diff --git a/docs b/docs index a203daa272..ce6ac8af19 160000 --- a/docs +++ b/docs @@ -1 +1 @@ -Subproject commit a203daa272625b77dbb41163f8912f25d278b65e +Subproject commit ce6ac8af19037058d3b6aace0a0e82e82ed5b402 diff --git a/sphinx/templates/about/docs_changelog.pot b/sphinx/templates/about/docs_changelog.pot index 1e5cc17822..af15df72de 100644 --- a/sphinx/templates/about/docs_changelog.pot +++ b/sphinx/templates/about/docs_changelog.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -33,326 +33,384 @@ msgid "New tutorials since version 3.1" msgstr "" #: ../../docs/about/docs_changelog.rst:17 -msgid "Internationalization" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:19 -msgid ":ref:`doc_localization_using_gettext`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:22 -msgid "New tutorials since version 3.0" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:25 -msgid "Step-by-step" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:27 -msgid ":ref:`doc_signals`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:28 -msgid ":ref:`doc_exporting`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:31 +#: ../../docs/about/docs_changelog.rst:103 msgid "Project workflow" msgstr "" -#: ../../docs/about/docs_changelog.rst:33 +#: ../../docs/about/docs_changelog.rst:19 msgid ":ref:`doc_android_custom_build`" msgstr "" -#: ../../docs/about/docs_changelog.rst:45 -msgid "Best Practices:" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:36 -msgid ":ref:`doc_introduction_best_practices`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:37 -msgid ":ref:`doc_what_are_godot_classes`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:38 -msgid ":ref:`doc_scene_organization`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:39 -msgid ":ref:`doc_scenes_versus_scripts`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:40 -msgid ":ref:`doc_autoloads_versus_internal_nodes`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:41 -msgid ":ref:`doc_node_alternatives`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:42 -msgid ":ref:`doc_godot_interfaces`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:43 -msgid ":ref:`doc_godot_notifications`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:44 -msgid ":ref:`doc_data_preferences`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:45 -msgid ":ref:`doc_logic_preferences`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:48 -msgid "Scripting" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:50 -msgid ":ref:`doc_gdscript_static_typing`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:53 +#: ../../docs/about/docs_changelog.rst:22 +#: ../../docs/about/docs_changelog.rst:118 msgid "2D" msgstr "" -#: ../../docs/about/docs_changelog.rst:55 -msgid ":ref:`doc_2d_lights_and_shadows`" +#: ../../docs/about/docs_changelog.rst:24 +msgid ":ref:`doc_2d_sprite_animation`" msgstr "" -#: ../../docs/about/docs_changelog.rst:56 -msgid ":ref:`doc_2d_meshes`" +#: ../../docs/about/docs_changelog.rst:27 +msgid "Audio" msgstr "" -#: ../../docs/about/docs_changelog.rst:59 -msgid "3D" +#: ../../docs/about/docs_changelog.rst:29 +msgid ":ref:`doc_sync_with_audio`" msgstr "" -#: ../../docs/about/docs_changelog.rst:61 -msgid ":ref:`doc_csg_tools`" +#: ../../docs/about/docs_changelog.rst:32 +msgid "Math" msgstr "" -#: ../../docs/about/docs_changelog.rst:62 -msgid ":ref:`doc_animating_thousands_of_fish`" +#: ../../docs/about/docs_changelog.rst:34 +msgid ":ref:`doc_beziers_and_curves`" msgstr "" -#: ../../docs/about/docs_changelog.rst:63 -msgid ":ref:`doc_controlling_thousands_of_fish`" +#: ../../docs/about/docs_changelog.rst:35 +msgid ":ref:`doc_interpolation`" msgstr "" -#: ../../docs/about/docs_changelog.rst:66 -msgid "Physics" +#: ../../docs/about/docs_changelog.rst:38 +msgid "Inputs" msgstr "" -#: ../../docs/about/docs_changelog.rst:68 -msgid ":ref:`doc_ragdoll_system`" +#: ../../docs/about/docs_changelog.rst:40 +msgid ":ref:`doc_input_examples`" msgstr "" -#: ../../docs/about/docs_changelog.rst:69 -msgid ":ref:`doc_soft_body`" +#: ../../docs/about/docs_changelog.rst:43 +msgid "Internationalization" msgstr "" -#: ../../docs/about/docs_changelog.rst:72 -msgid "Animation" +#: ../../docs/about/docs_changelog.rst:45 +msgid ":ref:`doc_localization_using_gettext`" msgstr "" -#: ../../docs/about/docs_changelog.rst:74 -msgid ":ref:`doc_2d_skeletons`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:75 -msgid ":ref:`doc_animation_tree`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:78 -msgid "GUI" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:80 -msgid ":ref:`doc_gui_containers`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:83 -msgid "Viewports" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:85 -msgid ":ref:`doc_viewport_as_texture`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:86 -msgid ":ref:`doc_custom_postprocessing`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:89 +#: ../../docs/about/docs_changelog.rst:48 +#: ../../docs/about/docs_changelog.rst:154 msgid "Shading" msgstr "" -#: ../../docs/about/docs_changelog.rst:91 -msgid ":ref:`doc_intro_to_shaders_water_workshop`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:92 -msgid ":ref:`doc_migrating_to_godot_shader_language`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:93 -msgid ":ref:`doc_advanced_postprocessing`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:99 +#: ../../docs/about/docs_changelog.rst:54 msgid "Your First Shader Series:" msgstr "" -#: ../../docs/about/docs_changelog.rst:96 +#: ../../docs/about/docs_changelog.rst:51 msgid ":ref:`doc_what_are_shaders`" msgstr "" -#: ../../docs/about/docs_changelog.rst:97 +#: ../../docs/about/docs_changelog.rst:52 msgid ":ref:`doc_your_first_canvasitem_shader`" msgstr "" -#: ../../docs/about/docs_changelog.rst:98 +#: ../../docs/about/docs_changelog.rst:53 msgid ":ref:`doc_your_first_spatial_shader`" msgstr "" -#: ../../docs/about/docs_changelog.rst:99 +#: ../../docs/about/docs_changelog.rst:54 msgid ":ref:`doc_your_second_spatial_shader`" msgstr "" -#: ../../docs/about/docs_changelog.rst:106 -msgid "Shading Reference:" +#: ../../docs/about/docs_changelog.rst:57 +msgid "Networking" msgstr "" -#: ../../docs/about/docs_changelog.rst:102 -msgid ":ref:`doc_shaders`" +#: ../../docs/about/docs_changelog.rst:59 +msgid ":ref:`doc_webrtc`" msgstr "" -#: ../../docs/about/docs_changelog.rst:103 -msgid ":ref:`doc_shading_language`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:104 -msgid ":ref:`doc_spatial_shader`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:105 -msgid ":ref:`doc_canvas_item_shader`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:106 -msgid ":ref:`doc_particle_shader`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:109 -msgid "VR" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:111 -msgid ":ref:`doc_vr_starter_tutorial`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:114 -msgid "Platform-specific" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:116 -msgid ":ref:`doc_customizing_html5_shell`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:119 -msgid "Multi-threading" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:121 -msgid ":ref:`doc_thread_safe_apis`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:124 -msgid "Optimization" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:126 -msgid ":ref:`doc_using_multimesh`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:127 -msgid ":ref:`doc_using_servers`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:130 -msgid "Miscellaneous" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:132 -msgid ":ref:`doc_jitter_stutter`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:133 -msgid ":ref:`doc_running_code_in_the_editor`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:134 -msgid ":ref:`doc_change_scenes_manually`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:135 -msgid ":ref:`doc_gles2_gles3_differences`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:138 -msgid "Legal" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:140 -msgid ":ref:`doc_complying_with_licenses`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:143 -msgid "Compiling" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:145 -msgid ":ref:`doc_optimizing_for_size`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:146 -msgid ":ref:`doc_compiling_with_script_encryption_key`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:149 -msgid "Engine development" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:151 -msgid ":ref:`doc_binding_to_external_libraries`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:154 -msgid "Creating content" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:156 -msgid ":ref:`doc_making_trees`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:159 +#: ../../docs/about/docs_changelog.rst:62 +#: ../../docs/about/docs_changelog.rst:173 msgid "Plugins" msgstr "" -#: ../../docs/about/docs_changelog.rst:161 -msgid ":ref:`doc_making_main_screen_plugins`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:162 -msgid ":ref:`doc_spatial_gizmo_plugins`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:163 +#: ../../docs/about/docs_changelog.rst:64 msgid ":ref:`doc_android_plugin`" msgstr "" +#: ../../docs/about/docs_changelog.rst:65 +msgid ":ref:`doc_inspector_plugins`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:68 +#: ../../docs/about/docs_changelog.rst:184 +msgid "Multi-threading" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:70 +msgid ":ref:`doc_using_multiple_threads`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:73 +#: ../../docs/about/docs_changelog.rst:189 +msgid "Creating content" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:75 +msgid ":ref:`doc_procedural_geometry`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:78 +msgid "Optimization" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:80 +msgid ":ref:`doc_using_multimesh`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:81 +msgid ":ref:`doc_using_servers`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:84 +msgid "Legal" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:86 +msgid ":ref:`doc_complying_with_licenses`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:89 +msgid "New tutorials since version 3.0" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:92 +msgid "Step by step" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:94 +msgid ":ref:`doc_signals`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:95 +msgid ":ref:`doc_exporting`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:98 +msgid "Scripting" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:100 +msgid ":ref:`doc_gdscript_static_typing`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:115 +msgid "Best Practices:" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:106 +msgid ":ref:`doc_introduction_best_practices`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:107 +msgid ":ref:`doc_what_are_godot_classes`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:108 +msgid ":ref:`doc_scene_organization`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:109 +msgid ":ref:`doc_scenes_versus_scripts`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:110 +msgid ":ref:`doc_autoloads_versus_internal_nodes`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:111 +msgid ":ref:`doc_node_alternatives`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:112 +msgid ":ref:`doc_godot_interfaces`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:113 +msgid ":ref:`doc_godot_notifications`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:114 +msgid ":ref:`doc_data_preferences`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:115 +msgid ":ref:`doc_logic_preferences`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:120 +msgid ":ref:`doc_2d_lights_and_shadows`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:121 +msgid ":ref:`doc_2d_meshes`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:124 +msgid "3D" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:126 +msgid ":ref:`doc_csg_tools`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:127 +msgid ":ref:`doc_animating_thousands_of_fish`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:128 +msgid ":ref:`doc_controlling_thousands_of_fish`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:131 +msgid "Physics" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:133 +msgid ":ref:`doc_ragdoll_system`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:134 +msgid ":ref:`doc_soft_body`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:137 +msgid "Animation" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:139 +msgid ":ref:`doc_2d_skeletons`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:140 +msgid ":ref:`doc_animation_tree`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:143 +msgid "GUI" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:145 +msgid ":ref:`doc_gui_containers`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:148 +msgid "Viewports" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:150 +msgid ":ref:`doc_viewport_as_texture`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:151 +msgid ":ref:`doc_custom_postprocessing`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:156 +msgid ":ref:`doc_intro_to_shaders_water_workshop`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:157 +msgid ":ref:`doc_migrating_to_godot_shader_language`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:158 +msgid ":ref:`doc_advanced_postprocessing`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:165 +msgid "Shading Reference:" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:161 +msgid ":ref:`doc_shaders`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:162 +msgid ":ref:`doc_shading_language`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:163 +msgid ":ref:`doc_spatial_shader`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:164 +msgid ":ref:`doc_canvas_item_shader`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:165 +msgid ":ref:`doc_particle_shader`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:168 +msgid "VR" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:170 +msgid ":ref:`doc_vr_starter_tutorial`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:175 +msgid ":ref:`doc_making_main_screen_plugins`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:176 +msgid ":ref:`doc_spatial_gizmo_plugins`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:179 +msgid "Platform-specific" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:181 +msgid ":ref:`doc_customizing_html5_shell`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:186 +msgid ":ref:`doc_thread_safe_apis`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:191 +msgid ":ref:`doc_making_trees`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:194 +msgid "Miscellaneous" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:196 +msgid ":ref:`doc_jitter_stutter`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:197 +msgid ":ref:`doc_running_code_in_the_editor`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:198 +msgid ":ref:`doc_change_scenes_manually`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:199 +msgid ":ref:`doc_gles2_gles3_differences`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:202 +msgid "Compiling" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:204 +msgid ":ref:`doc_optimizing_for_size`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:205 +msgid ":ref:`doc_compiling_with_script_encryption_key`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:208 +msgid "Engine development" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:210 +msgid ":ref:`doc_binding_to_external_libraries`" +msgstr "" + diff --git a/sphinx/templates/about/faq.pot b/sphinx/templates/about/faq.pot index 427ce338ca..71fa413d81 100644 --- a/sphinx/templates/about/faq.pot +++ b/sphinx/templates/about/faq.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/about/index.pot b/sphinx/templates/about/index.pot index 58d1eabcc4..0a69b59302 100644 --- a/sphinx/templates/about/index.pot +++ b/sphinx/templates/about/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/about/introduction.pot b/sphinx/templates/about/introduction.pot index b135d49d9c..2fd399894d 100644 --- a/sphinx/templates/about/introduction.pot +++ b/sphinx/templates/about/introduction.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/channels.pot b/sphinx/templates/community/channels.pot index 4becf5972a..81cc125a78 100644 --- a/sphinx/templates/community/channels.pot +++ b/sphinx/templates/community/channels.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/bug_triage_guidelines.pot b/sphinx/templates/community/contributing/bug_triage_guidelines.pot index 7274ca11dd..15206d8433 100644 --- a/sphinx/templates/community/contributing/bug_triage_guidelines.pot +++ b/sphinx/templates/community/contributing/bug_triage_guidelines.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/code_style_guidelines.pot b/sphinx/templates/community/contributing/code_style_guidelines.pot index a82514bc0a..104f59aa77 100644 --- a/sphinx/templates/community/contributing/code_style_guidelines.pot +++ b/sphinx/templates/community/contributing/code_style_guidelines.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/docs_writing_guidelines.pot b/sphinx/templates/community/contributing/docs_writing_guidelines.pot index 241dce432f..500992c1ff 100644 --- a/sphinx/templates/community/contributing/docs_writing_guidelines.pot +++ b/sphinx/templates/community/contributing/docs_writing_guidelines.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/documentation_guidelines.pot b/sphinx/templates/community/contributing/documentation_guidelines.pot index a733bf5bcc..0f659802ef 100644 --- a/sphinx/templates/community/contributing/documentation_guidelines.pot +++ b/sphinx/templates/community/contributing/documentation_guidelines.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/index.pot b/sphinx/templates/community/contributing/index.pot index 5a6b871d26..0ba266cc70 100644 --- a/sphinx/templates/community/contributing/index.pot +++ b/sphinx/templates/community/contributing/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/pr_workflow.pot b/sphinx/templates/community/contributing/pr_workflow.pot index d4c57a700b..8638f2826d 100644 --- a/sphinx/templates/community/contributing/pr_workflow.pot +++ b/sphinx/templates/community/contributing/pr_workflow.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/updating_the_class_reference.pot b/sphinx/templates/community/contributing/updating_the_class_reference.pot index d3cdb4a8ff..a711b9e143 100644 --- a/sphinx/templates/community/contributing/updating_the_class_reference.pot +++ b/sphinx/templates/community/contributing/updating_the_class_reference.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -33,7 +33,7 @@ msgid "**Important:** If you are planning to make larger changes or a more subst msgstr "" #: ../../docs/community/contributing/updating_the_class_reference.rst:15 -msgid "This guide is available as a `Youtube video `_." +msgid "This guide is available as a `video tutorial on YouTube `_." msgstr "" #: ../../docs/community/contributing/updating_the_class_reference.rst:19 diff --git a/sphinx/templates/community/contributing/ways_to_contribute.pot b/sphinx/templates/community/contributing/ways_to_contribute.pot index f0c0966c9f..8b54d14765 100644 --- a/sphinx/templates/community/contributing/ways_to_contribute.pot +++ b/sphinx/templates/community/contributing/ways_to_contribute.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/tutorials.pot b/sphinx/templates/community/tutorials.pot index 3abc95ef4e..1eb6242b79 100644 --- a/sphinx/templates/community/tutorials.pot +++ b/sphinx/templates/community/tutorials.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -101,7 +101,7 @@ msgid "Text tutorials" msgstr "" #: ../../docs/community/tutorials.rst:38 -msgid "`KidsCanCode `__" +msgid "`Godot Recipes by KidsCanCode `__" msgstr "" #: ../../docs/community/tutorials.rst:39 diff --git a/sphinx/templates/development/compiling/compiling_for_android.pot b/sphinx/templates/development/compiling/compiling_for_android.pot index a6caa20a73..8c5c6e07ab 100644 --- a/sphinx/templates/development/compiling/compiling_for_android.pot +++ b/sphinx/templates/development/compiling/compiling_for_android.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_ios.pot b/sphinx/templates/development/compiling/compiling_for_ios.pot index 89cc79fdb6..a6fb9a50a3 100644 --- a/sphinx/templates/development/compiling/compiling_for_ios.pot +++ b/sphinx/templates/development/compiling/compiling_for_ios.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_osx.pot b/sphinx/templates/development/compiling/compiling_for_osx.pot index 2c93a6bf5f..b9c90b8d55 100644 --- a/sphinx/templates/development/compiling/compiling_for_osx.pot +++ b/sphinx/templates/development/compiling/compiling_for_osx.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_uwp.pot b/sphinx/templates/development/compiling/compiling_for_uwp.pot index 90329a836a..bf3f1efd0b 100644 --- a/sphinx/templates/development/compiling/compiling_for_uwp.pot +++ b/sphinx/templates/development/compiling/compiling_for_uwp.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_web.pot b/sphinx/templates/development/compiling/compiling_for_web.pot index 0eba84ac12..0acac23da7 100644 --- a/sphinx/templates/development/compiling/compiling_for_web.pot +++ b/sphinx/templates/development/compiling/compiling_for_web.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_windows.pot b/sphinx/templates/development/compiling/compiling_for_windows.pot index 2c7bd3fcf7..088e66cc74 100644 --- a/sphinx/templates/development/compiling/compiling_for_windows.pot +++ b/sphinx/templates/development/compiling/compiling_for_windows.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -29,394 +29,230 @@ msgid "For compiling under Windows, the following is required:" msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:13 -msgid "Visual C++, `Visual Studio Community `__ (recommended), version 2013 (12.0) or later. **Make sure you read Installing Visual Studio caveats below or you will have to run/download the installer again.**" +msgid "`Visual Studio Community `_, version 2015 (14.0) or later. **Make sure to read \"Installing Visual Studio caveats\" below or you will have to run/download the installer again.**" +msgstr "" + +#: ../../docs/development/compiling/compiling_for_windows.rst:17 +msgid "MinGW-w64 can be used as an alternative to Visual Studio." msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:18 -msgid "`Python 2.7+ or Python 3.5+ `__." +msgid "`Python 3.5+ (recommended) or Python 2.7+. `_" msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:19 -msgid "`Pywin32 Python Extension `__ for parallel builds (which increase the build speed by a great factor)." +msgid "`SCons `_ build system." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:21 -msgid "`SCons `__ build system." +#: ../../docs/development/compiling/compiling_for_windows.rst:20 +msgid "*Optional* - `yasm `_ (for WebM SIMD optimizations)" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:23 -msgid "For a general overview of SCons usage for Godot, see :ref:`doc_introduction_to_the_buildsystem`." +#: ../../docs/development/compiling/compiling_for_windows.rst:22 +msgid "If you have `Scoop `_ installed, you can easily install MinGW and other dependencies using the following command::" msgstr "" #: ../../docs/development/compiling/compiling_for_windows.rst:27 +msgid "For a general overview of SCons usage for Godot, see :ref:`doc_introduction_to_the_buildsystem`." +msgstr "" + +#: ../../docs/development/compiling/compiling_for_windows.rst:31 msgid "Setting up SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:29 -msgid "Python adds the interpreter (python.exe) to the path. It usually installs in ``C:\\Python`` (or ``C:\\Python[Version]``). SCons installs inside the Python install (typically in the ``Scripts`` folder) and provides a batch file called ``scons.bat``. The location of this file can be added to the path or it can simply be copied to ``C:\\Python`` together with the interpreter executable." +#: ../../docs/development/compiling/compiling_for_windows.rst:33 +msgid "First, make sure to enable the option to add Python to the ``PATH`` in the Python installer. The SCons installer should then detect and use the existing Python installation." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:36 -msgid "To check whether you have installed Python and SCons correctly, you can type ``python --version`` and ``scons --version`` into the Windows Command Prompt (``cmd.exe``)." +#: ../../docs/development/compiling/compiling_for_windows.rst:37 +msgid "To check whether you have installed Python and SCons correctly, you can type ``python --version`` and ``scons --version`` into a command prompt (``cmd.exe``)." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:40 -msgid "If commands above do not work, make sure you add Python to your PATH environment variable after installing it, and check again." +#: ../../docs/development/compiling/compiling_for_windows.rst:41 +msgid "If the commands above don't work, make sure to add Python to your ``PATH`` environment variable after installing it, then check again. You can do so by running the Python installer again and enabling the option to add Python to the ``PATH``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:44 -msgid "Setting up Pywin32" -msgstr "" - -#: ../../docs/development/compiling/compiling_for_windows.rst:46 -msgid "Pywin32 is required for parallel builds using multiple CPU cores. If SCons is issuing a warning about Pywin32 after parsing SConstruct build instructions, when beginning to build, you need to install it properly from the correct installer executable for your Python version `located at Github. `__" -msgstr "" - -#: ../../docs/development/compiling/compiling_for_windows.rst:52 -msgid "For example, if you installed a 32-bit version of Python 2.7, you would want to install the latest version of Pywin32 that is built for the mentioned version of Python. That executable installer would be named ``pywin32-221.win32-py2.7.exe``." -msgstr "" - -#: ../../docs/development/compiling/compiling_for_windows.rst:56 -msgid "The ``amd64`` version of Pywin32 is for a 64-bit version of Python ``pywin32-221.win-amd64-py2.7.exe``. Change the ``py`` number to install for your version of Python (check via ``python --version`` mentioned above)." -msgstr "" - -#: ../../docs/development/compiling/compiling_for_windows.rst:63 +#: ../../docs/development/compiling/compiling_for_windows.rst:49 msgid "Installing Visual Studio caveats" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:65 -msgid "If installing Visual Studio 2015 or later, make sure to run **Custom** installation, not **Typical** and select C++ as language there (and any other things you might need). The installer does not install C++ by default. C++ was the `only language made optional `__ in Visual Studio 2015." +#: ../../docs/development/compiling/compiling_for_windows.rst:51 +msgid "If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the list of workflows to install." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:71 -msgid "If you have already made the mistake of installing a **Typical**, installation, rerun the executable installer you downloaded from internet, it will give you a **Modify** Button option. Running the install from Add/Remove programs will only give you the \"Repair\" option, which will do nothing for your problem." +#: ../../docs/development/compiling/compiling_for_windows.rst:54 +msgid "If installing Visual Studio 2015, make sure to run a **Custom** installation instead of **Typical** and select **C++** as a language there." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:77 -msgid "If you're using Express, make sure you get/have a version that can compile for ***C++, Desktop***." +#: ../../docs/development/compiling/compiling_for_windows.rst:57 +msgid "If you've already made the mistake of installing Visual Studio without C++ support, run the installer again; it should present you a **Modify** button. Running the installer from *Add/Remove Programs* will only give you a **Repair** option, which won't let you install C++ tools." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:81 +#: ../../docs/development/compiling/compiling_for_windows.rst:63 msgid "Downloading Godot's source" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:83 -msgid "`Godot's `__ source is hosted on GitHub. Downloading it (cloning) via `Git `__ is recommended." +#: ../../docs/development/compiling/compiling_for_windows.rst:65 +msgid "Godot's source code is `hosted on GitHub `_. Downloading it (cloning) using `Git `_ is recommended." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:86 -msgid "The tutorial will presume from now on that you placed the source into ``C:\\godot``." +#: ../../docs/development/compiling/compiling_for_windows.rst:68 +msgid "The tutorial will assume from now on that you placed the source code in ``C:\\godot``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:90 +#: ../../docs/development/compiling/compiling_for_windows.rst:72 msgid "Compiling" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:92 -msgid "SCons will not be able out of the box to compile from the Windows Command Prompt (``cmd.exe``) because SCons and Visual C++ compiler will not be able to locate environment variables and executables they need for compilation." +#: ../../docs/development/compiling/compiling_for_windows.rst:75 +msgid "Selecting a compiler" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:97 -msgid "Therefore, you need to start a Visual Studio command prompt. It sets up environment variables needed by SCons to locate the compiler. It should be called similar to one of the below names (for your respective version of Visual Studio):" +#: ../../docs/development/compiling/compiling_for_windows.rst:77 +msgid "SCons will automatically find and use an existing Visual Studio installation. If you do not have Visual Studio installed, it will attempt to use MinGW instead. If you already have Visual Studio installed and want to use MinGW, pass ``use_mingw=yes`` to the SCons command line." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:102 -msgid "\"Developer Command Prompt for VS2013\"" +#: ../../docs/development/compiling/compiling_for_windows.rst:82 +msgid "During development, using the Visual Studio compiler is usually a better idea, as it links the Godot binary much faster than MinGW. However, MinGW can produce more optimized binaries using link-time optimization (see below), making it a better choice for production use." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:103 -msgid "\"VS2013 x64 Native Tools Command Prompt\"" -msgstr "" - -#: ../../docs/development/compiling/compiling_for_windows.rst:104 -msgid "\"VS2013 x86 Native Tools Command Prompt\"" -msgstr "" - -#: ../../docs/development/compiling/compiling_for_windows.rst:105 -msgid "\"VS2013 x64 Cross Tools Command Prompt\"" -msgstr "" - -#: ../../docs/development/compiling/compiling_for_windows.rst:106 -msgid "\"VS2013 x86 Cross Tools Command Prompt\"" -msgstr "" - -#: ../../docs/development/compiling/compiling_for_windows.rst:108 -msgid "You should be able to find at least the Developer Command Prompt for your version of Visual Studio in your start menu." -msgstr "" - -#: ../../docs/development/compiling/compiling_for_windows.rst:111 -msgid "However Visual Studio sometimes seems to not install some of the above shortcuts, except the Developer Console at these locations that are automatically searched by the start menu search option:" -msgstr "" - -#: ../../docs/development/compiling/compiling_for_windows.rst:121 -msgid "If you found the Developer Console, it will do for now to create a 32-bit version of Godot, but if you want the 64-bit version, you might need to setup the prompts manually for easy access." -msgstr "" - -#: ../../docs/development/compiling/compiling_for_windows.rst:125 -msgid "If you don't see some of the shortcuts, \"How the prompts actually work\" section below will explain how to setup these prompts if you need them." -msgstr "" - -#: ../../docs/development/compiling/compiling_for_windows.rst:129 -msgid "About the Developer/Tools Command Prompts and the Visual C++ compiler" -msgstr "" - -#: ../../docs/development/compiling/compiling_for_windows.rst:131 -msgid "There is a few things you need to know about these consoles and the Visual C++ compiler." -msgstr "" - -#: ../../docs/development/compiling/compiling_for_windows.rst:134 -msgid "Your Visual Studio installation will ship with several Visual C++ compilers, them being more or less identical, however each ``cl.exe`` (Visual C++ compiler) will compile Godot for a different architecture (32-bit x86 or 64-bit x86; the ARM compiler is not supported)." -msgstr "" - -#: ../../docs/development/compiling/compiling_for_windows.rst:139 -msgid "The **Developer Command Prompt** will build a 32-bit version of Godot by using the 32-bit Visual C++ compiler." -msgstr "" - -#: ../../docs/development/compiling/compiling_for_windows.rst:142 -msgid "**Native Tools** Prompts (mentioned above) are used when you want the 32-bit cl.exe to compile a 32-bit executable (x86 Native Tools Command Prompt). For the 64-bit cl.exe, it will compile a 64-bit executable (x64 Native Tools Command Prompt)." -msgstr "" - -#: ../../docs/development/compiling/compiling_for_windows.rst:147 -msgid "The **Cross Tools** are used when your Windows is using one architecture (32-bit, for example) and you need to compile to a different architecture (64-bit). As you might be familiar, 32-bit Windows can not run 64-bit executables, but you still might need to compile for them." -msgstr "" - -#: ../../docs/development/compiling/compiling_for_windows.rst:152 -msgid "For example:" -msgstr "" - -#: ../../docs/development/compiling/compiling_for_windows.rst:154 -msgid "\"VS2013 x64 Cross Tools Command Prompt\" will use a 32-bit cl.exe that will compile a 64 bit application." -msgstr "" - -#: ../../docs/development/compiling/compiling_for_windows.rst:157 -msgid "\"VS2013 x86 Cross Tools Command Prompt\" will use a 64-bit cl.exe that will compile a 32-bit application. This one is useful if you are running a 32-bit Windows." -msgstr "" - -#: ../../docs/development/compiling/compiling_for_windows.rst:161 -msgid "On a 64-bit Windows, you can run any of above prompts and compilers (``cl.exe`` executables) because 64-bit Windows can run any 32-bit application. 32-bit Windows cannot run 64-bit executables, so the Visual Studio installer won't even install shortcuts for some of these prompts." -msgstr "" - -#: ../../docs/development/compiling/compiling_for_windows.rst:167 -msgid "Note that you need to choose the **Developer Console** or the correct **Tools Prompt** to build Godot for the correct architecture. Use only Native Prompts if you are not sure yet what exactly Cross Compile Prompts do." -msgstr "" - -#: ../../docs/development/compiling/compiling_for_windows.rst:173 +#: ../../docs/development/compiling/compiling_for_windows.rst:88 msgid "Running SCons" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:175 -msgid "Once inside the **Developer Console/Tools Console Prompt**, go to the root directory of the engine source code and type:" +#: ../../docs/development/compiling/compiling_for_windows.rst:90 +msgid "After opening a command prompt, change to the root directory of the engine source code (using ``cd``) and type::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:182 -msgid "Tip: if you installed \"Pywin32 Python Extension\" you can append the -j command to instruct SCons to run parallel builds like this:" +#: ../../docs/development/compiling/compiling_for_windows.rst:95 +msgid "You can specify a number of CPU threads to use to speed up the build::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:189 -msgid "In general, it is OK to have at least as many threads compiling Godot as you have cores in your CPU, if not one or two more. Feel free to add the -j option to any SCons command you see below if you setup the \"Pywin32 Python Extension\"." +#: ../../docs/development/compiling/compiling_for_windows.rst:99 +msgid "In general, it is OK to have at least as many threads compiling Godot as you have cores in your CPU, if not one or two more. Feel free to add the -j option to any SCons command you see below." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:194 -msgid "If all goes well, the resulting binary executable will be placed in ``C:\\godot\\bin\\`` with the name of ``godot.windows.tools.32.exe`` or ``godot.windows.tools.64.exe``. SCons will automatically detect what compiler architecture the environment (the prompt) is setup for and will build a corresponding executable." +#: ../../docs/development/compiling/compiling_for_windows.rst:103 +msgid "When compiling with multiple CPU threads, SCons may warn about pywin32 being missing. You can safely ignore this warning." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:200 -msgid "This executable file contains the whole engine and runs without any dependencies. Executing it will bring up the Project Manager." +#: ../../docs/development/compiling/compiling_for_windows.rst:106 +msgid "If all goes well, the resulting binary executable will be placed in ``C:\\godot\\bin\\`` with the name ``godot.windows.tools.32.exe`` or ``godot.windows.tools.64.exe``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:203 +#: ../../docs/development/compiling/compiling_for_windows.rst:110 +msgid "By default, SCons will build a binary matching your CPU architecture, but this can be overriden using ``bits=64`` or ``bits=32``." +msgstr "" + +#: ../../docs/development/compiling/compiling_for_windows.rst:113 +msgid "This executable file contains the whole engine and runs without any dependencies. Running it will bring up the Project Manager." +msgstr "" + +#: ../../docs/development/compiling/compiling_for_windows.rst:116 msgid "If you are compiling Godot for production use, then you can make the final executable smaller and faster by adding the SCons option ``target=release_debug``." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:208 -msgid "How the prompts actually work" +#: ../../docs/development/compiling/compiling_for_windows.rst:120 +msgid "If you are compiling Godot with MinGW, you can make the binary even smaller and faster by adding the SCons option ``use_lto=yes``. As link-time optimization is a memory-intensive process, this will require about 3 GB of available RAM while compiling." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:210 -msgid "The Visual Studio command prompts are just shortcuts that call the standard Command Prompt and have it run a batch file before giving you control. The batch file itself is called **vcvarsall.bat** and it sets up environment variables, including the PATH variable, so that the correct version of the compiler can be run. The Developer Command Prompt calls a different file called **VsDevCmd.bat** but none of the other tools that this batch file enables are needed by Godot/SCons." -msgstr "" - -#: ../../docs/development/compiling/compiling_for_windows.rst:218 -msgid "Since you are probably using Visual Studio 2013 or 2015, if you need to recreate them manually, use the below folders, or place them on the desktop/taskbar:" -msgstr "" - -#: ../../docs/development/compiling/compiling_for_windows.rst:227 -msgid "Start the creation of the shortcut by pressing the ``right mouse button/New/Shortcut`` in an empty place in your desired location." -msgstr "" - -#: ../../docs/development/compiling/compiling_for_windows.rst:230 -msgid "Then copy one of these commands below for the corresponding tool you need into the \"Path\" and \"Name\" sections of the shortcut creation wizard, and fix the path to the batch file if needed." -msgstr "" - -#: ../../docs/development/compiling/compiling_for_windows.rst:234 -msgid "Visual Studio 2013 is in the \"Microsoft Visual Studio 12.0\" folder." -msgstr "" - -#: ../../docs/development/compiling/compiling_for_windows.rst:235 -msgid "Visual Studio 2015 is in the \"Microsoft Visual Studio 14.0\" folder." -msgstr "" - -#: ../../docs/development/compiling/compiling_for_windows.rst:236 -msgid "etc." -msgstr "" - -#: ../../docs/development/compiling/compiling_for_windows.rst:255 -msgid "After you create the shortcut, in the shortcut's properties, that you can access by right clicking with your mouse on the shortcut itself, you can choose the starting directory of the command prompt (\"Start in\" field)." -msgstr "" - -#: ../../docs/development/compiling/compiling_for_windows.rst:260 -msgid "Some of these shortcuts (namely the 64-bit compilers) seem to not be available in the Express edition of Visual Studio or Visual C++. Before recreating the commands, make sure that ``cl.exe`` executables are present in one of these locations, they are the actual compilers for the architecture you want to build from the command prompt." -msgstr "" - -#: ../../docs/development/compiling/compiling_for_windows.rst:281 -msgid "In case you are wondering what these prompt shortcuts do, they call ``cmd.exe`` with the ``\\k`` option and have it run a Batch file." -msgstr "" - -#: ../../docs/development/compiling/compiling_for_windows.rst:293 -msgid "How to run an automated build of Godot" -msgstr "" - -#: ../../docs/development/compiling/compiling_for_windows.rst:295 -msgid "If you just need to run the compilation process via a Batch file or directly in the Windows Command Prompt you need to use the following command:" -msgstr "" - -#: ../../docs/development/compiling/compiling_for_windows.rst:303 -msgid "with one of the following parameters:" -msgstr "" - -#: ../../docs/development/compiling/compiling_for_windows.rst:305 -msgid "x86 (32-bit cl.exe to compile for the 32-bit architecture)" -msgstr "" - -#: ../../docs/development/compiling/compiling_for_windows.rst:306 -msgid "amd64 (64-bit cl.exe to compile for the 64-bit architecture)" -msgstr "" - -#: ../../docs/development/compiling/compiling_for_windows.rst:307 -msgid "x86_amd64 (32-bit cl.exe to compile for the 64-bit architecture)" -msgstr "" - -#: ../../docs/development/compiling/compiling_for_windows.rst:308 -msgid "amd64_x86 (64-bit cl.exe to compile for the 32-bit architecture)" -msgstr "" - -#: ../../docs/development/compiling/compiling_for_windows.rst:310 -msgid "and after that one, you can run SCons:" -msgstr "" - -#: ../../docs/development/compiling/compiling_for_windows.rst:316 -msgid "or you can run them together:" -msgstr "" - -#: ../../docs/development/compiling/compiling_for_windows.rst:327 +#: ../../docs/development/compiling/compiling_for_windows.rst:126 msgid "Development in Visual Studio or other IDEs" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:329 +#: ../../docs/development/compiling/compiling_for_windows.rst:128 msgid "For most projects, using only scripting is enough but when development in C++ is needed, for creating modules or extending the engine, working with an IDE is usually desirable." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:333 -msgid "You can create a Visual Studio solution via SCons by running SCons with the ``vsproj=yes`` parameter, like this:" +#: ../../docs/development/compiling/compiling_for_windows.rst:132 +msgid "You can create a Visual Studio solution via SCons by running SCons with the ``vsproj=yes`` parameter, like this::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:340 -msgid "You will be able to open Godot's source in a Visual Studio solution now, and able to build Godot via the Visual Studio **Build** button. However, make sure that you have installed Pywin32 so that parallel (-j) builds work properly." +#: ../../docs/development/compiling/compiling_for_windows.rst:137 +msgid "You will be able to open Godot's source in a Visual Studio solution now, and able to build Godot using Visual Studio's **Build** button." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:345 -msgid "If you need to edit the compilation commands, they are located in \"Godot\" project settings, NMAKE sheet. SCons is called at the end of the commands. If you make a mistake, copy the command from one of the other build configurations (debug, release_debug, release) or architectures (Win32/x64). They are equivalent." +#: ../../docs/development/compiling/compiling_for_windows.rst:140 +msgid "If you need to edit the build commands, they are located in \"Godot\" project settings, NMAKE sheet. SCons is called at the end of the commands. If you make a mistake, copy the command from one of the other build configurations (debug, release_debug, release) or architectures (Win32/x64); they are equivalent." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:352 +#: ../../docs/development/compiling/compiling_for_windows.rst:147 msgid "Cross-compiling for Windows from other operating systems" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:354 -msgid "If you are a Linux or macOS user, you need to install `MinGW-w64 `_, which typically comes in 32-bit and 64-bit variants. The package names may differ based on your distro, here are some known ones:" +#: ../../docs/development/compiling/compiling_for_windows.rst:149 +msgid "If you are a Linux or macOS user, you need to install `MinGW-w64 `_, which typically comes in 32-bit and 64-bit variants. The package names may differ based on your distribution, here are some known ones:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:359 +#: ../../docs/development/compiling/compiling_for_windows.rst:155 msgid "**Arch**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:363 +#: ../../docs/development/compiling/compiling_for_windows.rst:159 msgid "**Debian** / **Ubuntu**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:367 +#: ../../docs/development/compiling/compiling_for_windows.rst:163 msgid "**Fedora**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:371 +#: ../../docs/development/compiling/compiling_for_windows.rst:168 msgid "**macOS**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:375 +#: ../../docs/development/compiling/compiling_for_windows.rst:172 msgid "**Mageia**" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:380 -msgid "Before allowing you to attempt the compilation, SCons will check for the following binaries in your ``$PATH``:" +#: ../../docs/development/compiling/compiling_for_windows.rst:178 +msgid "Before attempting the compilation, SCons will check for the following binaries in your ``PATH`` environment variable::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:388 -msgid "If the binaries are not located in the ``$PATH`` (e.g. ``/usr/bin``), you can define the following environment variables to give a hint to the build system:" +#: ../../docs/development/compiling/compiling_for_windows.rst:184 +msgid "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can define the following environment variables to give a hint to the build system::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:397 -msgid "To make sure you are doing things correctly, executing the following in the shell should result in a working compiler (the version output may differ based on your system):" +#: ../../docs/development/compiling/compiling_for_windows.rst:191 +msgid "To make sure you are doing things correctly, executing the following in the shell should result in a working compiler (the version output may differ based on your system)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:407 +#: ../../docs/development/compiling/compiling_for_windows.rst:199 msgid "Troubleshooting" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:409 -msgid "Cross-compiling from some versions of Ubuntu may lead to `this bug `_, due to a default configuration lacking support for POSIX threading." +#: ../../docs/development/compiling/compiling_for_windows.rst:201 +msgid "Cross-compiling from some Ubuntu versions may lead to `this bug `_, due to a default configuration lacking support for POSIX threading." msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:412 -msgid "You can change that configuration following those instructions, for 32-bit:" +#: ../../docs/development/compiling/compiling_for_windows.rst:205 +msgid "You can change that configuration following those instructions, for 64-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:422 -msgid "And for 64-bit:" +#: ../../docs/development/compiling/compiling_for_windows.rst:213 +msgid "And for 32-bit::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:432 +#: ../../docs/development/compiling/compiling_for_windows.rst:221 msgid "Creating Windows export templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:434 -msgid "Windows export templates are created by compiling Godot as release, with the following flags:" +#: ../../docs/development/compiling/compiling_for_windows.rst:223 +msgid "Windows export templates are created by compiling Godot without the editor, with the following flags::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:437 -msgid "(using Mingw32 command prompt, using the bits parameter)" +#: ../../docs/development/compiling/compiling_for_windows.rst:231 +msgid "If you plan on replacing the standard export templates, copy these to the following location, replacing ```` with the version identifier (such as ``3.1.1.stable`` or ``3.2.dev``)::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:444 -msgid "(using Mingw-w64 command prompt, using the bits parameter)" +#: ../../docs/development/compiling/compiling_for_windows.rst:237 +msgid "With the following names::" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:451 -msgid "(using the Visual Studio command prompts for the correct architecture, notice the lack of bits parameter)" +#: ../../docs/development/compiling/compiling_for_windows.rst:244 +msgid "However, if you are using custom modules or custom engine code, you may instead want to configure your binaries as custom export templates here:" msgstr "" -#: ../../docs/development/compiling/compiling_for_windows.rst:459 -msgid "If you plan on replacing the standard templates, copy these to:" -msgstr "" - -#: ../../docs/development/compiling/compiling_for_windows.rst:465 -msgid "With the following names:" -msgstr "" - -#: ../../docs/development/compiling/compiling_for_windows.rst:474 -msgid "However, if you are writing your custom modules or custom C++ code, you might instead want to configure your binaries as custom export templates here:" -msgstr "" - -#: ../../docs/development/compiling/compiling_for_windows.rst:480 -msgid "You don't even need to copy them, you can just reference the resulting files in the ``bin\\`` directory of your Godot source folder, so the next time you build you automatically have the custom templates referenced." +#: ../../docs/development/compiling/compiling_for_windows.rst:250 +msgid "You don't need to copy them in this case, just reference the resulting files in the ``bin\\`` directory of your Godot source folder, so the next time you build, you will automatically have the custom templates referenced." msgstr "" diff --git a/sphinx/templates/development/compiling/compiling_for_x11.pot b/sphinx/templates/development/compiling/compiling_for_x11.pot index e05f6f4e4e..644e0d6269 100644 --- a/sphinx/templates/development/compiling/compiling_for_x11.pot +++ b/sphinx/templates/development/compiling/compiling_for_x11.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -92,91 +92,91 @@ msgstr "" msgid "**FreeBSD**" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:51 +#: ../../docs/development/compiling/compiling_for_x11.rst:52 msgid "**Gentoo**" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:56 +#: ../../docs/development/compiling/compiling_for_x11.rst:57 msgid "**Mageia**" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:62 +#: ../../docs/development/compiling/compiling_for_x11.rst:63 msgid "**OpenBSD**" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:66 +#: ../../docs/development/compiling/compiling_for_x11.rst:67 msgid "**openSUSE**" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:71 +#: ../../docs/development/compiling/compiling_for_x11.rst:72 msgid "**Solus**" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:78 +#: ../../docs/development/compiling/compiling_for_x11.rst:79 msgid "Compiling" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:80 +#: ../../docs/development/compiling/compiling_for_x11.rst:81 msgid "Start a terminal, go to the root dir of the engine source code and type:" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:86 +#: ../../docs/development/compiling/compiling_for_x11.rst:87 msgid "A good rule of thumb for the ``-j`` (*jobs*) flag, is to have at least as many threads compiling Godot as you have cores in your CPU, if not one or two more. Feel free to add the ``-j`` option to any SCons command you see below." msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:90 +#: ../../docs/development/compiling/compiling_for_x11.rst:91 msgid "If all goes well, the resulting binary executable will be placed in the \"bin\" subdirectory. This executable file contains the whole engine and runs without any dependencies. Executing it will bring up the project manager." msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:97 +#: ../../docs/development/compiling/compiling_for_x11.rst:98 msgid "If you wish to compile using Clang rather than GCC, use this command:" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:103 +#: ../../docs/development/compiling/compiling_for_x11.rst:104 msgid "Using Clang appears to be a requirement for OpenBSD, otherwise fonts would not build." msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:106 +#: ../../docs/development/compiling/compiling_for_x11.rst:107 msgid "If you are compiling Godot for production use, then you can make the final executable smaller and faster by adding the SCons option ``target=release_debug``." msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:111 +#: ../../docs/development/compiling/compiling_for_x11.rst:112 msgid "Building export templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:113 +#: ../../docs/development/compiling/compiling_for_x11.rst:114 msgid "Linux binaries usually won't run on distributions that are older than the distribution they were built on. If you wish to distribute binaries that work on most distributions, you should build them on an old distribution such as Ubuntu 16.04. You can use a virtual machine or a container to set up a suitable build environment." msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:121 +#: ../../docs/development/compiling/compiling_for_x11.rst:122 msgid "To build X11 (Linux, \\*BSD) export templates, run the build system with the following parameters:" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:124 +#: ../../docs/development/compiling/compiling_for_x11.rst:125 msgid "(32 bits)" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:131 +#: ../../docs/development/compiling/compiling_for_x11.rst:132 msgid "(64 bits)" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:138 +#: ../../docs/development/compiling/compiling_for_x11.rst:139 msgid "Note that cross-compiling for the opposite bits (64/32) as your host platform is not always straight-forward and might need a chroot environment." msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:141 +#: ../../docs/development/compiling/compiling_for_x11.rst:142 msgid "To create standard export templates, the resulting files must be copied to:" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:147 +#: ../../docs/development/compiling/compiling_for_x11.rst:148 msgid "and named like this (even for \\*BSD which is seen as \"Linux X11\" by Godot):" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:156 +#: ../../docs/development/compiling/compiling_for_x11.rst:157 msgid "However, if you are writing your custom modules or custom C++ code, you might instead want to configure your binaries as custom export templates here:" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:162 +#: ../../docs/development/compiling/compiling_for_x11.rst:163 msgid "You don't even need to copy them, you can just reference the resulting files in the ``bin/`` directory of your Godot source folder, so the next time you build, you automatically have the custom templates referenced." msgstr "" diff --git a/sphinx/templates/development/compiling/compiling_with_mono.pot b/sphinx/templates/development/compiling/compiling_with_mono.pot index 0c0a9a59c3..b445010b26 100644 --- a/sphinx/templates/development/compiling/compiling_with_mono.pot +++ b/sphinx/templates/development/compiling/compiling_with_mono.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -77,224 +77,204 @@ msgid "After the build finishes, you need to run the compiled executable with th msgstr "" #: ../../docs/development/compiling/compiling_with_mono.rst:57 -msgid "This command will tell Godot to generate the file ``modules/mono/glue/mono_glue.gen.cpp``. Once this file is generated, you can build Godot for all the desired targets without the need to repeat this process." +msgid "This command will tell Godot to generate the file ``modules/mono/glue/mono_glue.gen.cpp`` and the C# solution for the Godot API at ``modules/mono/glue/Managed/Generated``. Once these files are generated, you can build Godot for all the desired targets without the need to repeat this process." msgstr "" -#: ../../docs/development/compiling/compiling_with_mono.rst:60 +#: ../../docs/development/compiling/compiling_with_mono.rst:61 msgid "```` refers to the tools binary you compiled above with the Mono module enabled. Its exact name will differ based on your system and configuration, but should be of the form ``bin/godot..tools..mono``, e.g. ``bin/godot.x11.tools.64.mono`` or ``bin/godot.windows.tools.64.exe``. Be especially aware of the **.mono** suffix! If you compiled Godot without Mono support previously, you might have similarly named binaries without this suffix which can't be used to generate the Mono glue." msgstr "" -#: ../../docs/development/compiling/compiling_with_mono.rst:67 +#: ../../docs/development/compiling/compiling_with_mono.rst:68 msgid "Notes" msgstr "" -#: ../../docs/development/compiling/compiling_with_mono.rst:68 +#: ../../docs/development/compiling/compiling_with_mono.rst:69 msgid "**Do not** build your final binaries with ``mono_glue=no``. This disables C# scripting. This option must be used only for the temporary binary that will generate the glue. Godot will print a warning at startup if it was built without the glue sources." msgstr "" -#: ../../docs/development/compiling/compiling_with_mono.rst:71 +#: ../../docs/development/compiling/compiling_with_mono.rst:72 msgid "The glue sources must be regenerated every time the ClassDB registered API changes. That is, for example, when a new method is registered to the scripting API or one of the parameter of such a method changes. Godot will print an error at startup if there is an API mismatch between ClassDB and the glue sources." msgstr "" -#: ../../docs/development/compiling/compiling_with_mono.rst:77 +#: ../../docs/development/compiling/compiling_with_mono.rst:78 msgid "Rebuild with Mono glue" msgstr "" -#: ../../docs/development/compiling/compiling_with_mono.rst:79 -msgid "Once you have generated the Mono glue, you can build the final binary with ``mono_glue=yes``. It's the default value for ``mono_glue`` so you can also omit it. You can build the Mono-enabled editor:" +#: ../../docs/development/compiling/compiling_with_mono.rst:80 +msgid "Once you have generated the Mono glue, you can build the final binary with ``mono_glue=yes``. This is the default value for ``mono_glue`` so you can also omit it. You can build the Mono-enabled editor:" msgstr "" -#: ../../docs/development/compiling/compiling_with_mono.rst:86 +#: ../../docs/development/compiling/compiling_with_mono.rst:87 msgid "And Mono-enabled export templates:" msgstr "" -#: ../../docs/development/compiling/compiling_with_mono.rst:92 +#: ../../docs/development/compiling/compiling_with_mono.rst:93 msgid "If everything went well, apart from the normal output SCons should have created the following files in the ``bin`` directory:" msgstr "" -#: ../../docs/development/compiling/compiling_with_mono.rst:94 -msgid "If you're not static linking the Mono runtime, the build script will place the Mono runtime shared library (``monosgen-2.0``) next next to the Godot binary in the output directory. Make sure to include this library when distributing Godot. When targeting Android, no extra steps are required, as this library is automatically copied ``#platform/android/java/libs`` and gradle takes care of the rest." +#: ../../docs/development/compiling/compiling_with_mono.rst:95 +msgid "If you're not static linking the Mono runtime, the build script will place the Mono runtime shared library (``monosgen-2.0``) next next to the Godot binary in the output directory. Make sure to include this library when distributing Godot. When targeting Android, no extra steps are required as this library is automatically copied to ``#platform/android/java/libs`` and gradle takes care of the rest." msgstr "" -#: ../../docs/development/compiling/compiling_with_mono.rst:97 +#: ../../docs/development/compiling/compiling_with_mono.rst:98 msgid "Unlike \"classical\" Godot builds, when building with the mono module enabled and depending of the target platform a data directory may be created both for the editor and for export templates. This directory is important for proper functioning and must be distributed together with Godot. More details about this directory in :ref:`Data directory`." msgstr "" -#: ../../docs/development/compiling/compiling_with_mono.rst:103 +#: ../../docs/development/compiling/compiling_with_mono.rst:104 msgid "Examples" msgstr "" -#: ../../docs/development/compiling/compiling_with_mono.rst:106 +#: ../../docs/development/compiling/compiling_with_mono.rst:107 msgid "Example (Windows)" msgstr "" -#: ../../docs/development/compiling/compiling_with_mono.rst:122 +#: ../../docs/development/compiling/compiling_with_mono.rst:123 msgid "Example (X11)" msgstr "" -#: ../../docs/development/compiling/compiling_with_mono.rst:140 +#: ../../docs/development/compiling/compiling_with_mono.rst:141 msgid "Data directory" msgstr "" -#: ../../docs/development/compiling/compiling_with_mono.rst:142 -msgid "The data directory is a dependency for Godot binaries built with the mono module enabled. It contains files that are important for the correct functioning of Godot. It must be distributed together with the Godot executable. There is no data directory when targeting ``Android`` so the following information does not apply to that platform." +#: ../../docs/development/compiling/compiling_with_mono.rst:143 +msgid "The data directory is a dependency for Godot binaries built with the mono module enabled. It contains files that are important for the correct functioning of Godot. It must be distributed together with the Godot executable. This information does not apply for ``Android`` as there is no data directory for that platform." msgstr "" -#: ../../docs/development/compiling/compiling_with_mono.rst:147 +#: ../../docs/development/compiling/compiling_with_mono.rst:148 msgid "Export templates" msgstr "" -#: ../../docs/development/compiling/compiling_with_mono.rst:149 +#: ../../docs/development/compiling/compiling_with_mono.rst:150 msgid "The name of the data directory for a export template differs based on the configuration it was built with. The format is ``data.mono...``, e.g. ``data.mono.x11.32.debug`` or ``data.mono.windows.64.release``." msgstr "" -#: ../../docs/development/compiling/compiling_with_mono.rst:152 -msgid "In the case of export templates the data directory only contains Mono framework assemblies and configuration files, as well as some shared library dependencies like ``MonoPosixHelper``." -msgstr "" - -#: ../../docs/development/compiling/compiling_with_mono.rst:155 +#: ../../docs/development/compiling/compiling_with_mono.rst:153 msgid "This directory must be placed with its original name next to the Godot export templates. When exporting a project, Godot will also copy this directory with the game executable but the name will be changed to ``data_``, where ```` is the application name as specified in the project setting ``application/config/name``." msgstr "" -#: ../../docs/development/compiling/compiling_with_mono.rst:160 +#: ../../docs/development/compiling/compiling_with_mono.rst:158 msgid "In the case of macOS, where the export template is compressed as a zip file, the contents of the data directory can be placed in the following locations inside the zip:" msgstr "" -#: ../../docs/development/compiling/compiling_with_mono.rst:164 -#: ../../docs/development/compiling/compiling_with_mono.rst:231 +#: ../../docs/development/compiling/compiling_with_mono.rst:162 +#: ../../docs/development/compiling/compiling_with_mono.rst:183 msgid "``bin/data.mono.../Mono/lib``" msgstr "" -#: ../../docs/development/compiling/compiling_with_mono.rst:164 +#: ../../docs/development/compiling/compiling_with_mono.rst:162 msgid "``/osx_template.app/Contents/Frameworks/GodotSharp/Mono/lib``" msgstr "" -#: ../../docs/development/compiling/compiling_with_mono.rst:166 -#: ../../docs/development/compiling/compiling_with_mono.rst:233 +#: ../../docs/development/compiling/compiling_with_mono.rst:164 +#: ../../docs/development/compiling/compiling_with_mono.rst:185 msgid "``bin/data.mono.../Mono/etc``" msgstr "" -#: ../../docs/development/compiling/compiling_with_mono.rst:166 +#: ../../docs/development/compiling/compiling_with_mono.rst:164 msgid "``/osx_template.app/Contents/Resources/GodotSharp/Mono/etc``" msgstr "" -#: ../../docs/development/compiling/compiling_with_mono.rst:170 +#: ../../docs/development/compiling/compiling_with_mono.rst:168 msgid "Editor" msgstr "" -#: ../../docs/development/compiling/compiling_with_mono.rst:172 -msgid "The name of the data directory for the Godot editor will always be ``GodotSharp``. The main structure of this directory has the following subdirectories:" +#: ../../docs/development/compiling/compiling_with_mono.rst:170 +msgid "The name of the data directory for the Godot editor will always be ``GodotSharp``. The contents of this directory are the following:" msgstr "" -#: ../../docs/development/compiling/compiling_with_mono.rst:175 -msgid "``Api`` (optional)" +#: ../../docs/development/compiling/compiling_with_mono.rst:173 +msgid "``Api``" msgstr "" -#: ../../docs/development/compiling/compiling_with_mono.rst:176 +#: ../../docs/development/compiling/compiling_with_mono.rst:174 msgid "``Mono`` (optional)" msgstr "" -#: ../../docs/development/compiling/compiling_with_mono.rst:177 -msgid "``Tools`` (required)" +#: ../../docs/development/compiling/compiling_with_mono.rst:175 +msgid "``Tools``" msgstr "" -#: ../../docs/development/compiling/compiling_with_mono.rst:179 -msgid "The ``Tools`` subdirectory contains tools required by the editor, like the ``GodotSharpTools`` assembly." +#: ../../docs/development/compiling/compiling_with_mono.rst:177 +msgid "The ``Api`` subdirectory contains the Godot API assemblies. In the case of macOS, if the Godot editor is distributed as a bundle, the contents of the data directory may be placed in the following locations:" msgstr "" #: ../../docs/development/compiling/compiling_with_mono.rst:181 -msgid "The ``Mono`` subdirectory is optional. It can be used to bundle the Mono framework assemblies and configuration files with the Godot editor, as well as some shared library dependencies like ``MonoPosixHelper``. This is important to avoid issues that might arise when the installed Mono version in the user's system may not be the same as the one the Godot editor was built with. You can make SCons copy these files to this subdirectory by passing the option ``copy_mono_root=yes`` when building the editor." -msgstr "" - -#: ../../docs/development/compiling/compiling_with_mono.rst:187 -msgid "The ``Api`` directory is also optional. Godot API assemblies are not bundled with the editor by default. Instead the Godot editor will generate and build them on the user's machine the first time they are required. This can be avoided by generating and building them manually and placing them in this subdirectory. If the editor can find them there, it will avoid the step of generating and building them again." -msgstr "" - -#: ../../docs/development/compiling/compiling_with_mono.rst:192 -msgid "The following is an example script for building and copying the Godot API assemblies:" -msgstr "" - -#: ../../docs/development/compiling/compiling_with_mono.rst:223 -msgid "The script assumes it's being executed from the directory where SConstruct is located. ```` refers to the tools binary compiled with the Mono module enabled." -msgstr "" - -#: ../../docs/development/compiling/compiling_with_mono.rst:226 -msgid "In the case of macOS, if the Godot editor is distributed as a bundle, the contents of the data directory may be placed in the following locations:" -msgstr "" - -#: ../../docs/development/compiling/compiling_with_mono.rst:229 msgid "``bin/data.mono.../Api``" msgstr "" -#: ../../docs/development/compiling/compiling_with_mono.rst:229 +#: ../../docs/development/compiling/compiling_with_mono.rst:181 msgid "``.app/Contents/Frameworks/GodotSharp/Api``" msgstr "" -#: ../../docs/development/compiling/compiling_with_mono.rst:231 +#: ../../docs/development/compiling/compiling_with_mono.rst:183 msgid "``.app/Contents/Frameworks/GodotSharp/Mono/lib``" msgstr "" -#: ../../docs/development/compiling/compiling_with_mono.rst:233 +#: ../../docs/development/compiling/compiling_with_mono.rst:185 msgid "``.app/Contents/Resources/GodotSharp/Mono/etc``" msgstr "" -#: ../../docs/development/compiling/compiling_with_mono.rst:235 +#: ../../docs/development/compiling/compiling_with_mono.rst:187 msgid "``bin/data.mono.../Tools``" msgstr "" -#: ../../docs/development/compiling/compiling_with_mono.rst:235 +#: ../../docs/development/compiling/compiling_with_mono.rst:187 msgid "``.app/Contents/Frameworks/GodotSharp/Tools``" msgstr "" -#: ../../docs/development/compiling/compiling_with_mono.rst:239 +#: ../../docs/development/compiling/compiling_with_mono.rst:190 +msgid "The ``Mono`` subdirectory is optional but will be needed when distributing the editor, as some issues might arise when the installed Mono version in the user's system is not be the same as the one the Godot editor was built with. Pass ``copy_mono_root=yes`` to SCons when building the editor in order to create this folder and its contents." +msgstr "" + +#: ../../docs/development/compiling/compiling_with_mono.rst:194 +msgid "The ``Tools`` subdirectory contains tools required by the editor, like the ``GodotTools`` assemblies and its dependencies." +msgstr "" + +#: ../../docs/development/compiling/compiling_with_mono.rst:197 msgid "Targeting Android" msgstr "" -#: ../../docs/development/compiling/compiling_with_mono.rst:241 +#: ../../docs/development/compiling/compiling_with_mono.rst:199 msgid "Compiling the Android export templates with Mono is a bit simpler than it is for the desktop platforms, as there are no additional steps required after building. There is no need to worry about any dependency like a data directory or the runtime shared library (when dynamically linking) as those are automatically added to the gradle project." msgstr "" -#: ../../docs/development/compiling/compiling_with_mono.rst:246 -msgid "**Important:** You need to manually specify the mono version with the ``MONO_VERSION`` environment variable." +#: ../../docs/development/compiling/compiling_with_mono.rst:204 +msgid "Before building Godot you do need to cross compile the Mono runtime for the target architectures. We recommend using these `build scripts `_. They simplify this process but also include some patches needed for proper functioning with Godot. Read the README for instructions on how to use the scripts." msgstr "" -#: ../../docs/development/compiling/compiling_with_mono.rst:248 -msgid "Before building Godot you do need to cross compile the Mono runtime for the target architectures. The easiest way to do this is to use the sdk Makefiles from the Mono repository. The following is an example bash script:" +#: ../../docs/development/compiling/compiling_with_mono.rst:209 +msgid "Once you've built Mono, you can proceed to build Godot with the instructions described in this page and the :ref:`Compiling for Android` page. Make sure to let SCons know about the location of the Mono runtime you just built: ``scons [...] mono_prefix=$HOME/mono-installs/android-armeabi-v7a-release`` (This path may be different on your system depending on the options you used to build Mono)." msgstr "" -#: ../../docs/development/compiling/compiling_with_mono.rst:251 -msgid "*Note: We plan to distribute prebuilt packages of the Mono runtime in the future so you don't have to build it yourself.*" -msgstr "" - -#: ../../docs/development/compiling/compiling_with_mono.rst:313 +#: ../../docs/development/compiling/compiling_with_mono.rst:216 msgid "Command-line options" msgstr "" -#: ../../docs/development/compiling/compiling_with_mono.rst:315 +#: ../../docs/development/compiling/compiling_with_mono.rst:218 msgid "The following is the list of command-line options available when building with the mono module:" msgstr "" -#: ../../docs/development/compiling/compiling_with_mono.rst:317 +#: ../../docs/development/compiling/compiling_with_mono.rst:220 msgid "**module_mono_enabled**: Build Godot with the mono module enabled ( yes | **no** )" msgstr "" -#: ../../docs/development/compiling/compiling_with_mono.rst:319 +#: ../../docs/development/compiling/compiling_with_mono.rst:222 msgid "**mono_glue**: Whether to include the glue source files in the build and define `MONO_GLUE_DISABLED` as a preprocessor macro ( **yes** | no )" msgstr "" -#: ../../docs/development/compiling/compiling_with_mono.rst:321 +#: ../../docs/development/compiling/compiling_with_mono.rst:224 msgid "**mono_prefix**: Path to the Mono installation directory for the target platform and architecture" msgstr "" -#: ../../docs/development/compiling/compiling_with_mono.rst:323 +#: ../../docs/development/compiling/compiling_with_mono.rst:226 msgid "**xbuild_fallback**: Whether to fallback to xbuild if MSBuild is not available ( yes | **no** )" msgstr "" -#: ../../docs/development/compiling/compiling_with_mono.rst:325 +#: ../../docs/development/compiling/compiling_with_mono.rst:228 msgid "**mono_static**: Whether to link the mono runtime statically ( yes | **no** )" msgstr "" -#: ../../docs/development/compiling/compiling_with_mono.rst:327 +#: ../../docs/development/compiling/compiling_with_mono.rst:230 msgid "**copy_mono_root**: Whether to copy the Mono framework assemblies and configuration files required by the Godot editor ( yes | **no** )" msgstr "" diff --git a/sphinx/templates/development/compiling/compiling_with_script_encryption_key.pot b/sphinx/templates/development/compiling/compiling_with_script_encryption_key.pot index 29f0346637..d066e394db 100644 --- a/sphinx/templates/development/compiling/compiling_with_script_encryption_key.pot +++ b/sphinx/templates/development/compiling/compiling_with_script_encryption_key.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/cross-compiling_for_ios_on_linux.pot b/sphinx/templates/development/compiling/cross-compiling_for_ios_on_linux.pot index a867763449..9ccb43a0f9 100644 --- a/sphinx/templates/development/compiling/cross-compiling_for_ios_on_linux.pot +++ b/sphinx/templates/development/compiling/cross-compiling_for_ios_on_linux.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/getting_source.pot b/sphinx/templates/development/compiling/getting_source.pot index ee63bfa66f..06c60bda47 100644 --- a/sphinx/templates/development/compiling/getting_source.pot +++ b/sphinx/templates/development/compiling/getting_source.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/index.pot b/sphinx/templates/development/compiling/index.pot index 3f6e0ec2ef..0bc35e3e6d 100644 --- a/sphinx/templates/development/compiling/index.pot +++ b/sphinx/templates/development/compiling/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/introduction_to_the_buildsystem.pot b/sphinx/templates/development/compiling/introduction_to_the_buildsystem.pot index f11bbc5756..3d4bfeefcb 100644 --- a/sphinx/templates/development/compiling/introduction_to_the_buildsystem.pot +++ b/sphinx/templates/development/compiling/introduction_to_the_buildsystem.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/optimizing_for_size.pot b/sphinx/templates/development/compiling/optimizing_for_size.pot index 7cc8773404..2d2e06ed72 100644 --- a/sphinx/templates/development/compiling/optimizing_for_size.pot +++ b/sphinx/templates/development/compiling/optimizing_for_size.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/binding_to_external_libraries.pot b/sphinx/templates/development/cpp/binding_to_external_libraries.pot index 1d984be59d..f95435ff29 100644 --- a/sphinx/templates/development/cpp/binding_to_external_libraries.pot +++ b/sphinx/templates/development/cpp/binding_to_external_libraries.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -36,63 +36,63 @@ msgstr "" msgid "Next, you will create a header file with a simple TTS class:" msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:44 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:45 msgid "And then you'll add the cpp file." msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:68 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:70 msgid "Just as before, the new class needs to be registered somehow, so two more files need to be created:" msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:76 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:78 msgid "With the following contents:" msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:104 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:105 msgid "Next, you need to create a ``SCsub`` file so the build system compiles this module:" msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:115 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:117 msgid "You'll need to install the external library on your machine to get the .a library files. See the library's official documentation for specific instructions on how to do this for your operation system. We've included the installation commands for Linux below, for reference." msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:126 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:128 msgid "**Important:** The voices that Festival uses (and any other potential external/3rd-party resource) all have varying licenses and terms of use; some (if not most) of them may be be problematic with Godot, even if the Festival Library itself is MIT License compatible. Please be sure to check the licenses and terms of use." msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:131 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:133 msgid "The external library will also need to be installed inside your module to make the source files accessible to the compiler, while also keeping the module code self-contained. The festival and speech_tools libraries can be installed from the modules/tts/ directory via git using the following commands:" msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:141 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:143 msgid "If you don't want the external repository source files committed to your repository, you can link to them instead by adding them as submodules (from within the modules/tts/ directory), as seen below:" msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:150 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:152 msgid "**Important:** Please note that Git submodules are not used in the Godot repository. If you are developing a module to be merged into the main Godot repository, you should not use submodules. If your module doesn't get merged in, you can always try to implement the external library as a GDNative C++ plugin." msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:155 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:157 msgid "To add include directories for the compiler to look at you can append it to the environment's paths:" msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:166 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:168 msgid "If you want to add custom compiler flags when building your module, you need to clone `env` first, so it won't add those flags to whole Godot build (which can cause errors). Example `SCsub` with custom flags:" msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:179 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:183 msgid "The final module should look like this:" msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:197 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:201 msgid "Using the module" msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:199 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:203 msgid "You can now use your newly created module from any script:" msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:208 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:212 msgid "And the output will be ``is_spoken: True`` if the text is spoken." msgstr "" diff --git a/sphinx/templates/development/cpp/configuring_an_ide.pot b/sphinx/templates/development/cpp/configuring_an_ide.pot index 58d9a5fa24..82c645a591 100644 --- a/sphinx/templates/development/cpp/configuring_an_ide.pot +++ b/sphinx/templates/development/cpp/configuring_an_ide.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -425,6 +425,6 @@ msgid "You can now start Debug process again to test that everything works." msgstr "" #: ../../docs/development/cpp/configuring_an_ide.rst:298 -msgid "If the build phase fails, check console for hints. On Linux it's most likely that some dependencies are missing. Check :ref:`Compiling for X11 (Linux, \\*BSD) `" +msgid "If the build phase fails, check the console for hints. On Linux it's most likely that some dependencies are missing. Check :ref:`Compiling for X11 (Linux, \\*BSD) `" msgstr "" diff --git a/sphinx/templates/development/cpp/core_types.pot b/sphinx/templates/development/cpp/core_types.pot index ce7334fdf0..4bd8d63936 100644 --- a/sphinx/templates/development/cpp/core_types.pot +++ b/sphinx/templates/development/cpp/core_types.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/custom_audiostreams.pot b/sphinx/templates/development/cpp/custom_audiostreams.pot index cdf5c3f54d..4dba745702 100644 --- a/sphinx/templates/development/cpp/custom_audiostreams.pot +++ b/sphinx/templates/development/cpp/custom_audiostreams.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/custom_godot_servers.pot b/sphinx/templates/development/cpp/custom_godot_servers.pot index a28ef45f06..44dd7089bb 100644 --- a/sphinx/templates/development/cpp/custom_godot_servers.pot +++ b/sphinx/templates/development/cpp/custom_godot_servers.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/custom_modules_in_cpp.pot b/sphinx/templates/development/cpp/custom_modules_in_cpp.pot index 1d26b3035c..3ab8cfa5ff 100644 --- a/sphinx/templates/development/cpp/custom_modules_in_cpp.pot +++ b/sphinx/templates/development/cpp/custom_modules_in_cpp.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -37,7 +37,7 @@ msgid "What for?" msgstr "" #: ../../docs/development/cpp/custom_modules_in_cpp.rst:24 -msgid "While it's recommended that most of a game is written in scripting (as it is an enormous time saver), it's perfectly possible to use C++ instead. Adding C++ modules can be useful in the following scenarios:" +msgid "While it's recommended that most of a game be written in scripting (as it is an enormous time saver), it's perfectly possible to use C++ instead. Adding C++ modules can be useful in the following scenarios:" msgstr "" #: ../../docs/development/cpp/custom_modules_in_cpp.rst:28 @@ -80,87 +80,87 @@ msgstr "" msgid "Inside we will create a simple summator class:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:83 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:84 msgid "And then the cpp file." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:117 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:114 msgid "Then, the new class needs to be registered somehow, so two more files need to be created:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:125 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:122 msgid "With the following contents:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:153 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:149 msgid "Next, we need to create a ``SCsub`` file so the build system compiles this module:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:163 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:160 msgid "With multiple sources, you can also add each file individually to a Python string list:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:171 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:168 msgid "This allows for powerful possibilities using Python to construct the file list using loops and logic statements. Look at some of the other modules that ship with Godot by default for examples." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:175 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:172 msgid "To add include directories for the compiler to look at you can append it to the environment's paths:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:183 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:180 msgid "If you want to add custom compiler flags when building your module, you need to clone `env` first, so it won't add those flags to whole Godot build (which can cause errors). Example `SCsub` with custom flags:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:196 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:195 msgid "And finally, the configuration file for the module, this is a simple python script that must be named ``config.py``:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:209 -msgid "The module is asked if it's ok to build for the specific platform (in this case, True means it will build for every platform)." +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:208 +msgid "The module is asked if it's OK to build for the specific platform (in this case, ``True`` means it will build for every platform)." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:212 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:211 msgid "And that's it. Hope it was not too complex! Your module should look like this:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:224 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:223 msgid "You can then zip it and share the module with everyone else. When building for every platform (instructions in the previous sections), your module will be included." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:229 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:228 msgid "Using the module" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:231 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:230 msgid "You can now use your newly created module from any script:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:242 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:241 msgid "And the output will be ``60``." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:244 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:243 msgid "The previous Summator example is great for small, custom modules, but what if you want to use a larger, external library? Refer to :ref:`doc_binding_to_external_libraries` for details about binding to external libraries." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:250 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:249 msgid "Improving the build system for development" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:252 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:251 msgid "So far we defined a clean and simple SCsub that allows us to add the sources of our new module as part of the Godot binary." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:255 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:254 msgid "This static approach is fine when we want to build a release version of our game given we want all the modules in a single binary." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:258 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:257 msgid "However the trade-off is every single change means a full recompilation of the game. Even if SCons is able to detect and recompile only the file that have changed, finding such files and eventually linking the final binary is a long and costly part." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:263 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:262 msgid "The solution to avoid such a cost is to build our own module as a shared library that will be dynamically loaded when starting our game's binary." msgstr "" @@ -176,95 +176,95 @@ msgstr "" msgid "On top of that, it would be nice to be able to select whether to compile our module as shared library (for development) or as a part of the Godot binary (for release). To do that we can define a custom flag to be passed to SCons using the `ARGUMENT` command:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:338 -msgid "Now by default ``scons`` command will build our module as part of godot's binary and as a shared library when passing ``summator_shared=yes``." +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:340 +msgid "Now by default ``scons`` command will build our module as part of Godot's binary and as a shared library when passing ``summator_shared=yes``." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:341 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:343 msgid "Finally you can even speedup build further by explicitly specifying your shared module as target in the scons command:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:349 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:351 msgid "Writing custom documentation" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:351 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:353 msgid "Writing documentation may seem like a boring task, but it is highly recommended to document your newly created module in order to make it easier for users to benefit from it. Not to mention that the code you've written one year ago may become indistinguishable from the code that was written by someone else, so be kind to your future self!" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:357 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:359 msgid "There are several steps in order to setup custom docs for the module:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:359 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:361 msgid "Make a new directory in the root of the module. The directory name can be anything, but we'll be using the ``doc_classes`` name throughout this section." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:362 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:364 msgid "Append the following code snippet to ``config.py``:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:374 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:376 msgid "The ``get_doc_classes()`` method is necessary for the build system to know which documentation classes of the module must be merged, since the module may contain several classes. Replace ``ClassName`` with the name of the class you want to write documentation for. If you need docs for more than one class, append those as well." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:380 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:382 msgid "The ``get_doc_path()`` method is used by the build system to determine the location of the docs. In our case, they will be located in the ``doc_classes`` directory." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:384 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:386 msgid "Run command:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:390 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:392 msgid "This will dump the engine API reference to the given ```` in XML format. Notice that you'll need to configure your ``PATH`` to locate Godot's executable, and make sure that you have write access rights. If not, you might encounter an error similar to the following:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:400 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:402 msgid "Get generated doc file from ``godot/doc/classes/ClassName.xml``" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:402 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:404 msgid "Copy this file to ``doc_classes``, optionally edit it, then compile the engine." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:404 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:406 msgid "The build system will fetch the documentation files from the ``doc_classes`` directory and merge them with the base types. Once the compilation process is finished, the docs will become accessible within the engine's built-in documentation system." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:408 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:410 msgid "In order to keep documentation up-to-date, all you'll have to do is simply modify one of the ``ClassName.xml`` files and recompile the engine from now on." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:412 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:414 msgid "Summing up" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:414 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:416 msgid "Remember to:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:416 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:418 msgid "use ``GDCLASS`` macro for inheritance, so Godot can wrap it" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:417 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:419 msgid "use ``_bind_methods`` to bind your functions to scripting, and to allow them to work as callbacks for signals." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:420 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:422 msgid "But this is not all, depending what you do, you will be greeted with some (hopefully positive) surprises." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:423 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:425 msgid "If you inherit from :ref:`class_Node` (or any derived node type, such as Sprite), your new class will appear in the editor, in the inheritance tree in the \"Add Node\" dialog." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:426 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:428 msgid "If you inherit from :ref:`class_Resource`, it will appear in the resource list, and all the exposed properties can be serialized when saved/loaded." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:429 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:431 msgid "By this same logic, you can extend the Editor and almost any area of the engine." msgstr "" diff --git a/sphinx/templates/development/cpp/custom_resource_format_loaders.pot b/sphinx/templates/development/cpp/custom_resource_format_loaders.pot index 312fce5edf..9f20f92a95 100644 --- a/sphinx/templates/development/cpp/custom_resource_format_loaders.pot +++ b/sphinx/templates/development/cpp/custom_resource_format_loaders.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/index.pot b/sphinx/templates/development/cpp/index.pot index 838f439cba..2c47d6e440 100644 --- a/sphinx/templates/development/cpp/index.pot +++ b/sphinx/templates/development/cpp/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/inheritance_class_tree.pot b/sphinx/templates/development/cpp/inheritance_class_tree.pot index 44d9883dd6..2e30c3177f 100644 --- a/sphinx/templates/development/cpp/inheritance_class_tree.pot +++ b/sphinx/templates/development/cpp/inheritance_class_tree.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/introduction_to_godot_development.pot b/sphinx/templates/development/cpp/introduction_to_godot_development.pot index d2d80d9d68..23e9902126 100644 --- a/sphinx/templates/development/cpp/introduction_to_godot_development.pot +++ b/sphinx/templates/development/cpp/introduction_to_godot_development.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/object_class.pot b/sphinx/templates/development/cpp/object_class.pot index 63f3ee46bf..9c0af25a92 100644 --- a/sphinx/templates/development/cpp/object_class.pot +++ b/sphinx/templates/development/cpp/object_class.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/variant_class.pot b/sphinx/templates/development/cpp/variant_class.pot index 2933c5dab5..6be5f13cd1 100644 --- a/sphinx/templates/development/cpp/variant_class.pot +++ b/sphinx/templates/development/cpp/variant_class.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/file_formats/index.pot b/sphinx/templates/development/file_formats/index.pot index 06a8b0604b..5078e118a6 100644 --- a/sphinx/templates/development/file_formats/index.pot +++ b/sphinx/templates/development/file_formats/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/file_formats/tscn.pot b/sphinx/templates/development/file_formats/tscn.pot index d4382a0b15..f649b846c7 100644 --- a/sphinx/templates/development/file_formats/tscn.pot +++ b/sphinx/templates/development/file_formats/tscn.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/editor/command_line_tutorial.pot b/sphinx/templates/getting_started/editor/command_line_tutorial.pot index bf0ce984ca..5f8d007b93 100644 --- a/sphinx/templates/getting_started/editor/command_line_tutorial.pot +++ b/sphinx/templates/getting_started/editor/command_line_tutorial.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/editor/external_editor.pot b/sphinx/templates/getting_started/editor/external_editor.pot index 5d32f33a19..c6a10ccc8a 100644 --- a/sphinx/templates/getting_started/editor/external_editor.pot +++ b/sphinx/templates/getting_started/editor/external_editor.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/editor/index.pot b/sphinx/templates/getting_started/editor/index.pot index 608eb9a0f9..4bdf005793 100644 --- a/sphinx/templates/getting_started/editor/index.pot +++ b/sphinx/templates/getting_started/editor/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/editor/unity_to_godot.pot b/sphinx/templates/getting_started/editor/unity_to_godot.pot index 86f9d15a7b..e8d22c0478 100644 --- a/sphinx/templates/getting_started/editor/unity_to_godot.pot +++ b/sphinx/templates/getting_started/editor/unity_to_godot.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_basics.pot b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_basics.pot index b3d6557c0c..6633bb09a9 100644 --- a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_basics.pot +++ b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_basics.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -129,7 +129,7 @@ msgid "As you can see, functions normally in global scope in GDScript like Godot msgstr "" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:177 -msgid "Keep in mind that the class you wish to attach to your node should be named as the ``.cs`` file. Otherwise, you will get the following error and won't be able to run the scene: *\"Cannot find class XXX for script res://XXX.cs\"*" +msgid "Keep in mind that the class you wish to attach to your node should have the same name as the ``.cs`` file. Otherwise, you will get the following error and won't be able to run the scene: *\"Cannot find class XXX for script res://XXX.cs\"*" msgstr "" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:183 diff --git a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_differences.pot b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_differences.pot index ecf0e341ff..00278d63bf 100644 --- a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_differences.pot +++ b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_differences.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_features.pot b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_features.pot index 0d03f361db..24f8c263f2 100644 --- a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_features.pot +++ b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_features.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_style_guide.pot b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_style_guide.pot index 6b4da1ea9b..694bcca60f 100644 --- a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_style_guide.pot +++ b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_style_guide.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -153,7 +153,7 @@ msgid "Between accessors in a single line accessor block." msgstr "" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:144 -msgid "After a comma." +msgid "After a comma which is not at the end of a line." msgstr "" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:145 diff --git a/sphinx/templates/getting_started/scripting/c_sharp/index.pot b/sphinx/templates/getting_started/scripting/c_sharp/index.pot index 279c0c3357..42284fe94c 100644 --- a/sphinx/templates/getting_started/scripting/c_sharp/index.pot +++ b/sphinx/templates/getting_started/scripting/c_sharp/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/gdscript_advanced.pot b/sphinx/templates/getting_started/scripting/gdscript/gdscript_advanced.pot index 6e2d966aa0..47a61a2312 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/gdscript_advanced.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/gdscript_advanced.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/gdscript_basics.pot b/sphinx/templates/getting_started/scripting/gdscript/gdscript_basics.pot index f0d79635a2..a0a37f0fca 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/gdscript_basics.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/gdscript_basics.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -1431,7 +1431,7 @@ msgid "Signals are a tool to emit messages from an object that other objects can msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1483 -msgid "Signals are a `Callback ` mechanism. They also fill the role of Observers, a common programming pattern. For more information, read the `Observer tutorial`_ in the Game Programming Patterns ebook." +msgid "Signals are a `Callback `_ mechanism. They also fill the role of Observers, a common programming pattern. For more information, read the `Observer tutorial `_ in the Game Programming Patterns ebook." msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1490 diff --git a/sphinx/templates/getting_started/scripting/gdscript/gdscript_format_string.pot b/sphinx/templates/getting_started/scripting/gdscript/gdscript_format_string.pot index 726380637b..b46bb8a3c2 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/gdscript_format_string.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/gdscript_format_string.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/gdscript_styleguide.pot b/sphinx/templates/getting_started/scripting/gdscript/gdscript_styleguide.pot index 38fdfbfa1e..8e356f4c83 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/gdscript_styleguide.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/gdscript_styleguide.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/index.pot b/sphinx/templates/getting_started/scripting/gdscript/index.pot index fa6b8189ed..8901fad935 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/index.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/static_typing.pot b/sphinx/templates/getting_started/scripting/gdscript/static_typing.pot index 967957a986..9f539cccb2 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/static_typing.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/static_typing.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/index.pot b/sphinx/templates/getting_started/scripting/index.pot index eb98b58f47..bec6e11b0e 100644 --- a/sphinx/templates/getting_started/scripting/index.pot +++ b/sphinx/templates/getting_started/scripting/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/visual_script/getting_started.pot b/sphinx/templates/getting_started/scripting/visual_script/getting_started.pot index 9600d3b21d..3b27b4d14f 100644 --- a/sphinx/templates/getting_started/scripting/visual_script/getting_started.pot +++ b/sphinx/templates/getting_started/scripting/visual_script/getting_started.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/visual_script/index.pot b/sphinx/templates/getting_started/scripting/visual_script/index.pot index a99aea137d..e83777500b 100644 --- a/sphinx/templates/getting_started/scripting/visual_script/index.pot +++ b/sphinx/templates/getting_started/scripting/visual_script/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/visual_script/nodes_purposes.pot b/sphinx/templates/getting_started/scripting/visual_script/nodes_purposes.pot index 0009393929..359c5431b7 100644 --- a/sphinx/templates/getting_started/scripting/visual_script/nodes_purposes.pot +++ b/sphinx/templates/getting_started/scripting/visual_script/nodes_purposes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/visual_script/what_is_visual_scripting.pot b/sphinx/templates/getting_started/scripting/visual_script/what_is_visual_scripting.pot index 727d1e1491..e85b484f7c 100644 --- a/sphinx/templates/getting_started/scripting/visual_script/what_is_visual_scripting.pot +++ b/sphinx/templates/getting_started/scripting/visual_script/what_is_visual_scripting.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/animations.pot b/sphinx/templates/getting_started/step_by_step/animations.pot index 913d56eb3a..e799d60139 100644 --- a/sphinx/templates/getting_started/step_by_step/animations.pot +++ b/sphinx/templates/getting_started/step_by_step/animations.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/exporting.pot b/sphinx/templates/getting_started/step_by_step/exporting.pot index 749e791892..3a235c64ba 100644 --- a/sphinx/templates/getting_started/step_by_step/exporting.pot +++ b/sphinx/templates/getting_started/step_by_step/exporting.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/filesystem.pot b/sphinx/templates/getting_started/step_by_step/filesystem.pot index 5e68cf4793..c439c80208 100644 --- a/sphinx/templates/getting_started/step_by_step/filesystem.pot +++ b/sphinx/templates/getting_started/step_by_step/filesystem.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/godot_design_philosophy.pot b/sphinx/templates/getting_started/step_by_step/godot_design_philosophy.pot index 65847e82f2..0406da125e 100644 --- a/sphinx/templates/getting_started/step_by_step/godot_design_philosophy.pot +++ b/sphinx/templates/getting_started/step_by_step/godot_design_philosophy.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/index.pot b/sphinx/templates/getting_started/step_by_step/index.pot index f3221dc6bc..b16d873385 100644 --- a/sphinx/templates/getting_started/step_by_step/index.pot +++ b/sphinx/templates/getting_started/step_by_step/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/instancing.pot b/sphinx/templates/getting_started/step_by_step/instancing.pot index a4b72dd46f..9d59a1a9b0 100644 --- a/sphinx/templates/getting_started/step_by_step/instancing.pot +++ b/sphinx/templates/getting_started/step_by_step/instancing.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/instancing_continued.pot b/sphinx/templates/getting_started/step_by_step/instancing_continued.pot index 83d37973b2..4bb76dbe66 100644 --- a/sphinx/templates/getting_started/step_by_step/instancing_continued.pot +++ b/sphinx/templates/getting_started/step_by_step/instancing_continued.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/intro_to_the_editor_interface.pot b/sphinx/templates/getting_started/step_by_step/intro_to_the_editor_interface.pot index cafc2b62e2..5cacafe535 100644 --- a/sphinx/templates/getting_started/step_by_step/intro_to_the_editor_interface.pot +++ b/sphinx/templates/getting_started/step_by_step/intro_to_the_editor_interface.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/resources.pot b/sphinx/templates/getting_started/step_by_step/resources.pot index d74ed85461..a321ffde89 100644 --- a/sphinx/templates/getting_started/step_by_step/resources.pot +++ b/sphinx/templates/getting_started/step_by_step/resources.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/scene_tree.pot b/sphinx/templates/getting_started/step_by_step/scene_tree.pot index bd4a0bb3a2..f5ad8455e3 100644 --- a/sphinx/templates/getting_started/step_by_step/scene_tree.pot +++ b/sphinx/templates/getting_started/step_by_step/scene_tree.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/scenes_and_nodes.pot b/sphinx/templates/getting_started/step_by_step/scenes_and_nodes.pot index 9ac2248637..10edc0c040 100644 --- a/sphinx/templates/getting_started/step_by_step/scenes_and_nodes.pot +++ b/sphinx/templates/getting_started/step_by_step/scenes_and_nodes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/scripting.pot b/sphinx/templates/getting_started/step_by_step/scripting.pot index e6375fadd1..cb7b82daef 100644 --- a/sphinx/templates/getting_started/step_by_step/scripting.pot +++ b/sphinx/templates/getting_started/step_by_step/scripting.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/scripting_continued.pot b/sphinx/templates/getting_started/step_by_step/scripting_continued.pot index 3c9ad24dfb..de07735538 100644 --- a/sphinx/templates/getting_started/step_by_step/scripting_continued.pot +++ b/sphinx/templates/getting_started/step_by_step/scripting_continued.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -41,7 +41,7 @@ msgid "This method will be called every time a frame is drawn:" msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:36 -msgid "It's important to bear in mind that the frequecy with which ``_process()`` will be called depends on how many frames per second (FPS) your application is running at. This rate can vary over time and devices." +msgid "It's important to bear in mind that the frequency with which ``_process()`` will be called depends on how many frames per second (FPS) your application is running at. This rate can vary over time and devices." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_continued.rst:40 diff --git a/sphinx/templates/getting_started/step_by_step/signals.pot b/sphinx/templates/getting_started/step_by_step/signals.pot index 9cba13681a..e3787ce323 100644 --- a/sphinx/templates/getting_started/step_by_step/signals.pot +++ b/sphinx/templates/getting_started/step_by_step/signals.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/singletons_autoload.pot b/sphinx/templates/getting_started/step_by_step/singletons_autoload.pot index f9fabc8424..1815eb7c01 100644 --- a/sphinx/templates/getting_started/step_by_step/singletons_autoload.pot +++ b/sphinx/templates/getting_started/step_by_step/singletons_autoload.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/splash_screen.pot b/sphinx/templates/getting_started/step_by_step/splash_screen.pot index 537faed292..350506f11d 100644 --- a/sphinx/templates/getting_started/step_by_step/splash_screen.pot +++ b/sphinx/templates/getting_started/step_by_step/splash_screen.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/ui_code_a_life_bar.pot b/sphinx/templates/getting_started/step_by_step/ui_code_a_life_bar.pot index 77a34e5c3e..51d7a6a8c2 100644 --- a/sphinx/templates/getting_started/step_by_step/ui_code_a_life_bar.pot +++ b/sphinx/templates/getting_started/step_by_step/ui_code_a_life_bar.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/ui_game_user_interface.pot b/sphinx/templates/getting_started/step_by_step/ui_game_user_interface.pot index b6839d0b10..6e6fa1cdad 100644 --- a/sphinx/templates/getting_started/step_by_step/ui_game_user_interface.pot +++ b/sphinx/templates/getting_started/step_by_step/ui_game_user_interface.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/ui_introduction_to_the_ui_system.pot b/sphinx/templates/getting_started/step_by_step/ui_introduction_to_the_ui_system.pot index 684ce429aa..92c65d6f27 100644 --- a/sphinx/templates/getting_started/step_by_step/ui_introduction_to_the_ui_system.pot +++ b/sphinx/templates/getting_started/step_by_step/ui_introduction_to_the_ui_system.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -21,7 +21,7 @@ msgid "Design interfaces with the Control nodes" msgstr "" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:6 -msgid "Computer displays, mobile phones, and TV screen come in all shapes and sizes. To ship a game, you'll need to support different screen ratios and resolutions. It can be hard to build responsive interfaces that adapt to all platforms. Thankfully, Godot comes with robust tools to design and manage a responsive User Interface." +msgid "Computer displays, mobile phones, and TV screens come in all shapes and sizes. To ship a game, you'll need to support different screen ratios and resolutions. It can be hard to build responsive interfaces that adapt to all platforms. Thankfully, Godot comes with robust tools to design and manage a responsive User Interface." msgstr "" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:14 @@ -197,7 +197,7 @@ msgid "The ``Mode`` property controls the direction in which the bar grows: hori msgstr "" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:131 -msgid "To animate the bar, you'll want to look at the Range section. Set the ``Min`` and ``Max`` properties to define the range of the gauge. For instance, to represent a character's life, you'll want to set ``Min`` to ``0,`` and ``Max`` to the character's maximum life. Change the ``Value`` property to update the bar. If you leave the ``Min`` and ``Max`` values to the default of ``1`` and ``100,`` and set the ``Value`` property to ``40``, 40% of the ``Progress`` texture will show up, and 60% of it will stay hidden." +msgid "To animate the bar, you'll want to look at the Range section. Set the ``Min`` and ``Max`` properties to define the range of the gauge. For instance, to represent a character's life, you'll want to set ``Min`` to ``0,`` and ``Max`` to the character's maximum life. Change the ``Value`` property to update the bar. If you leave the ``Min`` and ``Max`` values to the default of ``0`` and ``100,`` and set the ``Value`` property to ``40``, 40% of the ``Progress`` texture will show up, and 60% of it will stay hidden." msgstr "" #: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:141 diff --git a/sphinx/templates/getting_started/step_by_step/ui_main_menu.pot b/sphinx/templates/getting_started/step_by_step/ui_main_menu.pot index 464c5845cf..cd22926d0b 100644 --- a/sphinx/templates/getting_started/step_by_step/ui_main_menu.pot +++ b/sphinx/templates/getting_started/step_by_step/ui_main_menu.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/your_first_game.pot b/sphinx/templates/getting_started/step_by_step/your_first_game.pot index 354e93817e..3ac4a3b7e9 100644 --- a/sphinx/templates/getting_started/step_by_step/your_first_game.pot +++ b/sphinx/templates/getting_started/step_by_step/your_first_game.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/animation.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/animation.pot index fcbd1eb987..d3a405e09e 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/animation.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/animation.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/index.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/index.pot index 579bbf51cb..d71463cd47 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/index.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/lights.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/lights.pot index f4d21997c6..765ef1c5c8 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/lights.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/lights.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/material.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/material.pot index 50b2157362..8d0aec2f14 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/material.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/material.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/mesh.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/mesh.pot index 9109feeae7..dba9e89907 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/mesh.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/mesh.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/physics.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/physics.pot index 3cd112094b..9821094b05 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/physics.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/physics.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/skeleton.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/skeleton.pot index 2bac272460..7c6b5cad44 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/skeleton.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/skeleton.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/import_process.pot b/sphinx/templates/getting_started/workflow/assets/import_process.pot index 5afbc593f7..7acfca8811 100644 --- a/sphinx/templates/getting_started/workflow/assets/import_process.pot +++ b/sphinx/templates/getting_started/workflow/assets/import_process.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/importing_audio_samples.pot b/sphinx/templates/getting_started/workflow/assets/importing_audio_samples.pot index e80d29b6c8..d3ab135e63 100644 --- a/sphinx/templates/getting_started/workflow/assets/importing_audio_samples.pot +++ b/sphinx/templates/getting_started/workflow/assets/importing_audio_samples.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -29,98 +29,106 @@ msgid "Raw audio data in general is large and undesired. Godot provides two main msgstr "" #: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:12 -msgid "Each has different advantages. * Wav files use raw data or light compression, make few demands on the CPU to play back (hundreds of simultaneous voices in this format are fine), but take up significant space. * Ogg Vorbis files use a stronger compression that results in much smaller file size, but require significantly more processing power to play back." +msgid "Each has different advantages." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:19 +#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:14 +msgid "Wav files use raw data or light compression, make few demands on the CPU to play back (hundreds of simultaneous voices in this format are fine), but take up significant space." +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:15 +msgid "Ogg Vorbis files use a stronger compression that results in much smaller file size, but require significantly more processing power to play back." +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:20 msgid "Here is a comparative chart." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:22 +#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:23 msgid "Format" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:22 +#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:23 msgid "1 Second of Audio" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:24 +#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:25 msgid "WAV 24 bits, 96 kHz, Stereo" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:24 +#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:25 msgid "576kb" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:26 +#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:27 msgid "WAV 16 bits, 44 kHz, Mono" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:26 +#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:27 msgid "88kb" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:28 +#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:29 msgid "WAV 16 bits, IMA-ADPCM, Mono" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:28 +#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:29 msgid "22kb" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:30 +#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:31 msgid "OGG 128kbps, Stereo" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:30 +#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:31 msgid "16kb" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:32 +#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:33 msgid "OGG Vorbis 96kbps, Stereo" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:32 +#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:33 msgid "12kb" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:35 +#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:36 msgid "Consider using WAV for short and repetitive sound effects, and OGG for music, speech, and long sound effects." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:39 +#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:40 msgid "Best practices" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:41 +#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:42 msgid "Godot 3+ has an amazing bus system with built-in effects. This saves SFX artists the need to add reverb to the sound effects, reducing their size greatly and ensuring correct trimming. Say no to SFX with baked reverb!" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:48 +#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:49 msgid "As you can see above, sound effects become huge with reverb added." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:51 +#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:52 msgid "Trimming" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:53 +#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:54 msgid "One issue that happens often is that the waveform is exported with long silences at the beginning and at the end. These are inserted by DAWs when saving to a waveform, increase their size unnecessarily and add latency to the moment they are played back." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:58 +#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:59 msgid "Importing as WAV with the Trimming option enabled solves this." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:62 +#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:63 msgid "Looping" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:64 +#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:65 msgid "Godot supports looping in the samples (tools such as Sound Forge or Audition can add loop points to wav files). This is useful for sound effects, such as engines, machine guns etc. Ping-pong looping is also supported." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:69 +#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:70 msgid "As an alternative, the import screen has a \"loop\" option that enables looping for the entire sample when importing." msgstr "" diff --git a/sphinx/templates/getting_started/workflow/assets/importing_images.pot b/sphinx/templates/getting_started/workflow/assets/importing_images.pot index 2a4d7f9d34..737eb3d479 100644 --- a/sphinx/templates/getting_started/workflow/assets/importing_images.pot +++ b/sphinx/templates/getting_started/workflow/assets/importing_images.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/importing_scenes.pot b/sphinx/templates/getting_started/workflow/assets/importing_scenes.pot index 1dff0d67f0..072d03bc6b 100644 --- a/sphinx/templates/getting_started/workflow/assets/importing_scenes.pot +++ b/sphinx/templates/getting_started/workflow/assets/importing_scenes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/importing_translations.pot b/sphinx/templates/getting_started/workflow/assets/importing_translations.pot index 8f90bba6f7..0bd652ca39 100644 --- a/sphinx/templates/getting_started/workflow/assets/importing_translations.pot +++ b/sphinx/templates/getting_started/workflow/assets/importing_translations.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/index.pot b/sphinx/templates/getting_started/workflow/assets/index.pot index 149cf37664..fcd4b580b2 100644 --- a/sphinx/templates/getting_started/workflow/assets/index.pot +++ b/sphinx/templates/getting_started/workflow/assets/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.pot b/sphinx/templates/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.pot index eb3eaf24fd..ecc20bd6eb 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/data_preferences.pot b/sphinx/templates/getting_started/workflow/best_practices/data_preferences.pot index 96aac2d96a..2cda2f1519 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/data_preferences.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/data_preferences.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -233,7 +233,7 @@ msgid "Godot implements Objects as stupid, but dynamic containers of data conten msgstr "" #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:172 -msgid "The important detail here is the complexity of the Object's task. Every time it performs one of these multi-source queries, it runs through *several* iteration loops and HashMap lookups. What's more, the queries are linear-time operations dependent on the Object's inheritance hierarchy size. If the class the Object queries (it's current class) doesn't find anything, the request defers to the next base class, all the way up until the original Object class. While these are each fast operations in isolation, the fact that it must make so many checks is what makes them slower than both of the alternatives for looking up data." +msgid "The important detail here is the complexity of the Object's task. Every time it performs one of these multi-source queries, it runs through *several* iteration loops and HashMap lookups. What's more, the queries are linear-time operations dependent on the Object's inheritance hierarchy size. If the class the Object queries (its current class) doesn't find anything, the request defers to the next base class, all the way up until the original Object class. While these are each fast operations in isolation, the fact that it must make so many checks is what makes them slower than both of the alternatives for looking up data." msgstr "" #: ../../docs/getting_started/workflow/best_practices/data_preferences.rst:184 diff --git a/sphinx/templates/getting_started/workflow/best_practices/godot_interfaces.pot b/sphinx/templates/getting_started/workflow/best_practices/godot_interfaces.pot index 95a594d38a..a132c258aa 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/godot_interfaces.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/godot_interfaces.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/godot_notifications.pot b/sphinx/templates/getting_started/workflow/best_practices/godot_notifications.pot index 642c9cd32a..a73a5424aa 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/godot_notifications.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/godot_notifications.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/index.pot b/sphinx/templates/getting_started/workflow/best_practices/index.pot index 8053d0a66d..9825cc8d0e 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/index.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/introduction_best_practices.pot b/sphinx/templates/getting_started/workflow/best_practices/introduction_best_practices.pot index 1c30afdc78..30f388a68b 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/introduction_best_practices.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/introduction_best_practices.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/logic_preferences.pot b/sphinx/templates/getting_started/workflow/best_practices/logic_preferences.pot index 17e7f83c55..1cc4bb680c 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/logic_preferences.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/logic_preferences.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/node_alternatives.pot b/sphinx/templates/getting_started/workflow/best_practices/node_alternatives.pot index fca926f33c..eda41e8816 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/node_alternatives.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/node_alternatives.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/scene_organization.pot b/sphinx/templates/getting_started/workflow/best_practices/scene_organization.pot index 357cab64d1..0750f612fe 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/scene_organization.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/scene_organization.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/scenes_versus_scripts.pot b/sphinx/templates/getting_started/workflow/best_practices/scenes_versus_scripts.pot index fc931b3eab..67ea0148aa 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/scenes_versus_scripts.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/scenes_versus_scripts.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/what_are_godot_classes.pot b/sphinx/templates/getting_started/workflow/best_practices/what_are_godot_classes.pot index 8774b7ab27..5c845b9e68 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/what_are_godot_classes.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/what_are_godot_classes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/android_custom_build.pot b/sphinx/templates/getting_started/workflow/export/android_custom_build.pot index 2ff5ed1913..a3cd056582 100644 --- a/sphinx/templates/getting_started/workflow/export/android_custom_build.pot +++ b/sphinx/templates/getting_started/workflow/export/android_custom_build.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -29,7 +29,7 @@ msgid "There are some reasons why you may want to do this:" msgstr "" #: ../../docs/getting_started/workflow/export/android_custom_build.rst:12 -msgid "Modify the project before it's build" +msgid "Modify the project before it's built" msgstr "" #: ../../docs/getting_started/workflow/export/android_custom_build.rst:13 @@ -101,7 +101,7 @@ msgid "Create a new folder anywhere you want named *android-sdk* (it **must** be msgstr "" #: ../../docs/getting_started/workflow/export/android_custom_build.rst:62 -msgid "is often good enough. Unzip the *sdk zip file* you just downloaded there. The only thing in the directory you created in the previous step should be the *tools* folder with it's contents inside, like this:" +msgid "is often good enough. Unzip the *sdk zip file* you just downloaded there. The only thing in the directory you created in the previous step should be the *tools* folder with its contents inside, like this:" msgstr "" #: ../../docs/getting_started/workflow/export/android_custom_build.rst:72 diff --git a/sphinx/templates/getting_started/workflow/export/changing_application_icon_for_windows.pot b/sphinx/templates/getting_started/workflow/export/changing_application_icon_for_windows.pot index cd88bb1f4d..b3140be988 100644 --- a/sphinx/templates/getting_started/workflow/export/changing_application_icon_for_windows.pot +++ b/sphinx/templates/getting_started/workflow/export/changing_application_icon_for_windows.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_android.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_android.pot index 2352caaf20..8046a04861 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_android.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_android.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_ios.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_ios.pot index 0887692dd1..99e8d0eceb 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_ios.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_ios.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_pc.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_pc.pot index 0cf832629b..99fab6e637 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_pc.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_pc.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_uwp.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_uwp.pot index ed4af861a6..642d852951 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_uwp.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_uwp.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_web.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_web.pot index a65c4f10a1..fc61dd219a 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_web.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_web.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_pcks.pot b/sphinx/templates/getting_started/workflow/export/exporting_pcks.pot index cb3d5a89ff..8afd35cab6 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_pcks.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_pcks.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_projects.pot b/sphinx/templates/getting_started/workflow/export/exporting_projects.pot index e3cb329630..849d8e6ed0 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_projects.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_projects.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/feature_tags.pot b/sphinx/templates/getting_started/workflow/export/feature_tags.pot index 8ef68b3279..235dae502f 100644 --- a/sphinx/templates/getting_started/workflow/export/feature_tags.pot +++ b/sphinx/templates/getting_started/workflow/export/feature_tags.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/index.pot b/sphinx/templates/getting_started/workflow/export/index.pot index 8834f66675..f955213c5d 100644 --- a/sphinx/templates/getting_started/workflow/export/index.pot +++ b/sphinx/templates/getting_started/workflow/export/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/one-click_deploy.pot b/sphinx/templates/getting_started/workflow/export/one-click_deploy.pot index 919d33f58b..4055df1593 100644 --- a/sphinx/templates/getting_started/workflow/export/one-click_deploy.pot +++ b/sphinx/templates/getting_started/workflow/export/one-click_deploy.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/index.pot b/sphinx/templates/getting_started/workflow/index.pot index 72c7c7ad1b..fca1572752 100644 --- a/sphinx/templates/getting_started/workflow/index.pot +++ b/sphinx/templates/getting_started/workflow/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/project_setup/index.pot b/sphinx/templates/getting_started/workflow/project_setup/index.pot index 619b7202b4..b2b7d4465c 100644 --- a/sphinx/templates/getting_started/workflow/project_setup/index.pot +++ b/sphinx/templates/getting_started/workflow/project_setup/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/project_setup/project_organization.pot b/sphinx/templates/getting_started/workflow/project_setup/project_organization.pot index 62b8c8c8f1..18f0bf31fd 100644 --- a/sphinx/templates/getting_started/workflow/project_setup/project_organization.pot +++ b/sphinx/templates/getting_started/workflow/project_setup/project_organization.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/index.pot b/sphinx/templates/index.pot index f2efddc935..7c67570018 100644 --- a/sphinx/templates/index.pot +++ b/sphinx/templates/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/2d_lights_and_shadows.pot b/sphinx/templates/tutorials/2d/2d_lights_and_shadows.pot index e8b11c663d..d47bcdcfaa 100644 --- a/sphinx/templates/tutorials/2d/2d_lights_and_shadows.pot +++ b/sphinx/templates/tutorials/2d/2d_lights_and_shadows.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/2d_meshes.pot b/sphinx/templates/tutorials/2d/2d_meshes.pot index ac29be8097..2f60f81255 100644 --- a/sphinx/templates/tutorials/2d/2d_meshes.pot +++ b/sphinx/templates/tutorials/2d/2d_meshes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/2d_movement.pot b/sphinx/templates/tutorials/2d/2d_movement.pot index 82f9d15543..477a5bd0b0 100644 --- a/sphinx/templates/tutorials/2d/2d_movement.pot +++ b/sphinx/templates/tutorials/2d/2d_movement.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/2d_sprite_animation.pot b/sphinx/templates/tutorials/2d/2d_sprite_animation.pot index c105dcd131..fb88cf2618 100644 --- a/sphinx/templates/tutorials/2d/2d_sprite_animation.pot +++ b/sphinx/templates/tutorials/2d/2d_sprite_animation.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/2d_transforms.pot b/sphinx/templates/tutorials/2d/2d_transforms.pot index 8140f789f6..ddc851f383 100644 --- a/sphinx/templates/tutorials/2d/2d_transforms.pot +++ b/sphinx/templates/tutorials/2d/2d_transforms.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/canvas_layers.pot b/sphinx/templates/tutorials/2d/canvas_layers.pot index 2265ba06de..3abd79f978 100644 --- a/sphinx/templates/tutorials/2d/canvas_layers.pot +++ b/sphinx/templates/tutorials/2d/canvas_layers.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/custom_drawing_in_2d.pot b/sphinx/templates/tutorials/2d/custom_drawing_in_2d.pot index a80ad8adee..bc4e030502 100644 --- a/sphinx/templates/tutorials/2d/custom_drawing_in_2d.pot +++ b/sphinx/templates/tutorials/2d/custom_drawing_in_2d.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/index.pot b/sphinx/templates/tutorials/2d/index.pot index f8d69b33d2..330384fbe0 100644 --- a/sphinx/templates/tutorials/2d/index.pot +++ b/sphinx/templates/tutorials/2d/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/particle_systems_2d.pot b/sphinx/templates/tutorials/2d/particle_systems_2d.pot index 1277e8b274..1a19296bdf 100644 --- a/sphinx/templates/tutorials/2d/particle_systems_2d.pot +++ b/sphinx/templates/tutorials/2d/particle_systems_2d.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/using_tilemaps.pot b/sphinx/templates/tutorials/2d/using_tilemaps.pot index 64ec942e57..365e4dcbf4 100644 --- a/sphinx/templates/tutorials/2d/using_tilemaps.pot +++ b/sphinx/templates/tutorials/2d/using_tilemaps.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/3d_performance_and_limitations.pot b/sphinx/templates/tutorials/3d/3d_performance_and_limitations.pot index 39520f620f..98515bb9da 100644 --- a/sphinx/templates/tutorials/3d/3d_performance_and_limitations.pot +++ b/sphinx/templates/tutorials/3d/3d_performance_and_limitations.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/baked_lightmaps.pot b/sphinx/templates/tutorials/3d/baked_lightmaps.pot index ea8a11de4d..669d865a8e 100644 --- a/sphinx/templates/tutorials/3d/baked_lightmaps.pot +++ b/sphinx/templates/tutorials/3d/baked_lightmaps.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/csg_tools.pot b/sphinx/templates/tutorials/3d/csg_tools.pot index 700b7ba337..d30625fca2 100644 --- a/sphinx/templates/tutorials/3d/csg_tools.pot +++ b/sphinx/templates/tutorials/3d/csg_tools.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/environment_and_post_processing.pot b/sphinx/templates/tutorials/3d/environment_and_post_processing.pot index ee392aa6cb..39729efcae 100644 --- a/sphinx/templates/tutorials/3d/environment_and_post_processing.pot +++ b/sphinx/templates/tutorials/3d/environment_and_post_processing.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/fps_tutorial/index.pot b/sphinx/templates/tutorials/3d/fps_tutorial/index.pot index 859ff20783..ba21c50012 100644 --- a/sphinx/templates/tutorials/3d/fps_tutorial/index.pot +++ b/sphinx/templates/tutorials/3d/fps_tutorial/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/fps_tutorial/part_five.pot b/sphinx/templates/tutorials/3d/fps_tutorial/part_five.pot index 8878c2a1ef..6e2cfb1646 100644 --- a/sphinx/templates/tutorials/3d/fps_tutorial/part_five.pot +++ b/sphinx/templates/tutorials/3d/fps_tutorial/part_five.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/fps_tutorial/part_four.pot b/sphinx/templates/tutorials/3d/fps_tutorial/part_four.pot index b0fd76b961..3a7d0349ed 100644 --- a/sphinx/templates/tutorials/3d/fps_tutorial/part_four.pot +++ b/sphinx/templates/tutorials/3d/fps_tutorial/part_four.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/fps_tutorial/part_one.pot b/sphinx/templates/tutorials/3d/fps_tutorial/part_one.pot index 7ba1d06b0b..ab99b41e83 100644 --- a/sphinx/templates/tutorials/3d/fps_tutorial/part_one.pot +++ b/sphinx/templates/tutorials/3d/fps_tutorial/part_one.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -530,7 +530,7 @@ msgid "Now let's look at ``process_movement``:" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:621 -msgid "First we ensure that ``dir`` does not have any movement on the ``Y`` axis by setting it's ``Y`` value to zero." +msgid "First we ensure that ``dir`` does not have any movement on the ``Y`` axis by setting its ``Y`` value to zero." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:623 diff --git a/sphinx/templates/tutorials/3d/fps_tutorial/part_six.pot b/sphinx/templates/tutorials/3d/fps_tutorial/part_six.pot index c9bb0b2b44..36f0119d09 100644 --- a/sphinx/templates/tutorials/3d/fps_tutorial/part_six.pot +++ b/sphinx/templates/tutorials/3d/fps_tutorial/part_six.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/fps_tutorial/part_three.pot b/sphinx/templates/tutorials/3d/fps_tutorial/part_three.pot index 145bf50d6a..0958050763 100644 --- a/sphinx/templates/tutorials/3d/fps_tutorial/part_three.pot +++ b/sphinx/templates/tutorials/3d/fps_tutorial/part_three.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/fps_tutorial/part_two.pot b/sphinx/templates/tutorials/3d/fps_tutorial/part_two.pot index 8537f5d3ee..33b2e299b3 100644 --- a/sphinx/templates/tutorials/3d/fps_tutorial/part_two.pot +++ b/sphinx/templates/tutorials/3d/fps_tutorial/part_two.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/gi_probes.pot b/sphinx/templates/tutorials/3d/gi_probes.pot index b7e96cf143..8bc36c89d2 100644 --- a/sphinx/templates/tutorials/3d/gi_probes.pot +++ b/sphinx/templates/tutorials/3d/gi_probes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/high_dynamic_range.pot b/sphinx/templates/tutorials/3d/high_dynamic_range.pot index e85819c7f7..79c76bc1eb 100644 --- a/sphinx/templates/tutorials/3d/high_dynamic_range.pot +++ b/sphinx/templates/tutorials/3d/high_dynamic_range.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/index.pot b/sphinx/templates/tutorials/3d/index.pot index c4a5a82820..7f1127c7a6 100644 --- a/sphinx/templates/tutorials/3d/index.pot +++ b/sphinx/templates/tutorials/3d/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/introduction_to_3d.pot b/sphinx/templates/tutorials/3d/introduction_to_3d.pot index 2df1353cf8..e54b11ae24 100644 --- a/sphinx/templates/tutorials/3d/introduction_to_3d.pot +++ b/sphinx/templates/tutorials/3d/introduction_to_3d.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/lights_and_shadows.pot b/sphinx/templates/tutorials/3d/lights_and_shadows.pot index a7b6261a77..898f6790ca 100644 --- a/sphinx/templates/tutorials/3d/lights_and_shadows.pot +++ b/sphinx/templates/tutorials/3d/lights_and_shadows.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -81,246 +81,250 @@ msgid "**Specular**: Affects the intensity of the specular blob in objects affec msgstr "" #: ../../docs/tutorials/3d/lights_and_shadows.rst:38 +msgid "**Bake Mode**: Sets the bake mode for the light. For more information see :ref:`doc_baked_lightmaps`" +msgstr "" + +#: ../../docs/tutorials/3d/lights_and_shadows.rst:39 msgid "**Cull Mask**: Objects that are in the selected layers below will be affected by this light." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:41 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:42 msgid "Shadow mapping" msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:43 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:44 msgid "Lights can optionally cast shadows. This gives them greater realism (light does not reach occluded areas), but it can incur a bigger performance cost. There is a list of generic shadow parameters, each also has a specific function:" msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:47 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:48 msgid "**Enabled**: Check to enable shadow mapping in this light." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:48 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:49 msgid "**Color**: Areas occluded are multiplied by this color. It is black by default, but it can be changed to tint shadows." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:49 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:50 msgid "**Bias**: When this parameter is too small, self shadowing occurs. When too large, shadows separate from the casters. Tweak to what works best for you." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:50 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:51 msgid "**Contact**: Performs a short screen-space raycast to reduce the gap generated by the bias. Contact shadows are only available when using the GLES3 backend." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:51 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:52 msgid "**Reverse Cull Faces**: Some scenes work better when shadow mapping is rendered with face-culling inverted." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:53 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:54 msgid "Below is an image of what tweaking bias looks like. Default values work for most cases, but in general it depends on the size and complexity of geometry." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:58 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:59 msgid "Finally, if gaps can't be solved, the **Contact** option can help:" msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:62 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:63 msgid "Any sort of bias issues can always be fixed by increasing the shadow map resolution, although that may lead to decreased performance on low-end hardware." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:66 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:67 msgid "Directional light" msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:68 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:69 msgid "This is the most common type of light and represents a light source very far away (such as the sun). It is also the cheapest light to compute and should be used whenever possible (although it's not the cheapest shadow-map to compute, but more on that later)." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:72 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:73 msgid "Directional light models an infinite number of parallel light rays covering the whole scene. The directional light node is represented by a big arrow which indicates the direction of the light rays. However, the position of the node does not affect the lighting at all and can be anywhere." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:79 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:80 msgid "Every face whose front-side is hit by the light rays is lit, while the others stay dark. Most light types have specific parameters, but directional lights are pretty simple in nature, so they don't." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:83 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:84 msgid "Directional shadow mapping" msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:85 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:86 msgid "To compute shadow maps, the scene is rendered (only depth) from an orthogonal point of view that covers the whole scene (or up to the max distance). There is, however, a problem with this approach because objects closer to the camera receive blocky shadows." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:91 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:92 msgid "To fix this, a technique named \"Parallel Split Shadow Maps\" (or PSSM) is used. This splits the view frustum in 2 or 4 areas. Each area gets its own shadow map. This allows small areas close to the viewer to have the same shadow resolution as a huge, far-away area." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:96 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:97 msgid "With this, shadows become more detailed:" msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:100 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:101 msgid "To control PSSM, a number of parameters are exposed:" msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:104 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:105 msgid "Each split distance is controlled relative to the camera far (or shadow **Max Distance** if greater than zero), so *0.0* is the eye position and *1.0* is where the shadow ends at a distance. Splits are in-between. Default values generally work well, but tweaking the first split a bit is common to give more detail to close objects (like a character in a third person game)." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:110 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:111 msgid "Always make sure to set a shadow *Max Distance* according to what the scene needs. A lower maximum distance will result in better-looking shadows." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:113 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:114 msgid "Sometimes, the transition between a split and the next can look bad. To fix this, the **\"Blend Splits\"** option can be turned on, which sacrifices detail in exchange for smoother transitions:" msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:119 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:120 msgid "The **\"Normal Bias\"** parameter can be used to fix special cases of self shadowing when objects are perpendicular to the light. The only downside is that it makes the shadow a bit thinner." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:125 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:126 msgid "The **\"Bias Split Scale\"** parameter can control extra bias for the splits that are far away. If self shadowing occurs only on the splits far away, this value can fix them." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:128 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:129 msgid "Finally, the **\"Depth Range\"** has two settings:" msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:130 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:131 msgid "**Stable**: Keeps the shadow stable while the camera moves, and the blocks that appear in the outline when close to the shadow edges remain in-place. This is the default and generally desired, but it reduces the effective shadow resolution." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:131 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:132 msgid "**Optimized**: Tries to achieve the maximum resolution available at any given time. This may result in a \"moving saw\" effect on shadow edges, but at the same time the shadow looks more detailed (so this effect may be subtle enough to be forgiven)." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:133 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:134 msgid "Just experiment which setting works better for your scene." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:135 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:136 msgid "Shadowmap size for directional lights can be changed in Project Settings -> Rendering -> Quality:" msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:139 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:140 msgid "Increasing it can solve bias problems, but decrease performance. Shadow mapping is an art of tweaking." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:142 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:143 msgid "Omni light" msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:144 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:145 msgid "Omni light is a point source that emits light spherically in all directions up to a given radius." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:149 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:150 msgid "In real life, light attenuation is an inverse function, which means omni lights don't have a radius. This is a problem because it means computing several omni lights would become demanding." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:152 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:153 msgid "To solve this, a *Range* is introduced together with an attenuation function." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:156 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:157 msgid "These two parameters allow tweaking how this works visually in order to find aesthetically pleasing results." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:162 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:163 msgid "Omni shadow mapping" msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:164 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:165 msgid "Omni light shadow mapping is relatively straightforward. The main issue that needs to be considered is the algorithm used to render it." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:167 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:168 msgid "Omni Shadows can be rendered as either **\"Dual Paraboloid\" or \"Cube Mapped\"**. The former renders quickly, but can cause deformations, while the later is more correct, but costlier." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:173 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:174 msgid "If the objects being rendered are mostly irregular, Dual Paraboloid is usually enough. In any case, as these shadows are cached in a shadow atlas (more on that at the end), it may not make a difference in performance for most scenes." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:178 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:179 msgid "Spot light" msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:180 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:181 msgid "Spot lights are similar to omni lights, except they emit light only into a cone (or \"cutoff\"). They are useful to simulate flashlights, car lights, reflectors, spots, etc. This type of light is also attenuated towards the opposite direction it points to." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:187 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:188 msgid "Spot lights share the same **Range** and **Attenuation** as **OmniLight**, and add two extra parameters:" msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:189 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:190 msgid "**Angle**: The aperture angle of the light" msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:190 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:191 msgid "**Angle Attenuation**: The cone attenuation, which helps soften the cone borders." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:193 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:194 msgid "Spot shadow mapping" msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:195 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:196 msgid "Spots don't need any parameters for shadow mapping. Keep in mind that, at more than 89 degrees of aperture, shadows stop functioning for spots, and you should consider using an Omni light instead." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:199 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:200 msgid "Shadow atlas" msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:201 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:202 msgid "Unlike Directional lights, which have their own shadow texture, Omni and Spot lights are assigned to slots of a shadow atlas. This atlas can be configured in Project Settings -> Rendering -> Quality -> Shadow Atlas." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:206 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:207 msgid "The resolution applies to the whole Shadow Atlas. This atlas is divided into four quadrants:" msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:210 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:211 msgid "Each quadrant can be subdivided to allocate any number of shadow maps; the following is the default subdivision:" msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:214 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:215 msgid "The allocation logic is simple. The biggest shadow map size (when no subdivision is used) represents a light the size of the screen (or bigger). Subdivisions (smaller maps) represent shadows for lights that are further away from view and proportionally smaller." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:219 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:220 msgid "Every frame, the following procedure is performed for all lights:" msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:221 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:222 msgid "Check if the light is on a slot of the right size. If not, re-render it and move it to a larger/smaller slot." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:222 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:223 msgid "Check if any object affecting the shadow map has changed. If it did, re-render the light." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:223 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:224 msgid "If neither of the above has happened, nothing is done, and the shadow is left untouched." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:225 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:226 msgid "If the slots in a quadrant are full, lights are pushed back to smaller slots, depending on size and distance." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:227 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:228 msgid "This allocation strategy works for most games, but you may want to use a separate one in some cases (for example, a top-down game where all lights are around the same size and quadrants may all have the same subdivision)." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:231 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:232 msgid "Shadow filter quality" msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:233 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:234 msgid "The filter quality of shadows can be tweaked. This can be found in Project Settings -> Rendering -> Quality -> Shadows. Godot supports no filter, PCF5 and PCF13." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:239 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:240 msgid "It affects the blockyness of the shadow outline:" msgstr "" diff --git a/sphinx/templates/tutorials/3d/reflection_probes.pot b/sphinx/templates/tutorials/3d/reflection_probes.pot index c4be11f681..e0ad072f1b 100644 --- a/sphinx/templates/tutorials/3d/reflection_probes.pot +++ b/sphinx/templates/tutorials/3d/reflection_probes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/spatial_material.pot b/sphinx/templates/tutorials/3d/spatial_material.pot index be88c9609c..626baea370 100644 --- a/sphinx/templates/tutorials/3d/spatial_material.pot +++ b/sphinx/templates/tutorials/3d/spatial_material.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -157,414 +157,430 @@ msgid "Makes the object not receive any kind of ambient lighting that would othe msgstr "" #: ../../docs/tutorials/3d/spatial_material.rst:120 -msgid "Vertex Color" +msgid "Ensure Correct Normals" msgstr "" #: ../../docs/tutorials/3d/spatial_material.rst:122 +msgid "Fixes normals when non-uniform scaling is used." +msgstr "" + +#: ../../docs/tutorials/3d/spatial_material.rst:125 +msgid "Vertex Color" +msgstr "" + +#: ../../docs/tutorials/3d/spatial_material.rst:127 msgid "This setting allows choosing what is done by default to vertex colors that come from your 3D modelling application. By default they are ignored." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:128 +#: ../../docs/tutorials/3d/spatial_material.rst:133 msgid "Use as Albedo" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:130 +#: ../../docs/tutorials/3d/spatial_material.rst:135 msgid "Choosing this option means vertex color is used as albedo color." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:133 +#: ../../docs/tutorials/3d/spatial_material.rst:138 msgid "Is sRGB" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:135 +#: ../../docs/tutorials/3d/spatial_material.rst:140 msgid "Most 3D DCCs will likely export vertex colors as sRGB, so toggling this option on will help them look correct." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:139 +#: ../../docs/tutorials/3d/spatial_material.rst:144 msgid "Parameters" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:141 +#: ../../docs/tutorials/3d/spatial_material.rst:146 msgid "``SpatialMaterial`` also has several configurable parameters to tweak many aspects of the rendering:" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:147 +#: ../../docs/tutorials/3d/spatial_material.rst:152 msgid "Diffuse Mode" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:149 +#: ../../docs/tutorials/3d/spatial_material.rst:154 msgid "Specifies the algorithm used by diffuse scattering of light when hitting the object. The default is *Burley*. Other modes are also available:" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:152 +#: ../../docs/tutorials/3d/spatial_material.rst:157 msgid "**Burley:** Default mode, the original Disney Principled PBS diffuse algorithm." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:153 +#: ../../docs/tutorials/3d/spatial_material.rst:158 msgid "**Lambert:** Is not affected by roughness." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:154 +#: ../../docs/tutorials/3d/spatial_material.rst:159 msgid "**Lambert Wrap:** Extends Lambert to cover more than 90 degrees when roughness increases. Works great for hair and simulating cheap subsurface scattering. This implementation is energy conserving." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:157 +#: ../../docs/tutorials/3d/spatial_material.rst:162 msgid "**Oren Nayar:** This implementation aims to take microsurfacing into account (via roughness). Works well for clay-like materials and some types of cloth." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:159 +#: ../../docs/tutorials/3d/spatial_material.rst:164 msgid "**Toon:** Provides a hard cut for lighting, with smoothing affected by roughness. It is recommended you disable sky contribution from your environment's ambient light settings or disable ambient light in the spatial material to achieve a better effect." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:167 +#: ../../docs/tutorials/3d/spatial_material.rst:172 msgid "Specular Mode" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:169 +#: ../../docs/tutorials/3d/spatial_material.rst:174 msgid "Specifies how the specular blob will be rendered. The specular blob represents the shape of a light source reflected in the object." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:172 +#: ../../docs/tutorials/3d/spatial_material.rst:177 msgid "**ShlickGGX:** The most common blob used by PBR 3D engines nowadays." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:173 +#: ../../docs/tutorials/3d/spatial_material.rst:178 msgid "**Blinn:** Common in previous-generation engines. Not worth using nowadays, but left here for the sake of compatibility." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:175 +#: ../../docs/tutorials/3d/spatial_material.rst:180 msgid "**Phong:** Same as above." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:176 +#: ../../docs/tutorials/3d/spatial_material.rst:181 msgid "**Toon:** Creates a toon blob, which changes size depending on roughness." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:177 +#: ../../docs/tutorials/3d/spatial_material.rst:182 msgid "**Disabled:** Sometimes the blob gets in the way. Begone!" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:182 +#: ../../docs/tutorials/3d/spatial_material.rst:187 msgid "Blend Mode" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:184 +#: ../../docs/tutorials/3d/spatial_material.rst:189 msgid "Controls the blend mode for the material. Keep in mind that any mode other than *Mix* forces the object to go through the transparent pipeline." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:187 +#: ../../docs/tutorials/3d/spatial_material.rst:192 msgid "**Mix:** Default blend mode, alpha controls how much the object is visible." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:188 +#: ../../docs/tutorials/3d/spatial_material.rst:193 msgid "**Add:** Object is blended additively, nice for flares or some fire-like effects." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:190 +#: ../../docs/tutorials/3d/spatial_material.rst:195 msgid "**Sub:** Object is subtracted." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:191 +#: ../../docs/tutorials/3d/spatial_material.rst:196 msgid "**Mul:** Object is multiplied." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:196 +#: ../../docs/tutorials/3d/spatial_material.rst:201 msgid "Cull Mode" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:198 +#: ../../docs/tutorials/3d/spatial_material.rst:203 msgid "Determines which side of the object is not drawn when backfaces are rendered:" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:200 +#: ../../docs/tutorials/3d/spatial_material.rst:205 msgid "**Back:** The back of the object is culled when not visible (default)." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:201 +#: ../../docs/tutorials/3d/spatial_material.rst:206 msgid "**Front:** The front of the object is culled when not visible." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:202 +#: ../../docs/tutorials/3d/spatial_material.rst:207 msgid "**Disabled:** Used for objects that are double-sided (no culling is performed)." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:205 +#: ../../docs/tutorials/3d/spatial_material.rst:210 msgid "Depth Draw Mode" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:207 +#: ../../docs/tutorials/3d/spatial_material.rst:212 msgid "Specifies when depth rendering must take place." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:209 +#: ../../docs/tutorials/3d/spatial_material.rst:214 msgid "**Opaque Only (default):** Depth is only drawn for opaque objects." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:210 +#: ../../docs/tutorials/3d/spatial_material.rst:215 msgid "**Always:** Depth draw is drawn for both opaque and transparent objects." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:211 +#: ../../docs/tutorials/3d/spatial_material.rst:216 msgid "**Never:** No depth draw takes place (do not confuse this with the No Depth Test option above)." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:213 +#: ../../docs/tutorials/3d/spatial_material.rst:218 msgid "**Depth Pre-Pass:** For transparent objects, an opaque pass is made first with the opaque parts, then transparency is drawn above. Use this option with transparent grass or tree foliage." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:220 +#: ../../docs/tutorials/3d/spatial_material.rst:225 msgid "Line Width" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:222 +#: ../../docs/tutorials/3d/spatial_material.rst:227 msgid "When drawing lines, specify the width of the lines being drawn. This option is not available on most modern hardware." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:226 +#: ../../docs/tutorials/3d/spatial_material.rst:231 msgid "Point Size" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:228 +#: ../../docs/tutorials/3d/spatial_material.rst:233 msgid "When drawing points, specify the point size in pixels." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:231 +#: ../../docs/tutorials/3d/spatial_material.rst:236 msgid "Billboard Mode" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:233 +#: ../../docs/tutorials/3d/spatial_material.rst:238 msgid "Enables billboard mode for drawing materials. This controls how the object faces the camera:" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:236 +#: ../../docs/tutorials/3d/spatial_material.rst:241 msgid "**Disabled:** Billboard mode is disabled." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:237 +#: ../../docs/tutorials/3d/spatial_material.rst:242 msgid "**Enabled:** Billboard mode is enabled, the object's -Z axis will always face the camera." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:239 +#: ../../docs/tutorials/3d/spatial_material.rst:244 msgid "**Y-Billboard:** The object's X axis will always be aligned with the camera." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:240 +#: ../../docs/tutorials/3d/spatial_material.rst:245 msgid "**Particles:** Most suited for particle systems, because it allows specifying animation options." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:245 +#: ../../docs/tutorials/3d/spatial_material.rst:250 msgid "The above options are only enabled for Particle Billboard." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:248 +#: ../../docs/tutorials/3d/spatial_material.rst:253 +msgid "Billboard Keep Scale" +msgstr "" + +#: ../../docs/tutorials/3d/spatial_material.rst:255 +msgid "Enables scaling a mesh in billboard mode." +msgstr "" + +#: ../../docs/tutorials/3d/spatial_material.rst:258 msgid "Grow" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:250 +#: ../../docs/tutorials/3d/spatial_material.rst:260 msgid "Grows the object vertices in the direction pointed by their normals:" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:254 +#: ../../docs/tutorials/3d/spatial_material.rst:264 msgid "This is commonly used to create cheap outlines. Add a second material pass, make it black and unshaded, reverse culling (Cull Front), and add some grow:" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:261 +#: ../../docs/tutorials/3d/spatial_material.rst:271 msgid "Use Alpha Scissor" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:263 +#: ../../docs/tutorials/3d/spatial_material.rst:273 msgid "When transparency other than ``0`` or ``1`` is not needed, it's possible to set a threshold to prevent the object from rendering semi-transparent pixels." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:268 +#: ../../docs/tutorials/3d/spatial_material.rst:278 msgid "This renders the object via the opaque pipeline, which is faster and allows it to use mid- and post-process effects such as SSAO, SSR, etc." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:272 +#: ../../docs/tutorials/3d/spatial_material.rst:282 msgid "Material colors, maps and channels" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:274 +#: ../../docs/tutorials/3d/spatial_material.rst:284 msgid "Besides the parameters, what defines materials themselves are the colors, textures, and channels. Godot supports an extensive list of them. They are described in detail below:" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:279 +#: ../../docs/tutorials/3d/spatial_material.rst:289 msgid "Albedo" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:281 +#: ../../docs/tutorials/3d/spatial_material.rst:291 msgid "*Albedo* is the base color for the material, on which all the other settings operate. When set to *Unshaded*, this is the only color that is visible. In previous versions of Godot, this channel was named *Diffuse*. The change of name mainly happened because, in PBR (Physically Based Rendering), this color affects many more calculations than just the diffuse lighting path." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:287 +#: ../../docs/tutorials/3d/spatial_material.rst:297 msgid "Albedo color and texture can be used together as they are multiplied." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:289 +#: ../../docs/tutorials/3d/spatial_material.rst:299 msgid "*Alpha channel* in albedo color and texture is also used for the object transparency. If you use a color or texture with *alpha channel*, make sure to either enable transparency or *alpha scissoring* for it to work." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:294 +#: ../../docs/tutorials/3d/spatial_material.rst:304 msgid "Metallic" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:296 +#: ../../docs/tutorials/3d/spatial_material.rst:306 msgid "Godot uses a metallic model over competing models due to its simplicity. This parameter defines how reflective the material is. The more reflective, the less diffuse/ambient light affects the material and the more light is reflected. This model is called \"energy-conserving\"." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:301 +#: ../../docs/tutorials/3d/spatial_material.rst:311 msgid "The *Specular* parameter is a general amount for the reflectivity (unlike *Metallic*, this is not energy-conserving, so leave it at ``0.5`` and don't touch it unless you need to)." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:305 +#: ../../docs/tutorials/3d/spatial_material.rst:315 msgid "The minimum internal reflectivity is ``0.04``, so it's impossible to make a material completely unreflective, just like in real life." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:311 +#: ../../docs/tutorials/3d/spatial_material.rst:321 msgid "Roughness" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:313 +#: ../../docs/tutorials/3d/spatial_material.rst:323 msgid "*Roughness* affects the way reflection happens. A value of ``0`` makes it a perfect mirror while a value of ``1`` completely blurs the reflection (simulating natural microsurfacing). Most common types of materials can be achieved with the right combination of *Metallic* and *Roughness*." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:321 +#: ../../docs/tutorials/3d/spatial_material.rst:331 msgid "Emission" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:323 +#: ../../docs/tutorials/3d/spatial_material.rst:333 msgid "*Emission* specifies how much light is emitted by the material (keep in mind this does not include light surrounding geometry unless :ref:`doc_gi_probes` are used). This value is added to the resulting final image and is not affected by other lighting in the scene." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:331 +#: ../../docs/tutorials/3d/spatial_material.rst:341 msgid "Normalmap" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:333 +#: ../../docs/tutorials/3d/spatial_material.rst:343 msgid "Normal mapping allows you to set a texture that represents finer shape detail. This does not modify geometry, only the incident angle for light. In Godot, only the red and green channels of normal maps are used for wider compatibility." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:340 +#: ../../docs/tutorials/3d/spatial_material.rst:350 msgid "Rim" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:342 +#: ../../docs/tutorials/3d/spatial_material.rst:352 msgid "Some fabrics have small micro-fur that causes light to scatter around it. Godot emulates this with the *Rim* parameter. Unlike other rim lighting implementations, which just use the emission channel, this one actually takes light into account (no light means no rim). This makes the effect considerably more believable." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:349 +#: ../../docs/tutorials/3d/spatial_material.rst:359 msgid "Rim size depends on roughness, and there is a special parameter to specify how it must be colored. If *Tint* is ``0``, the color of the light is used for the rim. If *Tint* is ``1``, then the albedo of the material is used. Using intermediate values generally works best." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:355 +#: ../../docs/tutorials/3d/spatial_material.rst:365 msgid "Clearcoat" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:357 -#: ../../docs/tutorials/3d/spatial_material.rst:366 -#: ../../docs/tutorials/3d/spatial_material.rst:388 -#: ../../docs/tutorials/3d/spatial_material.rst:401 -#: ../../docs/tutorials/3d/spatial_material.rst:421 +#: ../../docs/tutorials/3d/spatial_material.rst:367 +#: ../../docs/tutorials/3d/spatial_material.rst:376 +#: ../../docs/tutorials/3d/spatial_material.rst:398 +#: ../../docs/tutorials/3d/spatial_material.rst:411 +#: ../../docs/tutorials/3d/spatial_material.rst:431 msgid "*This feature is only available when using the GLES3 backend.*" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:359 +#: ../../docs/tutorials/3d/spatial_material.rst:369 msgid "The *Clearcoat* parameter is used to add a secondary pass of transparent coat to the material. This is common in car paint and toys. In practice, it's a smaller specular blob added on top of the existing material." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:364 +#: ../../docs/tutorials/3d/spatial_material.rst:374 msgid "Anisotropy" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:368 +#: ../../docs/tutorials/3d/spatial_material.rst:378 msgid "This changes the shape of the specular blob and aligns it to tangent space. Anisotropy is commonly used with hair, or to make materials such as brushed aluminum more realistic. It works especially well when combined with flowmaps." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:375 +#: ../../docs/tutorials/3d/spatial_material.rst:385 msgid "Ambient Occlusion" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:377 +#: ../../docs/tutorials/3d/spatial_material.rst:387 msgid "It is possible to specify a baked ambient occlusion map. This map affects how much ambient light reaches each surface of the object (it does not affect direct light by default). While it is possible to use Screen-Space Ambient Occlusion (SSAO) to generate ambient occlusion, nothing beats the quality of a well-baked AO map. It is recommended to bake ambient occlusion whenever possible." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:386 +#: ../../docs/tutorials/3d/spatial_material.rst:396 msgid "Depth" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:390 +#: ../../docs/tutorials/3d/spatial_material.rst:400 msgid "Setting a depth map on a material produces a ray-marched search to emulate the proper displacement of cavities along the view direction. This is not real added geometry, but an illusion of depth. It may not work for complex objects, but it produces a realistic depth effect for textures. For best results, *Depth* should be used together with normal mapping." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:399 +#: ../../docs/tutorials/3d/spatial_material.rst:409 msgid "Subsurface Scattering" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:403 +#: ../../docs/tutorials/3d/spatial_material.rst:413 msgid "This effect emulates light that penetrates an object's surface, is scattered, and then comes out. It is useful to create realistic skin, marble, colored liquids, etc." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:410 +#: ../../docs/tutorials/3d/spatial_material.rst:420 msgid "Transmission" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:412 +#: ../../docs/tutorials/3d/spatial_material.rst:422 msgid "This controls how much light from the lit side (visible to light) is transferred to the dark side (opposite from the light). This works well for thin objects such as plant leaves, grass, human ears, etc." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:419 +#: ../../docs/tutorials/3d/spatial_material.rst:429 msgid "Refraction" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:423 +#: ../../docs/tutorials/3d/spatial_material.rst:433 msgid "When refraction is enabled, it supersedes alpha blending, and Godot attempts to fetch information from behind the object being rendered instead. This allows distorting the transparency in a way similar to refraction in real life." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:430 +#: ../../docs/tutorials/3d/spatial_material.rst:440 msgid "Detail" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:432 +#: ../../docs/tutorials/3d/spatial_material.rst:442 msgid "Godot allows using secondary albedo and normal maps to generate a detail texture, which can be blended in many ways. By combining this with secondary UV or triplanar modes, many interesting textures can be achieved." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:439 +#: ../../docs/tutorials/3d/spatial_material.rst:449 msgid "UV1 and UV2" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:441 +#: ../../docs/tutorials/3d/spatial_material.rst:451 msgid "Godot supports two UV channels per material. Secondary UV is often useful for ambient occlusion or emission (baked light). UVs can be scaled and offset, which is useful when using repeating textures." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:446 +#: ../../docs/tutorials/3d/spatial_material.rst:456 msgid "Triplanar Mapping" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:448 +#: ../../docs/tutorials/3d/spatial_material.rst:458 msgid "Triplanar mapping is supported for both UV1 and UV2. This is an alternative way to obtain texture coordinates, sometimes called \"Autotexture\". Textures are sampled in X, Y and Z and blended by the normal. Triplanar mapping can be performed in either world space or object space." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:453 +#: ../../docs/tutorials/3d/spatial_material.rst:463 msgid "In the image below, you can see how all primitives share the same material with world triplanar, so the brick texture continues smoothly between them." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:459 +#: ../../docs/tutorials/3d/spatial_material.rst:469 msgid "Proximity and distance fade" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:461 +#: ../../docs/tutorials/3d/spatial_material.rst:471 msgid "Godot allows materials to fade by proximity to each other as well as depending on the distance from the viewer. Proximity fade is useful for effects such as soft particles or a mass of water with a smooth blending to the shores. Distance fade is useful for light shafts or indicators that are only present after a given distance." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:467 +#: ../../docs/tutorials/3d/spatial_material.rst:477 msgid "Keep in mind enabling these enables alpha blending, so abusing them for an entire scene is usually not a good idea." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:473 +#: ../../docs/tutorials/3d/spatial_material.rst:483 msgid "Render priority" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:475 +#: ../../docs/tutorials/3d/spatial_material.rst:485 msgid "The rendering order of objects can be changed, although this is mostly useful for transparent objects (or opaque objects that perform depth draw but no color draw, such as cracks on the floor)." msgstr "" diff --git a/sphinx/templates/tutorials/3d/using_gridmaps.pot b/sphinx/templates/tutorials/3d/using_gridmaps.pot index f165f3db08..31f5143be6 100644 --- a/sphinx/templates/tutorials/3d/using_gridmaps.pot +++ b/sphinx/templates/tutorials/3d/using_gridmaps.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/using_multi_mesh_instance.pot b/sphinx/templates/tutorials/3d/using_multi_mesh_instance.pot index 73e007c084..72a941555e 100644 --- a/sphinx/templates/tutorials/3d/using_multi_mesh_instance.pot +++ b/sphinx/templates/tutorials/3d/using_multi_mesh_instance.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/using_transforms.pot b/sphinx/templates/tutorials/3d/using_transforms.pot index b3ece6c7d3..918bfaac97 100644 --- a/sphinx/templates/tutorials/3d/using_transforms.pot +++ b/sphinx/templates/tutorials/3d/using_transforms.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/vertex_animation/animating_thousands_of_fish.pot b/sphinx/templates/tutorials/3d/vertex_animation/animating_thousands_of_fish.pot index 7dc139fd4d..346b8412bf 100644 --- a/sphinx/templates/tutorials/3d/vertex_animation/animating_thousands_of_fish.pot +++ b/sphinx/templates/tutorials/3d/vertex_animation/animating_thousands_of_fish.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/vertex_animation/controlling_thousands_of_fish.pot b/sphinx/templates/tutorials/3d/vertex_animation/controlling_thousands_of_fish.pot index d7fab64d0f..e364f6a160 100644 --- a/sphinx/templates/tutorials/3d/vertex_animation/controlling_thousands_of_fish.pot +++ b/sphinx/templates/tutorials/3d/vertex_animation/controlling_thousands_of_fish.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/vertex_animation/index.pot b/sphinx/templates/tutorials/3d/vertex_animation/index.pot index aa1c38a3ab..578bee6b03 100644 --- a/sphinx/templates/tutorials/3d/vertex_animation/index.pot +++ b/sphinx/templates/tutorials/3d/vertex_animation/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/animation/2d_skeletons.pot b/sphinx/templates/tutorials/animation/2d_skeletons.pot index fce17f845c..7918884e37 100644 --- a/sphinx/templates/tutorials/animation/2d_skeletons.pot +++ b/sphinx/templates/tutorials/animation/2d_skeletons.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/animation/animation_tree.pot b/sphinx/templates/tutorials/animation/animation_tree.pot index 61b0676ab2..a47bbaf6d7 100644 --- a/sphinx/templates/tutorials/animation/animation_tree.pot +++ b/sphinx/templates/tutorials/animation/animation_tree.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/animation/cutout_animation.pot b/sphinx/templates/tutorials/animation/cutout_animation.pot index 710902e107..1a650d3086 100644 --- a/sphinx/templates/tutorials/animation/cutout_animation.pot +++ b/sphinx/templates/tutorials/animation/cutout_animation.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/animation/index.pot b/sphinx/templates/tutorials/animation/index.pot index c8e8edeb3b..2e9c2e4db8 100644 --- a/sphinx/templates/tutorials/animation/index.pot +++ b/sphinx/templates/tutorials/animation/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/animation/introduction_2d.pot b/sphinx/templates/tutorials/animation/introduction_2d.pot index 42844f7631..436ea1b659 100644 --- a/sphinx/templates/tutorials/animation/introduction_2d.pot +++ b/sphinx/templates/tutorials/animation/introduction_2d.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/assetlib/index.pot b/sphinx/templates/tutorials/assetlib/index.pot index 0050ffa476..b4b77bd819 100644 --- a/sphinx/templates/tutorials/assetlib/index.pot +++ b/sphinx/templates/tutorials/assetlib/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/assetlib/uploading_to_assetlib.pot b/sphinx/templates/tutorials/assetlib/uploading_to_assetlib.pot index 46cb752c9b..788af64fd9 100644 --- a/sphinx/templates/tutorials/assetlib/uploading_to_assetlib.pot +++ b/sphinx/templates/tutorials/assetlib/uploading_to_assetlib.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/assetlib/using_assetlib.pot b/sphinx/templates/tutorials/assetlib/using_assetlib.pot index c8be70eb5c..f17335e3ff 100644 --- a/sphinx/templates/tutorials/assetlib/using_assetlib.pot +++ b/sphinx/templates/tutorials/assetlib/using_assetlib.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/assetlib/what_is_assetlib.pot b/sphinx/templates/tutorials/assetlib/what_is_assetlib.pot index 0a0fd0e4c0..c89ce4fc2d 100644 --- a/sphinx/templates/tutorials/assetlib/what_is_assetlib.pot +++ b/sphinx/templates/tutorials/assetlib/what_is_assetlib.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/audio/audio_buses.pot b/sphinx/templates/tutorials/audio/audio_buses.pot index 083c3b9d10..4e4110a35c 100644 --- a/sphinx/templates/tutorials/audio/audio_buses.pot +++ b/sphinx/templates/tutorials/audio/audio_buses.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/audio/audio_streams.pot b/sphinx/templates/tutorials/audio/audio_streams.pot index 7f447cc248..bb157949d4 100644 --- a/sphinx/templates/tutorials/audio/audio_streams.pot +++ b/sphinx/templates/tutorials/audio/audio_streams.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/audio/index.pot b/sphinx/templates/tutorials/audio/index.pot index fd57cbd90a..f1058562c7 100644 --- a/sphinx/templates/tutorials/audio/index.pot +++ b/sphinx/templates/tutorials/audio/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/audio/sync_with_audio.pot b/sphinx/templates/tutorials/audio/sync_with_audio.pot index eae3b8a885..4fc46d3264 100644 --- a/sphinx/templates/tutorials/audio/sync_with_audio.pot +++ b/sphinx/templates/tutorials/audio/sync_with_audio.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/content/index.pot b/sphinx/templates/tutorials/content/index.pot index 2dfa5a8527..3403ded88d 100644 --- a/sphinx/templates/tutorials/content/index.pot +++ b/sphinx/templates/tutorials/content/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/content/making_trees.pot b/sphinx/templates/tutorials/content/making_trees.pot index 865286478f..29840649e0 100644 --- a/sphinx/templates/tutorials/content/making_trees.pot +++ b/sphinx/templates/tutorials/content/making_trees.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/content/procedural_geometry.pot b/sphinx/templates/tutorials/content/procedural_geometry.pot index 2744aefea4..453b01aea1 100644 --- a/sphinx/templates/tutorials/content/procedural_geometry.pot +++ b/sphinx/templates/tutorials/content/procedural_geometry.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/debug/index.pot b/sphinx/templates/tutorials/debug/index.pot index 6113c6c87e..a7d78f1e90 100644 --- a/sphinx/templates/tutorials/debug/index.pot +++ b/sphinx/templates/tutorials/debug/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/debug/overview_of_debugging_tools.pot b/sphinx/templates/tutorials/debug/overview_of_debugging_tools.pot index c3b81aaf34..882a749eec 100644 --- a/sphinx/templates/tutorials/debug/overview_of_debugging_tools.pot +++ b/sphinx/templates/tutorials/debug/overview_of_debugging_tools.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/gui/bbcode_in_richtextlabel.pot b/sphinx/templates/tutorials/gui/bbcode_in_richtextlabel.pot index 0e6ec166b8..ae0a59fe16 100644 --- a/sphinx/templates/tutorials/gui/bbcode_in_richtextlabel.pot +++ b/sphinx/templates/tutorials/gui/bbcode_in_richtextlabel.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/gui/custom_gui_controls.pot b/sphinx/templates/tutorials/gui/custom_gui_controls.pot index a36dcc9ab6..799052e02e 100644 --- a/sphinx/templates/tutorials/gui/custom_gui_controls.pot +++ b/sphinx/templates/tutorials/gui/custom_gui_controls.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/gui/gui_containers.pot b/sphinx/templates/tutorials/gui/gui_containers.pot index e6567f7998..9d807c7bf9 100644 --- a/sphinx/templates/tutorials/gui/gui_containers.pot +++ b/sphinx/templates/tutorials/gui/gui_containers.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -49,7 +49,7 @@ msgid "When a :ref:`Container `-derived node is used, all child msgstr "" #: ../../docs/tutorials/gui/gui_containers.rst:28 -msgid "Likewise, when a *Container* derived node is resized, all it's children will be re-positioned according to it, with a behavior based on the type of container used:" +msgid "Likewise, when a *Container* derived node is resized, all its children will be re-positioned according to it, with a behavior based on the type of container used:" msgstr "" #: ../../docs/tutorials/gui/gui_containers.rst:33 diff --git a/sphinx/templates/tutorials/gui/gui_skinning.pot b/sphinx/templates/tutorials/gui/gui_skinning.pot index d365a26535..46dae2c8cb 100644 --- a/sphinx/templates/tutorials/gui/gui_skinning.pot +++ b/sphinx/templates/tutorials/gui/gui_skinning.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/gui/index.pot b/sphinx/templates/tutorials/gui/index.pot index 84e885e9df..89632cc28c 100644 --- a/sphinx/templates/tutorials/gui/index.pot +++ b/sphinx/templates/tutorials/gui/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/gui/size_and_anchors.pot b/sphinx/templates/tutorials/gui/size_and_anchors.pot index 9c57080504..d1abae4680 100644 --- a/sphinx/templates/tutorials/gui/size_and_anchors.pot +++ b/sphinx/templates/tutorials/gui/size_and_anchors.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/i18n/index.pot b/sphinx/templates/tutorials/i18n/index.pot index e41075b526..d4f090d422 100644 --- a/sphinx/templates/tutorials/i18n/index.pot +++ b/sphinx/templates/tutorials/i18n/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/i18n/internationalizing_games.pot b/sphinx/templates/tutorials/i18n/internationalizing_games.pot index 0219f7d722..d71cc9adae 100644 --- a/sphinx/templates/tutorials/i18n/internationalizing_games.pot +++ b/sphinx/templates/tutorials/i18n/internationalizing_games.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/i18n/locales.pot b/sphinx/templates/tutorials/i18n/locales.pot index 3d3d2e22f8..4bac8f09be 100644 --- a/sphinx/templates/tutorials/i18n/locales.pot +++ b/sphinx/templates/tutorials/i18n/locales.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/i18n/localization_using_gettext.pot b/sphinx/templates/tutorials/i18n/localization_using_gettext.pot index 590028cdcd..2475bc694e 100644 --- a/sphinx/templates/tutorials/i18n/localization_using_gettext.pot +++ b/sphinx/templates/tutorials/i18n/localization_using_gettext.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/inputs/custom_mouse_cursor.pot b/sphinx/templates/tutorials/inputs/custom_mouse_cursor.pot index 9b320c4cc7..52faf762a5 100644 --- a/sphinx/templates/tutorials/inputs/custom_mouse_cursor.pot +++ b/sphinx/templates/tutorials/inputs/custom_mouse_cursor.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/inputs/index.pot b/sphinx/templates/tutorials/inputs/index.pot index 32735ba26b..60fa0a3dab 100644 --- a/sphinx/templates/tutorials/inputs/index.pot +++ b/sphinx/templates/tutorials/inputs/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/inputs/input_examples.pot b/sphinx/templates/tutorials/inputs/input_examples.pot index 7a4db9f74e..79d9d97364 100644 --- a/sphinx/templates/tutorials/inputs/input_examples.pot +++ b/sphinx/templates/tutorials/inputs/input_examples.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/inputs/inputevent.pot b/sphinx/templates/tutorials/inputs/inputevent.pot index 71afaf2cd2..91efb76324 100644 --- a/sphinx/templates/tutorials/inputs/inputevent.pot +++ b/sphinx/templates/tutorials/inputs/inputevent.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/inputs/mouse_and_input_coordinates.pot b/sphinx/templates/tutorials/inputs/mouse_and_input_coordinates.pot index c9c08d8805..f74c7ec139 100644 --- a/sphinx/templates/tutorials/inputs/mouse_and_input_coordinates.pot +++ b/sphinx/templates/tutorials/inputs/mouse_and_input_coordinates.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/io/background_loading.pot b/sphinx/templates/tutorials/io/background_loading.pot index cd3f1a928d..2a7e564a1c 100644 --- a/sphinx/templates/tutorials/io/background_loading.pot +++ b/sphinx/templates/tutorials/io/background_loading.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/io/data_paths.pot b/sphinx/templates/tutorials/io/data_paths.pot index 227e534bca..0951fd76ea 100644 --- a/sphinx/templates/tutorials/io/data_paths.pot +++ b/sphinx/templates/tutorials/io/data_paths.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/io/encrypting_save_games.pot b/sphinx/templates/tutorials/io/encrypting_save_games.pot index 54284b9d82..cb04b3d047 100644 --- a/sphinx/templates/tutorials/io/encrypting_save_games.pot +++ b/sphinx/templates/tutorials/io/encrypting_save_games.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -49,7 +49,7 @@ msgid "This will make the file unreadable to users, but will still not prevent t msgstr "" #: ../../docs/tutorials/io/encrypting_save_games.rst:74 -msgid "Note that ``OS.get_unique_id()`` only works on iOS and Android." +msgid "Note that ``OS.get_unique_id()`` does not work on UWP or HTML5." msgstr "" #: ../../docs/tutorials/io/encrypting_save_games.rst:76 diff --git a/sphinx/templates/tutorials/io/index.pot b/sphinx/templates/tutorials/io/index.pot index 2289892721..ec6f46629b 100644 --- a/sphinx/templates/tutorials/io/index.pot +++ b/sphinx/templates/tutorials/io/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/io/saving_games.pot b/sphinx/templates/tutorials/io/saving_games.pot index b447eb6573..41a81b0d30 100644 --- a/sphinx/templates/tutorials/io/saving_games.pot +++ b/sphinx/templates/tutorials/io/saving_games.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/legal/complying_with_licenses.pot b/sphinx/templates/tutorials/legal/complying_with_licenses.pot index 0a9b0e9d38..4a5caa7898 100644 --- a/sphinx/templates/tutorials/legal/complying_with_licenses.pot +++ b/sphinx/templates/tutorials/legal/complying_with_licenses.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -127,7 +127,7 @@ msgid "FreeType" msgstr "" #: ../../docs/tutorials/legal/complying_with_licenses.rst:72 -msgid "Godot uses `FreeType `_ to render fonts. It's license requires attribution, so the following text must be included together with the Godot license:" +msgid "Godot uses `FreeType `_ to render fonts. Its license requires attribution, so the following text must be included together with the Godot license:" msgstr "" #: ../../docs/tutorials/legal/complying_with_licenses.rst:75 diff --git a/sphinx/templates/tutorials/legal/index.pot b/sphinx/templates/tutorials/legal/index.pot index d27b3cece7..b5c4f9254c 100644 --- a/sphinx/templates/tutorials/legal/index.pot +++ b/sphinx/templates/tutorials/legal/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/math/beziers_and_curves.pot b/sphinx/templates/tutorials/math/beziers_and_curves.pot index 50f4097fda..2ac2a43246 100644 --- a/sphinx/templates/tutorials/math/beziers_and_curves.pot +++ b/sphinx/templates/tutorials/math/beziers_and_curves.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/math/index.pot b/sphinx/templates/tutorials/math/index.pot index f216e165c8..d267c7b99f 100644 --- a/sphinx/templates/tutorials/math/index.pot +++ b/sphinx/templates/tutorials/math/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/math/interpolation.pot b/sphinx/templates/tutorials/math/interpolation.pot index 5c607e4313..eaf7130781 100644 --- a/sphinx/templates/tutorials/math/interpolation.pot +++ b/sphinx/templates/tutorials/math/interpolation.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/math/matrices_and_transforms.pot b/sphinx/templates/tutorials/math/matrices_and_transforms.pot index 1d3478d235..b418fbdf5f 100644 --- a/sphinx/templates/tutorials/math/matrices_and_transforms.pot +++ b/sphinx/templates/tutorials/math/matrices_and_transforms.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/math/vector_math.pot b/sphinx/templates/tutorials/math/vector_math.pot index d18cef3887..b39ed6e0d9 100644 --- a/sphinx/templates/tutorials/math/vector_math.pot +++ b/sphinx/templates/tutorials/math/vector_math.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/math/vectors_advanced.pot b/sphinx/templates/tutorials/math/vectors_advanced.pot index 4769f40e3c..c6d8b2f96b 100644 --- a/sphinx/templates/tutorials/math/vectors_advanced.pot +++ b/sphinx/templates/tutorials/math/vectors_advanced.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/binary_serialization_api.pot b/sphinx/templates/tutorials/misc/binary_serialization_api.pot index a847dec66b..12e2ca01bf 100644 --- a/sphinx/templates/tutorials/misc/binary_serialization_api.pot +++ b/sphinx/templates/tutorials/misc/binary_serialization_api.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/change_scenes_manually.pot b/sphinx/templates/tutorials/misc/change_scenes_manually.pot index 1a659925ae..563679f659 100644 --- a/sphinx/templates/tutorials/misc/change_scenes_manually.pot +++ b/sphinx/templates/tutorials/misc/change_scenes_manually.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/gles2_gles3_differences.pot b/sphinx/templates/tutorials/misc/gles2_gles3_differences.pot index 64b972086b..5bf60f6e92 100644 --- a/sphinx/templates/tutorials/misc/gles2_gles3_differences.pot +++ b/sphinx/templates/tutorials/misc/gles2_gles3_differences.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/handling_quit_requests.pot b/sphinx/templates/tutorials/misc/handling_quit_requests.pot index b6ad0dbc01..e5487a0775 100644 --- a/sphinx/templates/tutorials/misc/handling_quit_requests.pot +++ b/sphinx/templates/tutorials/misc/handling_quit_requests.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/index.pot b/sphinx/templates/tutorials/misc/index.pot index 47ce62d1c0..acfb93dd95 100644 --- a/sphinx/templates/tutorials/misc/index.pot +++ b/sphinx/templates/tutorials/misc/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/instancing_with_signals.pot b/sphinx/templates/tutorials/misc/instancing_with_signals.pot index 8548935a9d..efe3b857a1 100644 --- a/sphinx/templates/tutorials/misc/instancing_with_signals.pot +++ b/sphinx/templates/tutorials/misc/instancing_with_signals.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/jitter_stutter.pot b/sphinx/templates/tutorials/misc/jitter_stutter.pot index 67a0f1ecdc..b1ecde6a77 100644 --- a/sphinx/templates/tutorials/misc/jitter_stutter.pot +++ b/sphinx/templates/tutorials/misc/jitter_stutter.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/pausing_games.pot b/sphinx/templates/tutorials/misc/pausing_games.pot index bd11598f61..714d420497 100644 --- a/sphinx/templates/tutorials/misc/pausing_games.pot +++ b/sphinx/templates/tutorials/misc/pausing_games.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/running_code_in_the_editor.pot b/sphinx/templates/tutorials/misc/running_code_in_the_editor.pot index 6e03027561..d20aa9ab2c 100644 --- a/sphinx/templates/tutorials/misc/running_code_in_the_editor.pot +++ b/sphinx/templates/tutorials/misc/running_code_in_the_editor.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/networking/high_level_multiplayer.pot b/sphinx/templates/tutorials/networking/high_level_multiplayer.pot index 11811aab75..cd7f3d07b9 100644 --- a/sphinx/templates/tutorials/networking/high_level_multiplayer.pot +++ b/sphinx/templates/tutorials/networking/high_level_multiplayer.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -260,159 +260,159 @@ msgstr "" msgid "Let's get back to the lobby. Imagine that each player that connects to the server will tell everyone about it." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:229 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:224 msgid "You might have already noticed something different, which is the usage of the `remote` keyword on the `register_player` function:" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:235 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:230 msgid "This keyword has two main uses. The first is to let Godot know that this function can be called from RPC. If no keywords are added, Godot will block any attempts to call functions for security. This makes security work a lot easier (so a client can't call a function to delete a file on another client's system)." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:239 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:234 msgid "The second use is to specify how the function will be called via RPC. There are four different keywords:" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:241 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:236 msgid "`remote`" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:242 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:237 msgid "`remotesync`" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:243 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:238 msgid "`master`" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:244 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:239 msgid "`puppet`" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:246 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:241 msgid "The `remote` keyword means that the `rpc()` call will go via network and execute remotely." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:248 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:243 msgid "The `remotesync` keyword means that the `rpc()` call will go via network and execute remotely, but will also execute locally (do a normal function call)." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:250 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:245 msgid "The others will be explained further down. Note that you could also use the `get_rpc_sender_id` function on `SceneTree` to check which peer actually made the RPC call to `register_player`." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:253 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:248 msgid "With this, lobby management should be more or less explained. Once you have your game going, you will most likely want to add some extra security to make sure clients don't do anything funny (just validate the info they send from time to time, or before game start). For the sake of simplicity and because each game will share different information, this is not shown here." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:258 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:253 msgid "Starting the game" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:260 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:255 msgid "Once enough players have gathered in the lobby, the server should probably start the game. This is nothing special in itself, but we'll explain a few nice tricks that can be done at this point to make your life much easier." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:264 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:259 msgid "Player scenes" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:266 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:261 msgid "In most games, each player will likely have its own scene. Remember that this is a multiplayer game, so in every peer you need to instance **one scene for each player connected to it**. For a 4 player game, each peer needs to instance 4 player nodes." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:269 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:264 msgid "So, how to name such nodes? In Godot, nodes need to have a unique name. It must also be relatively easy for a player to tell which node represents each player ID." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:272 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:267 msgid "The solution is to simply name the *root nodes of the instanced player scenes as their network ID*. This way, they will be the same in every peer and RPC will work great! Here is an example:" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:301 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:296 msgid "Depending on when you execute pre_configure_game(), you may need to change any calls to ``add_child()`` to be deferred via ``call_deferred()``, as the SceneTree is locked while the scene is being created (e.g. when ``_ready()`` is being called)." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:305 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:300 msgid "Synchronizing game start" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:307 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:302 msgid "Setting up players might take different amounts of time for every peer due to lag, different hardware, or other reasons. To make sure the game will actually start when everyone is ready, pausing the game until all players are ready can be useful:" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:316 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:311 msgid "When the server gets the OK from all the peers, it can tell them to start, as for example:" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:337 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:332 msgid "Synchronizing the game" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:339 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:334 msgid "In most games, the goal of multiplayer networking is that the game runs synchronized on all the peers playing it. Besides supplying an RPC and remote member variable set implementation, Godot adds the concept of network masters." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:343 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:338 msgid "Network master" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:345 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:340 msgid "The network master of a node is the peer that has the ultimate authority over it." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:347 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:342 msgid "When not explicitly set, the network master is inherited from the parent node, which if not changed, is always going to be the server (ID 1). Thus the server has authority over all nodes by default." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:349 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:344 msgid "The network master can be set with the function :ref:`Node.set_network_master(id, recursive) ` (recursive is true by default and means the network master is recursively set on all child nodes of the node as well)." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:352 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:347 msgid "Checking that a specific node instance on a peer is the network master for this node for all connected peers is done by calling :ref:`Node.is_network_master() `. This will return true when executed on the server and false on all client peers." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:354 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:349 msgid "If you have paid attention to the previous example, it's possible you noticed that each peer was set to have network master authority for their own player (Node) instead of the server:" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:374 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:369 msgid "Each time this piece of code is executed on each peer, the peer makes itself master on the node it controls, and all other nodes remain as puppets with the server being their network master." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:376 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:371 msgid "To clarify, here is an example of how this looks in the `bomber demo `_:" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:383 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:378 msgid "Master and puppet keywords" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:387 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:382 msgid "The real advantage of this model is when used with the `master`/`puppet` keywords in GDScript (or their equivalent in C# and Visual Script). Similarly to the `remote` keyword, functions can also be tagged with them:" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:390 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:385 msgid "Example bomb code:" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:398 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:393 msgid "Example player code:" msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:412 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:407 msgid "In the above example, a bomb explodes somewhere (likely managed by whoever is master). The bomb knows the bodies in the area, so it checks them and checks that they contain an `exploded` function." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:415 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:410 msgid "If they do, the bomb calls `exploded` on it. However, the `exploded` method in the player has a `master` keyword. This means that only the player who is master for that instance will actually get the function." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:418 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:413 msgid "This instance, then, calls the `stun` method in the same instances of that same player (but in different peers), and only those which are set as puppet, making the player look stunned in all the peers (as well as the current, master one)." msgstr "" -#: ../../docs/tutorials/networking/high_level_multiplayer.rst:421 +#: ../../docs/tutorials/networking/high_level_multiplayer.rst:416 msgid "Note that you could also send the stun() message only to a specific player by using rpc_id(, \"exploded\", bomb_owner). This may not make much sense for an area-of-effect case like the bomb, but in other cases, like single target damage." msgstr "" diff --git a/sphinx/templates/tutorials/networking/http_client_class.pot b/sphinx/templates/tutorials/networking/http_client_class.pot index 85753015c5..fd962c304e 100644 --- a/sphinx/templates/tutorials/networking/http_client_class.pot +++ b/sphinx/templates/tutorials/networking/http_client_class.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/networking/http_request_class.pot b/sphinx/templates/tutorials/networking/http_request_class.pot index f153173acd..046dda9b5c 100644 --- a/sphinx/templates/tutorials/networking/http_request_class.pot +++ b/sphinx/templates/tutorials/networking/http_request_class.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/networking/index.pot b/sphinx/templates/tutorials/networking/index.pot index 2bad1b99e8..030108586a 100644 --- a/sphinx/templates/tutorials/networking/index.pot +++ b/sphinx/templates/tutorials/networking/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/networking/ssl_certificates.pot b/sphinx/templates/tutorials/networking/ssl_certificates.pot index 433b42a82c..7add2a3c72 100644 --- a/sphinx/templates/tutorials/networking/ssl_certificates.pot +++ b/sphinx/templates/tutorials/networking/ssl_certificates.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/networking/webrtc.pot b/sphinx/templates/tutorials/networking/webrtc.pot index 4b734f44ae..ba3aa087a4 100644 --- a/sphinx/templates/tutorials/networking/webrtc.pot +++ b/sphinx/templates/tutorials/networking/webrtc.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/optimization/index.pot b/sphinx/templates/tutorials/optimization/index.pot index aab840cc94..e70097441e 100644 --- a/sphinx/templates/tutorials/optimization/index.pot +++ b/sphinx/templates/tutorials/optimization/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/optimization/using_multimesh.pot b/sphinx/templates/tutorials/optimization/using_multimesh.pot index 49ff8c5661..4072448644 100644 --- a/sphinx/templates/tutorials/optimization/using_multimesh.pot +++ b/sphinx/templates/tutorials/optimization/using_multimesh.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/optimization/using_servers.pot b/sphinx/templates/tutorials/optimization/using_servers.pot index 9363c130ca..f372ac5e87 100644 --- a/sphinx/templates/tutorials/optimization/using_servers.pot +++ b/sphinx/templates/tutorials/optimization/using_servers.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/index.pot b/sphinx/templates/tutorials/physics/index.pot index aa285b5d9c..1fc3b645ee 100644 --- a/sphinx/templates/tutorials/physics/index.pot +++ b/sphinx/templates/tutorials/physics/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/kinematic_character_2d.pot b/sphinx/templates/tutorials/physics/kinematic_character_2d.pot index 9bd791fa98..14a07e4b83 100644 --- a/sphinx/templates/tutorials/physics/kinematic_character_2d.pot +++ b/sphinx/templates/tutorials/physics/kinematic_character_2d.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/physics_introduction.pot b/sphinx/templates/tutorials/physics/physics_introduction.pot index f791cf1e47..f4e81c53e1 100644 --- a/sphinx/templates/tutorials/physics/physics_introduction.pot +++ b/sphinx/templates/tutorials/physics/physics_introduction.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/ragdoll_system.pot b/sphinx/templates/tutorials/physics/ragdoll_system.pot index de562d6707..753ebfc88d 100644 --- a/sphinx/templates/tutorials/physics/ragdoll_system.pot +++ b/sphinx/templates/tutorials/physics/ragdoll_system.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/ray-casting.pot b/sphinx/templates/tutorials/physics/ray-casting.pot index 8875cc18b1..ef6ba4ac1a 100644 --- a/sphinx/templates/tutorials/physics/ray-casting.pot +++ b/sphinx/templates/tutorials/physics/ray-casting.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/rigid_body.pot b/sphinx/templates/tutorials/physics/rigid_body.pot index bc1f5a51db..cfd45d5ce6 100644 --- a/sphinx/templates/tutorials/physics/rigid_body.pot +++ b/sphinx/templates/tutorials/physics/rigid_body.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/soft_body.pot b/sphinx/templates/tutorials/physics/soft_body.pot index 5f396249b0..b5ab130532 100644 --- a/sphinx/templates/tutorials/physics/soft_body.pot +++ b/sphinx/templates/tutorials/physics/soft_body.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/using_kinematic_body_2d.pot b/sphinx/templates/tutorials/physics/using_kinematic_body_2d.pot index 9bcb13d992..4c7503d71f 100644 --- a/sphinx/templates/tutorials/physics/using_kinematic_body_2d.pot +++ b/sphinx/templates/tutorials/physics/using_kinematic_body_2d.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/platform/android_in_app_purchases.pot b/sphinx/templates/tutorials/platform/android_in_app_purchases.pot index 793e184365..254a14e93d 100644 --- a/sphinx/templates/tutorials/platform/android_in_app_purchases.pot +++ b/sphinx/templates/tutorials/platform/android_in_app_purchases.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/platform/consoles.pot b/sphinx/templates/tutorials/platform/consoles.pot index a875b5b2f7..13f5464cba 100644 --- a/sphinx/templates/tutorials/platform/consoles.pot +++ b/sphinx/templates/tutorials/platform/consoles.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/platform/customizing_html5_shell.pot b/sphinx/templates/tutorials/platform/customizing_html5_shell.pot index 7e78dd76b2..36df2c951b 100644 --- a/sphinx/templates/tutorials/platform/customizing_html5_shell.pot +++ b/sphinx/templates/tutorials/platform/customizing_html5_shell.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/platform/index.pot b/sphinx/templates/tutorials/platform/index.pot index 6d272c5fcb..ca46138ff0 100644 --- a/sphinx/templates/tutorials/platform/index.pot +++ b/sphinx/templates/tutorials/platform/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/platform/services_for_ios.pot b/sphinx/templates/tutorials/platform/services_for_ios.pot index 0fb67749f8..40ae1825b8 100644 --- a/sphinx/templates/tutorials/platform/services_for_ios.pot +++ b/sphinx/templates/tutorials/platform/services_for_ios.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/android/android_plugin.pot b/sphinx/templates/tutorials/plugins/android/android_plugin.pot index 98c240ba38..1387fa6c5d 100644 --- a/sphinx/templates/tutorials/plugins/android/android_plugin.pot +++ b/sphinx/templates/tutorials/plugins/android/android_plugin.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/android/index.pot b/sphinx/templates/tutorials/plugins/android/index.pot index 387420d344..f7a37d8772 100644 --- a/sphinx/templates/tutorials/plugins/android/index.pot +++ b/sphinx/templates/tutorials/plugins/android/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/editor/import_plugins.pot b/sphinx/templates/tutorials/plugins/editor/import_plugins.pot index dcc76fcc3d..b83e1a2506 100644 --- a/sphinx/templates/tutorials/plugins/editor/import_plugins.pot +++ b/sphinx/templates/tutorials/plugins/editor/import_plugins.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/editor/index.pot b/sphinx/templates/tutorials/plugins/editor/index.pot index 0b26d8f52e..0da0115347 100644 --- a/sphinx/templates/tutorials/plugins/editor/index.pot +++ b/sphinx/templates/tutorials/plugins/editor/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/editor/inspector_plugins.pot b/sphinx/templates/tutorials/plugins/editor/inspector_plugins.pot index 015025b5aa..6c79481149 100644 --- a/sphinx/templates/tutorials/plugins/editor/inspector_plugins.pot +++ b/sphinx/templates/tutorials/plugins/editor/inspector_plugins.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/editor/making_main_screen_plugins.pot b/sphinx/templates/tutorials/plugins/editor/making_main_screen_plugins.pot index 6e220b8dcd..61654a26af 100644 --- a/sphinx/templates/tutorials/plugins/editor/making_main_screen_plugins.pot +++ b/sphinx/templates/tutorials/plugins/editor/making_main_screen_plugins.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/editor/making_plugins.pot b/sphinx/templates/tutorials/plugins/editor/making_plugins.pot index a7c2e5d7c5..e3ea92e3c6 100644 --- a/sphinx/templates/tutorials/plugins/editor/making_plugins.pot +++ b/sphinx/templates/tutorials/plugins/editor/making_plugins.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/editor/spatial_gizmos.pot b/sphinx/templates/tutorials/plugins/editor/spatial_gizmos.pot index ac00bc4052..dbb08a3729 100644 --- a/sphinx/templates/tutorials/plugins/editor/spatial_gizmos.pot +++ b/sphinx/templates/tutorials/plugins/editor/spatial_gizmos.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/gdnative/gdnative-c-example.pot b/sphinx/templates/tutorials/plugins/gdnative/gdnative-c-example.pot index 232d13a49c..7a3e86bef8 100644 --- a/sphinx/templates/tutorials/plugins/gdnative/gdnative-c-example.pot +++ b/sphinx/templates/tutorials/plugins/gdnative/gdnative-c-example.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/gdnative/gdnative-cpp-example.pot b/sphinx/templates/tutorials/plugins/gdnative/gdnative-cpp-example.pot index eaa3de36a4..9c0b01db3e 100644 --- a/sphinx/templates/tutorials/plugins/gdnative/gdnative-cpp-example.pot +++ b/sphinx/templates/tutorials/plugins/gdnative/gdnative-cpp-example.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/gdnative/index.pot b/sphinx/templates/tutorials/plugins/gdnative/index.pot index 54b3e4a050..e9f30a6a4f 100644 --- a/sphinx/templates/tutorials/plugins/gdnative/index.pot +++ b/sphinx/templates/tutorials/plugins/gdnative/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/index.pot b/sphinx/templates/tutorials/plugins/index.pot index 297a0ace54..8c34989160 100644 --- a/sphinx/templates/tutorials/plugins/index.pot +++ b/sphinx/templates/tutorials/plugins/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/advanced_postprocessing.pot b/sphinx/templates/tutorials/shading/advanced_postprocessing.pot index 1a4d5f7792..94af840bc9 100644 --- a/sphinx/templates/tutorials/shading/advanced_postprocessing.pot +++ b/sphinx/templates/tutorials/shading/advanced_postprocessing.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/index.pot b/sphinx/templates/tutorials/shading/index.pot index 6e3e3b75a0..96c1305861 100644 --- a/sphinx/templates/tutorials/shading/index.pot +++ b/sphinx/templates/tutorials/shading/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/intro_to_shaders_water_workshop.pot b/sphinx/templates/tutorials/shading/intro_to_shaders_water_workshop.pot index c965b90b15..624fbafd95 100644 --- a/sphinx/templates/tutorials/shading/intro_to_shaders_water_workshop.pot +++ b/sphinx/templates/tutorials/shading/intro_to_shaders_water_workshop.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/migrating_to_godot_shader_language.pot b/sphinx/templates/tutorials/shading/migrating_to_godot_shader_language.pot index 3b23414983..a0d946520c 100644 --- a/sphinx/templates/tutorials/shading/migrating_to_godot_shader_language.pot +++ b/sphinx/templates/tutorials/shading/migrating_to_godot_shader_language.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -177,7 +177,6 @@ msgid "vec4" msgstr "" #: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:96 -#: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:162 #: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:222 msgid "FRAGCOORD" msgstr "" @@ -311,6 +310,10 @@ msgstr "" msgid "fragCoord" msgstr "" +#: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:162 +msgid "FRAGCOORD.xy" +msgstr "" + #: ../../docs/tutorials/shading/migrating_to_godot_shader_language.rst:164 msgid "iResolution" msgstr "" diff --git a/sphinx/templates/tutorials/shading/screen-reading_shaders.pot b/sphinx/templates/tutorials/shading/screen-reading_shaders.pot index 8b972ec333..f538e492a0 100644 --- a/sphinx/templates/tutorials/shading/screen-reading_shaders.pot +++ b/sphinx/templates/tutorials/shading/screen-reading_shaders.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/shader_materials.pot b/sphinx/templates/tutorials/shading/shader_materials.pot index 06f1578862..b06d572c3a 100644 --- a/sphinx/templates/tutorials/shading/shader_materials.pot +++ b/sphinx/templates/tutorials/shading/shader_materials.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/shading_reference/canvas_item_shader.pot b/sphinx/templates/tutorials/shading/shading_reference/canvas_item_shader.pot index 3c495be8f1..461e93414e 100644 --- a/sphinx/templates/tutorials/shading/shading_reference/canvas_item_shader.pot +++ b/sphinx/templates/tutorials/shading/shading_reference/canvas_item_shader.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -39,7 +39,7 @@ msgstr "" #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:17 #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:95 #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:144 -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:193 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:195 msgid "Description" msgstr "" @@ -169,7 +169,7 @@ msgstr "" #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:95 #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:144 -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:193 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:195 msgid "Built-in" msgstr "" @@ -198,8 +198,8 @@ msgid "View space to clip space transform." msgstr "" #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:103 -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:174 -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:215 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:176 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:219 msgid "in float **TIME**" msgstr "" @@ -216,12 +216,12 @@ msgid "Instance custom data." msgstr "" #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:107 -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:176 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:178 msgid "in bool **AT_LIGHT_PASS**" msgstr "" #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:107 -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:176 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:178 msgid "True if this is a light pass." msgstr "" @@ -234,14 +234,14 @@ msgid "Vertex, in image space." msgstr "" #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:111 -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:164 -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:207 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:166 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:211 msgid "in vec2 **TEXTURE_PIXEL_SIZE**" msgstr "" #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:111 -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:164 -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:207 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:166 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:211 msgid "Normalized pixel size of default 2D texture. For a Sprite with a texture of size 64x32px, **TEXTURE_PIXEL_SIZE** = :code:`vec2(1/64, 1/32)`" msgstr "" @@ -254,7 +254,7 @@ msgid "UV." msgstr "" #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:117 -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:157 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:159 msgid "inout vec4 **COLOR**" msgstr "" @@ -283,203 +283,200 @@ msgid "This differs from the behaviour of the built-in normal map. If a normal m msgstr "" #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:146 -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:195 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:197 msgid "in vec4 **FRAGCOORD**" msgstr "" #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:146 -msgid "Fragment coordinate, pixel adjusted." +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:197 +msgid "Coordinate of pixel center. In screen space. ``xy`` specifies position in window, ``z`` specifies fragment depth if ``DEPTH`` is not used. Origin is lower-left." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:148 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:150 msgid "inout vec3 **NORMAL**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:148 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:150 msgid "Normal read from **NORMAL_TEXTURE**. Writable." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:150 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:152 msgid "out vec3 **NORMALMAP**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:150 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:152 msgid "Configures normal maps meant for 3D for use in 2D. If used, overwrites **NORMAL**." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:153 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:155 msgid "inout float **NORMALMAP_DEPTH**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:153 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:155 msgid "Normalmap depth for scaling." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:155 -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:200 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:157 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:204 msgid "in vec2 **UV**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:155 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:157 msgid "UV from vertex function." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:157 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:159 msgid "Color from vertex function and output fragment color. If unused, will be set to **TEXTURE** color." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:160 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:162 msgid "in sampler2D **TEXTURE**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:160 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:162 msgid "Default 2D texture." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:162 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:164 msgid "in sampler2D **NORMAL_TEXTURE**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:162 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:164 msgid "Default 2D normal texture." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:168 -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:211 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:170 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:215 msgid "in vec2 **SCREEN_UV**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:168 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:170 msgid "Screen UV for use with **SCREEN_TEXTURE**." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:170 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:172 msgid "in vec2 **SCREEN_PIXEL_SIZE**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:170 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:172 msgid "Size of individual pixels. Equal to inverse of resolution." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:172 -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:213 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:174 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:217 msgid "in vec2 **POINT_COORD**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:172 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:174 msgid "Coordinate for drawing points." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:174 -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:215 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:176 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:219 msgid "Global time in seconds." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:178 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:180 msgid "in sampler2D **SCREEN_TEXTURE**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:178 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:180 msgid "Screen texture, mipmaps contain gaussian blurred versions." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:182 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:184 msgid "Light built-ins" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:184 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:186 msgid "Light processor functions work differently in 2D than they do in 3D. In CanvasItem shaders, the shader is called once for the object being drawn, and then once for each light touching that object in the scene. Use render_mode ``unshaded`` if you do not want any light passes to occur for that object. Use render_mode ``light_only`` if you only want light passes to occur for that object; this can be useful when you only want the object visible where it is covered by light." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:190 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:192 msgid "When the shader is on a light pass, the ``AT_LIGHT_PASS`` variable will be ``true``." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:195 -msgid "Fragment coordinate of pixel center. Origin at lower left." -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:197 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:201 msgid "in vec3 **NORMAL**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:197 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:201 msgid "Input Normal. Although this value is passed in, **normal calculation still happens outside of this function**." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:200 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:204 msgid "UV from vertex function, equivalent to the UV in the fragment function." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:202 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:206 msgid "in vec4 **COLOR**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:202 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:206 msgid "Input Color. This is the output of the fragment function with final modulation applied." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:205 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:209 msgid "sampler2D **TEXTURE**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:205 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:209 msgid "Current texture in use for CanvasItem." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:211 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:215 msgid "**SCREEN_TEXTURE** Coordinate (for using with screen texture)." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:213 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:217 msgid "UV for Point Sprite." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:217 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:221 msgid "inout vec2 **LIGHT_VEC**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:217 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:221 msgid "Vector from light to fragment, can be modified to alter shadow computation." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:219 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:223 msgid "inout float **LIGHT_HEIGHT**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:219 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:223 msgid "Height of Light. Only effective when normals are used." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:221 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:225 msgid "inout vec4 **LIGHT_COLOR**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:221 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:225 msgid "Color of Light." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:223 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:227 msgid "in vec2 **LIGHT_UV**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:223 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:227 msgid "UV for Light texture." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:225 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:229 msgid "out vec4 **SHADOW_COLOR**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:225 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:229 msgid "Shadow Color of Light." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:227 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:231 msgid "inout vec4 **LIGHT**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:227 +#: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:231 msgid "Value from the Light texture and output color. Can be modified. If not used, the light function is ignored." msgstr "" diff --git a/sphinx/templates/tutorials/shading/shading_reference/index.pot b/sphinx/templates/tutorials/shading/shading_reference/index.pot index f53e0a6bd8..e53a7ff09c 100644 --- a/sphinx/templates/tutorials/shading/shading_reference/index.pot +++ b/sphinx/templates/tutorials/shading/shading_reference/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/shading_reference/particle_shader.pot b/sphinx/templates/tutorials/shading/shading_reference/particle_shader.pot index 15ffd9c777..4be49df1f6 100644 --- a/sphinx/templates/tutorials/shading/shading_reference/particle_shader.pot +++ b/sphinx/templates/tutorials/shading/shading_reference/particle_shader.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/shading_reference/shaders.pot b/sphinx/templates/tutorials/shading/shading_reference/shaders.pot index b5184621ec..87d1102f9c 100644 --- a/sphinx/templates/tutorials/shading/shading_reference/shaders.pot +++ b/sphinx/templates/tutorials/shading/shading_reference/shaders.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/shading_reference/shading_language.pot b/sphinx/templates/tutorials/shading/shading_reference/shading_language.pot index 42a38321bd..c9a2d1fd52 100644 --- a/sphinx/templates/tutorials/shading/shading_reference/shading_language.pot +++ b/sphinx/templates/tutorials/shading/shading_reference/shading_language.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -41,14 +41,14 @@ msgid "Most GLSL ES 3.0 datatypes are supported:" msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:21 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:366 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:378 msgid "Type" msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:21 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:322 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:366 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:452 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:334 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:378 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:464 msgid "Description" msgstr "" @@ -61,13 +61,13 @@ msgid "Void datatype, useful only for functions that return nothing." msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:25 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:391 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:391 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:403 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:403 msgid "**bool**" msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:25 -msgid "Boolean datatype, can only contain \"true\" or \"false\"" +msgid "Boolean datatype, can only contain \"true\" or \"false\"." msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:27 @@ -95,8 +95,8 @@ msgid "Four-component vector of booleans." msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:33 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:393 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:393 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:405 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:405 msgid "**int**" msgstr "" @@ -161,8 +161,8 @@ msgid "Four-component vector of unsigned integers." msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:49 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:395 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:395 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:407 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:407 msgid "**float**" msgstr "" @@ -171,7 +171,7 @@ msgid "Floating point scalar." msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:51 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:397 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:409 msgid "**vec2**" msgstr "" @@ -180,7 +180,7 @@ msgid "Two-component vector of floating point values." msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:53 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:399 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:411 msgid "**vec3**" msgstr "" @@ -189,8 +189,8 @@ msgid "Three-component vector of floating point values." msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:55 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:368 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:401 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:380 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:413 msgid "**vec4**" msgstr "" @@ -215,8 +215,8 @@ msgid "3x3 matrix, in column major order." msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:61 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:403 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:405 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:415 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:417 msgid "**mat4**" msgstr "" @@ -225,12 +225,12 @@ msgid "4x4 matrix, in column major order." msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:63 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:372 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:374 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:376 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:378 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:380 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:382 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:384 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:386 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:388 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:390 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:392 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:394 msgid "**sampler2D**" msgstr "" @@ -255,1188 +255,1299 @@ msgid "Sampler type for binding 2D textures, which are read as unsigned integer. msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:69 -msgid "**samplerCube**" +msgid "**sampler2DArray**" msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:69 -msgid "Sampler type for binding Cubemaps, which are read as floats." +msgid "Sampler type for binding 2D texture arrays, which are read as float." +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:71 +msgid "**isampler2DArray**" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:71 +msgid "Sampler type for binding 2D texture arrays, which are read as signed integer." msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:73 -msgid "Casting" +msgid "**usampler2DArray**" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:73 +msgid "Sampler type for binding 2D texture arrays, which are read as unsigned integer." msgstr "" #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:75 +msgid "**sampler3D**" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:75 +msgid "Sampler type for binding 3D textures, which are read as float." +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:77 +msgid "**isampler3D**" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:77 +msgid "Sampler type for binding 3D textures, which are read as signed integer." +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:79 +msgid "**usampler3D**" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:79 +msgid "Sampler type for binding 3D textures, which are read as unsigned integer." +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:81 +msgid "**samplerCube**" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:81 +msgid "Sampler type for binding Cubemaps, which are read as floats." +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:85 +msgid "Casting" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:87 msgid "Just like GLSL ES 3.0, implicit casting between scalars and vectors of the same size but different type is not allowed. Casting of types of different size is also not allowed. Conversion must be done explicitly via constructors." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:78 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:90 msgid "Example:" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:86 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:98 msgid "Default integer constants are signed, so casting is always needed to convert to unsigned:" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:95 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:107 msgid "Members" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:97 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:109 msgid "Individual scalar members of vector types are accessed via the \"x\", \"y\", \"z\" and \"w\" members. Alternatively, using \"r\", \"g\", \"b\" and \"a\" also works and is equivalent. Use whatever fits best for your needs." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:101 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:113 msgid "For matrices, use the ``m[row][column]`` indexing syntax to access each scalar, or ``m[idx]`` to access a vector by row index. For example, for accessing the y position of an object in a mat4 you use ``m[3][1]``." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:106 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:118 msgid "Constructing" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:108 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:120 msgid "Construction of vector types must always pass:" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:120 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:132 msgid "Construction of matrix types requires vectors of the same dimension as the matrix. You can also build a diagonal matrix using ``matx(float)`` syntax. Accordingly, ``mat4(1.0)`` is an identity matrix." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:130 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:142 msgid "Matrices can also be built from a matrix of another dimension. There are two rules : If a larger matrix is constructed from a smaller matrix, the additional rows and columns are set to the values they would have in an identity matrix. If a smaller matrix is constructed from a larger matrix, the top, left submatrix of the larger matrix is used." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:143 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:155 msgid "Swizzling" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:145 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:157 msgid "It is possible to obtain any combination of components in any order, as long as the result is another vector type (or scalar). This is easier shown than explained:" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:158 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:170 msgid "Precision" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:160 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:172 msgid "It is possible to add precision modifiers to datatypes; use them for uniforms, variables, arguments and varyings:" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:169 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:181 msgid "Using lower precision for some operations can speed up the math involved (at the cost of less precision). This is rarely needed in the vertex processor function (where full precision is needed most of the time), but is often useful in the fragment processor." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:173 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:185 msgid "Keep in mind that some architectures (mainly mobile) benefit a lot from this, but are also restricted (conversion between precisions has a cost). Please read the relevant documentation on the target architecture to find out more. In all honesty though, mobile drivers are buggy, so, to stay out of trouble, make simple shaders without specifying precision unless you *really* need to." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:179 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:191 msgid "Operators" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:181 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:193 msgid "Godot shading language supports the same set of operators as GLSL ES 3.0. Below is the list of them in precedence order:" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:184 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:196 msgid "Precedence" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:184 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:196 msgid "Class" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:184 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:196 msgid "Operator" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:186 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:198 msgid "1 (highest)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:186 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:198 msgid "parenthetical grouping" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:186 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:198 msgid "**()**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:188 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:200 msgid "2" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:188 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:200 msgid "unary" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:188 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:200 msgid "**+, -, !, ~**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:190 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:202 msgid "3" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:190 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:202 msgid "multiplicative" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:190 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:202 msgid "**/, \\*, %**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:192 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:204 msgid "4" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:192 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:204 msgid "additive" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:192 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:204 msgid "**+, -**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:194 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:206 msgid "5" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:194 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:206 msgid "bit-wise shift" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:194 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:206 msgid "**<<, >>**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:196 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:208 msgid "6" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:196 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:208 msgid "relational" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:196 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:208 msgid "**<, >, <=, >=**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:198 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:210 msgid "7" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:198 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:210 msgid "equality" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:198 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:210 msgid "**==, !=**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:200 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:212 msgid "8" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:200 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:212 msgid "bit-wise and" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:200 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:212 msgid "**&**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:202 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:214 msgid "9" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:202 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:214 msgid "bit-wise exclusive or" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:202 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:214 msgid "**^**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:204 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:216 msgid "10" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:204 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:216 msgid "bit-wise inclusive or" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:204 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:216 msgid "**|**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:206 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:218 msgid "11" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:206 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:218 msgid "logical and" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:206 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:218 msgid "**&&**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:208 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:220 msgid "12 (lowest)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:208 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:220 msgid "logical inclusive or" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:208 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:220 msgid "**||**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:212 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:224 msgid "Flow control" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:214 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:226 msgid "Godot Shading language supports the most common types of flow control:" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:236 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:248 msgid "Keep in mind that, in modern GPUs, an infinite loop can exist and can freeze your application (including editor). Godot can't protect you from this, so be careful not to make this mistake!" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:240 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:252 msgid "Discarding" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:242 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:254 msgid "Fragment and light functions can use the **discard** keyword. If used, the fragment is discarded and nothing is written." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:245 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:257 msgid "Functions" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:247 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:259 msgid "It is possible to define functions in a Godot shader. They use the following syntax:" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:262 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:274 msgid "You can only use functions that have been defined above (higher in the editor) the function from which you are calling them." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:265 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:277 msgid "Function arguments can have special qualifiers:" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:267 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:279 msgid "**in**: Means the argument is only for reading (default)." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:268 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:280 msgid "**out**: Means the argument is only for writing." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:269 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:281 msgid "**inout**: Means the argument is fully passed via reference." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:271 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:283 msgid "Example below:" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:280 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:292 msgid "Varyings" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:282 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:294 msgid "To send data from the vertex to the fragment processor function, *varyings* are used. They are set for every primitive vertex in the *vertex processor*, and the value is interpolated for every pixel in the fragment processor." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:300 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:312 msgid "Interpolation qualifiers" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:302 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:314 msgid "Certain values are interpolated during the shading pipeline. You can modify how these interpolations are done by using *interpolation qualifiers*." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:319 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:331 msgid "There are two possible interpolation qualifiers:" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:322 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:334 msgid "Qualifier" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:324 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:336 msgid "**flat**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:324 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:336 msgid "The value is not interpolated." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:326 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:338 msgid "**smooth**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:326 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:338 msgid "The value is interpolated in a perspective-correct fashion. This is the default." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:331 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:343 msgid "Uniforms" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:333 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:345 msgid "Passing values to shaders is possible. These are global to the whole shader and are called *uniforms*. When a shader is later assigned to a material, the uniforms will appear as editable parameters in it. Uniforms can't be written from within the shader." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:343 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:355 msgid "You can set uniforms in the editor in the material. Or you can set them through GDScript:" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:349 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:361 msgid "The first argument to ``set_shader_param`` is the name of the uniform in the shader. It must match *exactly* to the name of the uniform in the shader or else it will not be recognized." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:352 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:364 msgid "Any GLSL type except for *void* can be a uniform. Additionally, Godot provides optional shader hints to make the compiler understand for what the uniform is used." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:363 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:375 msgid "Full list of hints below:" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:366 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:378 msgid "Hint" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:368 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:380 msgid "hint_color" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:368 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:380 msgid "Used as color" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:370 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:382 msgid "**int, float**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:370 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:382 msgid "hint_range(min,max [,step] )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:370 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:382 msgid "Used as range (with min/max/step)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:372 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:384 msgid "hint_albedo" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:372 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:384 msgid "Used as albedo color, default white" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:374 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:386 msgid "hint_black_albedo" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:374 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:386 msgid "Used as albedo color, default black" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:376 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:388 msgid "hint_normal" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:376 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:388 msgid "Used as normalmap" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:378 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:390 msgid "hint_white" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:378 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:390 msgid "As value, default to white." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:380 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:392 msgid "hint_black" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:380 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:392 msgid "As value, default to black" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:382 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:394 msgid "hint_aniso" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:382 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:394 msgid "As flowmap, default to right." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:385 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:397 msgid "GDScript uses different variable types than GLSL does, so when passing variables from GDScript to shaders, Godot converts the type automatically. Below is a table of the corresponding types:" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:389 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:401 msgid "GDScript type" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:389 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:401 msgid "GLSL type" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:397 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:409 msgid "**Vector2**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:399 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:411 msgid "**Vector3**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:401 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:413 msgid "**Color**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:403 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:415 msgid "**Transform**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:405 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:417 msgid "**Transform2D**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:408 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:420 msgid "Be careful when setting shader uniforms from GDScript, no error will be thrown if the type does not match. Your shader will just exhibit undefined behaviour." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:411 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:423 msgid "As Godot's 3D engine renders in linear color space, it's important to understand that textures that are supplied as color (i.e. albedo) need to be specified as such for proper sRGB->linear conversion." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:415 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:427 msgid "Uniforms can also be assigned default values:" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:425 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:437 msgid "Global constants" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:427 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:439 msgid "Like uniforms, global constants are shared between all shader stages. However, they are not accessible outside of the shader and must be initialized at declaration. Use the **const** keyword to declare a variable as a constant. All basic types, except samplers can be declared as constants. Constants are useful when you want to have access to a value throughout your shader that does not need to be modified. Accessing and using a constant value is slightly faster than using a uniform." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:436 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:448 msgid "Constants cannot be modified and additionally cannot have hints, but multiple of them (if they have the same type) can be declared in a single expression e.g" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:443 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:455 msgid "Built-in functions" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:445 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:457 msgid "A large number of built-in functions are supported, conforming to GLSL ES 3.0. When vec_type (float), vec_int_type, vec_uint_type, vec_bool_type nomenclature is used, it can be scalar or vector." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:448 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:460 msgid "For a list of the functions that are not available in the GLES2 backend, please see the :ref:`Differences between GLES2 and GLES3 doc `." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:452 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:464 msgid "Function" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:454 -msgid "vec_type **radians** ( vec_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:466 +msgid "vec_type **radians** ( vec_type degrees )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:454 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:466 msgid "Convert degrees to radians" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:456 -msgid "vec_type **degrees** ( vec_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:468 +msgid "vec_type **degrees** ( vec_type radians )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:456 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:468 msgid "Convert radians to degrees" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:458 -msgid "vec_type **sin** ( vec_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:470 +msgid "vec_type **sin** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:458 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:470 msgid "Sine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:460 -msgid "vec_type **cos** ( vec_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:472 +msgid "vec_type **cos** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:460 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:472 msgid "Cosine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:462 -msgid "vec_type **tan** ( vec_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:474 +msgid "vec_type **tan** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:462 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:474 msgid "Tangent" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:464 -msgid "vec_type **asin** ( vec_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:476 +msgid "vec_type **asin** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:464 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:476 msgid "Arc-Sine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:466 -msgid "vec_type **acos** ( vec_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:478 +msgid "vec_type **acos** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:466 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:478 msgid "Arc-Cosine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:468 -msgid "vec_type **atan** ( vec_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:480 +msgid "vec_type **atan** ( vec_type y_over_x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:468 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:480 msgid "Arc-Tangent" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:470 -msgid "vec_type **atan** ( vec_type x, vec_type y )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:482 +msgid "vec_type **atan** ( vec_type y, vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:470 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:482 msgid "Arc-Tangent to convert vector to angle" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:472 -msgid "vec_type **sinh** ( vec_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:484 +msgid "vec_type **sinh** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:472 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:484 msgid "Hyperbolic-Sine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:474 -msgid "vec_type **cosh** ( vec_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:486 +msgid "vec_type **cosh** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:474 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:486 msgid "Hyperbolic-Cosine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:476 -msgid "vec_type **tanh** ( vec_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:488 +msgid "vec_type **tanh** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:476 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:488 msgid "Hyperbolic-Tangent" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:478 -msgid "vec_type **asinh** ( vec_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:490 +msgid "vec_type **asinh** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:478 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:490 msgid "Inverse-Hyperbolic-Sine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:480 -msgid "vec_type **acosh** ( vec_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:492 +msgid "vec_type **acosh** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:480 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:492 msgid "Inverse-Hyperbolic-Cosine" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:482 -msgid "vec_type **atanh** ( vec_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:494 +msgid "vec_type **atanh** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:482 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:494 msgid "Inverse-Hyperbolic-Tangent" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:484 -msgid "vec_type **pow** ( vec_type, vec_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:496 +msgid "vec_type **pow** ( vec_type x, vec_type y )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:484 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:496 msgid "Power" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:486 -msgid "vec_type **exp** ( vec_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:498 +msgid "vec_type **exp** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:486 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:498 msgid "Base-e Exponential" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:488 -msgid "vec_type **exp2** ( vec_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:500 +msgid "vec_type **exp2** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:488 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:500 msgid "Base-2 Exponential" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:490 -msgid "vec_type **log** ( vec_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:502 +msgid "vec_type **log** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:490 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:502 msgid "Natural Logarithm" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:492 -msgid "vec_type **log2** ( vec_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:504 +msgid "vec_type **log2** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:492 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:504 msgid "Base-2 Logarithm" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:494 -msgid "vec_type **sqrt** ( vec_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:506 +msgid "vec_type **sqrt** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:494 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:506 msgid "Square Root" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:496 -msgid "vec_type **inversesqrt** ( vec_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:508 +msgid "vec_type **inversesqrt** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:496 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:508 msgid "Inverse Square Root" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:498 -msgid "vec_type **abs** ( vec_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:510 +msgid "vec_type **abs** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:498 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:500 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:510 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:512 msgid "Absolute" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:500 -msgid "vec_int_type **abs** ( vec_int_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:512 +msgid "ivec_type **abs** ( ivec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:502 -msgid "vec_type **sign** ( vec_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:514 +msgid "vec_type **sign** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:502 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:504 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:514 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:516 msgid "Sign" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:504 -msgid "vec_int_type **sign** ( vec_int_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:516 +msgid "ivec_type **sign** ( ivec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:506 -msgid "vec_type **floor** ( vec_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:518 +msgid "vec_type **floor** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:506 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:518 msgid "Floor" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:508 -msgid "vec_type **round** ( vec_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:520 +msgid "vec_type **round** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:508 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:520 msgid "Round" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:510 -msgid "vec_type **roundEven** ( vec_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:522 +msgid "vec_type **roundEven** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:510 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:522 msgid "Round nearest even" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:512 -msgid "vec_type **trunc** ( vec_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:524 +msgid "vec_type **trunc** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:512 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:524 msgid "Truncation" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:514 -msgid "vec_type **ceil** ( vec_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:526 +msgid "vec_type **ceil** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:514 -msgid "Ceiling" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:526 +msgid "Ceil" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:516 -msgid "vec_type **fract** ( vec_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:528 +msgid "vec_type **fract** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:516 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:528 msgid "Fractional" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:518 -msgid "vec_type **mod** ( vec_type, vec_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:530 +msgid "vec_type **mod** ( vec_type x, vec_type y )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:518 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:520 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:530 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:532 msgid "Remainder" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:520 -msgid "vec_type **mod** ( vec_type, float )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:532 +msgid "vec_type **mod** ( vec_type x , float y )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:522 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:534 msgid "vec_type **modf** ( vec_type x, out vec_type i )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:522 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:534 msgid "Fractional of x, with i has integer part" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:524 -msgid "vec_scalar_type **min** ( vec_scalar_type a, vec_scalar_type b )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:536 +msgid "vec_type **min** ( vec_type a, vec_type b )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:524 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:536 msgid "Minimum" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:526 -msgid "vec_scalar_type **max** ( vec_scalar_type a, vec_scalar_type b )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:538 +msgid "vec_type **max** ( vec_type a, vec_type b )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:526 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:538 msgid "Maximum" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:528 -msgid "vec_scalar_type **clamp** ( vec_scalar_type value, vec_scalar_type min, vec_scalar_type max )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:540 +msgid "vec_type **clamp** ( vec_type x, vec_type min, vec_type max )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:528 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:540 msgid "Clamp to Min-Max" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:530 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:542 +msgid "vec_type **mix** ( float a, float b, float c )" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:542 +msgid "Linear Interpolate" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:544 msgid "vec_type **mix** ( vec_type a, vec_type b, float c )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:530 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:544 msgid "Linear Interpolate (Scalar Coef.)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:532 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:546 msgid "vec_type **mix** ( vec_type a, vec_type b, vec_type c )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:532 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:546 msgid "Linear Interpolate (Vector Coef.)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:534 -msgid "vec_type **mix** ( vec_type a, vec_type b, bool c )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:548 +msgid "vec_type **mix** ( vec_type a, vec_type b, bvec_type c )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:534 -msgid "Linear Interpolate (Bool Selection)" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:548 +msgid "Linear Interpolate (Boolean-Vector Selection)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:536 -msgid "vec_type **mix** ( vec_type a, vec_type b, vec_bool_type c )" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:536 -msgid "Linear Interpolate (Bool-Vector Selection)" -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:538 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:550 msgid "vec_type **step** ( vec_type a, vec_type b )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:538 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:550 msgid "``b[i] < a[i] ? 0.0 : 1.0``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:540 -msgid "vec_type **step** ( float a, vec_type b )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:552 +msgid "vec_type **step** ( float a, vec_type b)" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:540 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:552 msgid "``b[i] < a ? 0.0 : 1.0``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:542 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:554 msgid "vec_type **smoothstep** ( vec_type a, vec_type b, vec_type c )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:542 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:544 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:554 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:556 msgid "Hermite Interpolate" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:544 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:556 msgid "vec_type **smoothstep** ( float a, float b, vec_type c )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:546 -msgid "vec_bool_type **isnan** ( vec_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:558 +msgid "bvec_type **isnan** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:546 -msgid "Scalar, or vector component being nan" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:558 +msgid "Scalar, or vector component being NaN" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:548 -msgid "vec_bool_type **isinf** ( vec_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:560 +msgid "bvec_type **isinf** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:548 -msgid "Scalar, or vector component being inf" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:560 +msgid "Scalar, or vector component being INF" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:550 -msgid "vec_int_type **floatBitsToInt** ( vec_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:562 +msgid "ivec_type **floatBitsToInt** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:550 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:562 msgid "Float->Int bit copying, no conversion" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:552 -msgid "vec_uint_type **floatBitsToUint** ( vec_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:564 +msgid "uvec_type **floatBitsToUint** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:552 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:564 msgid "Float->UInt bit copying, no conversion" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:554 -msgid "vec_type **intBitsToFloat** ( vec_int_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:566 +msgid "vec_type **intBitsToFloat** ( ivec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:554 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:566 msgid "Int->Float bit copying, no conversion" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:556 -msgid "vec_type **uintBitsToFloat** ( vec_uint_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:568 +msgid "vec_type **uintBitsToFloat** ( uvec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:556 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:568 msgid "UInt->Float bit copying, no conversion" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:558 -msgid "float **length** ( vec_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:570 +msgid "float **length** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:558 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:570 msgid "Vector Length" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:560 -msgid "float **distance** ( vec_type, vec_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:572 +msgid "float **distance** ( vec_type a, vec_type b )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:560 -msgid "Distance between vector" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:572 +msgid "Distance between vectors i.e ``length(a - b)``" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:562 -msgid "float **dot** ( vec_type, vec_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:574 +msgid "float **dot** ( vec_type a, vec_type b )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:562 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:574 msgid "Dot Product" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:564 -msgid "vec3 **cross** ( vec3, vec3 )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:576 +msgid "vec3 **cross** ( vec3 a, vec3 b )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:564 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:576 msgid "Cross Product" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:566 -msgid "vec_type **normalize** ( vec_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:578 +msgid "vec_type **normalize** ( vec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:566 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:578 msgid "Normalize to unit length" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:568 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:580 msgid "vec3 **reflect** ( vec3 I, vec3 N )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:568 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:580 msgid "Reflect" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:570 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:582 msgid "vec3 **refract** ( vec3 I, vec3 N, float eta )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:570 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:582 msgid "Refract" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:572 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:584 msgid "vec_type **faceforward** ( vec_type N, vec_type I, vec_type Nref )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:572 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:584 msgid "If dot(Nref, I) < 0, return N, otherwise –N" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:574 -msgid "mat_type **matrixCompMult** ( mat_type, mat_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:586 +msgid "mat_type **matrixCompMult** ( mat_type x, mat_type y )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:574 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:586 msgid "Matrix Component Multiplication" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:576 -msgid "mat_type **outerProduct** ( vec_type, vec_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:588 +msgid "mat_type **outerProduct** ( vec_type column, vec_type row )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:576 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:588 msgid "Matrix Outer Product" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:578 -msgid "mat_type **transpose** ( mat_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:590 +msgid "mat_type **transpose** ( mat_type m )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:578 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:590 msgid "Transpose Matrix" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:580 -msgid "float **determinant** ( mat_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:592 +msgid "float **determinant** ( mat_type m )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:580 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:592 msgid "Matrix Determinant" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:582 -msgid "mat_type **inverse** ( mat_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:594 +msgid "mat_type **inverse** ( mat_type m )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:582 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:594 msgid "Inverse Matrix" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:584 -msgid "vec_bool_type **lessThan** ( vec_scalar_type, vec_scalar_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:596 +msgid "bvec_type **lessThan** ( vec_type x, vec_type y )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:584 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:596 msgid "Bool vector cmp on < int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:586 -msgid "vec_bool_type **greaterThan** ( vec_scalar_type, vec_scalar_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:598 +msgid "bvec_type **greaterThan** ( vec_type x, vec_type y )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:586 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:598 msgid "Bool vector cmp on > int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:588 -msgid "vec_bool_type **lessThanEqual** ( vec_scalar_type, vec_scalar_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:600 +msgid "bvec_type **lessThanEqual** ( vec_type x, vec_type y )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:588 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:600 msgid "Bool vector cmp on <= int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:590 -msgid "vec_bool_type **greaterThanEqual** ( vec_scalar_type, vec_scalar_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:602 +msgid "bvec_type **greaterThanEqual** ( vec_type x, vec_type y )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:590 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:602 msgid "Bool vector cmp on >= int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:592 -msgid "vec_bool_type **equal** ( vec_scalar_type, vec_scalar_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:604 +msgid "bvec_type **equal** ( vec_type x, vec_type y )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:592 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:604 msgid "Bool vector cmp on == int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:594 -msgid "vec_bool_type **notEqual** ( vec_scalar_type, vec_scalar_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:606 +msgid "bvec_type **notEqual** ( vec_type x, vec_type y )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:594 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:606 msgid "Bool vector cmp on != int/uint/float vectors" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:596 -msgid "bool **any** ( vec_bool_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:608 +msgid "bool **any** ( bvec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:596 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:608 msgid "Any component is true" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:598 -msgid "bool **all** ( vec_bool_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:610 +msgid "bool **all** ( bvec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:598 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:610 msgid "All components are true" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:600 -msgid "bool **not** ( vec_bool_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:612 +msgid "bvec_type **not** ( bvec_type x )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:600 -msgid "No components are true" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:612 +msgid "Invert boolean vector" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:602 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:614 msgid "ivec2 **textureSize** ( sampler2D_type s, int lod )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:602 -msgid "Get the size of a texture" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:614 +msgid "Get the size of a 2D texture" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:604 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:616 +msgid "ivec3 **textureSize** ( sampler2DArray_type s, int lod )" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:616 +msgid "Get the size of a 2D texture array" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:618 +msgid "ivec3 **textureSize** ( sampler3D s, int lod )" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:618 +msgid "Get the size of a 3D texture" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:620 msgid "ivec2 **textureSize** ( samplerCube s, int lod )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:604 -msgid "Get the size of a cubemap" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:620 +msgid "Get the size of a Cube texture" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:606 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:622 msgid "vec4_type **texture** ( sampler2D_type s, vec2 uv [, float bias] )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:606 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:622 msgid "Perform a 2D texture read" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:608 -msgid "vec4_type **texture** ( samplerCube s, vec3 uv [, float bias] )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:624 +msgid "vec4_type **texture** ( sampler2DArray_type s, vec3 uv [, float bias] )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:608 -msgid "Perform a Cube texture read" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:624 +msgid "Perform a 2D texture array read" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:610 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:626 +msgid "vec4_type **texture** ( sampler3D_type s, vec3 uv [, float bias] )" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:626 +msgid "Perform a 3D texture read" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:628 +msgid "vec4 **texture** ( samplerCube s, vec3 uv [, float bias] )" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:628 +msgid "Perform an Cube texture read" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:630 msgid "vec4_type **textureProj** ( sampler2D_type s, vec3 uv [, float bias] )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:610 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:612 -msgid "Perform a texture read with projection" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:630 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:632 +msgid "Perform a 2D texture read with projection" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:612 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:632 msgid "vec4_type **textureProj** ( sampler2D_type s, vec4 uv [, float bias] )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:614 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:634 +msgid "vec4_type **textureProj** ( sampler3D_type s, vec4 uv [, float bias] )" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:634 +msgid "Perform a 3D texture read with projection" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:636 msgid "vec4_type **textureLod** ( sampler2D_type s, vec2 uv, float lod )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:614 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:636 msgid "Perform a 2D texture read at custom mipmap" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:616 -msgid "vec4_type **textureLod** ( samplerCube s, vec3 uv, float lod )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:638 +msgid "vec4_type **textureLod** ( sampler2DArray_type s, vec3 uv, float lod )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:616 -msgid "Perform a Cube texture read at custom mipmap" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:638 +msgid "Perform a 2D texture array read at custom mipmap" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:618 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:640 +msgid "vec4_type **textureLod** ( sampler3D_type s, vec3 uv, float lod )" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:640 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:642 +msgid "Perform a 3D texture read at custom mipmap" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:642 +msgid "vec4 **textureLod** ( samplerCube s, vec3 uv, float lod )" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:644 msgid "vec4_type **textureProjLod** ( sampler2D_type s, vec3 uv, float lod )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:618 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:620 -msgid "Perform a texture read with projection/lod" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:644 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:646 +msgid "Perform a 2D texture read with projection/lod" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:620 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:646 msgid "vec4_type **textureProjLod** ( sampler2D_type s, vec4 uv, float lod )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:622 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:648 msgid "vec4_type **texelFetch** ( sampler2D_type s, ivec2 uv, int lod )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:622 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:648 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:650 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:652 msgid "Fetch a single texel using integer coords" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:624 -msgid "vec_type **dFdx** ( vec_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:650 +msgid "vec4_type **texelFetch** ( sampler2DArray_type s, ivec3 uv, int lod )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:624 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:652 +msgid "vec4_type **texelFetch** ( sampler3D_type s, ivec3 uv, int lod )" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:654 +msgid "vec_type **dFdx** ( vec_type p )" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:654 msgid "Derivative in x using local differencing" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:626 -msgid "vec_type **dFdy** ( vec_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:656 +msgid "vec_type **dFdy** ( vec_type p )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:626 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:656 msgid "Derivative in y using local differencing" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:628 -msgid "vec_type **fwidth** ( vec_type )" +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:658 +msgid "vec_type **fwidth** ( vec_type p )" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:628 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:658 msgid "Sum of absolute derivative in x and y" msgstr "" diff --git a/sphinx/templates/tutorials/shading/shading_reference/spatial_shader.pot b/sphinx/templates/tutorials/shading/shading_reference/spatial_shader.pot index e55dbab3d2..5feb39effa 100644 --- a/sphinx/templates/tutorials/shading/shading_reference/spatial_shader.pot +++ b/sphinx/templates/tutorials/shading/shading_reference/spatial_shader.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -35,7 +35,7 @@ msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:15 #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:121 #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:175 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:288 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:289 msgid "Description" msgstr "" @@ -321,7 +321,7 @@ msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:121 #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:175 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:288 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:289 msgid "Built-in" msgstr "" @@ -330,20 +330,20 @@ msgid "inout mat4 **WORLD_MATRIX**" msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:123 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:179 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:292 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:180 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:296 msgid "Model space to world space transform." msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:125 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:181 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:294 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:182 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:298 msgid "in mat4 **INV_CAMERA_MATRIX**" msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:125 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:181 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:294 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:182 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:298 msgid "World space to view space transform." msgstr "" @@ -352,20 +352,20 @@ msgid "inout mat4 **PROJECTION_MATRIX**" msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:127 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:185 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:298 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:186 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:302 msgid "View space to clip space transform." msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:129 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:183 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:296 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:184 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:300 msgid "in mat4 **CAMERA_MATRIX**" msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:129 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:183 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:296 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:184 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:300 msgid "View space to world space transform." msgstr "" @@ -382,32 +382,32 @@ msgid "inout mat4 **INV_PROJECTION_MATRIX**" msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:133 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:187 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:300 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:188 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:304 msgid "Clip space to view space transform." msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:135 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:189 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:302 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:190 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:306 msgid "in float **TIME**" msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:135 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:189 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:302 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:190 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:306 msgid "Elapsed total time in seconds." msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:137 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:191 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:304 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:192 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:308 msgid "in vec2 **VIEWPORT_SIZE**" msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:137 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:191 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:304 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:192 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:308 msgid "Size of viewport (in pixels)." msgstr "" @@ -420,7 +420,7 @@ msgid "Vertex in local coordinates." msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:141 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:199 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:200 msgid "inout vec3 **NORMAL**" msgstr "" @@ -429,7 +429,7 @@ msgid "Normal in local coordinates." msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:143 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:201 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:202 msgid "inout vec3 **TANGENT**" msgstr "" @@ -438,7 +438,7 @@ msgid "Tangent in local coordinates." msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:145 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:203 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:204 msgid "inout vec3 **BINORMAL**" msgstr "" @@ -503,7 +503,7 @@ msgid "Instance custom data (for particles, mostly)." msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:161 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:223 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:224 msgid "out float **ROUGHNESS**" msgstr "" @@ -512,14 +512,14 @@ msgid "Roughness for vertex lighting." msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:163 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:259 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:326 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:260 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:330 msgid "in bool **OUTPUT_IS_SRGB**" msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:163 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:259 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:326 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:260 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:330 msgid "True when calculations happen in sRGB color space (true in GLES2, false in GLES3)." msgstr "" @@ -532,379 +532,376 @@ msgid "The default use of a Godot fragment processor function is to set up the m msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:177 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:290 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:291 msgid "in vec4 **FRAGCOORD**" msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:177 -msgid "Fragment coordinate, pixel adjusted. In screen space." +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:291 +msgid "Coordinate of pixel center. In screen space. ``xy`` specifies position in window, ``z`` specifies fragment depth if ``DEPTH`` is not used. Origin is lower-left." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:179 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:292 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:180 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:296 msgid "in mat4 **WORLD_MATRIX**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:185 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:298 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:186 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:302 msgid "in mat4 **PROJECTION_MATRIX**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:187 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:300 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:188 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:304 msgid "in mat4 **INV_PROJECTION_MATRIX**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:193 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:194 msgid "in vec3 **VERTEX**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:193 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:194 msgid "Vertex that comes from vertex function (default, in view space)." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:195 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:308 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:196 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:312 msgid "in vec3 **VIEW**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:195 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:196 msgid "Vector from camera to fragment position (in view space)." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:197 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:198 msgid "in bool **FRONT_FACING**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:197 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:198 msgid "True if current face is front face." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:199 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:200 msgid "Normal that comes from vertex function (default, in view space)." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:201 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:202 msgid "Tangent that comes from vertex function." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:203 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:204 msgid "Binormal that comes from vertex function." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:205 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:206 msgid "out vec3 **NORMALMAP**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:205 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:206 msgid "Set normal here if reading normal from a texture instead of NORMAL." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:207 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:208 msgid "out float **NORMALMAP_DEPTH**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:207 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:208 msgid "Depth from variable above. Defaults to 1.0." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:209 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:210 msgid "in vec2 **UV**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:209 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:210 msgid "UV that comes from vertex function." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:211 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:212 msgid "in vec2 **UV2**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:211 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:212 msgid "UV2 that comes from vertex function." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:213 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:214 msgid "in vec4 **COLOR**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:213 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:214 msgid "COLOR that comes from vertex function." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:215 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:216 msgid "out vec3 **ALBEDO**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:215 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:216 msgid "Albedo (default white)." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:217 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:218 msgid "out float **ALPHA**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:217 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:218 msgid "Alpha (0..1); if written to, the material will go to the transparent pipeline." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:219 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:220 msgid "out float **METALLIC**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:219 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:220 msgid "Metallic (0..1)." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:221 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:222 msgid "out float **SPECULAR**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:221 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:222 msgid "Specular. Defaults to 0.5, best not to modify unless you want to change IOR." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:223 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:224 msgid "Roughness (0..1)." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:225 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:226 msgid "out float **RIM**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:225 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:226 msgid "Rim (0..1). If used, Godot calculates rim lighting." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:227 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:228 msgid "out float **RIM_TINT**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:227 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:228 msgid "Rim Tint, goes from 0 (white) to 1 (albedo). If used, Godot calculates rim lighting." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:229 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:230 msgid "out float **CLEARCOAT**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:229 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:230 msgid "Small added specular blob. If used, Godot calculates Clearcoat." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:231 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:232 msgid "out float **CLEARCOAT_GLOSS**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:231 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:232 msgid "Gloss of Clearcoat. If used, Godot calculates Clearcoat." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:233 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:234 msgid "out float **ANISOTROPY**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:233 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:234 msgid "For distorting the specular blob according to tangent space." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:235 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:236 msgid "out vec2 **ANISOTROPY_FLOW**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:235 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:236 msgid "Distortion direction, use with flowmaps." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:237 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:238 msgid "out float **SSS_STRENGTH**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:237 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:238 msgid "Strength of Subsurface Scattering. If used, Subsurface Scattering will be applied to object." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:239 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:240 msgid "out vec3 **TRANSMISSION**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:239 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:240 msgid "Transmission mask (default 0,0,0). Allows light to pass through object. Only applied if used." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:241 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:242 msgid "out float **AO**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:241 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:242 msgid "Strength of Ambient Occlusion. For use with pre-baked AO." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:243 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:244 msgid "out float **AO_LIGHT_AFFECT**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:243 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:244 msgid "How much AO affects lights (0..1; default 0)." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:245 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:246 msgid "out vec3 **EMISSION**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:245 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:246 msgid "Emission color (can go over 1,1,1 for HDR)." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:247 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:248 msgid "sampler2D **SCREEN_TEXTURE**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:247 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:248 msgid "Built-in Texture for reading from the screen. Mipmaps contain increasingly blurred copies." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:249 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:250 msgid "sampler2D **DEPTH_TEXTURE**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:249 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:250 msgid "Built-in Texture for reading depth from the screen. Must convert to linear using INV_PROJECTION." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:251 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:252 msgid "out float **DEPTH**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:251 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:252 msgid "Custom depth value (0..1)." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:253 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:254 msgid "in vec2 **SCREEN_UV**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:253 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:254 msgid "Screen UV coordinate for current pixel." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:255 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:256 msgid "in vec2 **POINT_COORD**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:255 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:256 msgid "Point Coordinate for drawing points with POINT_SIZE." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:257 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:258 msgid "out float **ALPHA_SCISSOR**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:257 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:258 msgid "If written to, values below a certain amount of alpha are discarded." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:264 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:265 msgid "Light built-ins" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:266 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:267 msgid "Writing light processor functions is completely optional. You can skip the light function by setting render_mode to ``unshaded``. If no light function is written, Godot will use the material properties written to in the fragment function to calculate the lighting for you (subject to the render_mode)." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:271 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:272 msgid "To write a light function, assign something to ``DIFFUSE_LIGHT`` or ``SPECULAR_LIGHT``. Assigning nothing means no light is processed." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:274 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:275 msgid "The light function is called for every light in every pixel. It is called within a loop for each light type." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:277 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:278 msgid "Below is an example of a custom light function using a Lambertian lighting model:" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:285 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:286 msgid "If you want the lights to add together, add the light contribution to ``DIFFUSE_LIGHT`` using ``+=``, rather than overwriting it." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:290 -msgid "Fragment coordinate, pixel adjusted." -msgstr "" - -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:306 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:310 msgid "in vec3 **NORMAL**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:306 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:310 msgid "Normal vector, in view space." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:308 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:312 msgid "View vector, in view space." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:310 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:314 msgid "in vec3 **LIGHT**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:310 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:314 msgid "Light Vector, in view space." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:312 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:316 msgid "in vec3 **LIGHT_COLOR**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:312 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:316 msgid "Color of light multiplied by energy." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:314 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:318 msgid "in vec3 **ATTENUATION**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:314 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:318 msgid "Attenuation based on distance or shadow." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:316 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:320 msgid "in vec3 **ALBEDO**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:316 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:320 msgid "Base albedo." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:318 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:322 msgid "in vec3 **TRANSMISSION**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:318 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:322 msgid "Transmission mask." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:320 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:324 msgid "in float **ROUGHNESS**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:320 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:324 msgid "Roughness." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:322 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:326 msgid "out vec3 **DIFFUSE_LIGHT**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:322 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:326 msgid "Diffuse light result." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:324 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:328 msgid "out vec3 **SPECULAR_LIGHT**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:324 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:328 msgid "Specular light result." msgstr "" diff --git a/sphinx/templates/tutorials/shading/your_first_shader/index.pot b/sphinx/templates/tutorials/shading/your_first_shader/index.pot index 2db3a3ba9e..5adcba14fb 100644 --- a/sphinx/templates/tutorials/shading/your_first_shader/index.pot +++ b/sphinx/templates/tutorials/shading/your_first_shader/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/your_first_shader/what_are_shaders.pot b/sphinx/templates/tutorials/shading/your_first_shader/what_are_shaders.pot index 22228f5fa5..92c9a73f53 100644 --- a/sphinx/templates/tutorials/shading/your_first_shader/what_are_shaders.pot +++ b/sphinx/templates/tutorials/shading/your_first_shader/what_are_shaders.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/your_first_shader/your_first_canvasitem_shader.pot b/sphinx/templates/tutorials/shading/your_first_shader/your_first_canvasitem_shader.pot index e1c36c5c93..7766ab1bfa 100644 --- a/sphinx/templates/tutorials/shading/your_first_shader/your_first_canvasitem_shader.pot +++ b/sphinx/templates/tutorials/shading/your_first_shader/your_first_canvasitem_shader.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/your_first_shader/your_first_spatial_shader.pot b/sphinx/templates/tutorials/shading/your_first_shader/your_first_spatial_shader.pot index 4bb35e56b8..2e6d330fe0 100644 --- a/sphinx/templates/tutorials/shading/your_first_shader/your_first_spatial_shader.pot +++ b/sphinx/templates/tutorials/shading/your_first_shader/your_first_spatial_shader.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -177,118 +177,122 @@ msgid "Once you set it up and should look like this." msgstr "" #: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:170 -msgid "Now, access the noise texture using the ``texture()`` function. ``texture()`` takes the texture as a first argument and the position on the texture as the second. We use the ``x`` and ``z`` channels of ``VERTEX`` to determine where on the texture to look up." +msgid "Now, access the noise texture using the ``texture()`` function. ``texture()`` takes a texture as the first argument and a ``vec2`` for the position on the texture as the second argument. We use the ``x`` and ``z`` channels of ``VERTEX`` to determine where on the texture to look up. ``texture()`` returns a ``vec4`` of the ``r, g, b, a`` channels at the position. Since the noise texture is grayscale, all of the values are the same, so we can use any one of the channels as the height. In this case we'll use the ``r``, or ``x`` channel." msgstr "" -#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:179 +#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:181 +msgid "Note: ``xyzw`` is the same as ``rgba`` in GLSL, so instead of ``texture().x`` above, we could use ``texture().r``. See the `OpenGL documentation `_ for more details." +msgstr "" + +#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:184 msgid "Using this code you can see the texture creates random looking hills." msgstr "" -#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:183 +#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:188 msgid "Right now it is too spiky, we want to soften the hills a bit. To do that we will use a uniform. You already used a uniform above to pass in the noise texture, now let's learn how they work." msgstr "" -#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:187 +#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:192 msgid "Uniforms" msgstr "" -#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:189 +#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:194 msgid "Uniform variables allow you to pass data from the game into the shader. They are very useful for controlling shader effects. Uniforms can be almost any datatype that can be used in the shader. To use a uniform, you declare it in your :ref:`Shader` using the keyword ``uniform``." msgstr "" -#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:194 +#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:199 msgid "Let's make a uniform that changes the height of the terrain." msgstr "" -#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:201 +#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:206 msgid "Godot lets you initialize a uniform with a value; here, ``height_scale`` is set to ``0.5``. You can set uniforms from GDScript by calling the function ``set_shader_param()`` on the material corresponding to the shader. The value passed from GDScript takes precedence over the value used to initialize it in the shader." msgstr "" -#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:211 +#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:216 msgid "Changing uniforms from Spatial nodes is different than in CanvasItem nodes. Here, we set the material inside the PlaneMesh resource. In other mesh resources you may need to first access the material by calling ``surface_get_material()``. While in the MeshInstance you would access the material using ``get_surface_material()`` or ``material_override``." msgstr "" -#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:217 +#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:222 msgid "Remember that the string passed into ``set_shader_param()`` must match the name of the uniform variable in the :ref:`Shader`. You can use the uniform variable anywhere inside your :ref:`Shader`. Here, we will use it to set the height value instead of arbitrarily multiplying by ``0.5``." msgstr "" -#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:226 +#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:231 msgid "Now it looks much better." msgstr "" -#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:230 +#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:235 msgid "Using uniforms, we can even change the value every frame to animate the height of the terrain. Combined with :ref:`Tweens `, this can be especially useful for simple animations." msgstr "" -#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:234 +#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:239 msgid "Interacting with light" msgstr "" -#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:236 +#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:241 msgid "First, turn wireframe off. To do so, click in the upper-left of the Viewport again, where it says \"Perspective\", and select \"Display Normal\"." msgstr "" -#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:241 +#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:246 msgid "Note how the mesh color goes flat. This is because the lighting on it is flat. Let's add a light!" msgstr "" -#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:243 +#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:248 msgid "First, we will add an :ref:`OmniLight` to the scene." msgstr "" -#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:247 +#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:252 msgid "You can see the light affecting the terrain, but it looks odd. The problem is the light is affecting the terrain as if it were a flat plane. This is because the light shader uses the normals from the :ref:`Mesh ` to calculate light." msgstr "" -#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:251 +#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:256 msgid "The normals are stored in the Mesh, but we are changing the shape of the Mesh in the shader, so the normals are no longer correct. To fix this, we can recalculate the normals in the shader or use a normal texture that corresponds to our noise. Godot makes both easy for us." msgstr "" -#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:255 +#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:260 msgid "You can calculate the new normal manually in the vertex function and then just set ``NORMAL``. With ``NORMAL`` set, Godot will do all the difficult lighting calculations for us. We will cover this method in the next part of this tutorial, for now we will read normals from a texture." msgstr "" -#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:259 +#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:264 msgid "Instead we will rely on the NoiseTexture again to calculate normals for us. We do that by passing in a second noise texture." msgstr "" -#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:266 +#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:271 msgid "Set this second uniform texture to another NoiseTexture with another OpenSimplexNoise. But this time, check off \"As Normalmap\"." msgstr "" -#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:271 +#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:276 msgid "Now, becuase this is a normalmap and not a per-vertex normal. We are going to assign it in the ``fragment()`` function. The ``fragment()`` function will be explained in more detail in the next part of this tutorial." msgstr "" -#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:279 +#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:284 msgid "When we have normals that correspond to a specific vertex we set ``NORMAL``, but if you have a normalmap that comes from a texture, set the normal using ``NORMALMAP``. This way Godot will handle the wrapping the texture around the mesh automatically." msgstr "" -#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:283 +#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:288 msgid "Lastly, in order to ensure that we are reading from the same places on the noise texture and the normalmap texture, we are going to pass the ``VERTEX.xz`` position from the ``vertex()`` function to the ``fragment()`` function. We do that with varyings." msgstr "" -#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:287 +#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:292 msgid "Above the ``vertex()`` define a ``vec2`` called ``vertex_position``. And inside the ``vertex()`` function assign ``VERTEX.xz`` to ``vertex_position``." msgstr "" -#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:299 +#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:304 msgid "And now we can access ``vertex_position`` from the ``fragment()`` function." msgstr "" -#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:307 +#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:312 msgid "With the normals in place the light now reacts to the height of the mesh dynamically." msgstr "" -#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:311 +#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:316 msgid "We can even drag the light around and the lighting will update automatically." msgstr "" -#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:315 +#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:320 msgid "Here is the full code for this tutorial. You can see it is not very long as Godot handles most of the difficult stuff for you." msgstr "" -#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:337 +#: ../../docs/tutorials/shading/your_first_shader/your_first_spatial_shader.rst:343 msgid "That is everything for this part. Hopefully, you now understand the basics of vertex shaders in Godot. In the next part of this tutorial we will write a fragment function to accompany this vertex function and we will cover a more advanced technique to turn this terrain into an ocean of moving waves." msgstr "" diff --git a/sphinx/templates/tutorials/shading/your_first_shader/your_second_spatial_shader.pot b/sphinx/templates/tutorials/shading/your_first_shader/your_second_spatial_shader.pot index 0b12fbefbe..81066b3900 100644 --- a/sphinx/templates/tutorials/shading/your_first_shader/your_second_spatial_shader.pot +++ b/sphinx/templates/tutorials/shading/your_first_shader/your_second_spatial_shader.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -97,7 +97,7 @@ msgid "``METALLIC`` should be close to ``0`` or ``1`` for proper PBR shading. On msgstr "" #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:86 -msgid "Water is not a metal, so we will set it's ``METALLIC`` property to ``0.0``. But, water is also highly reflective, so we will set it's ``ROUGHNESS`` property to by quite low as well." +msgid "Water is not a metal, so we will set its ``METALLIC`` property to ``0.0``. Water is also highly reflective, so we will set its ``ROUGHNESS`` property to be quite low as well." msgstr "" #: ../../docs/tutorials/shading/your_first_shader/your_second_spatial_shader.rst:99 diff --git a/sphinx/templates/tutorials/threads/index.pot b/sphinx/templates/tutorials/threads/index.pot index 057415c42f..28a5f9b603 100644 --- a/sphinx/templates/tutorials/threads/index.pot +++ b/sphinx/templates/tutorials/threads/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/threads/thread_safe_apis.pot b/sphinx/templates/tutorials/threads/thread_safe_apis.pot index 719c25c30c..90a1b6d36e 100644 --- a/sphinx/templates/tutorials/threads/thread_safe_apis.pot +++ b/sphinx/templates/tutorials/threads/thread_safe_apis.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/threads/using_multiple_threads.pot b/sphinx/templates/tutorials/threads/using_multiple_threads.pot index 31ace777c5..0e32998b31 100644 --- a/sphinx/templates/tutorials/threads/using_multiple_threads.pot +++ b/sphinx/templates/tutorials/threads/using_multiple_threads.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -28,55 +28,55 @@ msgstr "" msgid "Threads allow simultaneous execution of code. It allows off-loading work from the main thread." msgstr "" -#: ../../docs/tutorials/threads/using_multiple_threads.rst:11 +#: ../../docs/tutorials/threads/using_multiple_threads.rst:12 msgid "Godot supports threads and provides many handy functions to use them." msgstr "" -#: ../../docs/tutorials/threads/using_multiple_threads.rst:13 +#: ../../docs/tutorials/threads/using_multiple_threads.rst:14 msgid "If using other languages (C#, C++), it may be easier to use the threading classes they support." msgstr "" -#: ../../docs/tutorials/threads/using_multiple_threads.rst:16 +#: ../../docs/tutorials/threads/using_multiple_threads.rst:18 msgid "Creating a Thread" msgstr "" -#: ../../docs/tutorials/threads/using_multiple_threads.rst:18 +#: ../../docs/tutorials/threads/using_multiple_threads.rst:20 msgid "Creating a thread is very simple, just use the following code:" msgstr "" -#: ../../docs/tutorials/threads/using_multiple_threads.rst:43 +#: ../../docs/tutorials/threads/using_multiple_threads.rst:45 msgid "Your function will, then, run in a separate thread until it returns. Even if the function has returned already, the thread must collect it, so call :ref:`Thread.wait_to_finish()`, which will wait until the thread is done (if not done yet), then properly dispose of it." msgstr "" -#: ../../docs/tutorials/threads/using_multiple_threads.rst:49 +#: ../../docs/tutorials/threads/using_multiple_threads.rst:51 msgid "Mutexes" msgstr "" -#: ../../docs/tutorials/threads/using_multiple_threads.rst:51 +#: ../../docs/tutorials/threads/using_multiple_threads.rst:53 msgid "Accessing objects or data from multiple threads is not always supported (if you do it, it will cause unexpected behaviors or crashes). Read the :ref:`Thread safe APIs` to understand which engine APIs support multiple thread access." msgstr "" -#: ../../docs/tutorials/threads/using_multiple_threads.rst:55 +#: ../../docs/tutorials/threads/using_multiple_threads.rst:57 msgid "When processing your own data or calling your own functions, as a rule, try to avoid accessing the same data directly from different threads. You may run into synchronization problems, as the data is not always updated between CPU cores when modified. Always use a :ref:`Mutex` when accessing a piece of data from different threads." msgstr "" -#: ../../docs/tutorials/threads/using_multiple_threads.rst:60 -msgid "When calling :ref:`Mutex.lock()`, a thread ensures that all other threads will be blocked (put on suspended state) if they try to *lock* the same mutex. When the mutex us unlocked by calling :ref:`Mutex.unlock()`, the other threads will be allowed to proceed with the lock (but only one at a time)." +#: ../../docs/tutorials/threads/using_multiple_threads.rst:63 +msgid "When calling :ref:`Mutex.lock()`, a thread ensures that all other threads will be blocked (put on suspended state) if they try to *lock* the same mutex. When the mutex is unlocked by calling :ref:`Mutex.unlock()`, the other threads will be allowed to proceed with the lock (but only one at a time)." msgstr "" -#: ../../docs/tutorials/threads/using_multiple_threads.rst:62 +#: ../../docs/tutorials/threads/using_multiple_threads.rst:69 msgid "Here is an example of using a Mutex:" msgstr "" -#: ../../docs/tutorials/threads/using_multiple_threads.rst:94 +#: ../../docs/tutorials/threads/using_multiple_threads.rst:101 msgid "Semaphores" msgstr "" -#: ../../docs/tutorials/threads/using_multiple_threads.rst:96 -msgid "Sometimes you want your thread to work *\"on demand\"*. In other words, tell it when to work and let it suspend when it isn't doing anything. For this :ref:`Semaphores` are used. The function :ref:`Semaphore.wait()` is used in the thread to suspend it until some data arrives." +#: ../../docs/tutorials/threads/using_multiple_threads.rst:103 +msgid "Sometimes you want your thread to work *\"on demand\"*. In other words, tell it when to work and let it suspend when it isn't doing anything. For this, :ref:`Semaphores` are used. The function :ref:`Semaphore.wait()` is used in the thread to suspend it until some data arrives." msgstr "" -#: ../../docs/tutorials/threads/using_multiple_threads.rst:101 +#: ../../docs/tutorials/threads/using_multiple_threads.rst:109 msgid "The main thread, instead, uses :ref:`Semaphore.post()` to signal that data is ready to be processed:" msgstr "" diff --git a/sphinx/templates/tutorials/viewports/custom_postprocessing.pot b/sphinx/templates/tutorials/viewports/custom_postprocessing.pot index fa8c715a12..e4aebce8c9 100644 --- a/sphinx/templates/tutorials/viewports/custom_postprocessing.pot +++ b/sphinx/templates/tutorials/viewports/custom_postprocessing.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/viewports/index.pot b/sphinx/templates/tutorials/viewports/index.pot index d9db3439a1..de0480e2d6 100644 --- a/sphinx/templates/tutorials/viewports/index.pot +++ b/sphinx/templates/tutorials/viewports/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/viewports/multiple_resolutions.pot b/sphinx/templates/tutorials/viewports/multiple_resolutions.pot index 46f47dc4b5..439752073a 100644 --- a/sphinx/templates/tutorials/viewports/multiple_resolutions.pot +++ b/sphinx/templates/tutorials/viewports/multiple_resolutions.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -20,207 +20,215 @@ msgstr "" msgid "Multiple resolutions" msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:8 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:7 msgid "The problem of multiple resolutions" msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:10 -msgid "Developers often have trouble understanding how to best support multiple resolutions in their games. For Desktop and Console games this is more or less straightforward, as most screen aspect ratios are 16:9 and resolutions are standard (720,1080,2k,4k,etc)." +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:9 +msgid "Developers often have trouble understanding how to best support multiple resolutions in their games. For desktop and console games, this is more or less straightforward, as most screen aspect ratios are 16:9 and resolutions are standard (720p, 1080p, 1440p, 4K, …)." msgstr "" #: ../../docs/tutorials/viewports/multiple_resolutions.rst:14 -msgid "For mobile games at first it was easy. For many years, the iPhone (and iPad) used the same resolution. When *Retina* was implemented, they just doubled the amount of pixel density (so most developers had assets in default and double resolutions)." +msgid "For mobile games, at first, it was easy. For many years, the iPhone and iPad used the same resolution. When *Retina* was implemented, they just doubled the pixel density; most developers had to supply assets in default and double resolutions." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:18 -msgid "Nowadays this is no longer the case, as there are plenty of different screen sizes, densities and aspect ratios for mobile, and non conventional sizes are becoming trendy for Desktop, such as ultra-wide." +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:19 +msgid "Nowadays, this is no longer the case, as there are plenty of different screen sizes, densities, and aspect ratios. Non-conventional sizes are also becoming increasingly popular, such as ultrawide displays." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:22 -msgid "For 3D games there is not much of a need to support multiple resolutions (from the aesthetic point of view). The 3D geometry will just fill the screen based on the field-of-view, disregarding the aspect ratio. The main reason one may want to support this, in this case, is for *performance* reasons (running in lower resolution to increase frames per second)." +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:23 +msgid "For 3D games, there is not much of a need to support multiple resolutions (from the aesthetic point of view). The 3D geometry will just fill the screen based on the field of view, disregarding the aspect ratio. The main reason one may want to support this, in this case, is for *performance* reasons (running in lower resolution to increase frames per second)." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:27 -msgid "For 2D and game UIs, this is a different matter, as art needs to be created using specific pixel sizes in software such as Photoshop, Gimp, Krita, etc." +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:29 +msgid "For 2D and game UIs, this is a different matter, as art needs to be created using specific pixel sizes in software such as Photoshop, GIMP or Krita." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:30 -msgid "Given layouts, aspect ratios, resolutions and pixel densities can change so much, it is no longer possible to design UIs for every specific screen. Another method must be used." +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:32 +msgid "Since layouts, aspect ratios, resolutions, and pixel densities can change so much, it is no longer possible to design UIs for every specific screen. Another method must be used." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:34 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:37 msgid "One size fits all" msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:36 -msgid "The most common approach nowadays is to just use a single *base* resolution and then fit it to everything else. This resolution is how most players are expected to play the game (given their hardware). For mobile, Google has useful `stats `_ online, and for desktop, Steam `also does `_." +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:39 +msgid "The most common approach is to use a single *base* resolution and then fit it to everything else. This resolution is how most players are expected to play the game (given their hardware). For mobile, Google has useful `stats `_ online, and for desktop, Steam `also does `_." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:41 -msgid "As an example, Steam shows that the most common *primary display resolution* is 1920x1080, so a sensible approach is to develop a game for this resolution, then handle scaling for different sizes and aspect ratios." +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:45 +msgid "As an example, Steam shows that the most common *primary display resolution* is 1920×1080, so a sensible approach is to develop a game for this resolution, then handle scaling for different sizes and aspect ratios." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:43 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:49 msgid "Godot provides a several useful tools to do this easily." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:46 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:52 msgid "Base size" msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:48 -msgid "A base size for the window can be specified in the project settings under \"Display\", \"Window\"." -msgstr "" - -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:53 -msgid "However, what it does is not completely obvious; the engine will *not* attempt to switch the monitor to this resolution. Rather, think of this setting as the \"design size\", i.e. the size of the area that you work with in the editor. This setting corresponds directly to the size of the blue rectangle in the 2D editor." +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:54 +msgid "A base size for the window can be specified in the Project Settings under **Display → Window**." msgstr "" #: ../../docs/tutorials/viewports/multiple_resolutions.rst:59 -msgid "There is often a need to support devices with screen and window sizes that are different from this base size. Godot offers many ways to control how the viewport will be resized and stretched to different screen sizes." +msgid "However, what it does is not completely obvious; the engine will *not* attempt to switch the monitor to this resolution. Rather, think of this setting as the \"design size\", i.e. the size of the area that you work with in the editor. This setting corresponds directly to the size of the blue rectangle in the 2D editor." msgstr "" #: ../../docs/tutorials/viewports/multiple_resolutions.rst:65 +msgid "There is often a need to support devices with screen and window sizes that are different from this base size. Godot offers many ways to control how the viewport will be resized and stretched to different screen sizes." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:71 msgid "Resizing" msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:67 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:73 msgid "There are several types of devices, with several types of screens, which in turn have different pixel density and resolutions. Handling all of them can be a lot of work, so Godot tries to make the developer's life a little easier. The :ref:`Viewport ` node has several functions to handle resizing, and the root node of the scene tree is always a viewport (scenes loaded are instanced as a child of it, and it can always be accessed by calling ``get_tree().get_root()`` or ``get_node(\"/root\")``)." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:76 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:82 msgid "In any case, while changing the root Viewport params is probably the most flexible way to deal with the problem, it can be a lot of work, code and guessing, so Godot provides a simple set of parameters in the project settings to handle multiple resolutions." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:82 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:88 msgid "Stretch settings" msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:84 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:90 msgid "Stretch settings are located in the project settings, it's just a bunch of configuration variables that provide several options:" msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:90 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:96 msgid "Stretch Mode" msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:92 -msgid "The \"Stretch Mode\" setting defines how the base size is stretched to fit the resolution of the window or screen." +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:98 +msgid "The **Stretch Mode** setting defines how the base size is stretched to fit the resolution of the window or screen." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:97 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:103 msgid "The animations below use a \"base size\" of just 16×9 pixels to demonstrate the effect of different stretch modes. A single sprite, also 16×9 pixels in size, covers the entire viewport, and a diagonal :ref:`Line2D ` is added on top of it:" msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:107 -msgid "Stretch Mode = **Disabled** (default): No stretching happens. One unit in the scene corresponds to one pixel on the screen. In this mode, the \"Stretch Aspect\" setting has no effect." +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:113 +msgid "**Stretch Mode = Disabled** (default): No stretching happens. One unit in the scene corresponds to one pixel on the screen. In this mode, the **Stretch Aspect** setting has no effect." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:111 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:117 msgid "This is a good option if you want full control over every screen pixel, and is probably the best option for 3D games." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:116 -msgid "Stretch Mode = **2D**: In this mode, the size specified in display/width and display/height in the project settings will be stretched to cover the whole screen (taking the \"Stretch Aspect\" setting into account). This means that everything will be rendered directly at the target resolution. 3D will be largely unaffected, while in 2D there is no longer a 1:1 correspondence between sprite pixels and screen pixels, which may result in scaling artifacts." +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:122 +msgid "**Stretch Mode = 2D**: In this mode, the size specified in display/width and display/height in the project settings is stretched to cover the whole screen (taking the **Stretch Aspect** setting into account). This means that everything is rendered directly at the target resolution. 3D is largely unaffected, while in 2D, there is no longer a 1:1 correspondence between sprite pixels and screen pixels, which may result in scaling artifacts." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:124 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:130 msgid "This is a good option if your 2D artwork has a sufficiently high resolution and does not require pixel-perfect rendering. Consider enabling texture filtering and mipmapping on your 2D textures and fonts." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:131 -msgid "Stretch Mode = **Viewport**: Viewport scaling means that the size of the root :ref:`Viewport ` is set precisely to the base size specified in the \"Display\" section of the project settings. The scene is rendered to this viewport first. Finally, this viewport is scaled to fit the screen (taking the \"Stretch Aspect\" setting into account)." -msgstr "" - -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:138 -msgid "This mode is useful when working with pixel-precise games, or for the sake of rendering to a lower resolution for improving performance." +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:137 +msgid "**Stretch Mode = Viewport**: Viewport scaling means that the size of the root :ref:`Viewport ` is set precisely to the base size specified in the Project Settings' **Display** section. The scene is rendered to this viewport first. Finally, this viewport is scaled to fit the screen (taking the **Stretch Aspect** setting into account)." msgstr "" #: ../../docs/tutorials/viewports/multiple_resolutions.rst:144 +msgid "This mode is useful when working with pixel-precise games, or for the sake of rendering to a lower resolution to improve performance." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:150 msgid "Stretch Aspect" msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:146 -msgid "The second setting is the stretch aspect. Note that this only takes effect if \"Stretch Mode\" is set to something other than \"disabled\"." +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:152 +msgid "The second setting is the stretch aspect. Note that this only takes effect if **Stretch Mode** is set to something other than **Disabled**." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:149 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:155 msgid "In the animations below, you will notice gray and black areas. The black areas are added by the engine and cannot be drawn into. The gray areas are part of your scene, and can be drawn to. The gray areas correspond to the region outside the blue frame you see in the 2D editor." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:154 -msgid "Stretch Aspect = **Ignore**: Ignore the aspect ratio when stretching the screen. This means that the original resolution will be stretched to exactly fill the screen, even if it's wider or narrower. This may result in nonuniform stretching: things looking wider or taller than designed." -msgstr "" - -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:162 -msgid "Stretch Aspect = **Keep**: Keep aspect ratio when stretching the screen. This means that the viewport retains its original size regardless of the screen resolution, and black bars will be added to the top/bottom of the screen (\"letterboxing\") or the sides (\"pillarboxing\")." +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:160 +msgid "**Stretch Aspect = Ignore**: Ignore the aspect ratio when stretching the screen. This means that the original resolution will be stretched to exactly fill the screen, even if it's wider or narrower. This may result in nonuniform stretching: things looking wider or taller than designed." msgstr "" #: ../../docs/tutorials/viewports/multiple_resolutions.rst:168 -msgid "This is a good option if you know the aspect ratio of your target devices in advance, or if you don't want to handle different aspect ratios." +msgid "**Stretch Aspect = Keep**: Keep aspect ratio when stretching the screen. This means that the viewport retains its original size regardless of the screen resolution, and black bars will be added to the top/bottom of the screen (\"letterboxing\") or the sides (\"pillarboxing\")." msgstr "" #: ../../docs/tutorials/viewports/multiple_resolutions.rst:174 -msgid "Stretch Aspect = **Keep Width**: Keep aspect ratio when stretching the screen. If the screen is wider than the base size, black bars are added at the left and right (pillarboxing). But if the screen is taller than the base resolution, the viewport will be grown in the vertical direction (and more content will be visible to the bottom). You can also think of this as \"Expand Vertically\"." +msgid "This is a good option if you know the aspect ratio of your target devices in advance, or if you don't want to handle different aspect ratios." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:181 -msgid "This is usually the best option for creating GUIs or HUDs that scale, so some controls can be anchored to the bottom (:ref:`doc_size_and_anchors`)." +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:180 +msgid "**Stretch Aspect = Keep Width**: Keep aspect ratio when stretching the screen. If the screen is wider than the base size, black bars are added at the left and right (pillarboxing). But if the screen is taller than the base resolution, the viewport will be grown in the vertical direction (and more content will be visible to the bottom). You can also think of this as \"Expand Vertically\"." msgstr "" #: ../../docs/tutorials/viewports/multiple_resolutions.rst:187 -msgid "Stretch Aspect = **Keep Height**: Keep aspect ratio when stretching the screen. If the screen is taller than the base size, black bars are added at the top and bottom (letterboxing). But if the screen is wider than the base resolution, the viewport will be grown in the horizontal direction (and more content will be visible to the right). You can also think of this as \"Expand Horizontally\"." +msgid "This is usually the best option for creating GUIs or HUDs that scale, so some controls can be anchored to the bottom (:ref:`doc_size_and_anchors`)." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:194 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:193 +msgid "**Stretch Aspect = Keep Height**: Keep aspect ratio when stretching the screen. If the screen is taller than the base size, black bars are added at the top and bottom (letterboxing). But if the screen is wider than the base resolution, the viewport will be grown in the horizontal direction (and more content will be visible to the right). You can also think of this as \"Expand Horizontally\"." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:200 msgid "This is usually the best option for 2D games that scroll horizontally (like runners or platformers)." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:199 -msgid "Stretch Aspect = **Expand**: Keep aspect ratio when stretching the screen, but keep neither the base width nor height. Depending on the screen aspect ratio, the viewport will either be larger in the horizontal direction (if the screen is wider than the base size) or in the vertical direction (if the screen is taller than the original size)." -msgstr "" - -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:209 -msgid "Stretch Shrink" -msgstr "" - -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:211 -msgid "The \"Shrink\" setting allows you to add an extra scaling factor on top of what the \"Stretch\" options above already provide. The default value of 1 means that no scaling occurs." +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:205 +msgid "**Stretch Aspect = Expand**: Keep aspect ratio when stretching the screen, but keep neither the base width nor height. Depending on the screen aspect ratio, the viewport will either be larger in the horizontal direction (if the screen is wider than the base size) or in the vertical direction (if the screen is taller than the original size)." msgstr "" #: ../../docs/tutorials/viewports/multiple_resolutions.rst:215 -msgid "If, for example, you set \"Shrink\" to 4 and leave \"Stretch Mode\" on \"Disabled\", each unit in your scene will correspond to 4×4 pixels on the screen." +msgid "Stretch Shrink" msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:219 -msgid "If \"Stretch Mode\" is set to something other than \"Disabled\", the size of the root viewport is scaled down by the \"Shrink\" factor, and pixels in the output are scaled up by the same amount. This is rarely useful for 2D games, but can be used to increase performance in 3D games by rendering them at a lower resolution." +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:217 +msgid "The **Shrink** setting allows you to add an extra scaling factor on top of what the **Stretch** options above already provide. The default value of 1 means that no scaling occurs." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:226 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:221 +msgid "If, for example, you set **Shrink** to 4 and leave **Stretch Mode** on **Disabled**, each unit in your scene will correspond to 4×4 pixels on the screen." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:225 +msgid "If **Stretch Mode** is set to something other than **Disabled**, the size of the root viewport is scaled down by the **Shrink** factor, and pixels in the output are scaled up by the same amount. This is rarely useful for 2D games, but can be used to increase performance in 3D games by rendering them at a lower resolution." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:232 msgid "From scripts" msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:228 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:234 msgid "To configure stretching at runtime from a script, use the ``get_tree().set_screen_stretch()`` function (see :ref:`SceneTree.set_screen_stretch() `)." msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:233 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:239 msgid "Reducing aliasing on downsampling" msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:235 -msgid "If the game has a very high base resolution (say 4k), aliasing might appear when downsampling to something considerably lower like 720. This can be detected and reduced by forcing to shrink all images by 2 upon load (this is very fast). This can be achieved by calling" +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:241 +msgid "If the game has a very high base resolution (e.g. 3840×2160), aliasing might appear when downsampling to something considerably lower like 1280×720. Aliasing can be made less visible by shrinking all images by a factor of 2 upon loading. This can be done by calling the method below before the game data is loaded:" msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:245 -msgid "Before most game data is loaded." -msgstr "" - -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:248 +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:253 msgid "Handling aspect ratios" msgstr "" -#: ../../docs/tutorials/viewports/multiple_resolutions.rst:250 -msgid "Once scaling for different resolutions is accounted for, just make sure that your *user interface* also scales for different aspect ratios. This can be easily done using :ref:`anchors ` and/or :ref:`containers `." +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:255 +msgid "Once scaling for different resolutions is accounted for, make sure that your *user interface* also scales for different aspect ratios. This can be done using :ref:`anchors ` and/or :ref:`containers `." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:261 +msgid "Field of view scaling" +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:263 +msgid "The 3D Camera node's **Keep Aspect** property defaults to the **Keep Height** scaling mode (also called *Hor+*). This is usually the best value for desktop games and mobile games in landscape mode, as widescreen displays will automatically use a wider field of view." +msgstr "" + +#: ../../docs/tutorials/viewports/multiple_resolutions.rst:268 +msgid "However, if your 3D game is intended to be played in portrait mode, it may make more sense to use **Keep Width** instead (also called *Vert-*). This way, smartphones with an aspect ratio taller than 16:9 (e.g. 19:9) will use a *taller* field of view, which is more logical here." msgstr "" diff --git a/sphinx/templates/tutorials/viewports/using_viewport_as_texture.pot b/sphinx/templates/tutorials/viewports/using_viewport_as_texture.pot index 35860d9116..7de3bbd37c 100644 --- a/sphinx/templates/tutorials/viewports/using_viewport_as_texture.pot +++ b/sphinx/templates/tutorials/viewports/using_viewport_as_texture.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/viewports/viewports.pot b/sphinx/templates/tutorials/viewports/viewports.pot index e8a251f07e..d3d9dbb42a 100644 --- a/sphinx/templates/tutorials/viewports/viewports.pot +++ b/sphinx/templates/tutorials/viewports/viewports.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/vr/index.pot b/sphinx/templates/tutorials/vr/index.pot index 16a3bc9e1a..943e99f40d 100644 --- a/sphinx/templates/tutorials/vr/index.pot +++ b/sphinx/templates/tutorials/vr/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/vr/vr_primer.pot b/sphinx/templates/tutorials/vr/vr_primer.pot index afc614c661..e187f524d1 100644 --- a/sphinx/templates/tutorials/vr/vr_primer.pot +++ b/sphinx/templates/tutorials/vr/vr_primer.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/vr/vr_starter_tutorial.pot b/sphinx/templates/tutorials/vr/vr_starter_tutorial.pot index 1cc1250bbd..63995ccbc1 100644 --- a/sphinx/templates/tutorials/vr/vr_starter_tutorial.pot +++ b/sphinx/templates/tutorials/vr/vr_starter_tutorial.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-07-02 14:18+0200\n" +"POT-Creation-Date: 2019-07-15 18:11+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n"