Sync Weblate translations with Weblate template

This commit is contained in:
Rémi Verschelde
2024-06-20 17:20:42 +02:00
parent c15b960c19
commit e348c5479a
54 changed files with 8006 additions and 7376 deletions

View File

@@ -204,7 +204,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2024-05-10 15:20+0200\n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"PO-Revision-Date: 2024-05-10 20:40+0000\n"
"Last-Translator: Cerno_b <cerno.b@gmail.com>\n"
"Language-Team: German <https://hosted.weblate.org/projects/godot-engine/"
@@ -241,32 +241,32 @@ msgstr "Builds"
msgid "Downloads"
msgstr "Downloads"
#: ../../docs/index.rst:65 ../../docs/about/docs_changelog.rst:179
#: ../../docs/index.rst:63 ../../docs/about/docs_changelog.rst:179
#: ../../docs/tutorials/inputs/mouse_and_input_coordinates.rst:7
#: ../../docs/tutorials/scripting/gdscript/gdscript_advanced.rst:7
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:7
msgid "About"
msgstr "Über"
#: ../../docs/index.rst:79
#: ../../docs/index.rst:77
#: ../../docs/tutorials/platform/android/android_in_app_purchases.rst:13
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:15
msgid "Getting started"
msgstr "Erste Schritte"
#: ../../docs/index.rst:94
#: ../../docs/index.rst:92
msgid "Manual"
msgstr "Handbuch"
#: ../../docs/index.rst:128
#: ../../docs/index.rst:126
msgid "Contributing"
msgstr "Mitwirken"
#: ../../docs/index.rst:140 ../../docs/about/docs_changelog.rst:191
#: ../../docs/index.rst:138 ../../docs/about/docs_changelog.rst:191
msgid "Community"
msgstr "Community"
#: ../../docs/index.rst:151
#: ../../docs/index.rst:149
msgid "Class reference"
msgstr "Klassenreferenz"
@@ -388,12 +388,16 @@ msgid "Offline documentation"
msgstr "Offline-Dokumentation"
#: ../../docs/index.rst:54
#, fuzzy
msgid ""
"To browse the documentation offline, you can `download an HTML copy <https://"
"nightly.link/godotengine/godot-docs/workflows/build_offline_docs/master/"
"godot-docs-html-master.zip>`__ for offline reading (updated every Monday). "
"Extract the ZIP archive then open the top-level ``index.html`` in a web "
"browser."
"To browse the documentation offline, you can download an HTML copy (updated "
"every Monday): `stable <https://nightly.link/godotengine/godot-docs/"
"workflows/build_offline_docs/master/godot-docs-html-stable.zip>`__, `latest "
"<https://nightly.link/godotengine/godot-docs/workflows/build_offline_docs/"
"master/godot-docs-html-master.zip>`__, `3.6 <https://nightly.link/"
"godotengine/godot-docs/workflows/build_offline_docs/master/godot-docs-"
"html-3.6.zip>`__. Extract the ZIP archive then open the top-level ``index."
"html`` in a web browser."
msgstr ""
"Um die Dokumentation offline zu lesen, können Sie eine `HTML-Kopie "
"herunterladen <https://nightly.link/godotengine/godot-docs/workflows/"
@@ -401,13 +405,17 @@ msgstr ""
"aktualisiert). Entpacken Sie das ZIP-Archiv und öffnen Sie die oberste Ebene "
"``index.html`` in einem Webbrowser."
#: ../../docs/index.rst:58
#: ../../docs/index.rst:57
#, fuzzy
msgid ""
"For mobile devices or e-readers, you can also `download an ePub copy "
"For mobile devices or e-readers, you can also download an ePub copy (updated "
"every Monday): `stable <https://nightly.link/godotengine/godot-docs/"
"workflows/build_offline_docs/master/godot-docs-epub-stable.zip>`__, `latest "
"<https://nightly.link/godotengine/godot-docs/workflows/build_offline_docs/"
"master/godot-docs-epub-master.zip>`__ for offline reading (updated every "
"Monday). Extract the ZIP archive then open the ``GodotEngine.epub`` file in "
"an e-book reader application."
"master/godot-docs-epub-master.zip>`__, `3.6 <https://nightly.link/"
"godotengine/godot-docs/workflows/build_offline_docs/master/godot-docs-"
"epub-3.6.zip>`__. Extract the ZIP archive then open the ``GodotEngine.epub`` "
"file in an e-book reader application."
msgstr ""
"Für Mobilgeräte und E-reader steht zusätzlich ein `Download einer ePub Kopie "
"<https://nightly.link/godotengine/godot-docs/workflows/build_offline_docs/"
@@ -7589,7 +7597,7 @@ msgstr ":ref:`doc_change_scenes_manually`"
#: ../../docs/about/docs_changelog.rst:452
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:114
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:238
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:239
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:46
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:46
msgid "Compiling"
@@ -9371,7 +9379,8 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:61
msgid "They always have one root node, like the \"Player\" in our example."
msgstr "Sie haben immer einen Root-Node, wie der „Spieler“ in unserem Beispiel."
msgstr ""
"Sie haben immer einen Root-Node, wie der „Spieler“ in unserem Beispiel."
#: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:62
msgid "You can save them to your local drive and load them later."
@@ -11262,8 +11271,8 @@ msgid ""
msgstr ""
"Um einen Button zu unserem Spiel hinzuzufügen, erstellen wir eine neue "
"Szene, die sowohl einen :ref:`Button <class_button>` als auch die Szene "
"``sprite_2d.tscn`` enthält, die wir in der Lektion "
":ref:`doc_scripting_first_script` erstellt haben."
"``sprite_2d.tscn`` enthält, die wir in der Lektion :ref:"
"`doc_scripting_first_script` erstellt haben."
#: ../../docs/getting_started/step_by_step/signals.rst:44
msgid "Create a new scene by going to the menu Scene -> New Scene."
@@ -57858,10 +57867,10 @@ msgstr ""
"**Deaktiviert:** Verwendet die Hysterese, um sofort zwischen den LOD-Ebenen "
"zu wechseln. Dies verhindert Situationen, in denen die LOD-Ebenen schnell "
"hin- und hergeschaltet werden, wenn sich der Spieler am LOD-Übergangspunkt "
"vorwärts und dann rückwärts bewegt. Der Hystereseabstand wird durch **"
"Sichtbarkeitsbereich > Abstand Anfang** und **Sichtbarkeitsbereich > Abstand "
"Ende** bestimmt. Dieser Modus bietet die beste Performance, da er das "
"Rendering nicht dazu zwingt, während des Fading-Übergangs transparent zu "
"vorwärts und dann rückwärts bewegt. Der Hystereseabstand wird durch "
"**Sichtbarkeitsbereich > Abstand Anfang** und **Sichtbarkeitsbereich > "
"Abstand Ende** bestimmt. Dieser Modus bietet die beste Performance, da er "
"das Rendering nicht dazu zwingt, während des Fading-Übergangs transparent zu "
"werden."
#: ../../docs/tutorials/3d/visibility_ranges.rst:117
@@ -58375,8 +58384,8 @@ msgid ""
"occludee's :abbr:`AABB (Axis-Aligned Bounding Box)` must be *fully occluded* "
"by the occluder shape to be culled."
msgstr ""
"Die Engine verwendet dann diesen niedrig aufgelösten Puffer, um die :abbr:`"
"AABB (Axis-Aligned Bounding Box)` der Occludees gegen die Occluder-Umrisse "
"Die Engine verwendet dann diesen niedrig aufgelösten Puffer, um die :abbr:"
"`AABB (Axis-Aligned Bounding Box)` der Occludees gegen die Occluder-Umrisse "
"zu testen. Die :abbr:`AABB (Axis-Aligned Bounding Box)` des Occluders muss "
"*vollständig* vom Umriss des Occludees verdeckt werden, der aussortiert "
"werden soll."
@@ -59476,8 +59485,8 @@ msgid ""
"The formula used to determine the texture mipmap bias is: "
"``log2f(min(scaling_3d_scale, 1.0)) + custom_texture_mipmap_bias``"
msgstr ""
"Die Formel zur Bestimmung des Textur-Mipmap-Bias lautet: ``log2f(min("
"scaling_3d_scale, 1.0)) + custom_texture_mipmap_bias``"
"Die Formel zur Bestimmung des Textur-Mipmap-Bias lautet: "
"``log2f(min(scaling_3d_scale, 1.0)) + custom_texture_mipmap_bias``"
#: ../../docs/tutorials/3d/resolution_scaling.rst:229
msgid ""
@@ -71770,8 +71779,8 @@ msgid ""
"any vertex with no bone weights detected in a rigged mesh."
msgstr ""
"Blender setzt geriggte Mesh-Vertices, die an ihrer ursprünglichen Position "
"keine Knochengewichte aufweisen. Diese Vertices werden jedoch in Godot bei ("
"0, 0, 0) platziert, wodurch das Mesh deformiert wird. Daher löst der "
"keine Knochengewichte aufweisen. Diese Vertices werden jedoch in Godot bei "
"(0, 0, 0) platziert, wodurch das Mesh deformiert wird. Daher löst der "
"Exporter einen Fehler für jeden Vertex aus, ohne dass in einem manipulierten "
"Mesh Knochengewichte erkannt werden."
@@ -76953,8 +76962,8 @@ msgid ""
"Install the command line tools package using these `instructions <https://"
"developer.android.com/tools/sdkmanager>`__."
msgstr ""
"Installieren Sie das Paket der Befehlszeilentools mit Hilfe dieser `"
"Anleitung <https://developer.android.com/tools/sdkmanager>`__."
"Installieren Sie das Paket der Befehlszeilentools mit Hilfe dieser "
"`Anleitung <https://developer.android.com/tools/sdkmanager>`__."
#: ../../docs/tutorials/export/exporting_for_android.rst:46
msgid ""
@@ -92768,8 +92777,8 @@ msgid ""
"before running Godot:"
msgstr ""
"Es gibt viele Möglichkeiten, Mappings zu erstellen. Eine Möglichkeit ist die "
"Verwendung des Mapping-Assistenten in der `offiziellen Joypads-Demo "
"<https://godotengine.org/asset-library/asset/2785>`__. Sobald Sie ein "
"Verwendung des Mapping-Assistenten in der `offiziellen Joypads-Demo <https://"
"godotengine.org/asset-library/asset/2785>`__. Sobald Sie ein "
"funktionierendes Mapping für Ihren Controller haben, können Sie es testen, "
"indem Sie die Umgebungsvariable ``SDL_GAMECONTROLLERCONFIG`` definieren, "
"bevor Sie Godot starten:"
@@ -96190,8 +96199,8 @@ msgid ""
"Then click the `Bake NavigationPolygon`` button on the toolbar."
msgstr ""
"Definieren Sie den beweglichen Navigationsbereich mit dem Zeichenwerkzeug "
"von NavigationPolygon. Klicken Sie dann auf die Schaltfläche `"
"Navigationspolygon backen` in der Symbolleiste."
"von NavigationPolygon. Klicken Sie dann auf die Schaltfläche "
"`Navigationspolygon backen` in der Symbolleiste."
#: ../../docs/tutorials/navigation/navigation_introduction_2d.rst:104
msgid ""
@@ -98130,10 +98139,9 @@ msgid ""
"`NavigationPathQueryResult3D<class_NavigationPathQueryResult3D>` "
"respectively."
msgstr ""
"2D- und 3D-Versionen von ``NavigationPathQueryResult`` sind als "
":ref:`NavigationPathQueryResult2D<class_NavigationPathQueryResult2D>` bzw. "
":ref:`NavigationPathQueryResult3D<class_NavigationPathQueryResult3D>` "
"verfügbar."
"2D- und 3D-Versionen von ``NavigationPathQueryResult`` sind als :ref:"
"`NavigationPathQueryResult2D<class_NavigationPathQueryResult2D>` bzw. :ref:"
"`NavigationPathQueryResult3D<class_NavigationPathQueryResult3D>` verfügbar."
#: ../../docs/tutorials/navigation/navigation_using_navigationpathqueryobjects.rst:23
msgid ""
@@ -108944,8 +108952,8 @@ msgid ""
"**Double-precision float range (represent all integers):** Between -9 "
"quadrillion and 9 quadrillion"
msgstr ""
"**Double-Precision-Gleitkomma-Wertebereich (stellt alle ganzen Zahlen dar):**"
" Zwischen -9 Billiarden und 9 Billiarden"
"**Double-Precision-Gleitkomma-Wertebereich (stellt alle ganzen Zahlen dar):"
"** Zwischen -9 Billiarden und 9 Billiarden"
#: ../../docs/tutorials/physics/large_world_coordinates.rst:57
msgid "Range"
@@ -117332,8 +117340,8 @@ msgstr ""
"Spiel vom System zugewiesen wird, während sich *Viewport* auf das Root-"
"Objekt (zugänglich über ``get_tree().root``) bezieht, das vom Spiel "
"verwendet wird, um diesen Bildschirmbereich zu füllen. Dieser Viewport ist "
"eine :ref:`Window <class_Window>`-Instanz. Wir erinnern uns aus der :ref:`"
"Einführung <doc_viewports>`, dass *alle* Window-Objekte Viewports sind."
"eine :ref:`Window <class_Window>`-Instanz. Wir erinnern uns aus der :ref:"
"`Einführung <doc_viewports>`, dass *alle* Window-Objekte Viewports sind."
#: ../../docs/tutorials/rendering/multiple_resolutions.rst:83
msgid ""
@@ -118279,12 +118287,12 @@ msgstr ""
"``deaktiviert`` und setzen die Stretch-Skala auf einen Wert, der dem Anzeige-"
"Skalierungsfaktor in der ``_ready()``-Funktion eines :ref:`Autoloads "
"<doc_singletons_autoload>` entspricht. Der Anzeige-Skalierungsfaktor wird in "
"den Einstellungen des Betriebssystems gesetzt und kann mit "
":ref:`screen_get_scale<class_DisplayServer_method_screen_get_scale>` "
"abgefragt werden. Diese Methode ist derzeit nur unter macOS implementiert. "
"Auf anderen Betriebssystemen müssen Sie eine Methode implementieren, um den "
"Anzeige-Skalierungsfaktor basierend auf der Bildschirmauflösung zu erraten ("
"mit einer Einstellung, die es dem Benutzer erlaubt, dies bei Bedarf zu "
"den Einstellungen des Betriebssystems gesetzt und kann mit :ref:"
"`screen_get_scale<class_DisplayServer_method_screen_get_scale>` abgefragt "
"werden. Diese Methode ist derzeit nur unter macOS implementiert. Auf anderen "
"Betriebssystemen müssen Sie eine Methode implementieren, um den Anzeige-"
"Skalierungsfaktor basierend auf der Bildschirmauflösung zu erraten (mit "
"einer Einstellung, die es dem Benutzer erlaubt, dies bei Bedarf zu "
"überschreiben). Dies ist der Ansatz, der derzeit vom Godot-Editor verwendet "
"wird."
@@ -170550,7 +170558,7 @@ msgstr ""
"Kompilieren etwa 7 GB verfügbarer Arbeitsspeicher benötigt."
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:162
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:277
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:278
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:67
msgid ""
"If you want to use separate editor settings for your own Godot builds and "
@@ -170630,7 +170638,7 @@ msgid "**Debian** / **Ubuntu**"
msgstr "**Debian** / **Ubuntu**"
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:204
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:439
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:440
msgid "**Fedora**"
msgstr "**Fedora**"
@@ -170825,7 +170833,8 @@ msgid "X11, Xcursor, Xinerama, Xi and XRandR."
msgstr "X11, Xcursor, Xinerama, Xi und XRandR."
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:36
msgid "MesaGL."
#, fuzzy
msgid "Mesa."
msgstr "MesaGL."
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:37
@@ -170845,12 +170854,12 @@ msgstr "*Optional* - libudev (Build mit ``udev=yes``)."
msgid "Alpine Linux"
msgstr "Alpine Linux"
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:75
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:74
#: ../../docs/contributing/development/debugging/vulkan/vulkan_validation_layers.rst:70
msgid "Arch Linux"
msgstr "Arch Linux"
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:93
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:92
#: ../../docs/contributing/development/debugging/vulkan/vulkan_validation_layers.rst:76
msgid "Debian/Ubuntu"
msgstr "Debian/Ubuntu"
@@ -170865,48 +170874,48 @@ msgstr "Fedora"
msgid "FreeBSD"
msgstr "FreeBSD"
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:148
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:149
#: ../../docs/contributing/development/debugging/vulkan/vulkan_validation_layers.rst:94
msgid "Gentoo"
msgstr "Gentoo"
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:163
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:165
#: ../../docs/contributing/development/debugging/vulkan/vulkan_validation_layers.rst:100
msgid "Mageia"
msgstr "Mageia"
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:181
#: ../../docs/contributing/development/debugging/vulkan/vulkan_validation_layers.rst:106
msgid "OpenBSD"
msgstr "OpenBSD"
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:190
#: ../../docs/contributing/development/debugging/vulkan/vulkan_validation_layers.rst:112
msgid "openSUSE"
msgstr "openSUSE"
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:209
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:182
msgid "NetBSD"
msgstr "NetBSD"
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:219
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:192
msgid "For audio support, you can optionally install ``pulseaudio``."
msgstr ""
"Für Audio-Unterstützung können Sie optional ``pulseaudio`` installieren."
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:221
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:194
#: ../../docs/contributing/development/debugging/vulkan/vulkan_validation_layers.rst:106
msgid "OpenBSD"
msgstr "OpenBSD"
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:203
#: ../../docs/contributing/development/debugging/vulkan/vulkan_validation_layers.rst:112
msgid "openSUSE"
msgstr "openSUSE"
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:222
#: ../../docs/contributing/development/debugging/vulkan/vulkan_validation_layers.rst:118
msgid "Solus"
msgstr "Solus"
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:240
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:241
msgid ""
"Start a terminal, go to the root dir of the engine source code and type:"
msgstr ""
"Starten Sie ein Terminal, wechseln Sie zum Stammverzeichnis des Engine-"
"Quellcodes und geben Sie Folgendes ein:"
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:248
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:249
msgid ""
"Prior to Godot 4.0, the Linux/\\*BSD target was called ``x11`` instead of "
"``linuxbsd``. If you are looking to compile Godot 3.x, make sure to use the "
@@ -170918,7 +170927,7 @@ msgstr ""
"dass Sie den `3.x-Branch dieser Dokumentation <https://docs.godotengine.org/"
"en/3.6/development/compiling/compiling_for_x11.html>`__ verwenden."
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:252
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:253
msgid ""
"If all goes well, the resulting binary executable will be placed in the "
"\"bin\" subdirectory. This executable file contains the whole engine and "
@@ -170930,13 +170939,13 @@ msgstr ""
"gesamten Engine und läuft ohne jegliche Abhängigkeiten. Wenn Sie sie "
"ausführen, wird der Projektmanager angezeigt."
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:259
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:260
msgid "If you wish to compile using Clang rather than GCC, use this command:"
msgstr ""
"Wenn Sie nicht mit GCC, sondern mit Clang kompilieren möchten, verwenden Sie "
"diesen Befehl:"
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:265
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:266
msgid ""
"Using Clang appears to be a requirement for OpenBSD, otherwise fonts would "
"not build."
@@ -170944,7 +170953,7 @@ msgstr ""
"Die Verwendung von Clang scheint eine Voraussetzung für OpenBSD zu sein, da "
"sonst keine Schriftarten erstellt werden."
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:268
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:269
msgid ""
"If you are compiling Godot for production use, then you can make the final "
"executable smaller and faster by adding the SCons options "
@@ -170954,7 +170963,7 @@ msgstr ""
"endgültige ausführbare Datei kleiner und schneller machen, indem Sie die "
"SCons-Optionen ``target=template_release production=yes`` hinzufügen."
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:272
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:273
msgid ""
"If you are compiling Godot with GCC, you can make the binary even smaller "
"and faster by adding the SCons option ``lto=full``. As link-time "
@@ -170966,12 +170975,12 @@ msgstr ""
"die Link-Time-Optimierung ein speicherintensiver Prozess ist, werden beim "
"Kompilieren etwa 7 GB verfügbarer Arbeitsspeicher benötigt."
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:283
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:284
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:94
msgid "Running a headless/server build"
msgstr "Ausführen eines Headless/Server-Builds"
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:285
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:286
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:96
msgid ""
"To run in *headless* mode which provides editor functionality to export "
@@ -170981,12 +170990,12 @@ msgstr ""
"automatisierten Export von Projekten bietet, verwenden Sie den normalen "
"Build::"
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:290
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:291
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:101
msgid "And then use the ``--headless`` command line argument::"
msgstr "Und dann benutzen Sie das ``--headless`` Kommandozeilenargument::"
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:294
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:295
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:105
msgid ""
"To compile a debug *server* build which can be used with :ref:`remote "
@@ -170995,7 +171004,7 @@ msgstr ""
"Um einen Debug-*Server*-Build zu kompilieren, der mit :ref:`Remote Debugging-"
"Tools <doc_command_line_tutorial>` verwendet werden kann, benutzen Sie::"
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:299
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:300
msgid ""
"To compile a *server* build which is optimized to run dedicated game "
"servers, use::"
@@ -171003,13 +171012,13 @@ msgstr ""
"Um einen *Server*-Build zu kompilieren, der für den Betrieb von dedizierten "
"Spieleservern optimiert ist, benutzen Sie::"
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:305
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:306
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:116
#: ../../docs/contributing/development/compiling/compiling_for_web.rst:33
msgid "Building export templates"
msgstr "Exportvorlagen erstellen"
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:307
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:308
msgid ""
"Linux binaries usually won't run on distributions that are older than the "
"distribution they were built on. If you wish to distribute binaries that "
@@ -171024,7 +171033,7 @@ msgstr ""
"erstellen. Sie können eine virtuelle Maschine oder einen Container "
"verwenden, um eine geeignete Build-Umgebung einzurichten."
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:315
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:316
msgid ""
"To build Linux or \\*BSD export templates, run the build system with the "
"following parameters:"
@@ -171032,15 +171041,15 @@ msgstr ""
"Um Linux- oder \\*BSD-Exportvorlagen zu erstellen, führen Sie das "
"Buildsystem mit den folgenden Parametern aus:"
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:318
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:319
msgid "(32 bits)"
msgstr "(32 Bit)"
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:325
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:326
msgid "(64 bits)"
msgstr "(64 Bit)"
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:332
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:333
msgid ""
"Note that cross-compiling for the opposite bits (64/32) as your host "
"platform is not always straight-forward and might need a chroot environment."
@@ -171049,7 +171058,7 @@ msgstr ""
"(64/32) Ihrer Host-Plattform nicht immer einfach ist und möglicherweise eine "
"chroot-Umgebung erfordert."
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:335
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:336
msgid ""
"To create standard export templates, the resulting files in the ``bin/`` "
"folder must be copied to:"
@@ -171057,7 +171066,7 @@ msgstr ""
"Um Standard-Exportvorlagen zu erstellen, müssen die resultierenden Dateien "
"in den Ordner ``bin/`` kopiert werden:"
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:342
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:343
msgid ""
"and named like this (even for \\*BSD which is seen as \"Linux/X11\" by "
"Godot):"
@@ -171065,7 +171074,7 @@ msgstr ""
"...und so benannt werden (sogar für \\*BSD, das von Godot als \"Linux/X11\" "
"angesehen wird):"
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:351
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:352
msgid ""
"However, if you are writing your custom modules or custom C++ code, you "
"might instead want to configure your binaries as custom export templates "
@@ -171075,7 +171084,7 @@ msgstr ""
"Code schreiben, sollten Sie Ihre Binärdateien hier als benutzerdefinierte "
"Exportvorlagen konfigurieren:"
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:357
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:358
msgid ""
"You don't even need to copy them, you can just reference the resulting files "
"in the ``bin/`` directory of your Godot source folder, so the next time you "
@@ -171086,11 +171095,11 @@ msgstr ""
"Stammverzeichnisses verweisen, so dass Sie beim nächsten Build automatisch "
"die benutzerdefinierten Vorlagen referenziert haben."
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:362
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:363
msgid "Using Clang and LLD for faster development"
msgstr "Nutzen Sie Clang und LLD für eine schnellere Entwicklung"
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:364
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:365
msgid ""
"You can also use Clang and LLD to build Godot. This has two upsides compared "
"to the default GCC + GNU ld setup:"
@@ -171098,7 +171107,7 @@ msgstr ""
"Sie können auch Clang und LLD verwenden, um Godot zu bauen. Dies hat zwei "
"Vorteile im Vergleich zum Standard-GCC + GNU ld Setup:"
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:367
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:368
msgid ""
"LLD links Godot significantly faster compared to GNU ld or gold. This leads "
"to faster iteration times."
@@ -171106,11 +171115,11 @@ msgstr ""
"LLD linkt Godot im Vergleich zu GNU ld oder gold deutlich schneller. Dies "
"führt zu schnelleren Iterationszeiten."
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:369
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:370
msgid "Clang tends to give more useful error messages compared to GCC."
msgstr "Clang gibt im Vergleich zu GCC nützlichere Fehlermeldungen."
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:371
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:372
msgid ""
"To do so, install Clang and the ``lld`` package from your distribution's "
"package manager then use the following SCons command::"
@@ -171119,7 +171128,7 @@ msgstr ""
"Paketmanager Ihrer Distribution und verwenden dann den folgenden SCons-"
"Befehl::"
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:376
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:377
msgid ""
"After the build is completed, a new binary with a ``.llvm`` suffix will be "
"created in the ``bin/`` folder."
@@ -171127,7 +171136,7 @@ msgstr ""
"Nachdem der Build abgeschlossen ist, wird eine neue Binärdatei mit dem "
"Suffix ``.llvm`` im Ordner ``bin/`` erstellt."
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:379
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:380
msgid ""
"It's still recommended to use GCC for production builds as they can be "
"compiled using link-time optimization, making the resulting binaries smaller "
@@ -171137,20 +171146,20 @@ msgstr ""
"sie mit Link-Time-Optimierung kompiliert werden können, wodurch die "
"resultierenden Binärdateien kleiner und schneller werden."
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:382
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:383
msgid "If this error occurs::"
msgstr "Wenn dieser Fehler auftritt::"
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:386
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:387
msgid "There are two solutions:"
msgstr "...gibt es gibt zwei Lösungen:"
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:388
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:389
msgid "In your SCons command, add the parameter ``use_static_cpp=no``."
msgstr ""
"Fügen Sie in Ihrem SCons-Befehl den Parameter ``use_static_cpp=no`` hinzu."
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:389
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:390
msgid ""
"Follow `these instructions <https://github.com/ivmai/"
"libatomic_ops#installation-and-usage>`__ to configure, build, and install "
@@ -171169,11 +171178,11 @@ msgstr ""
"Version von ``libatomic_ops`` verwendet wird, ohne dass sie jedes Mal "
"kopiert werden muss, wenn sie aktualisiert wird."
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:395
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:396
msgid "Using mold for faster development"
msgstr "Verwendung von mold für eine schnellere Entwicklung"
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:397
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:398
msgid ""
"For even faster linking compared to LLD, you can use `mold <https://github."
"com/rui314/mold>`__. mold can be used with either GCC or Clang."
@@ -171182,7 +171191,7 @@ msgstr ""
"github.com/rui314/mold>`__ verwenden. mold kann entweder mit GCC oder Clang "
"verwendet werden."
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:400
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:401
msgid ""
"As of January 2023, mold is not readily available in Linux distribution "
"repositories, so you will have to install its binaries manually."
@@ -171191,7 +171200,7 @@ msgstr ""
"Linux-Distributionen verfügbar, so dass Sie die Binärdateien manuell "
"installieren müssen."
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:403
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:404
msgid ""
"Download mold binaries from its `releases page <https://github.com/rui314/"
"mold/releases/latest>`__."
@@ -171199,7 +171208,7 @@ msgstr ""
"Laden Sie die mold-Binärdateien von der `Release-Seite <https://github.com/"
"rui314/mold/releases/latest>`__ herunter."
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:404
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:405
msgid ""
"Extract the ``.tar.gz`` file, then move the extraced folder to a location "
"such as ``.local/share/mold``."
@@ -171207,7 +171216,7 @@ msgstr ""
"Entpacken Sie die Datei ``.tar.gz`` und verschieben Sie den extrahierten "
"Ordner an einen Ort wie ``.local/share/mold``."
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:405
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:406
msgid ""
"Add ``$HOME/.local/share/mold/bin`` to your user's ``PATH`` environment "
"variable. For example, you can add the following line at the end of your "
@@ -171217,7 +171226,7 @@ msgstr ""
"Ihres Benutzers hinzu. Zum Beispiel können Sie die folgende Zeile am Ende "
"Ihrer ``$HOME/.bash_profile`` Datei hinzufügen:"
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:412
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:413
msgid ""
"Open a new terminal (or run ``source \"$HOME/.bash_profile\"``), then use "
"the following SCons command when compiling Godot::"
@@ -171226,11 +171235,11 @@ msgstr ""
"bash_profile\"`` aus), dann verwenden Sie den folgenden SCons-Befehl beim "
"Kompilieren von Godot::"
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:418
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:419
msgid "Using system libraries for faster development"
msgstr "Verwendung von Systembibliotheken für eine schnellere Entwicklung"
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:420
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:421
msgid ""
"`Godot bundles the source code of various third-party libraries. <https://"
"github.com/godotengine/godot/tree/master/thirdparty>`__ You can choose to "
@@ -171247,7 +171256,7 @@ msgstr ""
"sie nicht jedes Mal statisch gelinkt werden, wenn Sie die Engine bauen "
"(selbst bei kleinen inkrementellen Änderungen)."
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:426
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:427
msgid ""
"However, not all Linux distributions have packages for third-party libraries "
"available (or they may not be up-to-date)."
@@ -171255,7 +171264,7 @@ msgstr ""
"Allerdings sind nicht für alle Linux-Distributionen Pakete für Bibliotheken "
"von Drittanbietern verfügbar (oder sie sind nicht aktuell)."
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:429
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:430
msgid ""
"Moving to system libraries can reduce linking times by several seconds on "
"slow CPUs, but it requires manual testing depending on your Linux "
@@ -171269,7 +171278,7 @@ msgstr ""
"Systembibliotheks-Paketen (oder im Buildsystem, da dieses Feature weniger "
"getestet wird) nicht für alles Systembibliotheken verwenden können."
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:435
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:436
msgid ""
"To compile Godot with system libraries, install these dependencies *on top* "
"of the ones listed in the :ref:`doc_compiling_for_linuxbsd_oneliners`:"
@@ -171278,7 +171287,7 @@ msgstr ""
"Abhängigkeiten *zusätzlich* zu denen, die in :ref:"
"`doc_compiling_for_linuxbsd_oneliners` aufgeführt sind:"
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:446
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:447
msgid ""
"After installing all required packages, use the following command to build "
"Godot:"
@@ -171286,7 +171295,7 @@ msgstr ""
"Nachdem Sie alle erforderlichen Pakete installiert haben, verwenden Sie den "
"folgenden Befehl, um Godot zu bauen:"
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:455
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:456
msgid ""
"You can view a list of all built-in libraries that have system alternatives "
"by running ``scons -h``, then looking for options starting with ``builtin_``."
@@ -171295,7 +171304,7 @@ msgstr ""
"haben, anzeigen, indem Sie ``scons -h`` aufrufen und dann nach Optionen "
"suchen, die mit ``builtin_`` beginnen."
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:460
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:461
msgid ""
"When using system libraries, the resulting library is **not** portable "
"across Linux distributions anymore. Do not use this approach for creating "
@@ -171308,12 +171317,12 @@ msgstr ""
"weitergeben möchten, es sei denn, Sie erstellen ein Paket für eine Linux-"
"Distribution."
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:466
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:467
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:172
msgid "Using Pyston for faster development"
msgstr "Pyston für eine schnellere Entwicklung nutzen"
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:468
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:469
msgid ""
"You can use `Pyston <https://www.pyston.org/>`__ to run SCons. Pyston is a "
"JIT-enabled implementation of the Python language (which SCons is written "
@@ -171328,7 +171337,7 @@ msgstr ""
"Faktor zwischen 1,5× und 2×. Pyston kann mit Clang und LLD kombiniert "
"werden, um noch schnellere Builds zu erhalten."
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:474
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:475
msgid ""
"Download the `latest portable Pyston release <https://github.com/pyston/"
"pyston/releases/latest>`__."
@@ -171336,7 +171345,7 @@ msgstr ""
"Laden Sie das `neueste portable Pyston-Release <https://github.com/pyston/"
"pyston/releases/latest>`__ herunter."
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:475
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:476
msgid ""
"Extract the portable ``.tar.gz`` to a set location, such as ``$HOME/.local/"
"opt/pyston/`` (create folders as needed)."
@@ -171344,7 +171353,7 @@ msgstr ""
"Entpacken Sie die portable ``.tar.gz``-Datei an einen bestimmten Ort, wie "
"``$HOME/.local/opt/pyston/`` (erstellen Sie Ordner nach Bedarf)."
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:476
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:477
msgid ""
"Use ``cd`` to reach the extracted Pyston folder from a terminal, then run "
"``./pyston -m pip install scons`` to install SCons within Pyston."
@@ -171353,7 +171362,7 @@ msgstr ""
"zu gelangen, dann führen Sie ``./pyston -m pip install scons`` aus, um SCons "
"innerhalb von Pyston zu installieren."
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:478
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:479
msgid ""
"To make SCons via Pyston easier to run, create a symbolic link of its "
"wrapper script to a location in your ``PATH`` environment variable::"
@@ -171362,7 +171371,7 @@ msgstr ""
"symbolischen Link des Wrapper-Skripts auf einen Ort in Ihrer ``PATH``-"
"Umgebungsvariablen::"
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:483
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:484
msgid ""
"Instead of running ``scons <build arguments>``, run ``pyston-scons <build "
"arguments>`` to compile Godot."
@@ -171370,7 +171379,7 @@ msgstr ""
"Anstatt ``scons <build arguments>`` auszuführen, führen Sie ``pyston-scons "
"<build arguments>`` aus, um Godot zu kompilieren."
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:486
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:487
msgid ""
"If you can't run ``pyston-scons`` after creating the symbolic link, make "
"sure ``$HOME/.local/bin/`` is part of your user's ``PATH`` environment "
@@ -171380,7 +171389,7 @@ msgstr ""
"symbolischen Link erstellt haben, stellen Sie sicher, dass ``$HOME/.local/"
"bin/`` Teil der ``PATH``-Umgebungsvariable Ihres Benutzers ist."
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:491
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:492
msgid ""
"Alternatively, you can run ``python -m pip install pyston_lite_autoload`` "
"then run SCons as usual. This will automatically load a subset of Pyston's "
@@ -184530,11 +184539,11 @@ msgid ""
"this results in noticeable compression artifacts using less compression is "
"fine, even if the file size is bigger."
msgstr ""
"Wenn das Bild über 300 kB groß ist, versuchen Sie, es mit `Squoosh "
"<https://squoosh.app/>`_ verlustfrei zu komprimieren. Wenn es immer noch "
"über 300 kB groß ist, wechseln Sie zur verlustbehafteten Komprimierung und "
"erhöhen Sie langsam die Komprimierung, bis es unter 300 kB liegt. Wenn dies "
"zu auffälligen Kompressionsartefakten führt, ist es in Ordnung, weniger "
"Wenn das Bild über 300 kB groß ist, versuchen Sie, es mit `Squoosh <https://"
"squoosh.app/>`_ verlustfrei zu komprimieren. Wenn es immer noch über 300 kB "
"groß ist, wechseln Sie zur verlustbehafteten Komprimierung und erhöhen Sie "
"langsam die Komprimierung, bis es unter 300 kB liegt. Wenn dies zu "
"auffälligen Kompressionsartefakten führt, ist es in Ordnung, weniger "
"Kompression zu verwenden, auch wenn die Datei größer wird."
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:114