Sync Sphinx templates with current docs

This commit is contained in:
Rémi Verschelde
2019-07-15 18:12:39 +02:00
parent b07e77a3de
commit e102455e8c
275 changed files with 1984 additions and 1962 deletions

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-07-02 14:18+0200\n"
"POT-Creation-Date: 2019-07-15 18:11+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -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 ""