Merge Sphinx translations with Weblate translations

This commit is contained in:
Rémi Verschelde
2019-06-16 23:21:12 +02:00
parent 630e920c51
commit e277a56085
2466 changed files with 21660 additions and 14325 deletions

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -179,11 +179,11 @@ msgstr "2D Skelette"
#: ../../docs/about/docs_changelog.rst:67
msgid ":ref:`AnimationTree <doc_animation_tree>`"
msgstr ":ref:`AnimationTree <doc_animation_tree>`"
msgstr ":ref:`Animationsbaum <doc_animation_tree>`"
#: ../../docs/about/docs_changelog.rst:70
msgid "GUI"
msgstr ""
msgstr "GUI"
#: ../../docs/about/docs_changelog.rst:72
#, fuzzy
@@ -233,9 +233,8 @@ msgid "Your First Shader Series:"
msgstr "Dein erstes Spiel"
#: ../../docs/about/docs_changelog.rst:88
#, fuzzy
msgid ":ref:`What are shaders? <doc_what_are_shaders>`"
msgstr ":ref:`Spatial-Shader <doc_spatial_shader>`"
msgstr " :ref:`Was sind Shader? <doc_what_are_shaders>`"
#: ../../docs/about/docs_changelog.rst:89
#, fuzzy
@@ -243,15 +242,14 @@ msgid ":ref:`Your first CanvasItem shader <doc_your_first_canvasitem_shader>`"
msgstr ":ref:`CanvasItem-Shader <doc_canvas_item_shader>`"
#: ../../docs/about/docs_changelog.rst:90
#, fuzzy
msgid ":ref:`Your first Spatial shader <doc_your_first_spatial_shader>`"
msgstr ":ref:`Spatial-Shader <doc_spatial_shader>`"
msgstr ":ref:`Dein erster Spatial-Shader <doc_your_first_spatial_shader>`"
#: ../../docs/about/docs_changelog.rst:91
#, fuzzy
msgid ""
":ref:`Your first Spatial shader: Part 2 <doc_your_second_spatial_shader>`"
msgstr ":ref:`Spatial-Shader <doc_spatial_shader>`"
msgstr ""
" :ref:`Dein erster Spatial-Shader, Teil 2 <doc_your_second_spatial_shader>`"
#: ../../docs/about/docs_changelog.rst:98
msgid "Shading Reference:"
@@ -342,14 +340,11 @@ msgstr ""
#: ../../docs/about/docs_changelog.rst:130
msgid "Legal"
msgstr ""
msgstr "Rechtliches"
#: ../../docs/about/docs_changelog.rst:132
#, fuzzy
msgid ":ref:`Complying with Licenses <doc_complying_with_licenses>`"
msgstr ""
":ref:`Mit Scriptverschlüsselung kompilieren "
"<doc_compiling_with_script_encryption_key>`"
msgstr " :ref:`Einhalten von Lizenzen <doc_complying_with_licenses>`"
#: ../../docs/about/docs_changelog.rst:135
msgid "Compiling"
@@ -357,7 +352,7 @@ msgstr "Kompilieren"
#: ../../docs/about/docs_changelog.rst:137
msgid ":ref:`Optimizing a build for size <doc_optimizing_for_size>`"
msgstr ":ref:`Einen Build auf Größe optimieren <doc_optimizing_for_size>`"
msgstr ":ref:`Build auf Größe optimieren <doc_optimizing_for_size>`"
#: ../../docs/about/docs_changelog.rst:138
msgid ""
@@ -400,6 +395,5 @@ msgid ":ref:`Spatial gizmo plugins <doc_spatial_gizmo_plugins>`"
msgstr ":ref:`Spatial gizmo Plug-Ins <doc_spatial_gizmo_plugins>`"
#: ../../docs/about/docs_changelog.rst:155
#, fuzzy
msgid ":ref:`Creating Android plugins <doc_android_plugin>`"
msgstr ":ref:`Spatial gizmo Plug-Ins <doc_spatial_gizmo_plugins>`"
msgstr " :ref:`Android-Plugins erstellen <doc_android_plugin>`"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -45,13 +45,12 @@ msgid "In short:"
msgstr "Zusammengefasst:"
#: ../../docs/about/faq.rst:13
#, fuzzy
msgid ""
"You are free to download and use Godot for any purpose, personal, non-"
"profit, commercial, or otherwise."
msgstr ""
"Du kannst Godot kostenlos herunterladen und es für jeden persönlichen, "
"gemeinnützigen, kommerziellen oder sonstigen Zweck verwenden;"
"Du kannst Godot gerne herunterladen und für jeden Zweck verwenden: "
"persönlich, gemeinnützig, kommerziell oder sonstiges."
#: ../../docs/about/faq.rst:14
msgid ""
@@ -429,7 +428,6 @@ msgid "As of Godot 3.0, glTF is supported."
msgstr "Seit Godot 3.0 wird glTF unterstützt."
#: ../../docs/about/faq.rst:153
#, fuzzy
msgid ""
"FBX SDK has a `restrictive license <https://www.blender.org/bf/"
"Autodesk_FBX_License.rtf>`_, that is incompatible with the `open license "
@@ -437,11 +435,11 @@ msgid ""
"FBX support could still be provided by third parties as a plugin. (See "
"Plugins question below.)"
msgstr ""
"Die FBX SDK hat eine sehr `eingeschränkte Lizenz <http://www.blender.org/bf/"
"Autodesk_FBX_License.rtf>`_, welche inkompatibel mit der `offenen Lizenz "
"<http://opensource.org/licenses/MIT>`_ von Godot ist. Trotz dessen könnte "
"ein entsprechendes FBX-Plugin von Dritten bereitgestellt werden (siehe Frage "
"zu Plugins oben)."
"Das FBX SDK hat eine `beschränkende Lizenz <https://www.blender.org/bf/"
"Autodesk_FBX_License.rtf>`_, die mit der `offenen Lizenz <https://opensource."
"org/licenses/MIT>`_ von Godot nicht kompatibel ist. Allerdings könnten Dritt-"
"Entwickler die FBX-Unterstützung als Plugin anbieten. (Siehe Frage zu "
"Plugins unten.)"
#: ../../docs/about/faq.rst:159
msgid ""
@@ -473,13 +471,12 @@ msgstr ""
"vertreiben - sei es als Open- oder Closed Source."
#: ../../docs/about/faq.rst:170
#, fuzzy
msgid ""
"To see how support for your SDK of choice could still be provided, look at "
"the Plugins question below."
msgstr ""
"Wie die Implementierung für ein SDK Deiner Wahl umgesetzt werden kann, "
"erfährst Du in der Fragestellung zu Plugins oben im Text."
"Wie die Implementierung für dein gewünschtes SDK auch noch umgesetzt werden "
"kann, erfährst du in der Fragestellung zu Plugins weiter unten im Text."
#: ../../docs/about/faq.rst:173
msgid ""
@@ -553,27 +550,27 @@ msgstr ""
"bis das Spiel fertig geladen ist."
#: ../../docs/about/faq.rst:201
#, fuzzy
msgid ""
"Use the stretch options in Godot; 2D stretching while keeping aspect ratios "
"works best. Check the :ref:`doc_multiple_resolutions` tutorial on how to "
"achieve this."
msgstr ""
"Benutze die Streck-Optionen in Godot, am besten funktioniert 2D-Strecken bei "
"Einhalten der Seitenverhältnisse (siehe :ref:`doc_multiple_resolutions`)."
"Benutze die Streck-Optionen in Godot. Am besten funktioniert 2D-Strecken, "
"wenn das Seitenverhältnis gleich bleibt (siehe :ref:"
"`doc_multiple_resolutions`)."
#: ../../docs/about/faq.rst:205
#, fuzzy
msgid ""
"Determine a minimum resolution and then decide if you want your game to "
"stretch vertically or horizontally for different aspect ratios, or if there "
"is one aspect ratio and you want black bars to appear instead. This is also "
"explained in :ref:`doc_multiple_resolutions`."
msgstr ""
"Verwende eine Minimalauflösung und entscheide dann, ob das Spiel horizontal "
"oder vertikal gestreckt werden soll (bei unterschiedlichen "
"Seitenverhältnissen) oder ob es ein Minimum geht, sodass alternativ schwarze "
"Seitenbalken erscheinen."
"Bestimme eine Minimalauflösung und entscheide dann, ob das Spiel für "
"unterschiedliche Seitenverhältnisse horizontal oder vertikal ausgedehnt "
"werden soll, oder ob es nur ein Seitenverhältnis gibt, und anstatt der "
"Ausdehnung schwarze Seitenbalken erscheinen sollen. Dies wird auch unter :"
"ref:`doc_multiple_resolutions` erklärt."
#: ../../docs/about/faq.rst:210
msgid ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"
@@ -46,10 +46,28 @@ msgstr ""
"spezifischeren Themen finden."
#: ../../docs/about/introduction.rst:21
msgid "Before you start"
msgstr ""
#: ../../docs/about/introduction.rst:23
msgid ""
"The :ref:`Tutorials and resources <doc_community_tutorials>` page lists "
"video tutorials contributed by the community. If you prefer video to text, "
"those may be worth a look."
msgstr ""
#: ../../docs/about/introduction.rst:27
msgid ""
"In case you have trouble with one of the tutorials or your project, you can "
"find help on the various :ref:`Community channels <doc_community_channels>`, "
"especially the Godot Discord community, Q&A, and IRC."
msgstr ""
#: ../../docs/about/introduction.rst:32
msgid "About Godot Engine"
msgstr "Über die Godot Engine"
#: ../../docs/about/introduction.rst:23
#: ../../docs/about/introduction.rst:34
msgid ""
"A game engine is a complex tool, and it is therefore difficult to present "
"Godot in a few words. Here's a quick synopsis, which you are free to reuse "
@@ -60,7 +78,7 @@ msgstr ""
"Zusammenfassung, die Du gern verwenden kannst, wenn Du eine Beschreibung der "
"Godot Engine benötigst."
#: ../../docs/about/introduction.rst:27
#: ../../docs/about/introduction.rst:38
msgid ""
"Godot Engine is a feature-packed, cross-platform game engine to create 2D "
"and 3D games from a unified interface. It provides a comprehensive set of "
@@ -79,7 +97,7 @@ msgstr ""
"Betriebssysteme wie Android und iOS sowie webbasierte Versionen im HTML5-"
"Format ein."
#: ../../docs/about/introduction.rst:34
#: ../../docs/about/introduction.rst:45
msgid ""
"Godot is completely free and open source under the permissive MIT license. "
"No strings attached, no royalties, nothing. Users' games are theirs, down to "
@@ -97,7 +115,7 @@ msgstr ""
"gestalten. Godot wird unterstützt durch die gemeinnützige `Software Freedom "
"Conservancy <https://sfconservancy.org>`."
#: ../../docs/about/introduction.rst:41
#: ../../docs/about/introduction.rst:52
msgid ""
"For a more in-depth view of the engine, you are encouraged to read this "
"documentation further, especially the :ref:`Step by step <toc-learn-"
@@ -107,11 +125,11 @@ msgstr ""
"Dokumentation weiter zu lesen, besonders das :ref:`Schritt-für-Schritt <toc-"
"learn-step_by_step>`Tutorial."
#: ../../docs/about/introduction.rst:46
#: ../../docs/about/introduction.rst:57
msgid "About the documentation"
msgstr "Über die Dokumentation"
#: ../../docs/about/introduction.rst:48
#: ../../docs/about/introduction.rst:59
msgid ""
"This documentation is continuously written, corrected, edited, and revamped "
"by members of the Godot Engine community. It is edited via text files in the "
@@ -127,7 +145,7 @@ msgstr ""
"kann lokal mit den quelloffenen Werkzeugen `Sphinx <http://www.sphinx-doc."
"org>`_ bzw. online auf `ReadTheDocs <https://readthedocs.org/>`_ geschehen."
#: ../../docs/about/introduction.rst:55
#: ../../docs/about/introduction.rst:66
msgid ""
"You can contribute to Godot's documentation by opening issue tickets or "
"sending patches via pull requests on its GitHub `source repository <https://"
@@ -141,7 +159,7 @@ msgstr ""
"oder auch durch das Übersetzen der Seiten in die eigene Sprache auf `Hosted "
"Weblate <https://hosted.weblate.org/projects/godot-engine/godot-docs/>`_."
#: ../../docs/about/introduction.rst:61
#: ../../docs/about/introduction.rst:72
msgid ""
"All the contents are under the permissive Creative Commons Attribution 3.0 "
"(`CC-BY 3.0 <https://creativecommons.org/licenses/by/3.0/>`_) license, with "
@@ -153,11 +171,11 @@ msgstr ""
"dem Namen „Juan Linietsky, Ariel Manzur and the Godot Engine community“ "
"veröffentlicht."
#: ../../docs/about/introduction.rst:66
#: ../../docs/about/introduction.rst:77
msgid "Organization of the documentation"
msgstr "Aufbau der Dokumentation"
#: ../../docs/about/introduction.rst:68
#: ../../docs/about/introduction.rst:79
msgid ""
"This documentation is organised in five sections with an impressively "
"unbalanced distribution of contents but the way it is split up should be "
@@ -167,7 +185,7 @@ msgstr ""
"beeindruckend unausgeglichen verteilt ist jedoch sollte die Art der "
"Aufteilung ziemlich intuitiv sein:"
#: ../../docs/about/introduction.rst:72
#: ../../docs/about/introduction.rst:83
msgid ""
"The :ref:`sec-general` section contains this introduction as well as "
"information about the engine, its history, its licensing, authors, etc. It "
@@ -177,7 +195,7 @@ msgstr ""
"Informationen über die Engine, ihre Geschichte, Lizenzierung, Autoren usw. "
"Er enthält ebenfalls die :ref:`häufig gestellten Fragen <doc_faq>`."
#: ../../docs/about/introduction.rst:75
#: ../../docs/about/introduction.rst:86
msgid ""
"The :ref:`sec-learn` section is the main *raison d'être* of this "
"documentation, as it contains all the necessary information on using the "
@@ -190,7 +208,7 @@ msgstr ""
"<toc-learn-step_by_step>`-Anleitung und ist für Neueinsteiger bestens "
"geeignet."
#: ../../docs/about/introduction.rst:80
#: ../../docs/about/introduction.rst:91
msgid ""
"The :ref:`sec-tutorials` section can be read as needed, in any order. It "
"contains feature-specific tutorials and documentation."
@@ -199,7 +217,7 @@ msgstr ""
"beliebiger Reihenfolge gelesen werden. Er enthält viele Feature-spezifische "
"Tutorials und Dokumentationen."
#: ../../docs/about/introduction.rst:82
#: ../../docs/about/introduction.rst:93
msgid ""
"The :ref:`sec-devel` section is intended for advanced users and contributors "
"to the engine development, with information on compiling the engine, "
@@ -209,7 +227,7 @@ msgstr ""
"Mitwirkende an der Entwicklung der Engine, mit Informationen zum Kompilieren "
"der Engine und zur Entwicklung von C++-Modulen oder Editor-Erweiterungen."
#: ../../docs/about/introduction.rst:85
#: ../../docs/about/introduction.rst:96
msgid ""
"The :ref:`sec-community` section gives information related to contributing "
"to engine development and the life of its community, e.g. how to report "
@@ -223,7 +241,7 @@ msgstr ""
"verschiedene soziale Kanäle, wie IRC und Discord, aufgeführt sowie eine "
"Liste empfohlener Fremd-Tutorials außerhalb dieser Dokumentation."
#: ../../docs/about/introduction.rst:90
#: ../../docs/about/introduction.rst:101
msgid ""
"Finally, the :ref:`sec-class-ref` is the documentation of the Godot API, "
"which is also available directly within the engine's script editor. It is "
@@ -238,7 +256,7 @@ msgstr ""
"selbst nicht vorgesehen. Für Genaueres, siehe :ref:"
"`doc_updating_the_class_reference`."
#: ../../docs/about/introduction.rst:96
#: ../../docs/about/introduction.rst:107
msgid ""
"In addition to this documentation you may also want to take a look at the "
"various `Godot demo projects <https://github.com/godotengine/godot-demo-"
@@ -248,7 +266,7 @@ msgstr ""
"auf die verschiedenen `Godot-Demoprojekte <https://github.com/godotengine/"
"godot-demo-projects>`_ werfen."
#: ../../docs/about/introduction.rst:99
#: ../../docs/about/introduction.rst:110
msgid "Have fun reading and making games with Godot Engine!"
msgstr ""
"Viel Spaß beim Lesen und bei der Spieleentwicklung mit der Godot Engine!"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"
@@ -113,9 +113,10 @@ msgid ""
msgstr ""
#: ../../docs/community/tutorials.rst:28
#, fuzzy
msgid ""
"`KidsCanCode <https://www.youtube.com/channel/UCNaPQ5uLX5iIEHUCLmfAgKg/"
"playlists>`_"
"playlists>`__"
msgstr ""
"`KidsCanCode <https://www.youtube.com/channel/UCNaPQ5uLX5iIEHUCLmfAgKg/"
"playlists>`_"
@@ -145,7 +146,8 @@ msgid ""
msgstr ""
#: ../../docs/community/tutorials.rst:33
msgid "`Steincodes <https://www.youtube.com/c/steincodes/playlists>`_"
#, fuzzy
msgid "`Steincodes <https://www.youtube.com/c/steincodes/playlists>`__"
msgstr "`Steincodes <https://www.youtube.com/c/steincodes/playlists>`_"
#: ../../docs/community/tutorials.rst:36
@@ -155,37 +157,37 @@ msgstr "Anleitungen"
#: ../../docs/community/tutorials.rst:38
#, fuzzy
msgid "`KidsCanCode <http://kidscancode.org/blog/tags/godot/>`_"
msgid "`KidsCanCode <http://kidscancode.org/blog/tags/godot/>`__"
msgstr ""
"`KidsCanCode: Eine aufschlussreiche Lehrserie <http://kidscancode.org/blog/"
"tags/godot/>`"
#: ../../docs/community/tutorials.rst:39
#, fuzzy
msgid "`Steincodes <https://steincodes.tumblr.com>`_"
msgid "`Steincodes <https://steincodes.tumblr.com>`__"
msgstr "`Steincodes <https://www.youtube.com/c/steincodes/playlists>`_"
#: ../../docs/community/tutorials.rst:42
msgid "Devlogs"
msgstr ""
#: ../../docs/community/tutorials.rst:43
#: ../../docs/community/tutorials.rst:44
msgid ""
"`Andrea Catania (Physics & AI) <https://www.youtube.com/channel/"
"UCm4RuvYtgpgFDTCgaEUT5uQ/videos>`_"
msgstr ""
#: ../../docs/community/tutorials.rst:44
#: ../../docs/community/tutorials.rst:45
msgid ""
"`Bastiaan Olij (AR & VR) <https://www.youtube.com/channel/UCrbLJYzJjDf2p-"
"vJC011lYw/videos>`_"
msgstr ""
#: ../../docs/community/tutorials.rst:47
#: ../../docs/community/tutorials.rst:48
msgid "Resources"
msgstr "Ressourcen"
#: ../../docs/community/tutorials.rst:49
#: ../../docs/community/tutorials.rst:50
msgid ""
"`awesome-godot: A curated list of resources by Calinou <https://github.com/"
"Calinou/awesome-godot>`_"
@@ -193,7 +195,7 @@ msgstr ""
"`awesome-godot: Eine Liste an Ressourcen gepflegt von Calinou <https://"
"github.com/Calinou/awesome-godot>`_"
#: ../../docs/community/tutorials.rst:50
#: ../../docs/community/tutorials.rst:51
msgid ""
"`Zeef Godot Engine: A curated directory of resources by Andre Schmitz "
"<https://godot-engine.zeef.com/andre.antonio.schmitz>`_"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -31,7 +31,7 @@ msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:13
msgid ""
"`Emscripten 1.38.22+ <http://kripken.github.io/emscripten-site>`__: If the "
"`Emscripten 1.38.27+ <http://kripken.github.io/emscripten-site>`__: If the "
"version available per package manager is not recent enough, the best "
"alternative is to install using the `Emscripten SDK <http://kripken.github."
"io/emscripten-site/docs/getting_started/downloads.html>`__"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"
@@ -49,39 +49,39 @@ msgid ""
"run it from the Mono command line prompt):"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:24
#: ../../docs/development/compiling/compiling_with_mono.rst:25
msgid "Environment variables"
msgstr "Umgebungsvariablen"
#: ../../docs/development/compiling/compiling_with_mono.rst:26
#: ../../docs/development/compiling/compiling_with_mono.rst:27
msgid ""
"By default, SCons will try to find Mono in the Windows Registry on Windows "
"or via ``pkg-config`` on other platforms. You can specify a different "
"installation directory by using the following environment variables for the "
"respective ``bits`` option: ``MONO32_PREFIX`` and ``MONO64_PREFIX``."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:28
msgid ""
"The specified directory must contain the subdirectories ``bin``, "
"``include``, and ``lib``."
"installation directory by passing the ``mono_prefix`` command-line option to "
"SCons; e.g.: ``scons [...] mono_prefix=%ProgramFiles%/Mono``."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:31
msgid ""
"This is the directory that contains the subdirectories ``include`` and "
"``lib``."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:34
msgid "Enable the Mono module"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:33
#: ../../docs/development/compiling/compiling_with_mono.rst:36
msgid ""
"By default, the mono module is disabled for builds. To enable it you can "
"pass the option ``module_mono_enabled=yes`` to your SCons command."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:36
#: ../../docs/development/compiling/compiling_with_mono.rst:40
msgid "Generate the glue"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:38
#: ../../docs/development/compiling/compiling_with_mono.rst:42
msgid ""
"The glue sources are the wrapper functions that will be called by managed "
"methods. These source files must be generated before building your final "
@@ -89,21 +89,21 @@ msgid ""
"binary with the options ``tools=yes`` and ``mono_glue=no``:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:44
#: ../../docs/development/compiling/compiling_with_mono.rst:50
msgid ""
"After the build finishes, you need to run the compiled executable with the "
"parameter ``--generate-mono-glue`` followed by the path to an output "
"directory. This path must be ``modules/mono/glue`` in the Godot directory."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:50
#: ../../docs/development/compiling/compiling_with_mono.rst:58
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."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:53
#: ../../docs/development/compiling/compiling_with_mono.rst:61
msgid ""
"``<godot_binary>`` refers to the tools binary you compiled above with the "
"Mono module enabled. Its exact name will differ based on your system and "
@@ -114,11 +114,11 @@ msgid ""
"without this suffix which can't be used to generate the Mono glue."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:58
#: ../../docs/development/compiling/compiling_with_mono.rst:68
msgid "Notes"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:59
#: ../../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 "
@@ -126,78 +126,86 @@ msgid ""
"without the glue sources."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:60
#: ../../docs/development/compiling/compiling_with_mono.rst:72
msgid ""
"The glue sources must be regenerated every time the ClassDB bindings "
"changes. That is, for example, when a new method is added to ClassDB 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."
"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:63
#: ../../docs/development/compiling/compiling_with_mono.rst:78
msgid "Rebuild with Mono glue"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:65
#: ../../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``. It's 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:72
#: ../../docs/development/compiling/compiling_with_mono.rst:87
msgid "And Mono-enabled export templates:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:78
#: ../../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:80
#: ../../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 next to the Godot binary."
"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."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:81
#: ../../docs/development/compiling/compiling_with_mono.rst:98
msgid ""
"Unlike \"classical\" Godot builds, when building with the mono module "
"enabled a data directory will 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<compiling_with_mono_data_directory>`."
"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<compiling_with_mono_data_directory>`."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:84
#: ../../docs/development/compiling/compiling_with_mono.rst:104
msgid "Examples"
msgstr "Beispiele"
#: ../../docs/development/compiling/compiling_with_mono.rst:87
#: ../../docs/development/compiling/compiling_with_mono.rst:107
msgid "Example (Windows)"
msgstr "Beispiel (Windows)"
#: ../../docs/development/compiling/compiling_with_mono.rst:103
#: ../../docs/development/compiling/compiling_with_mono.rst:123
msgid "Example (X11)"
msgstr "Beispiel (X11)"
#: ../../docs/development/compiling/compiling_with_mono.rst:121
#: ../../docs/development/compiling/compiling_with_mono.rst:141
msgid "Data directory"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:123
#: ../../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 next to the Godot executable."
"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."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:126
#: ../../docs/development/compiling/compiling_with_mono.rst:148
msgid "Export templates"
msgstr "Exportvorlagen"
#: ../../docs/development/compiling/compiling_with_mono.rst:128
#: ../../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.<platform>.<bits>."
@@ -205,14 +213,14 @@ msgid ""
"release``."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:130
#: ../../docs/development/compiling/compiling_with_mono.rst:153
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:132
#: ../../docs/development/compiling/compiling_with_mono.rst:156
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 "
@@ -221,61 +229,61 @@ msgid ""
"in the project setting ``application/config/name``."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:134
#: ../../docs/development/compiling/compiling_with_mono.rst:161
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:137
#: ../../docs/development/compiling/compiling_with_mono.rst:196
#: ../../docs/development/compiling/compiling_with_mono.rst:165
#: ../../docs/development/compiling/compiling_with_mono.rst:232
msgid "``bin/data.mono.<platform>.<bits>.<target>/Mono/lib``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:137
#: ../../docs/development/compiling/compiling_with_mono.rst:165
msgid "``/osx_template.app/Contents/Frameworks/GodotSharp/Mono/lib``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:139
#: ../../docs/development/compiling/compiling_with_mono.rst:198
#: ../../docs/development/compiling/compiling_with_mono.rst:167
#: ../../docs/development/compiling/compiling_with_mono.rst:234
msgid "``bin/data.mono.<platform>.<bits>.<target>/Mono/etc``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:139
#: ../../docs/development/compiling/compiling_with_mono.rst:167
msgid "``/osx_template.app/Contents/Resources/GodotSharp/Mono/etc``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:143
#: ../../docs/development/compiling/compiling_with_mono.rst:171
msgid "Editor"
msgstr "Editor"
#: ../../docs/development/compiling/compiling_with_mono.rst:145
#: ../../docs/development/compiling/compiling_with_mono.rst:173
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:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:147
#: ../../docs/development/compiling/compiling_with_mono.rst:176
msgid "``Api`` (optional)"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:148
#: ../../docs/development/compiling/compiling_with_mono.rst:177
msgid "``Mono`` (optional)"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:149
#: ../../docs/development/compiling/compiling_with_mono.rst:178
msgid "``Tools`` (required)"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:151
#: ../../docs/development/compiling/compiling_with_mono.rst:180
msgid ""
"The ``Tools`` subdirectory contains tools required by the editor, like the "
"``GodotSharpTools`` assembly."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:153
#: ../../docs/development/compiling/compiling_with_mono.rst:182
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 "
@@ -286,7 +294,7 @@ msgid ""
"passing the option ``copy_mono_root=yes`` when building the editor."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:155
#: ../../docs/development/compiling/compiling_with_mono.rst:188
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 "
@@ -296,83 +304,122 @@ msgid ""
"generating and building them again."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:157
#: ../../docs/development/compiling/compiling_with_mono.rst:193
msgid ""
"The following is an example script for building and copying the Godot API "
"assemblies:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:188
#: ../../docs/development/compiling/compiling_with_mono.rst:224
msgid ""
"The script assumes it's being executed from the directory where SConstruct "
"is located. ``<godot_binary>`` refers to the tools binary compiled with the "
"Mono module enabled."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:191
#: ../../docs/development/compiling/compiling_with_mono.rst:227
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:194
#: ../../docs/development/compiling/compiling_with_mono.rst:230
msgid "``bin/data.mono.<platform>.<bits>.<target>/Api``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:194
#: ../../docs/development/compiling/compiling_with_mono.rst:230
msgid "``<bundle_name>.app/Contents/Frameworks/GodotSharp/Api``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:196
#: ../../docs/development/compiling/compiling_with_mono.rst:232
msgid "``<bundle_name>.app/Contents/Frameworks/GodotSharp/Mono/lib``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:198
#: ../../docs/development/compiling/compiling_with_mono.rst:234
msgid "``<bundle_name>.app/Contents/Resources/GodotSharp/Mono/etc``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:200
#: ../../docs/development/compiling/compiling_with_mono.rst:236
msgid "``bin/data.mono.<platform>.<bits>.<target>/Tools``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:200
#: ../../docs/development/compiling/compiling_with_mono.rst:236
msgid "``<bundle_name>.app/Contents/Frameworks/GodotSharp/Tools``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:204
#: ../../docs/development/compiling/compiling_with_mono.rst:240
#, fuzzy
msgid "Targeting Android"
msgstr "Eine einfache Erweiterung erstellen"
#: ../../docs/development/compiling/compiling_with_mono.rst:242
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:247
msgid ""
"**Important:** You need to manually specify the mono version with the "
"``MONO_VERSION`` environment variable."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:249
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:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:252
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:314
msgid "Command-line options"
msgstr "Kommandozeilenoptionen"
#: ../../docs/development/compiling/compiling_with_mono.rst:206
#: ../../docs/development/compiling/compiling_with_mono.rst:316
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:208
#: ../../docs/development/compiling/compiling_with_mono.rst:318
msgid ""
"**module_mono_enabled**: Build Godot with the mono module enabled ( yes | "
"**no** )"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:210
#: ../../docs/development/compiling/compiling_with_mono.rst:320
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:212
#: ../../docs/development/compiling/compiling_with_mono.rst:322
msgid ""
"**mono_prefix**: Path to the Mono installation directory for the target "
"platform and architecture"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:324
msgid ""
"**xbuild_fallback**: Whether to fallback to xbuild if MSBuild is not "
"available ( yes | **no** )"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:214
#: ../../docs/development/compiling/compiling_with_mono.rst:326
msgid ""
"**mono_static**: Whether to link the mono runtime statically ( yes | **no** )"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:216
#: ../../docs/development/compiling/compiling_with_mono.rst:328
msgid ""
"**copy_mono_root**: Whether to copy the Mono framework assemblies and "
"configuration files required by the Godot editor ( yes | **no** )"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"
@@ -23,26 +23,26 @@ msgstr ""
#: ../../docs/development/file_formats/tscn.rst:4
msgid ""
"A :code:`.tscn` File format is the \"Text SCeNe\" file format and represents "
"a single scene-tree inside Godot. TSCN files have the advantage of being "
"nearly human-readable and easy for version control systems to manage. During "
"import the TSCN files are compiled into binary :code:`.scn` files stored "
"inside the .import folder. This reduces the data size and speed up loading."
"The TSCN (text scene) file format represents a single scene tree inside "
"Godot. TSCN files have the advantage of being mostly human-readable and easy "
"for version control systems to manage. During import, TSCN files are "
"compiled into binary ``.scn`` files stored inside the .import folder. This "
"reduces the data size and speeds up loading."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:10
msgid ""
"The :code:`.escn` file format is identical to the TSCN file format, but is "
"used to indicate to Godot that the file has been exported from another "
"program and should not be edited by the user from within Godot."
"The ESCN (exported scene) file format is identical to the TSCN file format, "
"but is used to indicate to Godot that the file has been exported from "
"another program and should not be edited by the user from within Godot."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:14
msgid ""
"For those looking for a complete description, the parsing is handled in the "
"file `resource_format_text.cpp <https://github.com/godotengine/godot/blob/"
"master/scene/resources/resource_format_text.cpp>`_ in the class :code:"
"`ResourceFormatLoaderText`"
"master/scene/resources/resource_format_text.cpp>`_ in the "
"``ResourceFormatLoaderText`` class."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:19
@@ -50,7 +50,7 @@ msgid "File structure"
msgstr "Dateistruktur"
#: ../../docs/development/file_formats/tscn.rst:21
msgid "There are five main sections inside the TSCN File:"
msgid "There are five main sections inside the TSCN file:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:23
@@ -58,12 +58,12 @@ msgid "File Descriptor"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:24
#: ../../docs/development/file_formats/tscn.rst:266
#: ../../docs/development/file_formats/tscn.rst:273
msgid "External resources"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:25
#: ../../docs/development/file_formats/tscn.rst:287
#: ../../docs/development/file_formats/tscn.rst:295
msgid "Internal resources"
msgstr ""
@@ -77,10 +77,10 @@ msgstr ""
#: ../../docs/development/file_formats/tscn.rst:29
msgid ""
"The file descriptor looks like :code:`[gd_scene load_steps=1 format=2]` And "
"should be the first entry in the file. The load_steps parameter should (in "
"theory) be the number of resources within the file, though in practice its "
"value seems not to matter."
"The file descriptor looks like ``[gd_scene load_steps=1 format=2]`` and "
"should be the first entry in the file. The ``load_steps`` parameter should "
"(in theory) be the number of resources within the file. However, in "
"practice, its value seems not to matter."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:34
@@ -88,473 +88,474 @@ msgid ""
"These sections should appear in order, but it can be hard to distinguish "
"them. The only difference between them is the first element in the heading "
"for all of the items in the section. For example, the heading of all "
"external resources should start with :code:`[ext_resource .....]`"
"external resources should start with ``[ext_resource .....]``."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:41
msgid "Entries inside the file"
#: ../../docs/development/file_formats/tscn.rst:39
msgid ""
"A TSCN file may contain single-line comments starting with a semicolon (``;"
"``). However, comments will be discarded when saving the file using the "
"Godot editor."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:43
msgid "Entries inside the file"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:45
msgid ""
"A heading looks like: :code:`[<resource_type> key=value key=value "
"key=value ...]` Where resource_type is one of:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:47
msgid "ext_resource"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:48
msgid "sub_resource"
"A heading looks like ``[<resource_type> key=value key=value key=value ...]`` "
"where resource_type is one of:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:49
msgid "node"
msgid "``ext_resource``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:50
msgid "connection"
msgid "``sub_resource``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:51
msgid "``node``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:52
#, fuzzy
msgid "``connection``"
msgstr "``Drehung``"
#: ../../docs/development/file_formats/tscn.rst:54
msgid ""
"Underneath every heading comes zero or more :code:`key = value` pairs. The "
"values can be complex datatypes such as arrays, transformations, colors, and "
"so on. For example, a spatial node looks like:"
"Below every heading comes zero or more ``key = value`` pairs. The values can "
"be complex datatypes such as Arrays, Transforms, Colors, and so on. For "
"example, a spatial node looks like:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:62
#: ../../docs/development/file_formats/tscn.rst:65
msgid "The scene tree"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:64
#: ../../docs/development/file_formats/tscn.rst:67
msgid ""
"The scene tree is made up of... nodes! The heading of each node consists of "
"its name, parent and (most of the time) a type. For example :code:`[node "
"type=\"Camera\" name=\"PlayerCamera\" parent=\"Player/Head\"]`"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:68
msgid "Other valid keywords include:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:70
msgid "instance"
"The scene tree is made up of nodes! The heading of each node consists of "
"its name, parent and (most of the time) a type. For example ``[node type="
"\"Camera\" name=\"PlayerCamera\" parent=\"Player/Head\"]``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:71
msgid "instance_placeholder"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:72
msgid "owner"
msgid "Other valid keywords include:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:73
msgid "index (if two nodes have the same name)"
msgstr ""
#, fuzzy
msgid "``instance``"
msgstr "``in``"
#: ../../docs/development/file_formats/tscn.rst:74
msgid "groups"
msgid "``instance_placeholder``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:75
msgid "``owner``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:76
msgid ""
"The first node in the file should not have the :code:`parent=Path/To/Node` "
"entry in it's heading, and it is the scene root. All scene files should have "
"exactly one scene root. It it does not, Godot will fail to import the file. "
"The parent path of other nodes should be absolute, but without the scene "
"root's name. If it is a direct child of the scene root, it should be :code:`"
"\".\"`. Here is an example scene tree (but without any node content)."
msgid "``index`` (if two nodes have the same name)"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:90
#: ../../docs/development/file_formats/tscn.rst:77
#, fuzzy
msgid "``groups``"
msgstr "Gruppen"
#: ../../docs/development/file_formats/tscn.rst:79
msgid ""
"The first node in the file, which is also the scene root, must not have a "
"``parent=Path/To/Node`` entry in its heading. All scene files should have "
"exactly *one* scene root. If it doesn't, Godot will fail to import the file. "
"The parent path of other nodes should be absolute, but shouldn't contain the "
"scene root's name. If the node is a direct child of the scene root, the path "
"should be ``\".\"``. Here is an example scene tree (but without any node "
"content):"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:95
msgid ""
"Similar to the internal resource, the document for each node is currently "
"incomplete. Fortunately it is easy to find out because you can simply save a "
"file with that node in it. Some example nodes are:"
"incomplete. Fortunately, it is easy to find out because you can simply save "
"a file with that node in it. Some example nodes are:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:128
#: ../../docs/development/file_formats/tscn.rst:134
msgid "NodePath"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:130
#: ../../docs/development/file_formats/tscn.rst:136
msgid ""
"A tree structure is not enough to represent the whole scene, Godot use a :"
"code:`NodePath(Path/To/Node)` structure to refer to another node or "
"attribute of the node anywhere in the scene tree. Some typical usages of "
"NodePath like mesh node use :code:`NodePath()` to point to its skeleton, "
"animation track use :code:`NodePath()` points to animated attribute in node."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:153
msgid "Skeleton"
msgstr "Skelett"
#: ../../docs/development/file_formats/tscn.rst:155
msgid ""
"Skeleton node inherits Spatial node, besides that it may have a list of "
"bones described in key, value pair in the format :code:`bones/Id/"
"Attribute=Value`, attributes of bone consists of"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:159
msgid "name"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:160
msgid "parent"
"A tree structure is not enough to represent the whole scene. Godot uses a "
"``NodePath(Path/To/Node)`` structure to refer to another node or attribute "
"of the node anywhere in the scene tree. For instance, MeshInstance uses "
"``NodePath()`` to point to its skeleton. Likewise, Animation tracks use "
"``NodePath()`` to point to node properties to animate."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:161
msgid "rest"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:162
msgid "pose"
msgstr ""
msgid "Skeleton"
msgstr "Skelett"
#: ../../docs/development/file_formats/tscn.rst:163
#: ../../docs/development/file_formats/tscn.rst:385
msgid "enabled"
msgid ""
"The Skeleton node inherits the Spatial node, but also may have a list of "
"bones described in key-value pairs in the format ``bones/Id/"
"Attribute=Value``. The bone attributes consist of:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:164
msgid "bound_children"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:166
msgid ":code:`name` must put as the first attribute of each bone"
#: ../../docs/development/file_formats/tscn.rst:167
msgid "``name``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:168
msgid ""
":code:`parent` is the index of parent bone in the bone list, with parent "
"index, the bone list is built to a bone tree"
msgid "``parent``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:169
msgid "``rest``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:170
msgid "``pose``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:171
msgid ":code:`rest` is the transform matrix of bone in rest position"
#: ../../docs/development/file_formats/tscn.rst:391
msgid "``enabled``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:173
msgid ":code:`pose` is the pose matrix use :code:`rest` as basis"
#: ../../docs/development/file_formats/tscn.rst:172
msgid "``bound_children``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:174
msgid "``name`` must be the first attribute of each bone."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:175
msgid ""
":code:`bound_children` is a list of NodePath() points to BoneAttachments "
"belong to this bone"
"``parent`` is the index of parent bone in the bone list, with parent index, "
"the bone list is built to a bone tree."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:177
msgid "``rest`` is the transform matrix of bone in its \"resting\" position."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:178
msgid "An example of a skeleton node with two bones:"
msgid "``pose`` is the pose matrix; use ``rest`` as the basis."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:198
#: ../../docs/development/file_formats/tscn.rst:179
msgid ""
"``bound_children`` is a list of ``NodePath()`` which point to "
"BoneAttachments belonging to this bone."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:182
#, fuzzy
msgid "Here's an example of a skeleton node with two bones:"
msgstr "Unterhalb ist ein Beispiel einer Klassen-Datei."
#: ../../docs/development/file_formats/tscn.rst:203
msgid "BoneAttachment"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:200
#: ../../docs/development/file_formats/tscn.rst:205
msgid ""
"BoneAttachment node is an intermediate node to describe some node being "
"parented to a single bone in Skeleton node. The BoneAttachment has a :code:"
"`bone_name=NameOfBone`, and the corresponding bone being the parent has the "
"BoneAttachment node in its :code:`bound_children` list."
"parented to a single bone in a Skeleton node. The BoneAttachment has a "
"``bone_name=NameOfBone`` attribute, and the corresponding bone being the "
"parent has the BoneAttachment node in its ``bound_children`` list."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:205
#: ../../docs/development/file_formats/tscn.rst:210
msgid "An example of one MeshInstance parented to a bone in Skeleton:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:229
#: ../../docs/development/file_formats/tscn.rst:235
msgid "AnimationPlayer"
msgstr "AnimationPlayer"
#: ../../docs/development/file_formats/tscn.rst:231
#: ../../docs/development/file_formats/tscn.rst:237
msgid ""
"AnimationPlayer works as an animation lib. it has animations listed in the "
"format :code:`anim/Name=SubResource(ResourceId)`, each refers to a Animation "
"internal resource. All the animation resources use the root node of "
"AnimationPlayer. The root node is stored as :code:`root_node=NodePath(Path/"
"To/Node)`."
"AnimationPlayer works as an animation library. It stores animations listed "
"in the format ``anim/Name=SubResource(ResourceId)``; each line refers to an "
"Animation resource. All the animation resources use the root node of "
"AnimationPlayer. The root node is stored as ``root_node=NodePath(Path/To/"
"Node)``."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:249
#: ../../docs/development/file_formats/tscn.rst:257
msgid "Resources"
msgstr "Ressourcen"
#: ../../docs/development/file_formats/tscn.rst:251
#: ../../docs/development/file_formats/tscn.rst:259
msgid ""
"Resources are components that make up the nodes. For example, a MeshInstance "
"node will have an accompanying ArrayMesh resource. The ArrayMesh resource "
"may be either internal or external to the TSCN file."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:255
#: ../../docs/development/file_formats/tscn.rst:263
msgid ""
"References to the resources are handled by id numbers in the resources "
"heading. External resources and internal resource are referred to with :code:"
"`ExtResource(id)` and :code:`SubResource(id)`. Because there have different "
"methods to refer to internal and external resource, you can have the same ID "
"for both an internal and external resource."
"References to the resources are handled by ``id`` numbers in the resource's "
"heading. External resources and internal resources are referred to with "
"``ExtResource(id)`` and ``SubResource(id)``, respectively. Because there "
"have different methods to refer to internal and external resources, you can "
"have the same ID for both an internal and external resource."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:261
#: ../../docs/development/file_formats/tscn.rst:269
msgid ""
"For example, to refer to the resource :code:`[ext_resource id=3 type="
"\"PackedScene\" path=....]` you would use :code:`ExtResource(3)`"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:268
msgid ""
"External resources are links to resources not contained within the TSCN file "
"itself. An external resource consists of:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:271
msgid "A path"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:272
msgid "A type"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:273
msgid "An ID"
"For example, to refer to the resource ``[ext_resource id=3 type=\"PackedScene"
"\" path=....]``, you would use ``ExtResource(3)``."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:275
msgid ""
"External resources are links to resources not contained within the TSCN file "
"itself. An external resource consists of a path, a type and an ID."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:278
msgid ""
"Godot always generates absolute paths relative to the resource directory and "
"thus prefixed with :code:`res://`, but paths relative to the TSCN file's "
"thus prefixed with ``res://``, but paths relative to the TSCN file's "
"location are also valid."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:279
#: ../../docs/development/file_formats/tscn.rst:282
msgid "Some example external resources are:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:289
#: ../../docs/development/file_formats/tscn.rst:290
msgid ""
"A TSCN file can contain meshes, materials and other data, and these are "
"contained in the internal resources section of the file. The heading for an "
"internal resource looks similar to those of external resources, but does not "
"have a path. Internal resources also have :code:`key=value` pairs under each "
"heading. For example, a capsule collision shape looks like:"
"Like TSCN files, a TRES file may contain single-line comments starting with "
"a semicolon (``;``). However, comments will be discarded when saving the "
"resource using the Godot editor."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:302
#: ../../docs/development/file_formats/tscn.rst:297
msgid ""
"Some internal resource contain links to other internal resources (such as a "
"A TSCN file can contain meshes, materials and other data. These are "
"contained in the *internal resources* section of the file. The heading for "
"an internal resource looks similar to those of external resources, except "
"that it doesn't have a path. Internal resources also have ``key=value`` "
"pairs under each heading. For example, a capsule collision shape looks like:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:311
msgid ""
"Some internal resources contain links to other internal resources (such as a "
"mesh having a material). In this case, the referring resource must appear "
"before the reference to it. Thus, in the internal resources section of the "
"file, order does matter."
"*before* the reference to it. This means that order matters in the file's "
"internal resources section."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:307
#: ../../docs/development/file_formats/tscn.rst:316
msgid ""
"Unfortunately, documentation on the formats for these subresources is not "
"complete, and while some can be found through inspecting resources of saved "
"files, others can only be found by looking through Godot's source."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:312
msgid "ArrayMesh"
msgstr "ArrayMesh"
#: ../../docs/development/file_formats/tscn.rst:314
msgid ""
"ArrayMesh consists of several surfaces, each in the format :code:`surface"
"\\Index={}`, each surface is a set of vertex and a material."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:317
msgid "TSCN support two format of surface,"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:319
msgid "for the old format, each surface has three essential keys:"
"Unfortunately, documentation on the formats for these subresources isn't "
"complete. Some examples can be found by inspecting saved resource files, but "
"others can only be found by looking through Godot's source."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:321
msgid "primitive"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:322
msgid "arrays"
msgstr "Arrays"
msgid "ArrayMesh"
msgstr "ArrayMesh"
#: ../../docs/development/file_formats/tscn.rst:323
msgid "morph_arrays"
msgid ""
"ArrayMesh consists of several surfaces, each in the format ``surface"
"\\Index={}``. Each surface is a set of vertices and a material."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:325
msgid ""
":code:`primitive` is an enumerate variable, :code:`primitive=4` which is "
"PRIMITIVE_TRIANGLES is frequently used."
#: ../../docs/development/file_formats/tscn.rst:326
msgid "TSCN files support two surface formats:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:328
msgid ":code:`arrays` as the name suggests is an array of array, it contains:"
msgid "For the old format, each surface has three essential keys:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:330
msgid "An array of vertex position"
msgid "``primitive``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:331
msgid "Tangents array"
msgstr ""
#, fuzzy
msgid "``arrays``"
msgstr "``Array``"
#: ../../docs/development/file_formats/tscn.rst:332
msgid "Vertex color array"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:333
msgid "UV array 1"
msgstr ""
#, fuzzy
msgid "``morph_arrays``"
msgstr "``Array``"
#: ../../docs/development/file_formats/tscn.rst:334
msgid "UV array 2"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:335
msgid "Bone index array"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:336
msgid "Bone weight array"
msgid ""
"``primitive`` is an enumerate variable, ``primitive=4`` which is "
"``PRIMITIVE_TRIANGLES`` is frequently used."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:337
msgid "Vertex index array"
msgid "``arrays`` is a two-dimensional array, it contains:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:339
msgid ""
":code:`morph_arrays` is an array of morph, each morph is exactly an :code:"
"`arrays` without vertex index array."
#, fuzzy
msgid "Vertex positions array"
msgstr "``x.attribute``"
#: ../../docs/development/file_formats/tscn.rst:340
msgid "Tangents array"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:341
msgid "Vertex colors array"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:342
msgid "UV array 1"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:343
msgid "UV array 2"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:344
msgid "Bone indexes array"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:345
msgid "Bone weights array"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:346
msgid "Vertex indexes array"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:348
msgid ""
"``morph_arrays`` is an array of morphs. Each morph is exactly an ``arrays`` "
"without the vertex indexes array."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:351
msgid "An example of ArrayMesh:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:365
#: ../../docs/development/file_formats/tscn.rst:375
msgid "Animation"
msgstr "Animation"
#: ../../docs/development/file_formats/tscn.rst:367
#: ../../docs/development/file_formats/tscn.rst:377
msgid ""
"An animation resource consists of tracks. Besides, it has 'length', 'loop' "
"and 'step' applied to all the tracks."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:370
msgid "length"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:371
msgid "loop"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:372
msgid "step"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:374
msgid ":code:`length` and :code:`step` are both time in seconds"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:376
msgid ""
"Each track is described by a list of (key, value) pairs in the format :code:"
"`tracks/Id/Attribute`, it includes:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:379
msgid "type"
"An animation resource consists of tracks. Besides, it has ``length``, "
"``loop`` and ``step`` applied to all the tracks."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:380
msgid "path"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:381
msgid "interp"
msgid "``length`` and ``step`` are both durations in seconds."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:382
msgid "keys"
msgid ""
"Each track is described by a list of key-value pairs in the format ``tracks/"
"Id/Attribute``. Each track includes:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:383
msgid "loop_wrap"
#: ../../docs/development/file_formats/tscn.rst:385
msgid "``type``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:384
msgid "imported"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:386
#, fuzzy
msgid "``path``"
msgstr "``$NodeWeg``"
#: ../../docs/development/file_formats/tscn.rst:387
msgid ""
"The :code:`type` must be put as the first attribute of each track. The value "
"of :code:`type` can be:"
#, fuzzy
msgid "``interp``"
msgstr "``in``"
#: ../../docs/development/file_formats/tscn.rst:388
msgid "``keys``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:389
msgid "``loop_wrap``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:390
msgid "``imported``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:393
msgid ""
"The ``type`` must be the first attribute of each track. The value of "
"``type`` can be:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:396
#, fuzzy
msgid "'transform'"
msgid "``transform``"
msgstr "Transformation"
#: ../../docs/development/file_formats/tscn.rst:391
#: ../../docs/development/file_formats/tscn.rst:397
#, fuzzy
msgid "'value'"
msgid "``value``"
msgstr "Wert"
#: ../../docs/development/file_formats/tscn.rst:392
msgid "'method'"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:394
msgid ""
"The :code:`path` has the format :code:`NodePath(Path/To/Node:Attribute)`. It "
"is the path from animation root node (property of AnimationPlayer) to the "
"animated node or attribute."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:398
msgid ""
"The :code:`interp` is the method to interpolate frames from the keyframes. "
"it is a enum variable and can has value:"
msgid "``method``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:401
#: ../../docs/development/file_formats/tscn.rst:400
msgid ""
"The ``path`` has the format ``NodePath(Path/To/Node:attribute)``. It's the "
"path to the animated node or attribute, relative to the root node defined in "
"the AnimationPlayer."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:404
msgid ""
"The ``interp`` is the method to interpolate frames from the keyframes. it is "
"a enum variable and can has value:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:407
msgid "0 (constant)"
msgstr "0 (konstant)"
#: ../../docs/development/file_formats/tscn.rst:402
#: ../../docs/development/file_formats/tscn.rst:408
msgid "1 (linear)"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:403
#: ../../docs/development/file_formats/tscn.rst:409
msgid "2 (cubic)"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:405
#: ../../docs/development/file_formats/tscn.rst:411
msgid ""
"The :code:`keys` is the keyframes, it appears as a PoolRealArray() but have "
"different structure for track with different type"
"The ``keys`` correspond to the keyframes. It appears as a "
"``PoolRealArray()``, but may have a different structure for tracks with "
"different types."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:408
#: ../../docs/development/file_formats/tscn.rst:414
msgid ""
"A transform track use every 12 real number in the :code:`keys` to describte "
"a keyframe. The first number is the timestamp, the second number is the "
"transition (default 1.0 in transform track), followed by a three number "
"translation vector, followed by four number rotation quaternion (x,y,z,w) "
"and finally a three number scale vector."
"A Transform track uses every 12 real numbers in the ``keys`` to describe a "
"keyframe. The first number is the timestamp. The second number is the "
"transition followed by a 3-number translation vector, followed by a 4-number "
"rotation quaternion (X, Y, Z, W) and finally a 3-number scale vector. The "
"default transition in a Transform track is 1.0."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -24,109 +24,111 @@ msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:6
msgid ""
"Godot can be used with an external text editor, such as Sublime Text or "
"Visual Studio Code. To select an external text editor via the Godot editor "
"menu: ``Editor -> Editor Settings -> Text Editor -> External``"
"Visual Studio Code. To enable an external text editor, browse to the "
"relevant editor settings via: ``Editor -> Editor Settings -> Text Editor -> "
"External``"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:11
#: ../../docs/getting_started/editor/external_editor.rst:12
msgid ""
"There are two fields: the executable path and command line flags. The flags "
"allow you to better integrate the editor with Godot. Godot will replace the "
"following inside the flags parameter:"
"allow you to integrate the editor with Godot, passing it the file path to "
"open and other relevant arguments. Godot will replace the following "
"placeholders in the flags string:"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:16
#: ../../docs/getting_started/editor/external_editor.rst:18
msgid "Field in Exec Flags"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:16
#: ../../docs/getting_started/editor/external_editor.rst:18
msgid "Is replaced with"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:18
msgid "{project}"
#: ../../docs/getting_started/editor/external_editor.rst:20
msgid "``{project}``"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:18
#: ../../docs/getting_started/editor/external_editor.rst:20
msgid "The absolute path to the project directory"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:20
msgid "{file}"
#: ../../docs/getting_started/editor/external_editor.rst:22
msgid "``{file}``"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:20
#: ../../docs/getting_started/editor/external_editor.rst:22
msgid "The absolute path to the file"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:22
msgid "{col}"
#: ../../docs/getting_started/editor/external_editor.rst:24
msgid "``{col}``"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:22
#: ../../docs/getting_started/editor/external_editor.rst:24
msgid "The column number of the error"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:24
msgid "{line}"
#: ../../docs/getting_started/editor/external_editor.rst:26
msgid "``{line}``"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:24
#: ../../docs/getting_started/editor/external_editor.rst:26
msgid "The line number of the error"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:27
#: ../../docs/getting_started/editor/external_editor.rst:29
msgid "Some example Exec Flags for various editors include:"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:30
#: ../../docs/getting_started/editor/external_editor.rst:32
msgid "Editor"
msgstr "Editor"
#: ../../docs/getting_started/editor/external_editor.rst:30
#: ../../docs/getting_started/editor/external_editor.rst:32
msgid "Exec Flags"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:32
#: ../../docs/getting_started/editor/external_editor.rst:34
msgid "Geany/Kate"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:32
msgid "{file} -\\-line {line} -\\-column {col}"
#: ../../docs/getting_started/editor/external_editor.rst:34
msgid "``{file} --line {line} --column {col}``"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:34
#: ../../docs/getting_started/editor/external_editor.rst:36
msgid "Atom/Sublime Text"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:34
msgid "{file}:{line}"
#: ../../docs/getting_started/editor/external_editor.rst:36
msgid "``{file}:{line}``"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:36
#: ../../docs/getting_started/editor/external_editor.rst:38
msgid "JetBrains Rider"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:36
msgid "-\\-line {line} {file}"
#: ../../docs/getting_started/editor/external_editor.rst:38
msgid "``--line {line} {file}``"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:38
#: ../../docs/getting_started/editor/external_editor.rst:40
msgid "Visual Studio Code"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:38
msgid "{project} -\\-goto {file}:{line}:{col}"
#: ../../docs/getting_started/editor/external_editor.rst:40
msgid "``{project} --goto {file}:{line}:{col}``"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:40
#: ../../docs/getting_started/editor/external_editor.rst:42
msgid "Vim (gVim)"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:40
msgid "\"+call cursor({line}, {col})\" {file}"
#: ../../docs/getting_started/editor/external_editor.rst:42
msgid "``\"+call cursor({line}, {col})\" {file}``"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:43
msgid "For Visual Studio Code you will have to point to the \"code.cmd\" file."
#: ../../docs/getting_started/editor/external_editor.rst:45
msgid "For Visual Studio Code you will have to point to the ``code.cmd`` file."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"
@@ -404,7 +404,7 @@ msgid "``Array``"
msgstr "``Array``"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:263
msgid "``Godot.Array``"
msgid "``Godot.Collections.Array``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:264
@@ -466,8 +466,9 @@ msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:273
msgid ""
"``Godot.Array<T>`` is a type-safe wrapper around ``Godot.Array``. Use the "
"``Godot.Array<T>(Godot.Array)`` constructor to create one."
"``Godot.Collections.Array<T>`` is a type-safe wrapper around ``Godot."
"Collections.Array``. Use the ``Godot.Collections.Array<T>(Godot.Collections."
"Array)`` constructor to create one."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:277
@@ -475,13 +476,14 @@ msgid "Dictionary"
msgstr "Wörterbuch"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:279
msgid "Use ``Godot.Dictionary``."
msgid "Use ``Godot.Collections.Dictionary``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:281
msgid ""
"``Godot.Dictionary<T>`` is a type-safe wrapper around ``Godot.Dictionary``. "
"Use the ``Godot.Dictionary<T>(Godot.Dictionary)`` constructor to create one."
"``Godot.Collections.Dictionary<T>`` is a type-safe wrapper around ``Godot."
"Collections.Dictionary``. Use the ``Godot.Collections.Dictionary<T>(Godot."
"Collections.Dictionary)`` constructor to create one."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:285

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"
@@ -129,142 +129,146 @@ msgstr ""
msgid "Between method, properties, and inner type declarations."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:88
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:87
msgid "At the end of each file."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:89
msgid ""
"Field and constant declarations can be grouped together according to "
"relevance. In that case, consider inserting a blank line between the groups "
"for easier reading."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:91
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:92
msgid "Avoid inserting a blank line:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:93
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:94
msgid "After ``{``, the opening brace."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:94
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:95
msgid "Before ``}``, the closing brace."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:95
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:96
msgid "After a comment block, or a single line comment."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:96
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:97
msgid "Adjacent to another blank line."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:133
msgid ""
"Consider breaking a line when it's longer than 100 characters. And it's also "
"a good practice to insert a line feed (LF) character at the end of a file "
"because some utilities have trouble recognizing the last line without it (e."
"g. the *cat* command on Linux)."
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:134
msgid "Consider breaking a line when it's longer than 100 characters."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:138
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:136
msgid "Ensure that all lines use the Unix LF format, not CRLF."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:139
msgid "Using spaces"
msgstr "Verwendung von Leerzeichen"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:140
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:141
msgid "Insert a space:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:142
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:143
msgid "Around a binary and tertiary operator."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:143
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:144
msgid ""
"Between an opening parenthesis and *if*, *for*, *foreach*, *catch*, *while*, "
"*lock* or *using* keywords."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:144
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:145
msgid "Before and within a single line accessor block."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:145
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:146
msgid "Between accessors in a single line accessor block."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:146
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:147
msgid "After a comma."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:147
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:148
msgid "After a semi-colon in a *for* statement."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:148
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:149
msgid "After a colon in a single line *case* statement."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:149
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:150
msgid "Around a colon in a type declaration."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:150
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:151
msgid "Around a lambda arrow."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:151
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:152
msgid ""
"After a single line comment symbol ('//'), and before it if used at the end "
"of a line."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:153
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:154
msgid "Do not use a space:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:155
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:156
msgid "After type cast parentheses."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:156
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:157
msgid "Within single line initializer braces."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:158
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:159
msgid ""
"The following example shows a proper use of spaces, according to some of the "
"above mentioned conventions:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:193
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:194
msgid "Naming conventions"
msgstr "Benennungsrichtlinien"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:195
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:196
msgid ""
"Use *PascalCase* for all namespaces, type names and member level identifiers "
"(i.e. methods, properties, constants, events), except for private fields:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:216
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:217
msgid ""
"Use *camelCase* for all other identifiers (i.e. local variables, method "
"arguments), and use underscore('_') as a prefix for private fields (but not "
"for methods or properties, as explained above):"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:230
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:231
msgid ""
"There's an exception with acronyms which consist of two letters, like "
"*'UI'*, which should be written in uppercase letters when used where Pascal "
"case would be expected, and in lowercase letters otherwise."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:233
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:234
msgid ""
"Note that *'id'* is **not** an acronym, so it should be treated as a normal "
"identifier:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:244
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:245
msgid ""
"It is generally discouraged to use a type name as a prefix of an identifier, "
"like *'string strText'* or *'float fPower'*, for example. An exception is "
@@ -273,72 +277,72 @@ msgid ""
"*'IDamageable'*."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:248
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:249
msgid ""
"Lastly, consider choosing descriptive names and do not try to shorten them "
"too much if it affects readability."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:251
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:252
msgid ""
"For instance, if you want to write code to find a nearby enemy and hit it "
"with a weapon, prefer"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:257
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:258
msgid "Rather than,"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:264
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:265
msgid "Implicitly typed local variables"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:266
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:267
msgid ""
"Consider using implicitly typing (*'var'*) for declaration of a local "
"variable, but do so **only when the type is evident** from the right side of "
"the assignment:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:296
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:297
msgid "Other considerations"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:298
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:299
msgid "Use explicit access modifiers."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:299
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:300
msgid "Use properties instead of non-private fields."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:300
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:301
msgid ""
"Use modifiers in this order: *'public/protected/private/internal virtual/"
"override/abstract/new static readonly'*."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:301
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:302
msgid ""
"Avoid using fully qualified names or *'this.'* prefix for members when it's "
"not necessary."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:302
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:303
msgid "Remove unused *'using'* statements and unnecessary parentheses."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:303
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:304
msgid "Consider omitting default initial value for a type."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:304
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:305
msgid ""
"Consider using null-conditional operators or type initializers to make the "
"code more compact."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:305
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:306
msgid ""
"Use safe cast when there is a possibility of the value being a different "
"type, and use direct cast otherwise."

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"
@@ -1821,47 +1821,47 @@ msgid ""
"this, a special export syntax is provided."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1299
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1302
msgid ""
"It must be noted that even if the script is not being run while at the "
"editor, the exported properties are still editable (see below for \"tool\")."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1304
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1307
msgid "Exporting bit flags"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1306
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1309
msgid ""
"Integers used as bit flags can store multiple ``true``/``false`` (boolean) "
"values in one property. By using the export hint ``int, FLAGS``, they can be "
"set from the editor:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1315
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1318
msgid ""
"Restricting the flags to a certain number of named flags is also possible. "
"The syntax is similar to the enumeration syntax:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1323
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1326
msgid ""
"In this example, ``Fire`` has value 1, ``Water`` has value 2, ``Earth`` has "
"value 4 and ``Wind`` corresponds to value 8. Usually, constants should be "
"defined accordingly (e.g. ``const ELEMENT_WIND = 8`` and so on)."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1328
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1331
msgid ""
"Using bit flags requires some understanding of bitwise operations. If in "
"doubt, boolean variables should be exported instead."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1332
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1335
msgid "Exporting arrays"
msgstr "Arrays exportieren"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1334
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1337
msgid ""
"Exporting arrays works, but with an important caveat: While regular arrays "
"are created local to every class instance, exported arrays are *shared* "
@@ -1870,24 +1870,24 @@ msgid ""
"initializers, but they must be constant expressions."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1371
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1374
msgid "Setters/getters"
msgstr "Setter/Getter"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1373
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1376
msgid ""
"It is often useful to know when a class' member variable changes for "
"whatever reason. It may also be desired to encapsulate its access in some "
"way."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1376
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1379
msgid ""
"For this, GDScript provides a *setter/getter* syntax using the ``setget`` "
"keyword. It is used directly after a variable definition:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1383
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1386
msgid ""
"Whenever the value of ``variable`` is modified by an *external* source (i.e. "
"not from local usage in the class), the *setter* function (``setterfunc`` "
@@ -1897,27 +1897,27 @@ msgid ""
"``return`` the desired value. Below is an example:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1400
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1403
msgid "Either of the *setter* or *getter* functions can be omitted:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1409
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1412
msgid ""
"Get/Setters are especially useful when exporting variables to editor in tool "
"scripts or plugins, for validating input."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1412
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1415
msgid ""
"As said, *local* access will *not* trigger the setter and getter. Here is an "
"illustration of this:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1427
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1430
msgid "Tool mode"
msgstr "Werkzeug-Modus"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1429
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1432
msgid ""
"Scripts, by default, don't run inside the editor and only the exported "
"properties can be changed. In some cases, it is desired that they do run "
@@ -1926,11 +1926,11 @@ msgid ""
"top of the file:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1444
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1447
msgid "Memory management"
msgstr "Speicher-Management"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1446
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1449
msgid ""
"If a class inherits from :ref:`class_Reference`, then instances will be "
"freed when no longer in use. No garbage collector exists, just reference "
@@ -1941,39 +1941,39 @@ msgid ""
"weak references."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1454
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1457
msgid ""
"Alternatively, when not using references, the "
"``is_instance_valid(instance)`` can be used to check if an object has been "
"freed."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1461
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1464
msgid "Signals"
msgstr "Signale"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1463
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1466
msgid ""
"Signals are a way to send notification messages from an object that other "
"objects can listen to in a generic way. Create custom signals for a class "
"using the ``signal`` keyword."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1475
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1478
msgid ""
"These signals may be connected to methods in the same manner as you connect "
"built-in signals of nodes such as :ref:`class_Button` or :ref:"
"`class_RigidBody`."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1478
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1481
msgid ""
"Here's an example that creates a custom signal in one script and connects "
"the custom signal to a method in a separate script, using the :ref:`Object."
"connect() <class_Object_method_connect>` method:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1507
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1510
msgid ""
"GDScript can bind arguments to connections between a signal and a method. "
"When the signal is emitted, calling the connected method, the bound argument "
@@ -1982,30 +1982,30 @@ msgid ""
"unique bindings."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1513
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1516
msgid ""
"Here is an example that creates a connection between a button's ``pressed`` "
"signal and a method, binding the button instance to the connection. The "
"handler uses the bound argument to print which button instance was pressed."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1528
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1531
msgid ""
"Signals are generated by the :ref:`Object.emit_signal() "
"<class_Object_method_emit_signal>` method which broadcasts the signal and "
"arguments."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1531
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1534
msgid ""
"Extending a previous example to use all the features of GDScript signals:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1563
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1566
msgid "Coroutines with yield"
msgstr "Co-Routinen mit yield"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1565
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1568
msgid ""
"GDScript offers support for `coroutines <https://en.wikipedia.org/wiki/"
"Coroutine>`_ via the ``yield`` built-in function. Calling ``yield()`` will "
@@ -2015,43 +2015,43 @@ msgid ""
"returns. Once resumed, the state object becomes invalid. Here is an example:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1587
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1611
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1590
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1614
msgid "Will print:"
msgstr "Ausgabe:"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1595
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1598
msgid ""
"It is also possible to pass values between yield() and resume(), for example:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1620
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1623
msgid "Coroutines & signals"
msgstr "Co-Routinen & Signale"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1622
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1625
msgid ""
"The real strength of using ``yield`` is when combined with signals. "
"``yield`` can accept two arguments, an object and a signal. When the signal "
"is received, execution will recommence. Here are some examples:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1637
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1640
msgid ""
"Coroutines themselves use the ``completed`` signal when they transition into "
"an invalid state, for example:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1650
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1653
msgid ""
"``my_func`` will only continue execution once both buttons have been pressed."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1653
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1656
msgid "Onready keyword"
msgstr "Onready Schlüsselwort"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1655
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1658
msgid ""
"When using nodes, it's common to desire to keep references to parts of the "
"scene in a variable. As scenes are only warranted to be configured when "
@@ -2059,7 +2059,7 @@ msgid ""
"call to Node._ready() is made."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1667
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1670
msgid ""
"This can get a little cumbersome, especially when nodes and external "
"references pile up. For this, GDScript has the ``onready`` keyword, that "
@@ -2067,11 +2067,11 @@ msgid ""
"replace the above code with a single line:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1677
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1680
msgid "Assert keyword"
msgstr "Assert Schlüsselwort"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1679
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1682
msgid ""
"The ``assert`` keyword can be used to check conditions in debug builds. "
"These assertions are ignored in non-debug builds."

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"
@@ -78,17 +78,19 @@ msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:33
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:53
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:83
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:107
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:127
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:96
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:120
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:140
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:222
msgid "**Good**:"
msgstr "**Gut**:"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:40
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:61
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:93
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:114
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:137
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:106
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:127
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:150
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:230
msgid "**Bad**:"
msgstr "**Schlecht**:"
@@ -105,22 +107,23 @@ msgid "Blank lines"
msgstr "Leere Zeilen"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:72
msgid "Surround functions and class definitions with a blank line."
#, fuzzy
msgid "Surround functions and class definitions with two blank lines:"
msgstr ""
"Vor und nach einer Funktion bzw. Klassendefinition sollte eine Leerzeile "
"sein."
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:74
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:87
msgid "Use one blank line inside functions to separate logical sections."
msgstr ""
"Verwende eine Leerzeile um logische Abschnitte innerhalb einer Funktion zu "
"separieren."
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:77
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:90
msgid "One statement per line"
msgstr "Eine Anweisung pro Zeile"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:79
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:92
msgid ""
"Never combine multiple statements on a single line. No, C programmers, not "
"with a single line conditional statement (except with the ternary operator)!"
@@ -129,11 +132,11 @@ msgstr ""
"Programmierer, auch keine einzeiligen bedingten Anweisungen (außer der "
"Ternäroperator)!"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:102
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:115
msgid "Avoid unnecessary parentheses"
msgstr "Vermeide unnötige Klammern"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:104
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:117
msgid ""
"Avoid parentheses in expressions and conditional statements. Unless "
"necessary for order of operations, they only reduce readability."
@@ -141,11 +144,11 @@ msgstr ""
"Vermeide Klammern in Ausdrücken und Bedingungen. Außer um logische "
"Reihenfolgen zu bestimmen, sie verringern nur die Lesbarkeit."
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:122
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:135
msgid "Whitespace"
msgstr "Leerzeichen"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:124
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:137
msgid ""
"Always use one space around operators and after commas. Avoid extra spaces "
"in dictionary references and function calls, or to create \"columns.\""
@@ -154,15 +157,15 @@ msgstr ""
"zusätzliche Leerzeichen in Wörterbuch-Referenzen oder Funktionsaufrufen, "
"oder um „Spalten“ zu erzeugen."
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:147
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:160
msgid "**NEVER**:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:156
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:169
msgid "Naming conventions"
msgstr "Benennungsrichtlinien"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:158
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:171
msgid ""
"These naming conventions follow the Godot Engine style. Breaking these will "
"make your code clash with the built-in naming conventions, which is ugly."
@@ -171,28 +174,28 @@ msgstr ""
"Nichtbeachtung wird dein Code mit den eingebauten Bennennungsrichtlinien "
"kollidieren, was hässlich ist."
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:163
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:176
msgid "Classes and nodes"
msgstr "Klassen und Nodes"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:165
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:178
msgid "Use PascalCase: ``extends KinematicBody``"
msgstr "Nutze PascalCase: ``extends KinematicBody``"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:167
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:180
msgid "Also when loading a class into a constant or variable:"
msgstr ""
"Außerdem beim abspeichern einer Klasse in einer Konstante oder Variable:"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:174
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:187
msgid "Functions and variables"
msgstr "Funktionen und Variablen"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:176
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:189
msgid "Use snake\\_case: ``get_node()``"
msgstr "snake\\_case benutzen: ``get_node()``"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:178
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:191
msgid ""
"Prepend a single underscore (\\_) to virtual methods (functions the user "
"must override), private functions, and private variables: ``func _ready()``"
@@ -201,22 +204,55 @@ msgstr ""
"private Funktionen und private Variablen mit führendem Unterstrich: ``func "
"_ready()``"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:183
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:196
msgid "Signals"
msgstr "Signale"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:185
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:198
msgid "Use past tense:"
msgstr "Vergangenheitsform benutzen:"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:193
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:206
msgid "Constants"
msgstr "Konstanten"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:195
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:208
msgid ""
"Use CONSTANT\\_CASE, all caps, with an underscore (\\_) to separate words: "
"``const MAX_SPEED = 200``"
msgstr ""
"Verwende CONSTANT\\_CASE, alles in Großbuchstaben, mit einem Unterstrich "
"zur Worttrennung: ``const MAX_SPEED = 200``"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:212
#, fuzzy
msgid "Static typing"
msgstr "Statische Funktionen"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:214
msgid ""
"Since Godot 3.1, GDScript supports :ref:`optional static "
"typing<doc_gdscript_static_typing>`."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:217
#, fuzzy
msgid "Type hints"
msgstr "Typen"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:219
msgid ""
"Place the colon right after the variable's name, without a space, and let "
"the GDScript compiler infer the variable's type when possible."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:238
msgid ""
"When you let the compiler infer the type hint, write the colon and equal "
"signs together: ``:=``."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:244
msgid ""
"Add a space on either sides of the return type arrow when defining functions."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"
@@ -593,78 +593,78 @@ msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:400
msgid ""
"There is a list of built-in helpers. The list is almost identical to the one "
"from GDScript (@TODO, link to gdscript methods?). Most of them are "
"mathematical functions, but others can be useful helpers. Make sure to take "
"a look at the list at some point."
"from :ref:`GDScript<class_@GDScript>`. Most of them are mathematical "
"functions, but others can be useful helpers. Make sure to take a look at the "
"list at some point."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:406
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:404
msgid "By Type"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:408
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:406
msgid ""
"Those are the methods available to basic types. For example, if you want a "
"dot-product, you can search for \"dot\" instead of the Vector3 category. In "
"most cases just search the list of nodes, it should be faster."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:413
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:411
msgid "Call"
msgstr "Aufruf"
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:415
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:413
msgid ""
"This is the generic calling node. It is rarely used directly but by dragging "
"to empty space on an already configured node."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:419
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:417
msgid "Constructors"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:421
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:419
msgid ""
"These are all the functions needed to create Godot basic datatypes. For "
"example, If you need to create a Vector3 out of 3 floats, a constructor must "
"be used."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:427
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:425
msgid "Destructor"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:429
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:427
msgid ""
"This is the opposite to Constructor, it allows to separate any basic type "
"(ie, Vector3) into its sub-elements."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:435
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:433
msgid "Emit Signal"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:437
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:435
msgid ""
"Emits signals from any object. In general it's not that useful, as dragging "
"a signal to the canvas works better."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:441
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:439
msgid "Get/Set"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:443
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:441
msgid ""
"Generic Getter/Setter node. Dragging properties from the Inspector works "
"better, as they appear properly configured on drop."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:447
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:445
msgid "Wait"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:449
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:447
msgid ""
"The Wait nodes will suspend execution of the function until something "
"happens (many frames can pass until resuming, in fact). Default nodes allow "
@@ -672,39 +672,39 @@ msgid ""
"until execution is resumed."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:454
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:452
msgid "Yield"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:456
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:454
msgid ""
"This node completely suspends the execution of the script, and it will make "
"the function return a value that can be used to resume execution."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:460
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:458
msgid "Yield Signal"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:462
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:460
msgid "Same as Yield, but will wait until a given signal is emitted."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:466
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:464
msgid "Index"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:468
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:466
msgid ""
"Generic indexing operator, not often used but it's good that it exists just "
"in case."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:472
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:470
msgid "Operators"
msgstr "Operatoren"
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:474
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:472
msgid ""
"These are mostly generic operators, such as addition, multiplication, "
"comparison, etc. By default, these mostly accept any datatype (and will "
@@ -713,43 +713,43 @@ msgid ""
"to catch errors faster and make the graph easier to read."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:483
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:481
msgid "Expression Node"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:485
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:483
msgid ""
"Among the operators, the *Expression* node is the most powerful. If well "
"used, it allows you to enormously simplify visual scripts that are math or "
"logic heavy. Type any expression on it and it will be executed in real-time."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:488
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:486
msgid "Expression nodes can:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:490
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:488
msgid ""
"Perform math and logic expressions based on custom inputs (eg: \"a*5+b\", "
"where a and b are custom inputs):"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:495
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:493
msgid "Access local variables or properties:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:500
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:498
msgid ""
"Use most of the existing built-in functions that are available to GDScript, "
"such as sin(),cos(),print(), as well as constructors, such as Vector3(x,y,z),"
"Rect2(..), etc.:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:505
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:503
msgid "Call API functions:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:510
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:508
msgid ""
"Use sequenced mode, which makes more sense in case of respecting the "
"processing order:"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"
@@ -350,11 +350,18 @@ msgstr ""
msgid "Success!"
msgstr "Geschafft!"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:168
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:167
msgid ""
"If this doesn't immediately work and you have a hiDPI display on at least "
"one of your monitors, go to **Project → Project Settings → Display → "
"Window** then enable **Allow Hidpi** under **Dpi**."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:175
msgid "Configuring the project"
msgstr "Konfigurieren des Projekts"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:170
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:177
msgid ""
"Ok, it's time to configure the project. Right now, the only way to run "
"something is to execute the current scene. Projects, however, may have "
@@ -367,7 +374,7 @@ msgstr ""
"Hauptszene bestimmt werden. Das ist die Szene, die gestartet wird, wenn das "
"Projekt ausgeführt wird."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:175
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:182
msgid ""
"These settings are all stored in a project.godot file, which is a plaintext "
"file in win.ini format (for easy editing). There are dozens of settings that "
@@ -381,13 +388,13 @@ msgstr ""
"auszuführen ist. Um das Bearbeiten dieser Einstellungen zu vereinfachen, "
"stellt Godot den \"Projekteinstellungen\"-Dialog zur Verfügung."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:181
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:188
msgid "To access that dialog, select Project -> Project Settings. Try it now."
msgstr ""
"Um diesen Dialog aufzurufen, wähle im Menü \"Projekt\" -> "
"\"Projekteinstellungen\" aus. Versuch es jetzt einmal."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:183
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:190
msgid ""
"Once the window opens, let's select a main scene. Locate the `Application/"
"Run/Main Scene` property and click on it to select 'Hello.tscn'."
@@ -397,7 +404,7 @@ msgstr ""
"rechts auf das kleine Dateisymbol, um die 'Hello.tscn' als Hauptszene zu "
"selektieren."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:188
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:195
msgid ""
"Now, with this change, when you press the regular Play button (or F5), this "
"scene will run, no matter which scene is actively being edited."
@@ -406,7 +413,7 @@ msgstr ""
"(oder F5) diese Szene ausgeführt, ganz gleich, welche Szene Du gerade "
"bearbeitest."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:191
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:198
msgid ""
"The project settings dialog provides a lot of options that can be saved to a "
"project.godot file and shows their default values. If you change a value, a "
@@ -420,7 +427,7 @@ msgstr ""
"bedeutet, dass die Eigenschaft in der Datei project.godot gespeichert wird. "
"Ein Klick auf diesen Pfeil setzt den Wert wieder auf Standard."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:196
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:203
msgid ""
"As a side note, it is also possible to add custom configuration options and "
"read them in at run-time using the :ref:`ProjectSettings "
@@ -430,11 +437,11 @@ msgstr ""
"und diese während der Laufzeit über den :ref:`ProjectSettings "
"<class_ProjectSettings>`-Singelton abzufragen."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:200
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:207
msgid "To be continued..."
msgstr "Fortsetzung folgt..."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:202
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:209
msgid ""
"This tutorial talked about \"scenes and nodes\", but so far there has been "
"only *one* scene and *one* node! Don't worry, the next tutorial will expand "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -54,28 +54,41 @@ msgid "Import options are vast:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:28
msgid "Detect 3D"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:30
msgid ""
"This option makes Godot be aware of when a texture (which is imported for 2D "
"as default) is used in 3D. If this happens, setting are changed so the "
"texture flags are friendlier to 3D (mipmaps, filter and repeat become "
"enabled and compression is changed to VRAM). Texture is also reimported "
"automatically."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:34
msgid "Compression"
msgstr "Kompression"
#: ../../docs/getting_started/workflow/assets/importing_images.rst:30
#: ../../docs/getting_started/workflow/assets/importing_images.rst:36
msgid ""
"Images are one of the largest assets in a game. To handle them efficiently, "
"they need to be compressed. Godot offers several compression methods, "
"depending on the use case."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:34
#: ../../docs/getting_started/workflow/assets/importing_images.rst:40
msgid "Compress Mode"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:36
#: ../../docs/getting_started/workflow/assets/importing_images.rst:42
msgid ""
"VRAM Compression: This is the most common compression mode for 3D assets. "
"File on disk is reduced and video memory usage is also reduced considerably. "
"For 3D, it may present unwanted artifacts, though."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:38
#: ../../docs/getting_started/workflow/assets/importing_images.rst:44
msgid ""
"Lossless Compression: This is the most common compression for 2D assets. It "
"shows assets without any kind of artifacting, and disk compression is "
@@ -83,129 +96,129 @@ msgid ""
"though."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:40
#: ../../docs/getting_started/workflow/assets/importing_images.rst:46
msgid ""
"Lossy Compression: For games with lots of large 2D assets, lossy compression "
"can be a great choice. It has some artifacting, but less than VRAM and the "
"file size is almost a tenth of Lossless."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:42
#: ../../docs/getting_started/workflow/assets/importing_images.rst:48
msgid ""
"Uncompressed: Only useful for formats that can't be compressed (like, raw "
"float)."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:44
#: ../../docs/getting_started/workflow/assets/importing_images.rst:50
msgid ""
"In this table, each of the four options are described together with their "
"advantages and disadvantages ( |good| = Best, |bad| =Worst ):"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:48
#: ../../docs/getting_started/workflow/assets/importing_images.rst:54
msgid "Uncompressed"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:48
#: ../../docs/getting_started/workflow/assets/importing_images.rst:54
msgid "Compress Lossless (PNG)"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:48
#: ../../docs/getting_started/workflow/assets/importing_images.rst:54
msgid "Compress Lossy (WebP)"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:48
#: ../../docs/getting_started/workflow/assets/importing_images.rst:54
msgid "Compress VRAM"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:50
#: ../../docs/getting_started/workflow/assets/importing_images.rst:56
msgid "Description"
msgstr "Beschreibung"
#: ../../docs/getting_started/workflow/assets/importing_images.rst:50
#: ../../docs/getting_started/workflow/assets/importing_images.rst:56
msgid "Stored as raw pixels"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:50
#: ../../docs/getting_started/workflow/assets/importing_images.rst:56
msgid "Stored as PNG"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:50
#: ../../docs/getting_started/workflow/assets/importing_images.rst:56
msgid "Stored as WebP"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:50
#: ../../docs/getting_started/workflow/assets/importing_images.rst:56
msgid "Stored as S3TC/BC,PVRTC/ETC, depending on platform"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:52
#: ../../docs/getting_started/workflow/assets/importing_images.rst:58
msgid "Size on Disk"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:52
#: ../../docs/getting_started/workflow/assets/importing_images.rst:54
#: ../../docs/getting_started/workflow/assets/importing_images.rst:58
#: ../../docs/getting_started/workflow/assets/importing_images.rst:60
msgid "|bad| Large"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:52
#: ../../docs/getting_started/workflow/assets/importing_images.rst:58
msgid "|regular| Small"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:52
#: ../../docs/getting_started/workflow/assets/importing_images.rst:58
msgid "|good| Very Small"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:54
#: ../../docs/getting_started/workflow/assets/importing_images.rst:60
msgid "Memory Usage"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:54
#: ../../docs/getting_started/workflow/assets/importing_images.rst:60
msgid "|good| Small"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:56
#: ../../docs/getting_started/workflow/assets/importing_images.rst:62
msgid "Performance"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:56
#: ../../docs/getting_started/workflow/assets/importing_images.rst:60
#: ../../docs/getting_started/workflow/assets/importing_images.rst:62
#: ../../docs/getting_started/workflow/assets/importing_images.rst:66
msgid "|regular| Normal"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:56
#: ../../docs/getting_started/workflow/assets/importing_images.rst:60
#: ../../docs/getting_started/workflow/assets/importing_images.rst:62
#: ../../docs/getting_started/workflow/assets/importing_images.rst:66
msgid "|good| Fast"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:58
#: ../../docs/getting_started/workflow/assets/importing_images.rst:64
msgid "Quality Loss"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:58
#: ../../docs/getting_started/workflow/assets/importing_images.rst:64
msgid "|good| None"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:58
#: ../../docs/getting_started/workflow/assets/importing_images.rst:64
msgid "|regular| Slight"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:58
#: ../../docs/getting_started/workflow/assets/importing_images.rst:64
msgid "|bad| Moderate"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:60
#: ../../docs/getting_started/workflow/assets/importing_images.rst:66
msgid "Load Time"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:60
#: ../../docs/getting_started/workflow/assets/importing_images.rst:66
msgid "|bad| Slow"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:70
#: ../../docs/getting_started/workflow/assets/importing_images.rst:76
msgid "HDR Mode"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:72
#: ../../docs/getting_started/workflow/assets/importing_images.rst:78
msgid ""
"Godot supports high dynamic range textures (as .HDR or .EXR). These are "
"mostly useful as high dynamic range equirectangular panorama skies (the "
@@ -214,17 +227,17 @@ msgid ""
"that do not."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:75
#: ../../docs/getting_started/workflow/assets/importing_images.rst:81
msgid ""
"If you want Godot to ensure full compatibility in terms of the kind of "
"textures, enable the \"Force RGBE\" option."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:78
#: ../../docs/getting_started/workflow/assets/importing_images.rst:84
msgid "Normal Map"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:80
#: ../../docs/getting_started/workflow/assets/importing_images.rst:86
msgid ""
"When using a texture as normal map, only the red and green channels are "
"required. Given regular texture compression algorithms produce artifacts "
@@ -235,36 +248,36 @@ msgid ""
"changed to \"Enabled\" and reimported automatically."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:86
#: ../../docs/getting_started/workflow/assets/importing_images.rst:92
msgid "Flags"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:88
#: ../../docs/getting_started/workflow/assets/importing_images.rst:94
msgid ""
"There are plenty of settings that can be toggled when importing an image as "
"a texture, depending on the use case."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:91
#: ../../docs/getting_started/workflow/assets/importing_images.rst:97
msgid "Repeat"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:93
#: ../../docs/getting_started/workflow/assets/importing_images.rst:99
msgid ""
"This setting is most commonly used in 3D, and is therefore generally "
"disabled in 2D. It sets UV coordinates going beyond the 0,0 - 1,1 range to "
"\"loop\"."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:95
#: ../../docs/getting_started/workflow/assets/importing_images.rst:101
msgid "Repeating can optionally be set to mirrored mode."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:98
#: ../../docs/getting_started/workflow/assets/importing_images.rst:104
msgid "Filter"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:100
#: ../../docs/getting_started/workflow/assets/importing_images.rst:106
msgid ""
"When pixels become larger than the screen pixels, this option enables linear "
"interpolation for them. The result is a smoother (less blocky) texture. This "
@@ -272,11 +285,11 @@ msgid ""
"making pixel perfect games."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:103
#: ../../docs/getting_started/workflow/assets/importing_images.rst:109
msgid "Mipmaps"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:105
#: ../../docs/getting_started/workflow/assets/importing_images.rst:111
msgid ""
"When pixels become smaller than the screen, mipmaps kick in. This helps "
"reduce the grainy effect when shrinking the textures. Keep in mind that, in "
@@ -284,41 +297,41 @@ msgid ""
"mipmaps:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:108
#: ../../docs/getting_started/workflow/assets/importing_images.rst:114
msgid "Texture width and height must be powers of 2"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:109
#: ../../docs/getting_started/workflow/assets/importing_images.rst:115
msgid "Repeat must be enabled"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:111
#: ../../docs/getting_started/workflow/assets/importing_images.rst:117
msgid ""
"Keep in mind the above when making phone games and applications, want to aim "
"for full compatibility, and need mipmaps."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:113
#: ../../docs/getting_started/workflow/assets/importing_images.rst:119
msgid ""
"When doing 3D, mipmap should be turned on, as this also improves performance "
"(smaller versions of the texture are used for objects further away)."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:116
#: ../../docs/getting_started/workflow/assets/importing_images.rst:122
msgid "Anisotropic"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:118
#: ../../docs/getting_started/workflow/assets/importing_images.rst:124
msgid ""
"When textures are near parallel to the view (like floors), this option makes "
"them have more detail by reducing blurriness."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:121
#: ../../docs/getting_started/workflow/assets/importing_images.rst:127
msgid "SRGB"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:123
#: ../../docs/getting_started/workflow/assets/importing_images.rst:129
msgid ""
"Godot uses Linear colorspace when rendering 3D. Textures mapped to albedo or "
"detail channels need to have this option turned on in order for colors to "
@@ -326,37 +339,37 @@ msgid ""
"SRGB when used in albedo channels."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:127
#: ../../docs/getting_started/workflow/assets/importing_images.rst:133
msgid "Process"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:129
#: ../../docs/getting_started/workflow/assets/importing_images.rst:135
msgid ""
"Some special processes can be applied to images when imported as textures."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:132
#: ../../docs/getting_started/workflow/assets/importing_images.rst:138
msgid "Fix Alpha Border"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:134
#: ../../docs/getting_started/workflow/assets/importing_images.rst:140
msgid ""
"This puts pixels of the same surrounding color in transition from "
"transparency to non transparency. It helps mitigate the outline effect when "
"exporting images from Photoshop and the like."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:139
#: ../../docs/getting_started/workflow/assets/importing_images.rst:145
msgid ""
"It's a good idea to leave it on by default, unless specific values are "
"needed."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:142
#: ../../docs/getting_started/workflow/assets/importing_images.rst:148
msgid "Premultiplied Alpha"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:144
#: ../../docs/getting_started/workflow/assets/importing_images.rst:150
msgid ""
"An alternative to fix darkened borders is to use premultiplied alpha. By "
"enabling this option, the texture will be converted to this format. Keep in "
@@ -364,37 +377,24 @@ msgid ""
"blend mode on canvas items that need it."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:148
#: ../../docs/getting_started/workflow/assets/importing_images.rst:154
msgid "HDR as sRGB"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:150
#: ../../docs/getting_started/workflow/assets/importing_images.rst:156
msgid ""
"A few HDR files are broken and contain sRGB color data. It is advised not to "
"use them, but, in the worst-case scenario, toggling this option on will make "
"them look right."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:153
#: ../../docs/getting_started/workflow/assets/importing_images.rst:159
msgid "Invert Color"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:155
#: ../../docs/getting_started/workflow/assets/importing_images.rst:161
msgid ""
"Reverses the image's color. This is useful, for example, to convert a height "
"map generated by external programs to depth map to use with :ref:"
"`doc_spatial_material`."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:158
msgid "Detect 3D"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:160
msgid ""
"This option makes Godot be aware of when a texture (which is imported for 2D "
"as default) is used in 3D. If this happens, setting are changed so the "
"texture flags are friendlier to 3D (mipmaps, filter and repeat become "
"enabled and compression is changed to VRAM). Texture is also reimported "
"automatically."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -59,14 +59,17 @@ msgid ""
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:33
msgid "Translators also usually prefer to work with spreadsheets."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:36
msgid "Translation format"
msgid ""
"If you need a more powerful file format, Godot also supports loading "
"translations written in the gettext ``.po`` format. See :ref:"
"`doc_localization_using_gettext` for details."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:38
msgid "Translation format"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:40
msgid ""
"To complete the picture and allow efficient support for translations, Godot "
"has a special importer that can read CSV files. All spreadsheet editors (be "
@@ -76,37 +79,37 @@ msgid ""
"as follows:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:46
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:48
msgid "<lang1>"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:46
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:48
msgid "<lang2>"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:46
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:48
msgid "<langN>"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:48
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:50
msgid "KEY1"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:48
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:50
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:52
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:54
msgid "string"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:50
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:52
msgid "KEY2"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:52
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:54
msgid "KEYN"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:55
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:57
msgid ""
"The \"lang\" tags must represent a language, which must be one of the :ref:"
"`valid locales <doc_locales>` supported by the engine. The \"KEY\" tags must "
@@ -114,81 +117,81 @@ msgid ""
"to differentiate from other strings). Here's an example:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:61
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:63
msgid "id"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:61
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:63
msgid "en"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:61
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:63
msgid "es"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:61
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:63
msgid "ja"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:63
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:65
msgid "GREET"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:63
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:65
msgid "Hello, friend!"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:63
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:65
msgid "Hola, Amigo!"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:63
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:65
msgid "こんにちは"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:65
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:67
msgid "ASK"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:65
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:67
msgid "How are you?"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:65
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:67
msgid "Cómo está?"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:65
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:67
msgid "元気ですか"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:67
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:69
msgid "BYE"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:67
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:69
msgid "Good Bye"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:67
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:69
msgid "Adiós"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:67
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:69
msgid "さようなら"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:71
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:73
msgid "CSV importer"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:73
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:75
msgid ""
"Godot will treat CSV files as translations by default. It will import them "
"and generate one or more compressed translation resource files next to it."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:76
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:78
msgid ""
"Importing will also add the translation to the list of translations to load "
"when the game runs, specified in project.godot (or the project settings). "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"

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