ""
"The following functionality is currently unavailable on the HTML5 platform:"
msgstr ""
msgstr "A funcionalidade seguinte está em indisponível na plataforma HTML5:"
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:116
#: ../../docs/tutorials/threads/using_multiple_threads.rst:7
@@ -31156,7 +31176,7 @@ msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:164
msgid "Export options"
msgstr ""
msgstr "Opções de exportação"
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:166
msgid ""
@@ -31179,8 +31199,9 @@ msgid ""
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:180
#, fuzzy
msgid "Calling JavaScript from script"
msgstr ""
msgstr "Chamando JavaScript por script"
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:182
msgid ""
@@ -31425,8 +31446,9 @@ msgid "Steps for one-click deploy"
msgstr "Passos para implantação com um clique"
#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:23
#, fuzzy
msgid "Configure target platform."
msgstr ""
msgstr "Configurar plataforma-alvo."
#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:24
msgid ""
@@ -31833,7 +31855,7 @@ msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:11
msgid "Changing the taskbar icon"
msgstr ""
msgstr "Mudando o ícone da barra de tarefas"
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:13
msgid ""
@@ -31849,11 +31871,11 @@ msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:22
msgid "This is also the icon that gets displayed in the Godot project list."
msgstr ""
msgstr "Esse também o ícone que é mostrado na lista de projetos da Godot"
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:27
msgid "Changing the file icon"
msgstr ""
msgstr "Mudando o ícone do arquivo"
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:29
msgid ""
@@ -31899,7 +31921,7 @@ msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:62
msgid "Testing the result"
msgstr ""
msgstr "Testando o resultado"
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:64
msgid ""
@@ -79047,18 +79069,23 @@ msgid ""
msgstr ""
#: ../../docs/tutorials/platform/html5_shell_classref.rst:243
#, fuzzy
msgid "Files are delivered with server-side chunked compression"
msgstr ""
"Os arquivos são entregues com compactação em pedaços por parte do servidor"
#: ../../docs/tutorials/platform/html5_shell_classref.rst:244
msgid "Files are delivered with server-side compression on Chromium"
msgstr ""
#: ../../docs/tutorials/platform/html5_shell_classref.rst:245
#, fuzzy
msgid ""
"Not all file downloads have started yet (usually on servers without multi-"
"threading)"
msgstr ""
"Nem todos os downloads de arquivos começaram ainda(normalmente em servidores "
"sem multi-threading )"
#: ../../docs/tutorials/platform/html5_shell_classref.rst:248
msgid ""
@@ -79314,8 +79341,9 @@ msgid ""
msgstr ""
#: ../../docs/tutorials/platform/customizing_html5_shell.rst:137
#, fuzzy
msgid "Customizing the presentation"
msgstr ""
msgstr "Customizando a apresentação"
#: ../../docs/tutorials/platform/customizing_html5_shell.rst:138
msgid ""
@@ -79400,7 +79428,7 @@ msgstr ""
#: ../../docs/tutorials/platform/consoles.rst:4
msgid "Console support in Godot"
msgstr "Suporte a Consoles em Godot"
msgstr "Suporte para Consoles em Godot"
#: ../../docs/tutorials/platform/consoles.rst:7
msgid "Console publishing process"
@@ -79412,7 +79440,7 @@ msgid ""
"game to a console platform is as follows:"
msgstr ""
"Independentemente do motor usado para criar o jogo, o processo para publicar "
"um jogo para uma plataforma de console é a seguinte:"
"um jogo para uma plataforma de console é o seguinte:"
#: ../../docs/tutorials/platform/consoles.rst:12
msgid ""
@@ -79435,8 +79463,8 @@ msgstr ""
"Obter acesso à plataforma de publicação ao passar no processo de aceitação. "
"Isso pode levar meses. Observe que este passo é significantemente mais fácil "
"se uma publicadora estabelecida está apoiando seu jogo. A Nintendo é "
"geralmente conhecida aceitar melhor desenvolvedores pequenos, mas isso não é "
"garantido."
"geralmente conhecida por aceitar melhor desenvolvedores pequenos, mas isso "
"não é garantido."
#: ../../docs/tutorials/platform/consoles.rst:19
msgid ""
@@ -90119,7 +90147,7 @@ msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:4
msgid "Ways to contribute"
msgstr ""
msgstr "Maneiras de contribuir"
#: ../../docs/community/contributing/ways_to_contribute.rst:6
msgid ""

View File

@@ -123,6 +123,7 @@
# Дмитрий Ефимов <daefimov@gmail.com>, 2018-2020.
# Дмитрий Карпенко <dimankarpenko@yandex.ru>, 2019.
# Евгений <ge-rom@mail.ru>, 2019-2020.
# Евгений Теплоухов <eugeny.teplouhoff@gmail.com>, 2020.
# Егор Бураков <fend.q@mail.ru>, 2018.
# Егор Рябуха (REgorion) <ryrgor@gmail.com>, 2018.
# Игорь Д <protorian.di@gmail.com>, 2018-2019.
@@ -142,8 +143,8 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: 2020-05-26 12:19+0000\n"
"Last-Translator: Nikita <Kulacnikita@ya.ru>\n"
"PO-Revision-Date: 2020-06-03 20:09+0000\n"
"Last-Translator: Alexander Slesarenko <dragongling@gmail.com>\n"
"Language-Team: Russian <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/ru/>\n"
"Language: ru\n"
@@ -156,7 +157,7 @@ msgstr ""
#: ../../docs/index.rst:2
msgid "Godot Docs *3.2* branch"
msgstr "Документация Godot - ветка *master*"
msgstr "Документация Godot ветка *3.2*"
#: ../../docs/index.rst:6
msgid ""
@@ -4656,6 +4657,10 @@ msgid ""
"- what the object *is*. Click the \"Other Node\" button and add an :ref:"
"`Area2D <class_Area2D>` node to the scene."
msgstr ""
"Для начала нам нужно выбрать корневой узел [Root Node] для объекта player. В "
"общем случае, корневой узел сцены должен отображать желаемую "
"функциональность объекта - чем объект является. Нажмите кнопку \"Other Node"
"\" и добавьте узел :ref:`Area2D <class_Area2D>` в сцену."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:78
msgid ""
@@ -4727,7 +4732,6 @@ msgid "Sprite animation"
msgstr "Анимация Спрайтов"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:110
#, fuzzy
msgid ""
"Click on the ``Player`` node and add an :ref:`AnimatedSprite "
"<class_AnimatedSprite>` node as a child. The ``AnimatedSprite`` will handle "
@@ -4745,7 +4749,7 @@ msgstr ""
"<class_SpriteFrames>`, который представляет собой список отображаемых "
"анимаций. Чтобы его создать, найдите свойство ``Frames`` в окне инспектора и "
"кликните на «[empty]»-> «New SpriteFrames». Далее, в том же месте, нажмите "
"кнопку ``<SpriteFrames>``. Панель «SpriteFrames» откроется автоматически."
"кнопку ``<SpriteFrames>``. Панель «SpriteFrames» откроется автоматически:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:121
#, fuzzy
@@ -4772,7 +4776,7 @@ msgid ""
"``Node2D`` heading."
msgstr ""
"Изображения игрока немного великоваты для игрового окна, потому нам надо их "
"слегка уменьшить. Щелкните на узле ``AnimatedSprite`` и установите параметр "
"слегка уменьшить. Щелкните на узле ``AnimatedSprite`` и установите параметр "
"``Scale`` в ``(0.5, 0.5)``. Вы можете найти его в Инспекторе, под заголовком "
"``Node2D``."
@@ -4786,11 +4790,12 @@ msgid ""
"cover the sprite:"
msgstr ""
"Наконец, добавьте :ref:`CollisionShape2D <class_CollisionShape2D>` в "
"качестве дочернего узла в ``Player``. Это позволит задать игроку \"Hitbox\" "
ли, иначе говоря, границы зоны определения столкновений. Для этого "
"персонажа лучше всего подходит узел ``CapsuleShape2D``, поэтому далее идем в "
"качестве потомка в ``Player``. Это позволит задать игроку \"hitbox\" или, "
"иначе говоря, границы зоны определения столкновений. Для этого персонажа "
"лучше всего подходит узел ``CapsuleShape2D``, поэтому далее идем в "
"Инспектор, и в разделе \"Shape\" щелкаем \"[empty]\"\" -> \"New "
"CapsuleShape2D\". Подгоните размер фигуры под размер изображения:"
"CapsuleShape2D\". Используя указатели двух размеров, подгоните размер фигуры "
"под размер изображения:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:146
msgid "When you're finished, your ``Player`` scene should look like this:"
@@ -4798,7 +4803,7 @@ msgstr "Когда вы закончите, сцена с вашим ``Player``
#: ../../docs/getting_started/step_by_step/your_first_game.rst:150
msgid "Make sure to save the scene again after these changes."
msgstr "После этих изменений обязательно сохраните сцену еще раз"
msgstr "После этих изменений обязательно сохраните сцену еще раз."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:153
msgid "Moving the player"
@@ -5111,6 +5116,10 @@ msgid ""
"code. If you named the animation ``\"Walk\"``, you must also use a capital "
"\"W\" in the code."
msgstr ""
"Общей ошибкой является неправильное именование анимаций. Имена анимаций в "
"панели SpriteFrames должны совпадать с именами анимаций в вашем коде. Если "
"вы назвали анимацию \"Walk\", вы должны также использовать заглавную букву "
"\"W\" в коде."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:433
#, fuzzy
@@ -5304,8 +5313,9 @@ msgstr ""
"случайным образом, чтобы мобы имели некоторое разнообразие."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:567
#, fuzzy
msgid "Adjust the \"Speed (FPS)\" to ``3`` for all animations."
msgstr ""
msgstr "Установите \"Speed (FPS)\" на ``3`` для всех анимаций."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:571
#, fuzzy
@@ -5380,6 +5390,9 @@ msgid ""
"``frames`` property. This returns an Array containing all three animation "
"names: ``[\"walk\", \"swim\", \"fly\"]``."
msgstr ""
"Сперва мы получаем список имён анимаций из AnimatedSprite --> свойство "
"``frames``. Оно возвращает нам список, содержащий имена всех трёх анимаций: "
"``[\"walk\", \"swim\", \"fly\"]``."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:639
msgid ""
@@ -5387,6 +5400,9 @@ msgid ""
"of these names from the list (array indices start at ``0``). ``randi() % n`` "
"selects a random integer between ``0`` and ``n-1``."
msgstr ""
"Дальше нам нужно выбрать случайное число между ``0`` и ``2``, чтобы выбрать "
"имя одной из анимаций из списка (индексы членов списка начинаются с ``0``). "
"Функция ``randi() % n`` выбирает случайное целое число между ``0`` и ``n-1``."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:643
#, fuzzy
@@ -5574,10 +5590,13 @@ msgstr ""
"сделать."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:770
#, fuzzy
msgid ""
"Click the ``Main`` node and you will see the ``Mob`` property in the "
"Inspector under \"Script Variables\"."
msgstr ""
"Нажмите узел ``Main`` и вы увидите свойство `Mob`` в окне Инспектора под "
"\"Script Variables\""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:773
msgid "You can assign this property's value in two ways:"
@@ -5593,10 +5612,13 @@ msgstr ""
"переменными скрипта на узле ``Main``."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:777
#, fuzzy
msgid ""
"Click the down arrow next to \"[empty]\" and choose \"Load\". Select ``Mob."
"tscn``."
msgstr ""
"Нажмите стрелочку вниз за полем \"[empty]\" - \"Load\" и віберите ``Mob."
"tscn``."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:780
#, fuzzy
@@ -5668,25 +5690,37 @@ msgid ""
"Let's test the scene to make sure everything is working. Add this to "
"``_ready()``:"
msgstr ""
"Давайте протестируем сцену, чтобы убедиться, что все работает. Добавьте в "
"``_ready()`` следующие строки:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:924
#, fuzzy
msgid ""
"Let's also assign ``Main`` as our \"Main Scene\" - the one that runs "
"automatically when the game launches. Press the \"Play\" button and select "
"``Main.tscn`` when prompted."
msgstr ""
"Также давайте назначим сцену ``Main``как главную сцену, которая запускается "
"автоматически во время запуска игры. Нажмите кнопку \"Play\" и выберите "
"``Main.tscn``, как будет предложено программой."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:928
#, fuzzy
msgid ""
"You should be able to move the player around, see mobs spawning, and see the "
"player disappear when hit by a mob."
msgstr ""
"Вы должны иметь возможность управлять игроком, мобы - спауниться, а игрок - "
"исчезать при столкновении с мобом."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:931
#, fuzzy
msgid ""
"When you're sure everything is working, remove the call to ``new_game()`` "
"from ``_ready()``."
msgstr ""
"Когда вы убедитесь, что всё работает, удалите вызов ``new_game()`` из "
"функции ``_ready()``."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:935
msgid "HUD"
@@ -5795,11 +5829,15 @@ msgstr ""
"подходит."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:979
#, fuzzy
msgid ""
"Once you've done this on the ``ScoreLabel``, you can click the down arrow "
"next to the DynamicFont property and choose \"Copy\", then \"Paste\" it in "
"the same place on the other two Control nodes."
msgstr ""
"Как только вы проделали это с ``ScoreLabel``, вы можете кликнуть выпадающий "
"список за свойством DynamicFont, выбрать \"Copy\", а затем выбрать \"Paste\" "
"в таком же выпадающем списке свойства DynamicFont двух других узлов Control."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:983
msgid ""

View File

@@ -6,6 +6,7 @@
# Christoffer Sundbom <christoffer_karlsson@live.se>, 2018.
# Daniel K <danielkimblad@hotmail.com>, 2018.
# Joakim Lundberg <joakim@joakimlundberg.com>, 2020.
# Kristoffer Grundström <swedishsailfishosuser@tutanota.com>, 2020.
# Mattias Münster <mattiasmun@gmail.com>, 2019.
# Molntussen <frida@molntussen.com>, 2019.
# Tim Stahel <timstahel@gmail.com>, 2018.
@@ -18,8 +19,8 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: 2020-05-07 08:01+0000\n"
"Last-Translator: Anonymous <noreply@weblate.org>\n"
"PO-Revision-Date: 2020-05-31 05:50+0000\n"
"Last-Translator: Kristoffer Grundström <swedishsailfishosuser@tutanota.com>\n"
"Language-Team: Swedish <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/sv/>\n"
"Language: sv\n"
@@ -13047,7 +13048,7 @@ msgstr "Animationsträd"
#: ../../docs/getting_started/editor/default_key_mapping.rst:463
msgid "Duplicate Selection"
msgstr ""
msgstr "Fördubbla val"
#: ../../docs/getting_started/editor/default_key_mapping.rst:463
msgid "``animation_editor/duplicate_selection``"
@@ -13055,7 +13056,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:465
msgid "Duplicate Transposed"
msgstr ""
msgstr "Fördubbla Transponerade"
#: ../../docs/getting_started/editor/default_key_mapping.rst:465
msgid ":kbd:`Ctrl + Shift + D`"

View File

@@ -40,7 +40,7 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: 2020-05-26 12:19+0000\n"
"PO-Revision-Date: 2020-05-29 07:46+0000\n"
"Last-Translator: Oğuz Ersen <oguzersen@protonmail.com>\n"
"Language-Team: Turkish <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/tr/>\n"
@@ -108,7 +108,6 @@ msgstr ""
"kullanılacağının öğrenilmesi için uygun olmalıdır."
#: ../../docs/index.rst:31
#, fuzzy
msgid ""
"Welcome to the official documentation of `Godot Engine <https://godotengine."
"org>`__, the free and open source community-driven 2D and 3D game engine! If "
@@ -116,10 +115,10 @@ msgid ""
"`introduction page <doc_about_intro>` to get an overview of what this "
"documentation has to offer."
msgstr ""
"Godot Engine'in resmi dokümantasyonuna hoşgeldiniz, ücretsiz ve açık kaynak "
"topluluk odaklı 2D ve 3D oyun motoru!Eğer bu dokümantasyonda yeniyseniz, "
"şunu okumanı öneririz :ref:`introduction page <doc_about_intro>`ile bu "
"dokümantasyonun neyi sunduğunu bir gözden geçirin."
"Özgür ve açık kaynaklı topluluk odaklı 2B ve 3B oyun motoru `Godot Engine "
"<https://godotengine.org>`__ resmi belgelendirmesine hoş geldiniz! Bu "
"belgelendirmede yeniyseniz, bu belgelendirmenin neler sunduğuna genel bir "
"bakış için :ref:`giriş sayfasını <doc_about_intro>` okumanızı öneririz."
#: ../../docs/index.rst:37
msgid ""
@@ -79256,9 +79255,8 @@ msgid ""
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/android_studio.rst:21
#, fuzzy
msgid "Android Studio's welcome window."
msgstr "Android"
msgstr "Android Studio hoş geldiniz penceresi."
#: ../../docs/development/cpp/configuring_an_ide/android_studio.rst:23
msgid ""

View File

@@ -25,6 +25,7 @@
# Geequlim <geequlim@gmail.com>, 2018-2019.
# Griant <goooosick@gmail.com>, 2018.
# griffenliu <tiansha7xing@163.com>, 2018.
# HALX99 <halx99@live.com>, 2020.
# Haowen Liu <liu.haowen.andy@gmail.com>, 2018.
# Haoyu Qiu <timothyqiu32@gmail.com>, 2019-2020.
# Harlan Howell <lin_032@hotmail.com>, 2018.
@@ -84,6 +85,7 @@
# Zae Chao <zae.vito@live.com>, 2018.
# zaevi <526131722@qq.com>, 2018.
# zayngdev <zyang.dev@hotmail.com>, 2019.
# zehuai wu <wuzehuai@gmail.com>, 2020.
# Zhang Zhibo <zzhibo98@gmail.com>, 2019.
# zwj36028 <23732399@qq.com>, 2018.
# 七眼蜂 <txcism@gmail.com>, 2018.
@@ -100,8 +102,8 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"PO-Revision-Date: 2020-05-24 15:13+0000\n"
"Last-Translator: nieyuanhong <15625988003@163.com>\n"
"PO-Revision-Date: 2020-06-05 15:30+0000\n"
"Last-Translator: zehuai wu <wuzehuai@gmail.com>\n"
"Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/"
"godot-engine/godot-docs/zh_Hans/>\n"
"Language: zh_CN\n"
@@ -123,7 +125,6 @@ msgstr ""
"Godot的文档有多种语言和版本。展开侧栏底部的“阅读文档”面板来查看可用列表。"
#: ../../docs/index.rst:10
#, fuzzy
msgid ""
"This is the documentation for the stable 3.2 branch. Looking for the "
"documentation of the current **development** branch? `Have a look here "
@@ -131,8 +132,9 @@ msgid ""
"documentation for the previous stable `3.1 <https://docs.godotengine.org/"
"en/3.1>`_ branch."
msgstr ""
"这是开发(主)分支的文档。想要看当前 **稳定** 分支文档? `请查看这里 "
"<http://docs.godotengine.org/en/stable>`_ 。"
"这是最新3.2稳定分支的文档。当前**开发**分支文档?`请查看这里 <https://docs."
"godotengine.org/en/latest>`_ 。你依然可以查看前一个稳定分支的文档`3.1 "
"<https://docs.godotengine.org/en/3.1>`_ 。"
#: ../../docs/index.rst:18
msgid ""
@@ -242,9 +244,8 @@ msgid "Community"
msgstr "社区"
#: ../../docs/index.rst:131
#, fuzzy
msgid "Class reference"
msgstr "数据偏好"
msgstr "类参考"
#: ../../docs/about/index.rst:2
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:7
@@ -885,8 +886,8 @@ msgid ""
"Poor threading support in most script VMs, and Godot uses threads (Lua, "
"Python, Squirrel, JavaScript, ActionScript, etc.)."
msgstr ""
"Godot使用线程而大多数脚本虚拟机(VM)中的线程支持不佳(Lua、Python、Squirrel、"
"JS、AS等)。"
"大多数脚本语言(Lua、Python、Squirrel、JS、AS等)的虚拟机(VM)对线程的没有很好的"
"支持但Godot需要使用线程。"
#: ../../docs/about/faq.rst:139
#, fuzzy
@@ -894,8 +895,8 @@ msgid ""
"Poor class-extending support in most script VMs, and adapting to the way "
"Godot works is highly inefficient (Lua, Python, JavaScript)."
msgstr ""
"大多数虚拟机没有很好地支持类扩展适配Godot的工作方式效率极低(Lua、Python、"
"JS)。"
"大多数脚本语言(Lua、Python、JS)的虚拟机没有很好地支持类扩展适配Godot的工作"
"方式效率极低。"
#: ../../docs/about/faq.rst:141
#, fuzzy
@@ -910,13 +911,12 @@ msgstr ""
"量的整合。"
#: ../../docs/about/faq.rst:144
#, fuzzy
msgid ""
"No native vector types (vector3, matrix4, etc.), resulting in highly reduced "
"performance when using custom types (Lua, Python, Squirrel, JavaScript, "
"ActionScript, etc.)."
msgstr ""
"没有原生量类型(vector3、matrix4等),导致使用自定义类型实现时性能大大降低"
"没有原生量类型(vector3、matrix4等),导致使用自定义类型实现时性能大大降低"
"(Lua、Python、Squirrel、JS、AS等)。"
#: ../../docs/about/faq.rst:147
@@ -2131,6 +2131,7 @@ msgid ""
"Click on the item you are looking for and press open. The documentation for "
"the item will be displayed in the script workspace."
msgstr ""
"单击您正在查找的目标,然后点击“打开”。该目标的文档将会在脚本工作区显示出来。"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:158
#, fuzzy
@@ -4156,11 +4157,14 @@ msgstr ""
"显示->窗口,设置“宽度”为 ``480`` ,“高度”为 ``720``。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:44
#, fuzzy
msgid ""
"Also in this section, under the \"Stretch\" options, set ``Mode`` to \"2d\" "
"and ``Aspect`` to \"keep\". This ensures that the game scales consistently "
"on different sized screens."
msgstr ""
"同时,在拉伸(Stretch)选项下,将模式(Mode)设置为“2d”将纵横比(Aspect)设置"
"为“keep”。这会确保游戏在不同大小的屏幕上的缩放一致。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:49
msgid "Organizing the project"
@@ -4205,6 +4209,9 @@ msgid ""
"- what the object *is*. Click the \"Other Node\" button and add an :ref:"
"`Area2D <class_Area2D>` node to the scene."
msgstr ""
"首先我们需要为player对象选择一个根节点。作为一般规则场景的根节点应该反映"
"对象所需的功能-对象*是什么*。单击“其他节点”按钮并将ref:"
"`Area2D<class_Area2D>`节点添加到场景中。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:78
msgid ""
@@ -4340,7 +4347,7 @@ msgstr "完成后,您的 ``Player`` 场景看起来应该像这样:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:150
msgid "Make sure to save the scene again after these changes."
msgstr ""
msgstr "修改完成后请确保再次保存场景。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:153
msgid "Moving the player"
@@ -4554,13 +4561,16 @@ msgstr "点击“运行场景”(``F6``)并确认您能够在屏幕中沿任
#: ../../docs/getting_started/step_by_step/your_first_game.rst:355
msgid "If you get an error in the \"Debugger\" panel that says"
msgstr ""
msgstr "如果您在调试器(Debugger)面板中看到错误:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:357
#, fuzzy
msgid ""
"``Attempt to call function 'play' in base 'null instance' on a null "
"instance``"
msgstr ""
"``Attempt to call function 'play' in base 'null instance' on a null "
"instance``"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:359
#, fuzzy
@@ -4569,9 +4579,8 @@ msgid ""
"Node names are case-sensitive and ``$NodeName`` must match the name you see "
"in the scene tree."
msgstr ""
"如果在“调试器”面板中出现错误,且该错误提及“空实例”,则可能意味着您拼错了节点"
"名称。节点名称区分大小写,并且 ``$NodeName`` 或 ``get_node(\"NodeName\")`` 必"
"须与您在场景树中看到的名称匹配。"
"则可能意味着您拼错了节点名称。节点名称区分大小写,并且 ``$NodeName`` 或 "
"``get_node(\"NodeName\")`` 必须与您在场景树中看到的名称匹配。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:364
msgid "Choosing animations"
@@ -4607,7 +4616,7 @@ msgstr ""
msgid ""
"Play the scene again and check that the animations are correct in each of "
"the directions."
msgstr ""
msgstr "再次运行这个场景,查看各个方向的动画是否正确。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:428
msgid ""
@@ -4618,13 +4627,12 @@ msgid ""
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:433
#, fuzzy
msgid ""
"When you're sure the movement is working correctly, add this line to "
"``_ready()``, so the player will be hidden when the game starts:"
msgstr ""
"再次运行场景,并检查各个方向的动画是否正确。当您确定移动正常工作时,请将此行"
"添加到 ``_ready()``,以便 ``Player`` 在游戏开始时会被隐藏:"
"当您确定移动正常工作时,请将此行添加到 ``_ready()``,以便 ``Player`` 在游戏开"
"始时会被隐藏:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:446
msgid "Preparing for collisions"
@@ -4672,10 +4680,13 @@ msgstr ""
"发出信号时,都会调用此函数——用它 *处理* 信号。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:482
#, fuzzy
msgid ""
"Note the green icon indicating that a signal is connected to this function. "
"Add this code to the function:"
msgstr ""
"请注意函数名旁的绿色图标,这表示信号已经连接到这个函数。将以下代码添加到函数"
"体中:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:502
msgid ""
@@ -4697,13 +4708,11 @@ msgstr ""
"许我们让Godot等待直到安全为止以去禁用形状。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:510
#, fuzzy
msgid ""
"The last piece is to add a function we can call to reset the player when "
"starting a new game."
msgstr ""
"``Player`` 的最后一部分就是添加一个函数,用于在开始新游戏时调用来重置 "
"``Player`` 。"
"最后再为``Player``添加一个函数,用于在开始新游戏时调用来重置 ``Player`` 。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:531
msgid "Enemy scene"
@@ -12831,9 +12840,8 @@ msgid "``editor/editor_script``"
msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:32
#, fuzzy
msgid "Search Help"
msgstr "搜索"
msgstr "搜索帮助"
#: ../../docs/getting_started/editor/default_key_mapping.rst:32
msgid ":kbd:`Shift + F1`"
@@ -14914,9 +14922,8 @@ msgstr "数据路径"
#: ../../docs/getting_started/editor/default_key_mapping.rst:372
#: ../../docs/getting_started/editor/default_key_mapping.rst:504
#, fuzzy
msgid "Copy Selection"
msgstr "反射"
msgstr "复制所选项"
#: ../../docs/getting_started/editor/default_key_mapping.rst:372
msgid "``editor/copy_output``"
@@ -14924,7 +14931,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:374
msgid "Clear Output"
msgstr ""
msgstr "清空输出"
#: ../../docs/getting_started/editor/default_key_mapping.rst:374
msgid "``editor/clear_output``"
@@ -15073,9 +15080,8 @@ msgid "``file_dialog/delete``"
msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:414
#, fuzzy
msgid "Focus Path"
msgstr "NodePath"
msgstr "聚焦路径"
#: ../../docs/getting_started/editor/default_key_mapping.rst:414
#: ../../docs/getting_started/editor/default_key_mapping.rst:429
@@ -15090,7 +15096,7 @@ msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:416
msgid "Move Favorite Up"
msgstr ""
msgstr "向上移动收藏"
#: ../../docs/getting_started/editor/default_key_mapping.rst:416
#: ../../docs/getting_started/editor/default_key_mapping.rst:452
@@ -15107,9 +15113,8 @@ msgid "``file_dialog/move_favorite_up``"
msgstr ""
#: ../../docs/getting_started/editor/default_key_mapping.rst:418
#, fuzzy
msgid "Move Favorite Down"
msgstr "向下移动轨道"
msgstr "向下移动收藏"
#: ../../docs/getting_started/editor/default_key_mapping.rst:418
#: ../../docs/getting_started/editor/default_key_mapping.rst:454
@@ -92985,7 +92990,7 @@ msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:55
msgid "Enable"
msgstr ""
msgstr "启用"
#: ../../docs/development/cpp/configuring_an_ide/kdevelop.rst:55
msgid "**True**"
@@ -100729,7 +100734,7 @@ msgstr ""
#: ../../docs/community/channels.rst:41
msgid ""
"Swedish: `Swedish Godot Community (Discord) <https://discord.gg/6ZsgWmH>`_"
msgstr "语:`德国 Godot 社区(Discord) <https://discord.gg/6ZsgWmH>`_"
msgstr "瑞典语:`Godot 瑞典语社区(Discord) <https://discord.gg/6ZsgWmH>`_"
#: ../../docs/community/channels.rst:44
msgid "Social networks"

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